#bitfighter IRC Log

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IRC Log for 2013-12-16

Timestamps are in GMT/BST.

00:08:38Flynnn Quit (Quit: This computer has gone to sleep)
00:17:54sam686Does adding this to SafePtr work for delete?
00:17:54sam686operator T&() const { return *static_cast<T*>(mObject); }
00:21:47raptorlet me try
00:23:16raptornope that fails, too...
00:24:13sam686my delete of SafePtr calls SafePtr operator T*()
00:24:31sam686in SafePtr, I don't see why where should be a "operator T*()" (non-const) and "operator T*() const", just leave the const one there and remove the non-const one?
00:24:44sam686same goes with RefPtr
00:25:29Darrel is now known as Darrel[OFF]
00:26:20raptorI don't know - maybe TNL is trying to modify the innards somewhere?
00:26:55sam686My delete calls operator T*() non-const version, but if I remove the non-const version it instead calls a const version
00:28:07raptormy 4-year-old just interpreted "don't throw the clean clothes off of the couch" to "I didn't throw them off, I put them off gently on the floor"
00:29:50Watusimotothey only fell 2 ft
00:30:06Watusimotogently fell
00:31:22Watusimotohey guys! we got webutation!!!
00:31:23Watusimotohttp://www.webutations.net/go/review/bitfighter.org
00:31:46raptorwhat on earth is that?
00:32:23Watusimotowhy a listing of sites with high webutation
00:32:45Watusimotowe got 100/100
00:32:57raptorand can I use it for my case about undeletion from wikipedia?
00:33:10raptorwoot! a response!: https://en.wikipedia.org/wiki/Wikipedia:Requests_for_undeletion#Bitfighter
00:34:39Watusimotoa... informative... response
00:34:42raptorI mean, of course I didn't follow their policy - I only had to sift through 3 pages of proper instructions to get to that page...
00:36:21Watusimotothe rules are structured to mean whatever the guy who hates your page wants them to mean
00:37:03raptorFor what it's worth, I had already contacted one of the deletion guys about it - got no response for over a year, then it was archived
00:40:11raptoraww man
00:40:24raptoris there a way to get a list of *all* ship objects on the server?
00:42:00sam686get ServerGame and find objects there?
00:42:40raptorall Ship* are in the database, right?
00:42:49sam686yes, on ServerGame
00:42:52raptorok, thanks
00:42:54sam686no on ClientGame
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00:50:41raptoroh my goodness it compiled...
00:50:48raptorlet's see if the crash still happens
01:02:50raptorhmm... happens half the time
01:02:55Nothing_Muchon PowerPC?
01:04:33raptorno, everywhere
01:05:42Watusimotocreate a test for it!
01:06:03Nothing_Muchoh dear
01:07:08raptori got to get it to not crash first...
01:07:33raptori don't understand, i'm signalling the zone clean-up in the same thread before calling delete, yet it's stilil crashing
01:08:56raptorsomething sinister...
01:09:17raptordinner time!
01:09:48Nothing_Muchlater
01:09:53Nothing_MuchWatusimoto: any word from Desura?
01:10:00Watusimotono
01:10:40Nothing_Muchalright, no worries
01:21:24Watusimotonight
01:21:45Nothing_Muchlater
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02:17:12raptorwhat
02:17:18raptorkaen: you around?
02:17:19Nothing_Muchraptor: lemme know when you're done -
02:17:19Nothing_MuchOh hey
02:18:13raptorhi
02:18:37Nothing_MuchLemme know when you're done fixing the bug for OS X (right?), we could discuss probable controls for mobile
02:19:31raptorIt's a crashing bug with levelgens
02:20:12raptorhowever, I've discussed controls many times before - my issue isn't lack of ideas, it's lack of developers/time/devices
02:20:32Nothing_Muchohh
02:21:01Nothing_Muchit's one of these days I wish I was a developer :(
02:22:26Nothing_Muchgame's written in Lua right?
02:22:33raptorNo, c++
02:22:43raptorbut we have Lua bindings
02:23:06Nothing_Muchoho man
02:23:41Nothing_Muchlemme see c++
02:25:29Nothing_Muchhmm.. does Google have like a kinda beta access for their applications?
02:25:32Nothing_Muchno wait
02:25:58Nothing_Muchdoes it have a place for Beta applications?
