Timestamps are in GMT/BST.
| 00:52:43 | | raptor Quit () |
| 01:12:28 | | koda Quit (Quit: koda) |
| 01:19:52 | | raptor has joined |
| 01:19:52 | | ChanServ sets mode +o raptor |
| 01:20:00 | raptor | howdy folks |
| 01:20:17 | raptor | sam686: would you like to do some play testing? |
| 01:20:45 | sam686 | ok |
| 01:22:14 | raptor | almost done compiling... |
| 01:22:23 | raptor | let me get the running list open |
| 01:33:43 | sam686 | I might have just fix running bug list number 48 a few hours ago.. |
| 01:34:41 | amgine123456 | lol i could test that theroy..... |
| 01:37:47 | sam686 | That what happens on really long bot name: http://www.bitfighter.org/stats/gamereports.php |
| 01:46:32 | sam686 | Amgine, using windows computer? |
| 01:46:53 | amgine123456 | yes |
| 01:47:32 | sam686 | http://sam6.25u.com/upload/bitfighter_018_rev_5488_0a1ac0620ead.zip (though not quite official release) |
| 01:48:12 | amgine123456 | if you will excuse me i have to ddo womthing i will be back later |
| 01:48:36 | sam686 | ok |
| 02:06:07 | | BFLogBot Commit: 915f8cf2bb1d | Author: sam8641 | Message: Fix addbots being severely limited to only 16, let the maximum bots be handled server side. |
| 02:15:27 | sam686 | problem with eliza-bot, eliza bot chats without having a name, then sets the name for later chat texts.. |
| 02:17:25 | sam686 | my "destraction curve is broken and crashy.. |
| 02:23:48 | raptor | hi back again |
| 02:28:14 | sam686 | I /addbot 100 projectileshooter did it crash? |
| 02:28:25 | raptor | triggered asssert |
| 02:28:30 | raptor | http://pastie.org/4919291 |
| 02:28:57 | raptor | triggered again |
| 02:29:44 | raptor | your continuing code works well |
| 02:29:45 | sam686 | more like, thats trying to send way too much data in one of c2s or s2c... |
| 02:30:38 | raptor | you think? |
| 02:31:21 | sam686 | with hundreds of bots, trying to send too much at once cause problem because of going over the single packet limit |
| 02:31:46 | raptor | did that happen in 017? |
| 02:31:52 | sam686 | each s2c and c2s can't be split between multiple packet (unless using GuaranteedOrderedBigData) |
| 02:32:22 | sam686 | I think that didn't happen on 017, maybe sone changes on maybe scoreboard sending might have caused it.. |
| 02:32:39 | raptor | ahh.. scoreboard |
| 02:32:41 | raptor | let's try |
| 02:33:14 | raptor | need to recompile with the change to add lots of bots |
| 02:33:43 | sam686 | any Vector sending can cause the limit to go too big.. |
| 02:35:18 | amgine123456 | back |
| 02:35:47 | raptor | ok teesting again... |
| 02:35:57 | amgine123456 | whats the problem with the bots? |
| 02:36:58 | amgine123456 | i see you disalowed random names unles s verified |
| 02:38:24 | amgine123456 | hmm bots get hung on walls it seems let me contuniue testing this |
| 02:38:37 | sam686 | oh, on my 017's SAM TEST.. |
| 02:39:01 | raptor | yep, it's when doing the scoreboard |
| 02:39:28 | raptor | do we need to fix that sam686? |
| 02:40:15 | sam686 | Probably should fix that... |
| 02:41:51 | amgine123456 | well i jsut had over 100 bots in a game and the scoreboard worked fine..... |
| 02:41:58 | amgine123456 | maybe it was cuae i hosted |
| 02:43:03 | raptor | want to just write it down and continue testing? |
| 02:43:46 | amgine123456 | I just found osmthing i loaded bitmatch 01 and spened but no walls |
| 02:44:02 | amgine123456 | g i spawned but no walls or items around |
| 02:44:49 | amgine123456 | and its not my hosted server |
| 02:45:05 | sam686 | ok |
| 02:48:01 | | BFLogBot Commit: e52fb1237e50 | Author: sam8641 | Message: More detailed "Packet too big to send" assert, fix Null clientInfo from "Ship" in level. |
| 02:48:21 | raptor | ahhh... i was wondering about that ship |
