#bitfighter IRC Log

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IRC Log for 2012-10-06

Timestamps are in GMT/BST.

00:52:43raptor Quit ()
01:12:28koda Quit (Quit: koda)
01:19:52raptor has joined
01:19:52ChanServ sets mode +o raptor
01:20:00raptorhowdy folks
01:20:17raptorsam686: would you like to do some play testing?
01:20:45sam686ok
01:22:14raptoralmost done compiling...
01:22:23raptorlet me get the running list open
01:33:43sam686I might have just fix running bug list number 48 a few hours ago..
01:34:41amgine123456lol i could test that theroy.....
01:37:47sam686That what happens on really long bot name: http://www.bitfighter.org/stats/gamereports.php
01:46:32sam686Amgine, using windows computer?
01:46:53amgine123456yes
01:47:32sam686http://sam6.25u.com/upload/bitfighter_018_rev_5488_0a1ac0620ead.zip (though not quite official release)
01:48:12amgine123456if you will excuse me i have to ddo womthing i will be back later
01:48:36sam686ok
02:06:07BFLogBot Commit: 915f8cf2bb1d | Author: sam8641 | Message: Fix addbots being severely limited to only 16, let the maximum bots be handled server side.
02:15:27sam686problem with eliza-bot, eliza bot chats without having a name, then sets the name for later chat texts..
02:17:25sam686my "destraction curve is broken and crashy..
02:23:48raptorhi back again
02:28:14sam686I /addbot 100 projectileshooter did it crash?
02:28:25raptortriggered asssert
02:28:30raptorhttp://pastie.org/4919291
02:28:57raptortriggered again
02:29:44raptoryour continuing code works well
02:29:45sam686more like, thats trying to send way too much data in one of c2s or s2c...
02:30:38raptoryou think?
02:31:21sam686with hundreds of bots, trying to send too much at once cause problem because of going over the single packet limit
02:31:46raptordid that happen in 017?
02:31:52sam686each s2c and c2s can't be split between multiple packet (unless using GuaranteedOrderedBigData)
02:32:22sam686I think that didn't happen on 017, maybe sone changes on maybe scoreboard sending might have caused it..
02:32:39raptorahh.. scoreboard
02:32:41raptorlet's try
02:33:14raptorneed to recompile with the change to add lots of bots
02:33:43sam686any Vector sending can cause the limit to go too big..
02:35:18amgine123456back
02:35:47raptorok teesting again...
02:35:57amgine123456whats the problem with the bots?
02:36:58amgine123456i see you disalowed random names unles s verified
02:38:24amgine123456hmm bots get hung on walls it seems let me contuniue testing this
02:38:37sam686oh, on my 017's SAM TEST..
02:39:01raptoryep, it's when doing the scoreboard
02:39:28raptordo we need to fix that sam686?
02:40:15sam686Probably should fix that...
02:41:51amgine123456well i jsut had over 100 bots in a game and the scoreboard worked fine.....
02:41:58amgine123456 maybe it was cuae i hosted
02:43:03raptorwant to just write it down and continue testing?
02:43:46amgine123456I just found osmthing i loaded bitmatch 01 and spened but no walls
02:44:02amgine123456g i spawned but no walls or items around
02:44:49amgine123456 and its not my hosted server
02:45:05sam686ok
02:48:01BFLogBot Commit: e52fb1237e50 | Author: sam8641 | Message: More detailed "Packet too big to send" assert, fix Null clientInfo from "Ship" in level.
02:48:21raptorahhh... i was wondering about that ship
02:49:17amgine123456hmm well gosh i just loaded a level and the game crashed
02:49:49raptoramgine123456: that doesn't help
02:50:03raptoryou need to say what version you're on, and give us the level you tested
02:50:04amgine123456the music file for me seems to be having problems with loading
02:51:23amgine123456did anyone else jsut get disconneted from robot over flow
03:09:39raptori'm testing IP ban on you amgine123456
03:09:48raptortell me if it works with your authenticated user
03:13:56sam686ok, a /loadini bug? duplicating hundreds of times of what? every lines?