02:26:21Nothing_Muchgonna check it out
02:36:33Nothing_Muchnope
02:36:34Nothing_Muchguess not
02:36:57raptorkaen: if you come back, are you working on making slipzone a child of zone?
02:37:16Nothing_Muchquick question before I leave ya alone, should I see C first or can someone pick up C++ easily?
02:37:25Nothing_Much*then I'll leave ya alone
02:37:28raptorhmm...
02:37:53raptorgo with c++ right away i think - it's slightly friendlier starting out
02:38:14Nothing_Muchalrighty then
02:39:13Nothing_MuchBeen overly enthusiastic woo! I'll try to tone it down for you guys.
02:40:38raptorheh, no worries :)
02:40:48raptorwhat we really need is someone to 'own' one of the ports
02:41:06raptorkoda sort of started iOS, but no one has written an interface
02:41:21raptorI started the android one (with a simulator) but it crashes and has no interface...
02:41:51Nothing_Muchhmm..
02:42:02Nothing_Muchif there's a dual boot option for the Ubuntu Phone..
02:42:07Nothing_MuchI'll put Android on it
02:42:17raptoryou have one of those?
02:46:21Quartzy has joined
02:46:31Quartzy@raptor gg on this contest. Should be a blast.
02:46:38raptorhi Quartzy
02:46:44raptorok good
02:46:59raptordo you think I shoudl make anonymity a requirement?
02:48:44Nothing_Muchraptor: they aren't out yet
02:48:50Nothing_Muchbut I'm gettin' one!
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03:18:33raptori might even enter a level in the contest...
03:30:02raptoroops... bash in a Lua script doesn't work so well..
03:32:55Nothing_Much Quit (Quit: No Ping reply in 180 seconds.)
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03:36:13Quartzy@raptor I dunno. I think probably so. Just for consistency's sake.
03:36:22QuartzyLike either all yes or all no otherwise it's a little confusing
03:36:26raptorok
03:36:46QuartzyIt's interesting. Because without anonymity, people would be free to debate with others about their suggestions
03:36:59QuartzyBut with it, then people can just take what they want and say nothing and that in itself is a response.
03:37:27QuartzyBy the way; I just made a map for this contest, very nearly done; and oh my God I am excited. This is inspiration!
03:37:48raptorInteresting - I think I'm easily persuaded on these matters...
03:38:04QuartzyLol yea you are
03:38:29QuartzyThat's ok though. There's people like me who are too rigid so ... nice to have guys like you around :P
03:38:40raptorLet's all do anonymity for this first one - just to ease people in a bit...
03:39:01QuartzySounds good.
03:42:25QuartzyWow I just moved a whole map and the turrets didn't screw up. Mad props to whoever was responsible for fixing that.
03:43:11raptorthat was 1 part raptor, 1 part watusimoto, and maybe a few teaspoons of kaen and sam686
03:43:41Quartzynoice
03:44:09raptorand like a few dozen coding hours...
03:44:18Quartzy:P
03:47:29BFLogBot Commit: 44f0143cf4e7 | Author: buckyballreaction | Message: Fix crash with removing zones with a levelgen when a ship is on top. SafePtr does indeed seem to work
03:48:38QuartzyDONE
03:48:54raptorman, that bug soaked up 5 hours
03:48:59raptorand it was all for BOBDADUCK
03:49:17QuartzyI hated it too, I guess I'm just less vocal.
03:49:30QuartzyTo be brutally honest with you guys? I still to this day prefer how it worked in Zap!. Sorry.
03:49:40raptorhow was that?
03:49:49QuartzyIt just stayed like how you originally place it
03:49:59raptorwait -
03:50:07raptorwait wait, I don't think we're talking about the same thign
03:50:08QuartzyLike it stayed as the "T" and the "P" lol it only latched onto the walls once you loaded the map.
03:50:18raptorah interesting...
03:50:41raptorheh, actually, I 'broke' it once and it did that - then watusimoto fixed it again
03:50:49QuartzyHaha
03:50:58QuartzyThe only issue is when you would try to make the placing really precise
03:51:03QuartzyThen it was balls, I'll freely admit.
03:51:43QuartzyCan't count the number of times there was supposed to be an "unpassable until disabled from some challenge" projector in a dungeon and then it was placed off a bit and people could still kill it without doing the challenge. LOL
03:59:17Nothing_Much Quit (Quit: No Ping reply in 180 seconds.)
04:10:43raptorI think I just broke SlipZones...