| 02:49:17 | amgine123456 | hmm well gosh i just loaded a level and the game crashed |
| 02:49:49 | raptor | amgine123456: that doesn't help |
| 02:50:03 | raptor | you need to say what version you're on, and give us the level you tested |
| 02:50:04 | amgine123456 | the music file for me seems to be having problems with loading |
| 02:51:23 | amgine123456 | did anyone else jsut get disconneted from robot over flow |
| 03:09:39 | raptor | i'm testing IP ban on you amgine123456 |
| 03:09:48 | raptor | tell me if it works with your authenticated user |
| 03:13:56 | sam686 | ok, a /loadini bug? duplicating hundreds of times of what? every lines? |
| 03:14:04 | raptor | comments and lines |
| 03:14:09 | raptor | lots |
| 03:14:36 | raptor | the lines were of the arrayed type: ServerBan0 ServerBan1, etc |
| 03:14:58 | raptor | but all the section comments were rewritten to the file just as many times |
| 03:26:57 | raptor | ***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 |
| 03:35:52 | amgine123456 | amdins can gmute another |
| 03:36:12 | raptor | cool |
| 03:45:56 | amgine123456 | zones dont work |
| 03:46:07 | amgine123456 | you put them on the map but they dont show up |
| 03:46:15 | raptor | yes, that's intended |
| 03:46:19 | raptor | they're for triggers |
| 03:46:55 | amgine123456 | energy item still missing from editor? |
| 03:47:33 | | BFLogBot Commit: bcaa0a15adf1 | Author: koda | Message: added support for ogg and modplug audio on ios |
| 03:47:35 | | BFLogBot Commit: 4bab3ac9778a | Author: koda | Message: copy resources and load them on ios |
| 03:47:35 | raptor | yes, it probably won't be added |
| 03:47:36 | | BFLogBot Commit: 374f3059f42c | Author: koda | Message: merge |
| 03:47:38 | | BFLogBot Commit: 7f8dcd7dd00b | Author: buckyballreaction | Message: Merge koda's latest |
| 03:48:49 | amgine123456 | 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 |
| 03:50:09 | raptor | not needed |
| 03:50:26 | raptor | it isn't an official part of the game |
| 03:51:18 | amgine123456 | yes it is. its used in lots of levels |
| 03:51:57 | amgine123456 | Im not going rude but i really think it should be added in the future |
| 03:52:09 | amgine123456 | so far the editor seems fine |
| 03:52:12 | raptor | i understand, but we don't want it part of the game |
| 03:52:34 | raptor | we let people use them if they can edit the files, which is fine - but the energy item can disappear at any time |
| 03:52:54 | raptor | there are a few items like that |
| 03:53:11 | amgine123456 | the ohly samll thing i see is floating turrets |
| 03:53:26 | amgine123456 | if you delete the poly wall a tuuret is on it jsut hangs there |
| 03:53:32 | raptor | that's normal |
| 03:53:36 | amgine123456 | still works though |
| 03:54:19 | amgine123456 | ok also flaoting turrets still normal |
| 03:54:32 | amgine123456 | but it seems to be in working order |
| 03:59:09 | raptor | ok great |
| 03:59:16 | raptor | thanks |
| 04:00:13 | amgine123456 | umm i used /mext and hte game crashed? |
| 04:00:27 | raptor | /mext? |
| 04:00:45 | amgine123456 | yes i jsut confirmed it |
| 04:00:52 | amgine123456 | cyles the music |
| 04:00:55 | raptor | ah ok |
| 04:01:04 | raptor | what music do you have? |
| 04:01:45 | amgine123456 | oh none thats why |
| 04:01:49 | amgine123456 | never mind |
| 04:01:59 | amgine123456 | ill add some then retry |
| 04:02:02 | raptor | no any crash |
| 04:02:06 | raptor | is very important |
| 04:02:10 | raptor | *any* crash |
| 04:02:16 | raptor | the game MUST NOT crash |
| 04:02:20 | raptor | :) |
| 04:02:32 | amgine123456 | but theres no music so of course it would crash |
| 04:02:44 | amgine123456 | if i add some then test it it would be more accurate |