03:14:04raptorcomments and lines
03:14:09raptorlots
03:14:36raptorthe lines were of the arrayed type: ServerBan0 ServerBan1, etc
03:14:58raptorbut all the section comments were rewritten to the file just as many times
03:26:57raptor***ROBOT ERROR*** Error handling event Tick: robots/s_bot.bot:55: calling 'getVel' on bad self (MoveObject expected, got userdata -- did you use '.' instead of ':'?). Shutting bot down
03:35:52amgine123456amdins can gmute another
03:36:12raptorcool
03:45:56amgine123456zones dont work
03:46:07amgine123456 you put them on the map but they dont show up
03:46:15raptoryes, that's intended
03:46:19raptorthey're for triggers
03:46:55amgine123456energy item still missing from editor?
03:47:33BFLogBot Commit: bcaa0a15adf1 | Author: koda | Message: added support for ogg and modplug audio on ios
03:47:35BFLogBot Commit: 4bab3ac9778a | Author: koda | Message: copy resources and load them on ios
03:47:35raptoryes, it probably won't be added
03:47:36BFLogBot Commit: 374f3059f42c | Author: koda | Message: merge
03:47:38BFLogBot Commit: 7f8dcd7dd00b | Author: buckyballreaction | Message: Merge koda's latest
03:48:49amgine123456 well i htink it really needs to be added its a pain editing hte level file to put them in it would be better for player intrest
03:50:09raptornot needed
03:50:26raptorit isn't an official part of the game
03:51:18amgine123456 yes it is. its used in lots of levels
03:51:57amgine123456Im not going rude but i really think it should be added in the future
03:52:09amgine123456so far the editor seems fine
03:52:12raptori understand, but we don't want it part of the game
03:52:34raptorwe let people use them if they can edit the files, which is fine - but the energy item can disappear at any time
03:52:54raptorthere are a few items like that
03:53:11amgine123456the ohly samll thing i see is floating turrets
03:53:26amgine123456 if you delete the poly wall a tuuret is on it jsut hangs there
03:53:32raptorthat's normal
03:53:36amgine123456 still works though
03:54:19amgine123456ok also flaoting turrets still normal
03:54:32amgine123456 but it seems to be in working order
03:59:09raptorok great
03:59:16raptorthanks
04:00:13amgine123456umm i used /mext and hte game crashed?
04:00:27raptor /mext?
04:00:45amgine123456yes i jsut confirmed it
04:00:52amgine123456 cyles the music
04:00:55raptorah ok
04:01:04raptorwhat music do you have?
04:01:45amgine123456oh none thats why
04:01:49amgine123456 never mind
04:01:59amgine123456ill add some then retry
04:02:02raptorno any crash
04:02:06raptoris very important
04:02:10raptor*any* crash
04:02:16raptorthe game MUST NOT crash
04:02:20raptor:)
04:02:32amgine123456 but theres no music so of course it would crash
04:02:44amgine123456 if i add some then test it it would be more accurate
04:03:09raptorno
04:03:13raptorit should not crash
04:03:27raptorthe game must not crash
04:03:30raptorno crash is OK
04:03:43raptorall crashes are considered critical
04:03:49raptorso please do not dismiss them
04:03:56amgine123456ok
04:04:26amgine123456quesiton where is hte defaiult music file for bitfigher located
04:04:37raptorwhat system are you on?
04:05:17amgine123456windows
04:05:34amgine123456coreciton windows xp
04:06:31raptorit should be in a folder called 'music' in the same folder as your bitfighter.ini (I think)
04:07:50BFLogBot Commit: 8de47495101f | Author: buckyballreaction | Message: No global muting another admin
04:08:54amgine123456oops hold on
04:09:18amgine123456ok i added the 17b music file to the 18 revision i will test it
04:09:38amgine123456it wasnt there hence no music and hte crash asummably
04:11:14amgine123456hmm dont know if this is correct or not but using hte /mnext and .mprev jsut makes the level music play over nad over again doesnt toggle to the menu music
04:11:50raptorthat is correct
04:11:58raptorit skips any file called 'menu.ogg'
04:12:05amgine123456ah ok
04:12:13amgine123456jsut wanted to check
04:13:58amgine123456ah darn the music was incript3ede wanted to see what format it was in thinking of maybe making a level msuic remix
04:14:36raptoryou can do ogg vorbis, or any tracker format (.s3m, .it, .xm, .mod...)