04:12:39raptorback in a bit...
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04:35:12BFLogBot Commit: 4f341213cd50 | Author: buckyballreaction | Message: Make SDL2 a CMake option for Linux. It defaults to SDL 1.2 unless you specify -DUSE_SDL2=1
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09:26:35vs73nxhi watusimoto, had a look at that video you gave me a link to that showed me sublime text
09:27:01vs73nxand after seeeing it i installed subime text :p
09:28:41vs73nxanyways had a look at my EDITOR_BINDING_TABLE and i dont see any errors with it
09:28:47watusimotohi
09:29:13watusimotowell, something changed between the version I have, which compiles, and the version you have, which doesn't
09:31:47vs73nx?
09:32:33watusimotoyou showed me a whole list of compiler errors last night, right?
09:32:47vs73nxyes
09:32:49watusimotoI don't get those when I compile
09:33:08watusimotoalso, you did not get those earlier when you submitted the code that I am looking at
09:33:20watusimotoand you've modified the code since then
09:33:33vs73nxwhich revision is this?
09:33:34watusimotoso I conclude that one of your modifications triggered the errors
09:33:57watusimotoI have the version from your clone, that had three checkins from you
09:34:07watusimotoI looked last night and it looked like there were no new commits
09:34:17vs73nxyes apparently eclipse is saying that this is wrong
09:34:18vs73nx#define EDITOR_BINDING(a, b, memberName, defaultKeyboardBinding) memberName = defaultKeyboardBinding;
09:34:18vs73nxEDITOR_BINDING_TABLE
09:34:18vs73nx#undef EDITOR_BINDING
09:34:22vs73nxbut it isnt
09:34:47watusimotoit might be
09:35:01watusimotohow many columns do you have in the EDITOR_BINDING_TABLE?
09:35:11vs73nx4
09:35:29vs73nxc is the membername and d is a string
09:35:50vs73nxwait..
09:36:00vs73nxi made all the memberNames strings
09:36:21vs73nxnup thats correct
09:36:32watusimototry testing this
09:36:58vs73nxi initalize all the membernames in inputCode.h and set them to their variables in the aformentioned statement
09:36:59watusimotoin memberName = defaultKeyboardBinding
09:37:05vs73nxso that iasn woron
09:37:12vs73nxor is it...
09:37:21watusimototry replacing memberName with xxx
09:37:27vs73nxprobably is :P
09:37:29watusimotoand define xxx as a string somewhere
09:37:35vs73nxk
09:37:55watusimotobasically remove memeberName from the equation and see if that fixes the error (of course, it will be junk code)
09:38:11watusimotoif not, try replacing the defaultKeyboardBinding with some static item
09:38:25watusimotobasically try to narrow down which term is causing the problem
09:38:38vs73nxk
09:39:20vs73nxits defaultKeyboardBinding
09:39:28vs73nxthats causing the problem
09:40:00watusimotook, check that. I would have guessed memberName was wrong, so it was good you tested it
09:41:43vs73nxnup changing defaultKeyboardBinding still makes eclipse highlight the code and give me the ambiguous warning Syntax Error
09:42:55watusimotocan you force eclipse to compile even though it says there are warnings? sometimes vc++ shows me errors in code that compiles fine
09:44:01vs73nxyes but building it gives me still those compiler errors
09:44:15watusimotook, so there is a real problem:-)
09:44:53watusimotoit's very hard for me to say without seeing the code; and I'm at work now, so I don't have access to my tools and such
09:45:01vs73nxk
09:47:08watusimotoyou could try replacing that block with a few lines of manually generated code to see if what you think you are getting actually works
09:47:27vs73nxOH OK
09:47:33vs73nx*sorry caps
09:49:06vs73nxthe actual code is fine
09:51:32vs73nxthe expanded code
09:51:49watusimoto*what you think the expanded code is* is fine
09:52:07vs73nxyes
09:52:10watusimotoperhaos you can tell I've been down this road before!
09:54:29vs73nxx-macro hell?
10:00:22watusimotowhen it works, it's great
10:07:00vs73nxtesting all these xmacros is a place where multi editors are invaluable
10:07:10vs73nxmass copy and paste FYW
10:07:13vs73nx*FTW
10:12:43watusimotoit is useful everywhere, at all times!