| 04:03:09 | raptor | no |
| 04:03:13 | raptor | it should not crash |
| 04:03:27 | raptor | the game must not crash |
| 04:03:30 | raptor | no crash is OK |
| 04:03:43 | raptor | all crashes are considered critical |
| 04:03:49 | raptor | so please do not dismiss them |
| 04:03:56 | amgine123456 | ok |
| 04:04:26 | amgine123456 | quesiton where is hte defaiult music file for bitfigher located |
| 04:04:37 | raptor | what system are you on? |
| 04:05:17 | amgine123456 | windows |
| 04:05:34 | amgine123456 | coreciton windows xp |
| 04:06:31 | raptor | it should be in a folder called 'music' in the same folder as your bitfighter.ini (I think) |
| 04:07:50 | | BFLogBot Commit: 8de47495101f | Author: buckyballreaction | Message: No global muting another admin |
| 04:08:54 | amgine123456 | oops hold on |
| 04:09:18 | amgine123456 | ok i added the 17b music file to the 18 revision i will test it |
| 04:09:38 | amgine123456 | it wasnt there hence no music and hte crash asummably |
| 04:11:14 | amgine123456 | hmm 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 |
| 04:11:50 | raptor | that is correct |
| 04:11:58 | raptor | it skips any file called 'menu.ogg' |
| 04:12:05 | amgine123456 | ah ok |
| 04:12:13 | amgine123456 | jsut wanted to check |
| 04:13:58 | amgine123456 | ah darn the music was incript3ede wanted to see what format it was in thinking of maybe making a level msuic remix |
| 04:14:36 | raptor | you can do ogg vorbis, or any tracker format (.s3m, .it, .xm, .mod...) |
| 04:15:28 | | BFLogBot Commit: ba4dea6e14fe | Author: buckyballreaction | Message: Fix crash with cycling music and there is no music |
| 04:17:37 | amgine123456 | you normaly right click to chage setting of a boject in the edifor right? |
| 04:17:42 | amgine123456 | err press enter |
| 04:17:57 | raptor | enter |
| 04:18:11 | amgine123456 | ok then editing the nexus options isnt working |
| 04:18:18 | raptor | no? |
| 04:18:20 | | raptor goes to check |
| 04:18:28 | amgine123456 | well its not for me |
| 04:18:58 | raptor | oh wait, that's normal |
| 04:19:04 | raptor | because it is set in the level options |
| 04:19:19 | raptor | nexii aren't separate entities that you can set |
| 04:20:27 | amgine123456 | the nexus not closing bug is fixed |
| 04:20:32 | amgine123456 | good job =) |
| 04:20:42 | raptor | yeah, watusimoto spent a lot of time on that one... |
| 04:21:00 | amgine123456 | although i would disalbe having nexus never open whats the point of that.... |
| 04:21:10 | raptor | heh |
| 04:21:14 | amgine123456 | makes hte level unplayable |
| 04:21:37 | raptor | remember we're mostly looking for bugs... |
| 04:21:54 | raptor | we don't want to change too much behavior because we want to release soon |
| 04:21:58 | amgine123456 | huh funny if you set nexus to never open and nexus is always open its always opem |
| 04:22:48 | raptor | yeah, that's right |
| 04:22:53 | raptor | that's what we want |
| 04:25:05 | amgine123456 | tested an no you cant good to know |
| 04:29:14 | amgine123456 | foudn somthing oyu cant chage the password if there is no password |
| 04:30:08 | raptor | you'll have to be more specific - there are passwords everywhere |
| 04:31:51 | amgine123456 | nevermind i was wonrg |
| 04:32:03 | amgine123456 | i need to test the change name command |
| 04:32:56 | amgine123456 | quetion is mmute and vmure a ignore |
| 04:33:12 | amgine123456 | err mute and vmute |
| 04:33:57 | | BFLogBot Commit: cab98a912421 | Author: buckyballreaction | Message: Fix crash with sending scoreboard data that is too large for the network packet |
| 04:34:08 | raptor | /vmute is voice chat mute |
| 04:34:38 | amgine123456 | yes but is it only that person ie is it a ignore only that person cant see that person talking |
