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IRC Log for 2015-06-04

Timestamps are in GMT/BST.

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04:07:28BFLogBot Commit: a68d2cd9e3 | Author: watusimoto | Message: Make sure the folder exists before adding it to the path
04:07:30BFLogBot Commit: 7debe6ba71 | Author: watusimoto | Message: Comment
04:07:31BFLogBot Commit: 184086ed53 | Author: watusimoto | Message: Better name
04:07:33BFLogBot Commit: 36f252f4c3 | Author: watusimoto | Message: Better name II
04:07:34BFLogBot Commit: 0d9cfd08ad | Author: watusimoto | Message: This logic already handled in joindir
04:07:36BFLogBot Commit: 4864115502 | Author: watusimoto | Message: Remove most of physfs work; create new FileList object that encapsulates some of the file management actions, that works in a similar manner to physfs, but with some tweaks that make it a better fit for us. Leaving physfs in place for now, as we might want it for reading levels from zip files. Can still specify multiple sfx and font folders that will be searched for resources. I think this mes
04:07:37BFLogBot sage is now long enough to satisfy most readers.
04:07:39BFLogBot Commit: 1c485e714d | Author: watusimoto | Message: Make credits and menu music work again
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11:16:14kodaMACOSX_DEPLOYMENT_TARGET:
11:16:14kodaCMake Error at cmake/Platform/Apple.cmake:15 (message):
11:16:15kodaMACOSX_DEPLOYMENT_TARGET environment variable not set. Set this like so
11:16:28kodaimho this should get a default value
11:21:02kodawhat
11:21:03koda:D
11:21:05kodaCMake Error at /usr/local/Cellar/cmake/3.2.2/share/cmake/Modules/FindPackageHandleStandardArgs.cmake:138 (message):
11:21:06kodaCould NOT find Threads (missing: Threads_FOUND)
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13:23:13ChanServ sets mode +o
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13:25:30raptoron briefly -
13:26:08raptorkoda you have to do: export MACOSX_DEPLOYMENT_TARGET=10.6
13:26:18raptorsee: http://bitfighter.org/wiki/index.php/Building_Bitfighter#OS_X
13:26:33kodayep
13:26:41kodait should be automatic when not set thoguh
13:26:43raptorthe reason was because I could not figure out how to set that automatically in the environment from within cmake
13:26:48kodaoh
13:27:01kodajust copy hedgewars way
13:27:12raptorbecause xcode compilers required the bash shell environment variable for some reason
13:27:20kodaright now i am stuck at Could NOT find Threads (missing: Threads_FOUND)
13:27:33raptordoes hedgewars set it from within cmake?
13:27:37kodayep
13:27:45raptorhuh - i should take a look, then
13:28:02kodacmake_modules/platform.cmake iirc
13:28:08raptorthreads are not found... could that be because X11 is not installed?
13:28:15kodano?
13:28:18raptoror some other missing headers somewhere?
13:28:26raptori've never had that issue before
13:28:30koda:(
13:29:28raptordoing some searching - i find a reference about needed c++11 on new osx
13:29:48kodawhat os are you usually building on?
13:29:59raptorsee here: http://stackoverflow.com/a/11972743
13:30:07raptorosx 10.6 x86_64 :)
13:30:31raptori heard someone got it to compile on 10.7 or 10.8
13:30:40raptorbut i don't know if newer can or not
13:32:04kodahm it worked with MACOSX_DEPLOYMENT_TARGET
13:32:06kodaerr
13:32:06raptorkoda what cmake version are you using? I found a reference to a bug
13:32:08kodaCMAKE_CXX_FLAGS "-std=c++11 -stdlib=libc++"
13:32:16raptoroh
13:32:19raptormaybe that was it, then
13:32:25raptoralso, what OSX are you on?
13:32:38koda10.9
13:32:52raptoryou ar ein the future!
13:32:56raptor*are in
13:33:12kodano, one version behind
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13:34:29raptorhas osx and ios merged yet?
13:35:14Nothing_Muchnope
13:35:35koda gives a segfault to raptor
13:35:46Nothing_MuchOS X and iOS will merge with human beings eventually though, since all apple users have sold their souls to Apple as a service
13:40:02watusimotohowdy
13:40:09raptorhi
13:40:39raptorI'm designing circuits in this app that looks like it was programed in the late 90s
13:40:47watusimotoI've almost got the bf code back to where I started a couple of weeks ago!