10:12:52vs73nxagreed
10:13:47vs73nxim manually doing all the binding by copying and pasting the expanded bindings and then after it works debug the macros
10:20:21watusimotodon't do all of it!! just do a couple to make sure it compiles
10:20:40watusimotothough I suppose with multiedit it is just as easy to do them all :-)
10:21:37vs73nxyes it is
10:22:48vs73nxit seems that all expansoins of EDITOR_BINDING_TABLE in inputcode.cpp are effected
10:22:52vs73nx*expansions
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12:23:51BFLogBot Commit: 75cfb2c694e4 | Author: sam8641 | Message: Fix a ChangeTeam update mask problem for Ships (when LUA changes teams)
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13:26:10Nothing_MuchGood morning
14:11:19BFLogBot Commit: 024165aab14c | Author: sam8641 | Message: Fix and make priority system work better, hundreds of TextItem now load in background without lagging the game.
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14:29:19Nothing_MuchHello everyone
14:29:53Nothing_Muchorconoid: Hi
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14:31:26sam686[03:32:55] <-- Nothing_Much Quit (Quit: No Ping reply in 180 seconds.) it looks like you may have set your quit message to "No Ping reply in 180 seconds." or your client is sending that as a quit message.
14:31:57sam686for me, then irc servers think i ping timeout, it says sam686 Quit (Ping timeout: 252 seconds)
14:32:09Nothing_Muchsam686: I have no idea how to configure that
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14:32:58Nothing_MuchHi there
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14:35:19Nothing_MuchHey kumul
14:36:13Nothing_Muchbrb
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14:57:37watusimotoNothing_Much:
14:57:38watusimotoAs your not the creator of the news post, Please advise them they need to provide images, video and download links in news posts for the news to reach the front page. As noted below, the email covers some general reasons, key ones being images and media, it’s the most common reason news doesn’t hit the front page. Your welcome to update the post with images and or video, then email me back and we can review it again.
14:57:45watusimoto^^ from desura
15:01:56Nothing_MuchSo new gameplay and images and download links.
15:02:06watusimotosounds like it
15:03:29Nothing_MuchBefore my PC crapped out I did finish the trailer and gave the download link somewhere, should I upload it again?
15:04:07watusimotohave I seen it?
15:04:10watusimotoI don't think so
15:04:19Nothing_MuchI think raptor did
15:04:22Nothing_MuchLemme get it
15:04:22watusimotoI've seen only two trailers -- mine and one by (I think) fordcars
15:05:42Nothing_MuchI played with a bunch of bots and it wasn't very frenetic.. but it was gameplay at least.
15:06:09watusimotosam686 uploaded tons of raw footage to youtube recently
15:06:22Nothing_MuchHoly crap, really?
15:06:37watusimotoI believe so
15:06:39sam686thats mostly for BBB10 that I found I hadn't uploaded
15:06:50Nothing_MuchI could use those and recreate the trailer.
15:06:54watusimotoso it's the old ui
15:07:04watusimotowe need footage with the newer look and feel
15:07:26watusimotonot sure about the quality you can extract out of youtube
15:07:32Nothing_Muchohh
15:07:37watusimotomaybe ok
15:07:40Nothing_MuchI got the footage from the beta of 019
15:07:51Nothing_Muchso it's somewhat relative
15:07:52sam686http://www.youtube.com/user/sam6861/videos?flow=grid&view=1 I guess I don't have any 019 videos yet.. those is 018/017/016 older version
15:07:54watusimotothat would be better, if gameplay is ok
15:09:08watusimotothe quality looks usable
15:10:06sam686I may still have an much higher quality (lossless 24-bit zlib type (camstudio-codec) compression) (better then youtube) on my hard disk too.
15:12:14sam686http://sam6.25u.com/bitfighter/BBB8/ came from my recorded video, thats a lossless compression, png is lossless compression too.
15:13:11sam686Thats from my old Radeon 9200, that graphics card is about year 2003..
15:13:36kumul Quit (Ping timeout: 253 seconds)
15:13:47sam686different graphics card tends to produce different line smoothing.
15:13:53Nothing_Muchhttp://ubuntuone.com/0FeBTElL9eGiUcbDwgIAAA
15:14:13Nothing_MuchLooking at it now, the gameplay's pretty lackluster :(
15:14:17Nothing_Much(you can see the link right?)
15:14:57sam686yes, but no progress bar for loading nor downloading?