| 04:34:40 | raptor | /mute is chat mute |
| 04:34:59 | raptor | /mute is just an ignore on your end for that one person |
| 04:35:16 | amgine123456 | umm oyu can mute yourself even if your a admin..... |
| 04:35:30 | raptor | yup |
| 04:35:35 | raptor | it's client side only |
| 04:35:42 | raptor | vmute is the same |
| 04:36:02 | amgine123456 | you can gmute yourself |
| 04:36:29 | raptor | no you can't - i fixed that 29 minutes ago :) |
| 04:36:37 | raptor | you don't have the latest code |
| 04:37:01 | amgine123456 | lol |
| 04:37:27 | amgine123456 | well then i fuess i need the lastest code |
| 04:37:30 | amgine123456 | guess |
| 04:37:46 | raptor | just ignore that one bug |
| 04:40:58 | amgine123456 | i finished testin all of the ocmmands they work execpt goingthough all of the quick chat commands ill do those now |
| 04:41:36 | amgine123456 | correction the exit command doesnt work? |
| 04:41:50 | raptor | exit? |
| 04:41:59 | amgine123456 | says its invalid |
| 04:42:10 | raptor | that was never a command |
| 04:42:20 | amgine123456 | oh wait thats hwy i wasnt in the ctrl+/ |
| 04:42:23 | amgine123456 | section |
| 04:43:05 | amgine123456 | nope still doesnt wr=rok and its there its at the edn of hte insrucitons secition |
| 04:43:47 | raptor | ah good find, that's a bug |
| 04:44:59 | amgine123456 | neither does the logprint command seem to work |
| 04:45:16 | raptor | yeah, that's all broken |
| 04:45:19 | raptor | i'll write it down |
| 04:48:24 | raptor | sam686 did you go to bed? |
| 04:49:33 | amgine123456 | i htink hes gone |
| 04:49:45 | amgine123456 | I htink hes sawing logs |
| 04:50:35 | sam686 | hi |
| 04:50:51 | raptor | hi sam686 |
| 04:50:53 | raptor | did i wake you? |
| 04:51:09 | sam686 | no, it doesn't make a sound, it just blinks on screen.. |
| 04:52:15 | raptor | fixed some bugs, and added more to the running list |
| 04:52:43 | amgine123456 | all of the quickchat commands are comfirmed as working |
| 04:53:00 | raptor | yeah, we've never changed those |
| 04:53:06 | amgine123456 | some of the commands i havent tested yet though I need a test server to check |
| 04:53:32 | amgine123456 | but 98% of them are tested |
| 04:54:00 | amgine123456 | alhough i bet with some ismple editing somone could add there own |
| 05:17:39 | amgine123456 | bots cant destory mines itys a bug |
| 05:28:35 | amgine123456 | if they are in a stack |
| 05:29:03 | raptor | none of that makes sense to me... |
| 05:30:44 | amgine123456 | if bots are on top of aonther they can destory stuff |
| 05:31:24 | raptor | confirm these bugs with sam... i'm working on something at the moment |
| 05:31:33 | amgine123456 | ok |
| 05:33:43 | sam686 | when 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.. |
| 05:34:45 | raptor | ah |
| 05:34:48 | raptor | i'd say ignore |
| 05:34:49 | amgine123456 | yes |
| 05:37:08 | sam686 | I will go to bed in 2 minutes.. |
| 05:37:35 | raptor | ok |
| 05:37:45 | raptor | please write down any bugs you've found.. |
| 05:38:46 | amgine123456 | eerything ive found ive told you |
| 05:38:52 | amgine123456 | |
| 05:39:16 | amgine123456 | I dont know this for sure but maybe you could give me some credit for helping with the testing? |
| 05:40:01 | sam686 | credits ... Testers? |
| 05:40:18 | raptor | I say thanks! |
| 05:40:20 | amgine123456 | maybe just maybe |
| 05:40:30 | amgine123456 | well if not thats ok |
| 05:40:37 | sam686 | well, good night. |
| 05:40:38 | amgine123456 | im glad to help |
| 05:40:40 | raptor | night! |
| 05:40:52 | amgine123456 | you leaving? |
| 05:40:57 | | sam686 Quit (Quit: good night) |
| 05:41:21 | amgine123456 | im going to test a few things |
| 05:41:22 | raptor | soon |