04:15:28BFLogBot Commit: ba4dea6e14fe | Author: buckyballreaction | Message: Fix crash with cycling music and there is no music
04:17:37amgine123456you normaly right click to chage setting of a boject in the edifor right?
04:17:42amgine123456 err press enter
04:17:57raptorenter
04:18:11amgine123456ok then editing the nexus options isnt working
04:18:18raptorno?
04:18:20raptor goes to check
04:18:28amgine123456well its not for me
04:18:58raptoroh wait, that's normal
04:19:04raptorbecause it is set in the level options
04:19:19raptornexii aren't separate entities that you can set
04:20:27amgine123456the nexus not closing bug is fixed
04:20:32amgine123456 good job =)
04:20:42raptoryeah, watusimoto spent a lot of time on that one...
04:21:00amgine123456 although i would disalbe having nexus never open whats the point of that....
04:21:10raptorheh
04:21:14amgine123456 makes hte level unplayable
04:21:37raptorremember we're mostly looking for bugs...
04:21:54raptorwe don't want to change too much behavior because we want to release soon
04:21:58amgine123456huh funny if you set nexus to never open and nexus is always open its always opem
04:22:48raptoryeah, that's right
04:22:53raptorthat's what we want
04:25:05amgine123456tested an no you cant good to know
04:29:14amgine123456foudn somthing oyu cant chage the password if there is no password
04:30:08raptoryou'll have to be more specific - there are passwords everywhere
04:31:51amgine123456nevermind i was wonrg
04:32:03amgine123456 i need to test the change name command
04:32:56amgine123456quetion is mmute and vmure a ignore
04:33:12amgine123456err mute and vmute
04:33:57BFLogBot Commit: cab98a912421 | Author: buckyballreaction | Message: Fix crash with sending scoreboard data that is too large for the network packet
04:34:08raptor /vmute is voice chat mute
04:34:38amgine123456yes but is it only that person ie is it a ignore only that person cant see that person talking
04:34:40raptor /mute is chat mute
04:34:59raptor /mute is just an ignore on your end for that one person
04:35:16amgine123456umm oyu can mute yourself even if your a admin.....
04:35:30raptoryup
04:35:35raptorit's client side only
04:35:42raptorvmute is the same
04:36:02amgine123456you can gmute yourself
04:36:29raptorno you can't - i fixed that 29 minutes ago :)
04:36:37raptoryou don't have the latest code
04:37:01amgine123456lol
04:37:27amgine123456well then i fuess i need the lastest code
04:37:30amgine123456guess
04:37:46raptorjust ignore that one bug
04:40:58amgine123456i finished testin all of the ocmmands they work execpt goingthough all of the quick chat commands ill do those now
04:41:36amgine123456correction the exit command doesnt work?
04:41:50raptorexit?
04:41:59amgine123456says its invalid
04:42:10raptorthat was never a command
04:42:20amgine123456oh wait thats hwy i wasnt in the ctrl+/
04:42:23amgine123456 section
04:43:05amgine123456nope still doesnt wr=rok and its there its at the edn of hte insrucitons secition
04:43:47raptorah good find, that's a bug
04:44:59amgine123456neither does the logprint command seem to work
04:45:16raptoryeah, that's all broken
04:45:19raptori'll write it down
04:48:24raptorsam686 did you go to bed?
04:49:33amgine123456i htink hes gone
04:49:45amgine123456I htink hes sawing logs
04:50:35sam686hi
04:50:51raptorhi sam686
04:50:53raptordid i wake you?
04:51:09sam686no, it doesn't make a sound, it just blinks on screen..
04:52:15raptorfixed some bugs, and added more to the running list
04:52:43amgine123456 all of the quickchat commands are comfirmed as working
04:53:00raptoryeah, we've never changed those
04:53:06amgine123456 some of the commands i havent tested yet though I need a test server to check
04:53:32amgine123456but 98% of them are tested
04:54:00amgine123456alhough i bet with some ismple editing somone could add there own
05:17:39amgine123456bots cant destory mines itys a bug
05:28:35amgine123456if they are in a stack
05:29:03raptornone of that makes sense to me...