15:15:33sam686downloaded 7 MB so far, I don't know how many MB is total/left
15:16:02Nothing_Muchoh it must be their servers again'
15:16:09Nothing_Muchit's 39mb
15:16:22Nothing_Muchwebm format too!
15:17:17sam686its downloading about only 1 Mbps, but my download speed is 30 Mbps, my upload speed 5 Mbps
15:17:37Nothing_MuchI've been asking for footage from you guys but y'all haven't delivered so.. I had to use bots. :D Unfortunately for now, I can't record anything since there's discoloration going on here
15:17:49sam686I guess the server is so slow..........
15:17:56Nothing_Muchyeah it's ubuntuone
15:18:14Nothing_Muchthey don't have enough employees unfortunately
15:18:31Nothing_Muchbut hopefully it'll change once the Ubuntu Phone launches
15:18:48sam686downloaded 32 MB so far..
15:20:28Nothing_MuchIt's 39
15:20:34Nothing_Much.4
15:20:47sam686its done downloading
15:21:31Nothing_Muchwebm?
15:21:47sam686yes
15:23:58sam686I tend to not like the outline of the font, hard to read, mostly at the 3:09 mark
15:25:14Nothing_MuchHmm.. Oh, should I not use the checkbook font?
15:25:26sam686at times, the game thats recorded drops to about 5 FPS
15:26:26Nothing_MuchOh dear
15:26:45sam686also it recorded screen tear. Hit pause on video while ship moving and see the bottom half break up sometimes..
15:27:30Nothing_MuchWhat video playback software are ya using?
15:27:57sam686My Recorded video have no screen tear at all, and are 30 fps (mostly, theres a small frame drop for my older videos)
15:29:08sam686I think you need a opengl screen recorder that hooks into opengl and read the pixels from there
15:30:10sam686Windows have Fraps (not free) and taski (old), both can hook into opengl and directx
15:30:16Nothing_MuchDo you know of any for Linux on armhf?
15:30:18Nothing_Muchoh
15:30:43Nothing_MuchI don't have an OGL capable PC at the moment
15:30:58Nothing_MuchThe one I used for that footage crapped out on me
15:32:18sam686I don't know of any good ones and easy to use on linux for capturing opengl
15:32:38Nothing_MuchOh I just found one!
15:32:39Nothing_Muchhttp://www.maartenbaert.be/simplescreenrecorder/
15:33:11sam686the thing why it need to hook into opengl, so it can pause opengl rendering on flip() and reading pixels on screen, then resume opengl.
15:33:47Nothing_Muchuh..
15:34:17sam686that avoids screen tear (if screen recorder reads pixels without pausing opengl)
15:34:24Nothing_MuchAh
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16:31:42raptorgood day!
16:32:54Nothing_MuchHey raptor
16:38:08raptorsam686: can you explain better what your priority changes did? was it just to change NetObejct to GhostConnection?
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16:41:54raptorwow sam686, you got the ship color working...
16:47:18Nothing_Muchhmm..
16:48:26sam686The NetObject was always GameType, I wanted GameConnection instead
16:52:00raptorhi
16:52:09raptorso how did switching them fix the priority?
16:53:04sam686I make the TextItem reallly low priority, so its the last thing to load in a level, shooting while its loading TextItem won't lag anymore.
16:53:44raptorand that's the -1000 part?
16:53:49sam686yes
16:54:01raptorah ok
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16:55:03sam686Also did the same for LineItem except theres a problem for LineItem... Why is s2cSetGeom being used instead? It laggs everytime levelgen moves lots of LineItem
16:58:43raptorI'm not sure - TextItem doesn't use that?
16:59:29sam686TextItem only have 2 points, and up to 255 characters long
17:00:04sam686however I think we can only send up to about 700 bytes long in packUpdate/unpackUpdate
17:00:34raptor1500 bits, i though
17:00:37raptor*thought
17:00:50sam686maybe 1500 bytes
17:01:13sam686but TNL needs to use some of bytes for headers/which objects to unpack, and such
17:01:21sam686thats BYTES
17:01:40raptordo you think the network usage would be better in pack/unpackUpdate?
17:02:23sam686yes, especially when levelgen constantly moves them or change them
17:03:10raptorok, i don't have a problem with changing it I suppose - but I can't remember why we used an s2c... maybe kaen or watusimoto knows?