| 05:43:44 | amgine123456 | aha found somthing you cannot place tele out spwans in walls klike normal teles can |
| 05:44:16 | amgine123456 | you also can spanw ouy |
| 05:44:39 | raptor | please type those again, i cannot understand you |
| 05:45:26 | amgine123456 | ok so normaly a tele can spawn you into a poly wall or out of one but with engeneered teles you cant do that |
| 05:45:47 | amgine123456 | fi you still dont understand i could show you |
| 05:47:06 | raptor | yeah, that's done on purpose |
| 05:47:21 | raptor | we spent a lot of time trying to balance the engineered teleports |
| 05:47:32 | raptor | because they may be too powerful.. |
| 05:49:11 | amgine123456 | i would disagre I think that should be the same as a nornal tele |
| 05:49:23 | amgine123456 | but ok just checking |
| 05:49:33 | raptor | that's ok, you are welcome to disagree |
| 05:50:09 | raptor | we'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 |
| 05:50:32 | amgine123456 | i think with full tele aloowances would be cool |
| 05:50:42 | raptor | yes, i thought so at first, too |
| 05:50:52 | raptor | but it was really too powerful |
| 05:51:10 | amgine123456 | not rally cause either side could use it the same |
| 05:51:26 | raptor | power is not the same as balance |
| 05:52:23 | amgine123456 | sorry im agruing but i would like a exmaple of why not then ill drop it |
| 05:52:53 | amgine123456 | lol i jsut had a idea engeneered boosters |
| 05:53:30 | amgine123456 | that wouldnt be so bad |
| 05:53:47 | raptor | the more you argue with me, the longer it takes me to fix these bugs... :) |
| 05:54:02 | amgine123456 | sorry... i was rude forgive me |
| 05:54:12 | raptor | forgiven |
| 05:54:23 | amgine123456 | i jsut have my opionion strongly im very stubberon |
| 05:54:43 | raptor | me too - and i have to try and not be stubborn a lot |
| 05:56:26 | amgine123456 | me 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 |
| 05:57:08 | raptor | you mean like engineer an ability? |
| 05:57:20 | amgine123456 | or maybe 10 small 500 1000 1500 2000 2500 3000 3500 4000 4500 5000 |
| 05:57:36 | raptor | a power-up? |
| 05:57:36 | amgine123456 | and yes im saying engerneering booster arrows |
| 05:57:49 | raptor | ohh... you mean speedzones? |
| 05:57:53 | amgine123456 | not a power up |
| 05:58:00 | amgine123456 | yes sorry i couldnt htink of the term |
| 05:58:03 | raptor | interesting idea... |
| 05:58:10 | raptor | hmmm... very interesting |
| 05:58:29 | amgine123456 | somthing to think about but i have to go |
| 05:58:35 | raptor | ok |
| 05:58:37 | raptor | good night! |
| 05:58:43 | | BFLogBot Commit: 7ce2c8624702 | Author: buckyballreaction | Message: Fix being able to teleport on objects that return a collision circle |
| 05:58:46 | raptor | and thanks for testing! |
| 05:59:14 | amgine123456 | goodnight and your welcome any time any version just call me =) |
| 05:59:27 | | amgine123456 Quit (Quit: Page closed) |
| 06:03:47 | | BFLogBot Commit: a149e74f987f | Author: buckyballreaction | Message: Fix compiler warning |
| 06:04:02 | | raptor Quit () |
| 08:53:22 | | Watusimoto has joined |
| 09:33:03 | | koda has joined |
| 10:07:14 | | koda Quit (Quit: koda) |
| 11:14:08 | | raptor has joined |
| 11:14:09 | | ChanServ sets mode +o raptor |
| 11:14:23 | raptor | hello |
| 12:50:40 | Watusimoto | hi |
| 12:52:49 | raptor | hi |
| 12:53:18 | raptor | sam and I started a lot of playtesting to polish up the release |
| 12:53:40 | raptor | amgine was of use, too - he (she?) found 2 or 3 bugs |
| 12:53:58 | Watusimoto | excellent |
| 12:54:29 | Watusimoto | we also need to test the windows auto-updater, as it didn't work for me when we released 017 |
| 12:55:06 | raptor | there is an file you publish on the site somewhere for that, right? |