05:30:44amgine123456if bots are on top of aonther they can destory stuff
05:31:24raptorconfirm these bugs with sam... i'm working on something at the moment
05:31:33amgine123456ok
05:33:43sam686when both ships on top (same position) of each other, they can't shoot except directly at another ship that is on the same position.. I don't know if thats a bug, since both ships can't really be on top of eachother except by spawning or teleporting on top of each other..
05:34:45raptorah
05:34:48raptori'd say ignore
05:34:49amgine123456yes
05:37:08sam686I will go to bed in 2 minutes..
05:37:35raptorok
05:37:45raptorplease write down any bugs you've found..
05:38:46amgine123456eerything ive found ive told you
05:38:52amgine123456
05:39:16amgine123456I dont know this for sure but maybe you could give me some credit for helping with the testing?
05:40:01sam686credits ... Testers?
05:40:18raptorI say thanks!
05:40:20amgine123456maybe just maybe
05:40:30amgine123456 well if not thats ok
05:40:37sam686well, good night.
05:40:38amgine123456 im glad to help
05:40:40raptornight!
05:40:52amgine123456you leaving?
05:40:57sam686 Quit (Quit: good night)
05:41:21amgine123456im going to test a few things
05:41:22raptorsoon
05:43:44amgine123456aha found somthing you cannot place tele out spwans in walls klike normal teles can
05:44:16amgine123456you also can spanw ouy
05:44:39raptorplease type those again, i cannot understand you
05:45:26amgine123456ok so normaly a tele can spawn you into a poly wall or out of one but with engeneered teles you cant do that
05:45:47amgine123456fi you still dont understand i could show you
05:47:06raptoryeah, that's done on purpose
05:47:21raptorwe spent a lot of time trying to balance the engineered teleports
05:47:32raptorbecause they may be too powerful..
05:49:11amgine123456i would disagre I think that should be the same as a nornal tele
05:49:23amgine123456 but ok just checking
05:49:33raptorthat's ok, you are welcome to disagree
05:50:09raptorwe're planning on keeping them as they are for this release, then we may ease the restrictions depending on how well they play in-game with lots of people
05:50:32amgine123456 i think with full tele aloowances would be cool
05:50:42raptoryes, i thought so at first, too
05:50:52raptorbut it was really too powerful
05:51:10amgine123456not rally cause either side could use it the same
05:51:26raptorpower is not the same as balance
05:52:23amgine123456sorry im agruing but i would like a exmaple of why not then ill drop it
05:52:53amgine123456lol i jsut had a idea engeneered boosters
05:53:30amgine123456that wouldnt be so bad
05:53:47raptorthe more you argue with me, the longer it takes me to fix these bugs... :)
05:54:02amgine123456sorry... i was rude forgive me
05:54:12raptorforgiven
05:54:23amgine123456 i jsut have my opionion strongly im very stubberon
05:54:43raptorme too - and i have to try and not be stubborn a lot
05:56:26amgine123456me also :) btw would engeneered boost be possible in the future? you would select it then you would be given the option of 7 strnghs small 500 1000 2000 3000 4000 5000
05:57:08raptoryou mean like engineer an ability?
05:57:20amgine123456or maybe 10 small 500 1000 1500 2000 2500 3000 3500 4000 4500 5000
05:57:36raptora power-up?
05:57:36amgine123456 and yes im saying engerneering booster arrows
05:57:49raptorohh... you mean speedzones?
05:57:53amgine123456 not a power up
05:58:00amgine123456 yes sorry i couldnt htink of the term
05:58:03raptorinteresting idea...
05:58:10raptorhmmm... very interesting
05:58:29amgine123456somthing to think about but i have to go
05:58:35raptorok
05:58:37raptorgood night!
05:58:43BFLogBot Commit: 7ce2c8624702 | Author: buckyballreaction | Message: Fix being able to teleport on objects that return a collision circle
05:58:46raptorand thanks for testing!
05:59:14amgine123456goodnight and your welcome any time any version just call me =)
05:59:27amgine123456 Quit (Quit: Page closed)
06:03:47BFLogBot Commit: a149e74f987f | Author: buckyballreaction | Message: Fix compiler warning
06:04:02raptor Quit ()
08:53:22Watusimoto has joined
09:33:03koda has joined
10:07:14koda Quit (Quit: koda)
11:14:08raptor has joined
11:14:09ChanServ sets mode +o raptor
11:14:23raptorhello
12:50:40Watusimotohi
12:52:49raptorhi
12:53:18raptorsam and I started a lot of playtesting to polish up the release
12:53:40raptoramgine was of use, too - he (she?) found 2 or 3 bugs
12:53:58Watusimotoexcellent
12:54:29Watusimotowe also need to test the windows auto-updater, as it didn't work for me when we released 017
12:55:06raptorthere is an file you publish on the site somewhere for that, right?