17:04:24sam686there is one trick on packUpdate that can be done, only do some of updateMask, and return the mask not yet done (maybe cause data can be too big to send all in one packUpdate) TNL will rerun packUpdate again with remaining mask
17:05:06raptorcould it be that we used s2c because lineitems can have 1000s of points now?
17:05:52sam686don't know, but that wasn't my work thats for sure
17:06:48raptoractually I think that may have been it - because walls an other polygon/polyline objects have had their limits increased - an s2c with the BigData flag was needed, I think
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17:09:25Nothing_Muchsam686: I don't know what tearing is and I'm not sure if I could see it
17:10:21sam686video tearing? thats when bottom half appears to move faster then top half, causing a split somewhere in the middle, whem everything moving
17:10:53Nothing_Muchohh
17:11:12Nothing_Muchokay, so I'll use SSR when drivers appear for my computer
17:11:22Nothing_Muchthat has an OGL recorder in it
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17:16:47sam686even with software opengl render it might still be able to hook into opengl, after all reading pixels from software renderer is just as fast as reading memory (reading pixels from hardware can be slow because reading pixels having to travel through a slower PCI/AGP/PCI Express)
17:17:36sam686but then again, if your CPU is weak, it will be SLOW at compressing video.
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18:35:35QuartzyI'm just gonna leave this here: http://www.bitfighter.org/forums/viewtopic.php?f=9&t=2180
18:37:45raptorI am not authorized to read this forum
18:37:57raptorI should log out to see that...
18:39:28raptorhahaha, what
18:39:48QuartzyI'm getting strong Hamster and cloakdood vibes from my own thread
18:39:54raptorthat was actually quite well thought out...
18:40:00Quartzyhaha thanks xD
18:40:11Quartzy100% unplanned I just kept going.
18:41:45Flynnn Quit (Quit: This computer has gone to sleep)
18:44:47Flynnn has joined
18:44:56raptorso tell me
18:45:04raptorwhat goes on in Off-Topic nowadays?
18:45:17raptorsince I don't have access to it, i never see updates
18:47:14QuartzyVery little?
18:47:19errorium has joined
18:47:37raptorheh, ok
18:48:12QuartzyI haven't updated the Exploits of Quartz and bobdaduck in a while
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20:46:34WatusimotoHI
20:46:37Watusimotohi
20:46:39vs73nxhi
20:46:49raptordo your ears hang low do they wobble to and fro
20:47:14WatusimotoI don't even want to know what that's about
20:47:54raptoran old revolutionary war song (I think) stuck in my head
20:48:08Watusimotoah, I see
20:48:38WatusimotoI suddently started getting weird build errors
20:48:47raptormake clean
20:48:50Watusimoto2>c:\users\chris\documents\bf-trunk\lua\lua-vec\src\luaconf.h(647): fatal error C1083: Cannot open include file: 'unistd.h': No such file or directory
20:48:57raptorthat's werid
20:48:59raptorweird
20:49:03WatusimotoI think I got this after I did a total rebuild
20:49:11Watusimotobecause usually I don't compile lua every time
20:49:25Watusimotoit is both weird and werid
20:50:18Watusimoto>>> should therefore be available in any conforming (or quasi-conforming) operating system/compiler (all official versions of UNIX, including Mac OS X, GNU/Linux, etc.).
20:50:20raptorlet me try a full rebuild in windows...
20:50:27Watusimotoit sounds like it shouldn't be used on windows
20:50:36raptorheh
20:51:27Watusimotook, looked over my unpushed commits -- no weird files modified
20:52:39raptorstarted build - it'll take about 10 min.
20:53:03Watusimotook
20:53:12Watusimoto#if defined(loslib_c) || defined(luaall_c)
20:53:12Watusimoto#if defined(LUA_USE_MKSTEMP)
20:53:12Watusimoto#include <unistd.h>
20:53:20Watusimotothis from the place it is included
20:53:30raptorohh....
20:53:32raptoroh haha
20:53:37raptorI know what that is..
20:53:41Watusimotoso one of the top two needs ot be defined, and the use_mkstemp
20:53:44Watusimotoyou do?