13:40:55raptor:(
13:40:59watusimotoooh... circuits!
13:41:14watusimotoI've been taking things apart recently and saving the parts
13:41:15raptormaybe koda can still make a case for physfs?
13:41:49watusimotoNot sure what I'll do with them...
13:41:51raptortuesday we learned how to blow up capacitors (and admonished not to do so)
13:41:59watusimotoexcllent!
13:42:12watusimotoI still want to use physfs, but my use case keeps shifting
13:42:30raptorhmmm...
13:42:45watusimotothe original proposed use (in the google code ticket) won't work, but I ultimately want to read levels from a zip file
13:42:52watusimotoand there physfs would be useful
13:43:33watusimotothere would be a way to host all the levels in a specified zip
13:43:36watusimotofor example
13:43:48watusimototo give you another way of organizing your stuff
13:44:30watusimotoand later, when levels can specify their music, perhaps the music could be in the zip as well, to provide an all-in-one level/bot/script/music hosting package in one file
13:45:00raptorI've been looking at how some larger commercial games do their layouts
13:45:06raptorut2004 (even if old)
13:45:14raptorhad a full layout in a system dir
13:45:15watusimotowhat? trying to learn from the pain of others?
13:45:17watusimotonuts!
13:45:37watusimotokoda: does hedgewars use physfs?
13:45:46raptorthen in the user dir, mirrored the layout but concatenated the levels/music/textures/ found
13:45:55raptorso in-game, you'd just see the combination of the two
13:46:11kodawatusimoto: unfortunately yes
13:46:18raptorand you could start up the dedicated server with a specified level in the combination of the two
13:46:25watusimotothat sounds enthusiastic
13:46:34raptorno special specifying of resource dirs
13:46:57watusimotoso only a rootdatadir flag
13:47:00watusimotoessentially
13:47:11raptoryep
13:47:25watusimotowith the contents of rdd/music appended to installfolder/music
13:47:31raptoryep
13:47:39watusimotoI could get behind that
13:47:43raptorso much simpler, but it worked
13:47:47raptoryeah, me too
13:47:59watusimotoexcept for the levels, which I think need to be handled differently
13:48:30watusimotobecause we allow users to use folders as an organizaing paradigm for levels, which I think is useful
13:48:51watusimotoand you don't want to automatically include the system levels when you play
13:49:15watusimotoI'm not sure you want to automatically include the system music, either
13:49:16raptorok, i agree that that is probably the only other option used
13:49:25raptor-leveldir (used on master server servers)
13:49:39watusimotoit is kind of cool to be able to do -musicdir c:\user\chris
13:49:41watusimotooops
13:49:46raptorwell... as a dedicated user - you don't load music anyways
13:49:52watusimoto-musicdir c:\user\chris\my music
13:50:02watusimotoand have it play all your mp3s
13:50:08raptorha
13:50:11watusimoto(which we don't officially support)
13:50:20raptoractually... about that
13:50:23watusimotoon a dedicate server, only leveldir is important
13:50:39raptorwe *could* support it, but not distribute or statically link against the libraries
13:50:46raptorjust rely on dynamic loading
13:50:49raptorif it exists
13:50:58watusimotoI think we might already support it
13:51:00raptorALURE supports that, but I'm not sure how I compilied it
13:51:07watusimotoI remember us both being suprised that it worked
13:51:18raptorah, maybe it does then...
13:52:10raptorok, i have to do sparky things now
13:52:13raptorback later!
13:52:17watusimotolaterz!
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17:07:13SkybaxGood afternoon
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17:10:00Nothing_MuchBelch
17:14:50SkybaxI see, I see
17:16:37Nothing_Muchblah, the 1 server with 1 person and it's a lag fest for me :c
17:18:48SkybaxMust be a private server
17:19:48Nothing_Muchthere wasn't a password
17:19:53Nothing_Muchbut it was... laggy :<
17:20:59SkybaxI mean like not dedicated lol
17:21:08SkybaxLike they're hosting it off their computer
17:21:38Nothing_Muchyeah.. :(
17:25:02watusimotohey there
17:25:28watusimotolook at the server name... if it's unusual, it might well be a home server
17:25:42Nothing_Muchyeah it says "Bitfighter Host"
17:25:50watusimotothat's the default name
17:26:06watusimotoso very likely not dedicated
17:26:52watusimotolooks gone now
17:31:46Nothing_Muchyep, gone :<
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