12:55:38Watusimotoye
12:55:39Watusimotos
12:55:57raptordid you ever resolve your crash?
12:56:04Watusimotono
12:56:09raptorthat's crazy
12:56:09Watusimotoit's so consistent
12:56:22raptorwindows 7 x64?
12:56:33WatusimotoI'm (again) restarting vc++, after manually deleteing all the build files I could find
12:56:35Watusimotoyes
12:56:42raptorhg purge
12:56:50Watusimotojust thinking I should do that
12:56:59Watusimotopurge reverts to last checkout?
12:57:02raptorno
12:57:10Watusimotodeletes project?
12:57:14raptorit wipes all non-tracked files from the tree
12:57:24Watusimotoleaving you with no project and hence no problems
12:57:30raptoryes
12:57:32raptorhg revert -a
12:57:33WatusimotoI have a lot of untracked files
12:57:38raptorreverts all tracked files
12:57:40Watusimotothat I don't want to get rid of
12:57:53raptoryeah, so maybe clone locally into a fresh branch?
12:57:58raptorfresh clone
12:58:02Watusimotothat's a thought
12:58:16WatusimotoI need to leave in about 15 mins, but I might try that when I get back
12:58:27raptorok, i'll start up my win7 x64 vm...
12:58:52Watusimotoit appears my clientGame is getting a corrupt gameConnection somehow
12:59:05raptorfor that crash?
12:59:10Watusimotoyes
12:59:13raptordo have a full stack trace?
12:59:23Watusimotoalways the same place, everything looks the same when I look at objects
12:59:39WatusimotoThe stack trace is not terribly useful
13:00:04Watusimotobecause the objects in question are not passed arguments
13:00:23Watusimotothey are passed into the constructor of other things, and that is not on the stack trace
13:00:29Watusimotoif that makes any sense
13:00:40WatusimotoclientGame is passed to menu constructor
13:00:55raptoryeah, i still think the crash shouldn't exist...
13:00:59Watusimotoand when menuitem wnats a list of levels, it asks menu for game's connection
13:01:31Watusimotothe crash shouldn't exist
13:01:35Watusimotoit really makes no sense
13:02:03raptori know this is a stupid question: have you restarted the computer since?
13:02:15WatusimotoI have not
13:02:19Watusimotomaybe I should
13:02:37Watusimotolet me try my latest rebuild
13:02:54Watusimotorestart you computer and call me back if you still have a problem
13:03:23Watusimoto!!!!! still crash
13:03:37Watusimoto> bitfighter_d.exe!Zap::LevelInfo::getLevelTypeName() Line 1119 + 0x3 bytes C++
13:03:37Watusimoto bitfighter_d.exe!Zap::LevelMenuUserInterface::onActivate() Line 1792 + 0x1e bytes C++
13:03:37Watusimoto bitfighter_d.exe!Zap::UserInterface::activate(bool save) Line 131 + 0xf bytes C++
13:03:37Watusimoto bitfighter_d.exe!Zap::chooseNewLevelCallback(Zap::ClientGame * game, unsigned int unused) Line 1642 C++
13:03:37Watusimoto bitfighter_d.exe!Zap::MenuItem::handleKey(Zap::InputCode inputCode) Line 206 + 0x21 bytes C++
13:03:37Watusimoto bitfighter_d.exe!Zap::MenuItem::activatedWithShortcutKey() Line 281 + 0x14 bytes C++
13:03:39Watusimoto bitfighter_d.exe!Zap::MenuUserInterface::processMenuSpecificKeys(Zap::InputCode inputCode) Line 631 + 0x31 bytes C++
13:03:41Watusimoto bitfighter_d.exe!Zap::MenuUserInterface::onKeyDown(Zap::InputCode inputCode) Line 588 + 0x13 bytes C++
13:03:44Watusimoto bitfighter_d.exe!Zap::Event::inputCodeDown(Zap::InputCode inputCode) Line 156 + 0x19 bytes C++
13:03:46Watusimoto bitfighter_d.exe!Zap::Event::onKeyDown(Zap::ClientGame * game, SDL_Event * event) Line 337 + 0x9 bytes C++