20:53:56raptoryep
20:54:00Watusimoto(well, i thought someone here might, which is why I decided not to go it alone)
20:54:27Watusimotoso... what is it
20:54:38Watusimoto(you can probably abort your full build, as it won't work)
20:54:47raptorLua was using a deprecated api on *nix systems
20:54:54raptorthe fix was to use mkstemp
20:55:03raptorbut apparently that is not available on Windows
20:55:07raptorC api
20:55:11raptoryay windows
20:55:15Watusimotoyay
20:55:28raptorprobably something like C99 supports it
20:55:43raptorbut visual studio is stuck on C89 or something like that
20:56:34raptort's a cmake fix - i'll do it
20:58:33Watusimotook, great
20:59:35vs73nx Quit (Quit: Leaving)
21:02:52oskopekhi all
21:03:10raptorok Watusimoto, pushed
21:03:12oskopekI'm working on the undo/redo task - what do you use to debug bitfighter?
21:03:19BFLogBot Commit: 7cf46439cc73 | Author: buckyballreaction | Message: Fix so LUA_USE_MKSTEMP is used on everyplatform but Visual Studio
21:03:35Watusimotooskopek: what platform are you on?
21:03:37raptoralso, for what it's worth - visual studio 2010 compiled without that fix
21:03:44oskopekWatusimoto: linux
21:03:45Watusimotohmmmm
21:04:03Watusimotooskopek: I use visual studio in a virtual box instance
21:05:01oskopekWatusimoto: that's actually not possible for me :/
21:05:51raptorok folks, i'm heading out - back later!
21:05:54oskopeki'm trying to use gdb, but it's a bit non-trivial
21:06:02oskopekbye!
21:06:13raptoroskopek: you can use cmake to generate eclipse-cdt project files
21:06:43oskopekraptor: really? where should I look for clues on how to do that?
21:07:07raptoryou would do in the 'build' directory something like: cmake -G "Eclipse CDT4 - Unix Makefiles" -DCMAKE_BUILD_TYPE=Debug ..
21:07:18raptoroh actually
21:07:20raptorwait
21:07:21raptordon't do that
21:07:42raptordo that in a completely new directory not in the source code tree (eclipse can mess the tree up)
21:08:01raptorso in some other folder do: cmake -G "Eclipse CDT4 - Unix Makefiles" -DCMAKE_BUILD_TYPE=Debug /path/to/bitfighter/source
21:08:25raptorand you need cmake 2.8.10 installed, I think
21:08:37raptorHere is a list of generators: http://www.cmake.org/cmake/help/v2.8.10/cmake.html#section_Generators
21:08:48raptorand with that, chao!
21:08:51raptor Quit ()
21:10:34oskopekthanks :)
21:10:37oskopekah, too late
21:12:49Nothing_MuchI think it's spelled chiao
21:12:50Nothing_Muchlol
21:25:48oskopekmaybe ciao?
21:33:50Nothing_Muchyeah that
21:39:10Nothing_Much Quit (Quit: No Ping reply in 180 seconds.)
21:39:42Nothing_Much has joined
21:45:21Watusimotooskopek: gdb is powerful but challenging
21:45:55Watusimotochao is the south american spelling
21:46:07oskopekWatusimoto: after searching for some stuff about it, I kinda like it
21:46:08Watusimotowe've been through this a couple of times
21:46:11oskopekdidn't know that
21:46:22Watusimotooskopek: like what?
21:46:47oskopekWatusimoto: what do you mean?
21:47:20WatusimotoWatusimoto: after searching for some stuff about it, I kinda like it oskopek: like what?
21:47:44oskopekWatusimoto: gdb.. printing variables, backtrace, that sort
21:48:05Watusimotoit can do a lot, and if you are good at it, you can be like a ninja, debugging stuff anywhere, anytime
21:48:28Watusimotoso if you have the patience to work with it, it will serve you well
21:48:54oskopekI'll give it a go then
21:49:05oskopekbtw, I've implemented the way I wanted the undo to work, the only problem is.. it doesn't undo anything.. yet :)
21:50:05oskopekI'm pretty sure the algorithm/idea is good, the problem is coping with C++, not too skilled at it
21:51:14kumul has joined
21:51:24kumulhey Nothing_Much
22:02:11Watusimotooskopek: when I started bitfighter, I had never coded in C++
22:02:30Watusimotoit was slow going at first
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22:21:53oskopekWatusimoto: I know how that feels
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23:13:16oskopekgood night
23:13:25Nothing_Muchg'night oskopek
23:33:30Watusimotonight
23:33:45Watusimotojust renewed bitfighter.org/net domains for another 2 years
23:34:01Watusimotonearly $50!
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23:39:59Nothing_Muchwoo!
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