13:03:48Watusimoto bitfighter_d.exe!Zap::Event::onEvent(Zap::ClientGame * game, SDL_Event * event) Line 169 + 0xd bytes C++
13:03:50Watusimoto bitfighter_d.exe!Zap::idle() Line 614 + 0x1a bytes C++
13:03:53Watusimoto bitfighter_d.exe!Zap::dedicatedServerLoop() Line 636 + 0x5 bytes C++
13:03:55Watusimoto bitfighter_d.exe!SDL_main(int argc, char * * argv) Line 1109 C++
13:03:57Watusimoto bitfighter_d.exe!main() Line 145 + 0xd bytes C
13:03:59Watusimoto bitfighter_d.exe!__tmainCRTStartup() Line 278 + 0x19 bytes C
13:04:01Watusimoto bitfighter_d.exe!mainCRTStartup() Line 189 C
13:04:04Watusimotothat's the stack trace
13:04:06Watusimotoif it all comes through
13:04:12WatusimotoI'll turn my machine off before I leave
13:04:24Watusimotoand when I return I'll have a fresh new windows session
13:07:19raptorok
13:08:06raptordebug build right
13:08:07raptor?
13:10:48Watusimotoyes
13:10:53Watusimotooh, I could try release build
13:13:46Watusimotoso in s2cAddLevel, we add levels to our local mLevelInfos vector
13:14:03Watusimotoafter that gets run a couple of times, here's what mLevelInfos looks like:
13:14:04WatusimotoTNL::VectorBase<Zap::LevelInfo> = {innerVector=[3263332994]({mLevelFileName={...} mLevelName={...} mLevelType=??? ...},{mLevelFileName={...} mLevelName={...} mLevelType=??? ...},{mLevelFileName={...} mLevelName={...} mLevelType=??? ...},{mLevelFileName={...} mLevelName={...} mLevelType=??? ...
13:14:13raptorbeautiful
13:14:14Watusimotothat certainly looks wrong
13:14:23raptorok, i did a purge on my win7 x64 tree
13:14:30raptorerror when building: LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt
13:15:10raptorthat's linking the final bitfighter executable together
13:15:16raptori've never seen that before
13:15:21Watusimotowow
13:15:24Watusimotome neither
13:15:34Watusimotobut everythying points to mLevelInfos being corrupt somehow
13:16:27raptorhttp://stackoverflow.com/questions/10888391/link-fatal-error-lnk1123-failure-during-conversion-to-coff-file-invalid-or-c
13:16:29raptorinteresting
13:16:36Watusimototrying release build
13:17:00raptorOK
13:17:30Watusimotowow
13:17:59raptorwhat weirdness
13:18:59raptorah - it's because i recently installed 2012 express
13:22:58Watusimotook, happens in release too. shutting machine down, back later
13:23:20raptorlater
13:23:48Watusimoto Quit (Remote host closed the connection)
15:16:12sam686 has joined
15:16:12ChanServ sets mode +v sam686
15:21:08raptorhi sam686
15:21:32raptori tested for watusimoto's crash on windows 7 x64
15:21:39raptorno crash
15:24:51Watusimoto has joined
15:25:16Watusimotoreboot, full rebuild, still crash
15:25:39Watusimotomaybe there really is something wrong???
15:25:45raptoruh
15:25:46raptorhi
15:25:56raptori just built in win7 x64, no crash
15:26:05Watusimotowell.
15:26:13raptorboth in debug and release
15:26:20raptorworks fine
15:27:32raptorhave you cloned into an empty directory, and tried to build that?
15:27:48raptormaybe there's some vc++ cache that can be emptied
15:28:20Watusimototime to try a clean checkout?
15:28:30raptorjust clone from one directory to another
15:28:33Watusimotodo you know the hg command offhand?
15:28:40Watusimotoif not, I can find it
15:28:41raptorhg clone olddir newdir
15:30:48raptorit's quick takes like 10 sec
15:31:32sam686I can't find any level changing crash on neither visual C++ 2008 and 2010, release and debug...
15:31:57sam686You might have some un-pushed changes made or something with un-clean build..
15:32:06raptorbasically Watusimoto, we all think you're crazy... :)
15:32:18Watusimotothis is making me crazt!
15:32:31Watusimotofor me 2 mins
15:32:35Watusimotoand counting
15:33:18raptorok, i take it back - 13 seconds
15:33:53sam686you can try deleting release and debug folders in /zap, /tnl, and any others you find..
15:34:52sam686At one time, I had a crazy debug runtime errors, fixed by deleting exe/bitfighter.ilk (incremental linker file)
15:35:46WatusimotoI tried deleting all that stuff
15:35:52Watusimotoor at least most of it
15:36:04Watusimotothe new checkout should tell me a lot
15:56:24raptorany news?
15:59:58Watusimotonew project...
16:00:07Watusimotono crash
16:00:12raptoryes!
16:00:23Watusimotowell, yes crash, but differet place
16:00:33Watusimotoand proably unrelated
16:02:27raptortell me about that crash, and i'll try and dupe
16:04:29Watusimotoit's a lua-closing-down crash
16:04:35raptoryes, i got that one too
16:04:37raptorok
16:04:50Watusimotothat's still a mystery
16:04:55sam686I seen the LUA closing down problem if exe/sctipts is missing..
16:05:10raptoryeah scripts didn't load right for me
16:06:43raptorand i got that closing down crash..
16:09:51Watusimotofound another cache of files; trying to rebuild original project
16:11:47raptoryou could always run hg clean somedir
16:12:02raptorinstead of at the root of the project
16:12:53Watusimotowell, I feel comfortable that it was a me build problem, and the issue is a non-issue
16:17:51raptoryou can do 'hg status -u' to see all untracked files in the tree
16:36:22koda has joined
16:42:57raptorback later
16:43:00raptor Quit ()
17:04:01koda Quit (Quit: koda)
17:18:32Watusimoto Quit (Ping timeout: 245 seconds)
17:56:11Watusimoto has joined
18:03:46raptor has joined
18:03:46ChanServ sets mode +o raptor
18:03:52raptorhi
18:04:02raptoranything important happen?
18:25:19raptorthis is neat: https://www.youtube.com/watch?feature=player_embedded&v=sUtS52lqL5w
19:25:48Watusimotomy configuration is screwed up so I can't (yet) run bf from the ide
19:27:31Watusimotothese ball contraptions are pretty cool
19:34:18raptorhi again
19:34:27raptorhg purge is your friend
19:34:49raptori usually make a diff of any changes first: hg diff > ../whatever.diff
19:39:34raptor Quit (Ping timeout: 264 seconds)
19:40:32raptor has joined
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19:40:57raptorthen move out any wanted files
19:41:00raptorthen purge!
19:41:31raptoractually, i wonder if there is a clear-cache option in vc++
19:53:44LordDVG has joined
19:55:09sam686project, properties, (configuration: All), debugging, Working Directory = $(TargetDir)... Not sure why that isn't in the Bitfighter.vcxproj / vcproj..
19:55:18Watusimotothere's an absolute path in my project somewhere
20:02:06raptor Quit ()
20:10:32koda has joined
20:12:02Watusimotoslowly recovering...
20:27:25Watusimotofixed the lua crash!
20:46:58koda Quit (Quit: koda)
22:01:36amgine_ has joined
22:01:52amgine_ah raptros not here
22:01:59amgine_ is now known as Guest79190
22:02:45Guest79190.....
22:02:51Guest79190 rreally this again
22:02:54Guest79190 ugh
22:02:58Guest79190 Quit (Client Quit)
22:03:30amgine123456 has joined
22:03:54amgine123456hi if your afk somthing to me ok
22:06:01amgine123456and apperently no one is here
22:11:46LordDVG Quit (Remote host closed the connection)
22:58:37WatusimotoI can *finally* build again... so far
23:08:13BFLogBot Commit: f333e7ea6811 | Author: watusimoto | Message: Fix Lua crash on exit
23:22:12amgine123456wattisimo there is no collsion dectetion of mines and socccer balls in 18
23:30:59sam686on F7 screen (Diagnostics) there is "Nickname: sam686 (verified - 77)", what does 77 mean?

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