| 12:55:38 | Watusimoto | ye |
| 12:55:39 | Watusimoto | s |
| 12:55:57 | raptor | did you ever resolve your crash? |
| 12:56:04 | Watusimoto | no |
| 12:56:09 | raptor | that's crazy |
| 12:56:09 | Watusimoto | it's so consistent |
| 12:56:22 | raptor | windows 7 x64? |
| 12:56:33 | Watusimoto | I'm (again) restarting vc++, after manually deleteing all the build files I could find |
| 12:56:35 | Watusimoto | yes |
| 12:56:42 | raptor | hg purge |
| 12:56:50 | Watusimoto | just thinking I should do that |
| 12:56:59 | Watusimoto | purge reverts to last checkout? |
| 12:57:02 | raptor | no |
| 12:57:10 | Watusimoto | deletes project? |
| 12:57:14 | raptor | it wipes all non-tracked files from the tree |
| 12:57:24 | Watusimoto | leaving you with no project and hence no problems |
| 12:57:30 | raptor | yes |
| 12:57:32 | raptor | hg revert -a |
| 12:57:33 | Watusimoto | I have a lot of untracked files |
| 12:57:38 | raptor | reverts all tracked files |
| 12:57:40 | Watusimoto | that I don't want to get rid of |
| 12:57:53 | raptor | yeah, so maybe clone locally into a fresh branch? |
| 12:57:58 | raptor | fresh clone |
| 12:58:02 | Watusimoto | that's a thought |
| 12:58:16 | Watusimoto | I need to leave in about 15 mins, but I might try that when I get back |
| 12:58:27 | raptor | ok, i'll start up my win7 x64 vm... |
| 12:58:52 | Watusimoto | it appears my clientGame is getting a corrupt gameConnection somehow |
| 12:59:05 | raptor | for that crash? |
| 12:59:10 | Watusimoto | yes |
| 12:59:13 | raptor | do have a full stack trace? |
| 12:59:23 | Watusimoto | always the same place, everything looks the same when I look at objects |
| 12:59:39 | Watusimoto | The stack trace is not terribly useful |
| 13:00:04 | Watusimoto | because the objects in question are not passed arguments |
| 13:00:23 | Watusimoto | they are passed into the constructor of other things, and that is not on the stack trace |
| 13:00:29 | Watusimoto | if that makes any sense |
| 13:00:40 | Watusimoto | clientGame is passed to menu constructor |
| 13:00:55 | raptor | yeah, i still think the crash shouldn't exist... |
| 13:00:59 | Watusimoto | and when menuitem wnats a list of levels, it asks menu for game's connection |
| 13:01:31 | Watusimoto | the crash shouldn't exist |
| 13:01:35 | Watusimoto | it really makes no sense |
| 13:02:03 | raptor | i know this is a stupid question: have you restarted the computer since? |
| 13:02:15 | Watusimoto | I have not |
| 13:02:19 | Watusimoto | maybe I should |
| 13:02:37 | Watusimoto | let me try my latest rebuild |
| 13:02:54 | Watusimoto | restart you computer and call me back if you still have a problem |
| 13:03:23 | Watusimoto | !!!!! still crash |
| 13:03:37 | Watusimoto | > bitfighter_d.exe!Zap::LevelInfo::getLevelTypeName() Line 1119 + 0x3 bytes C++ |
| 13:03:37 | Watusimoto | bitfighter_d.exe!Zap::LevelMenuUserInterface::onActivate() Line 1792 + 0x1e bytes C++ |
| 13:03:37 | Watusimoto | bitfighter_d.exe!Zap::UserInterface::activate(bool save) Line 131 + 0xf bytes C++ |
| 13:03:37 | Watusimoto | bitfighter_d.exe!Zap::chooseNewLevelCallback(Zap::ClientGame * game, unsigned int unused) Line 1642 C++ |
| 13:03:37 | Watusimoto | bitfighter_d.exe!Zap::MenuItem::handleKey(Zap::InputCode inputCode) Line 206 + 0x21 bytes C++ |
| 13:03:37 | Watusimoto | bitfighter_d.exe!Zap::MenuItem::activatedWithShortcutKey() Line 281 + 0x14 bytes C++ |
| 13:03:39 | Watusimoto | bitfighter_d.exe!Zap::MenuUserInterface::processMenuSpecificKeys(Zap::InputCode inputCode) Line 631 + 0x31 bytes C++ |
| 13:03:41 | Watusimoto | bitfighter_d.exe!Zap::MenuUserInterface::onKeyDown(Zap::InputCode inputCode) Line 588 + 0x13 bytes C++ |
| 13:03:44 | Watusimoto | bitfighter_d.exe!Zap::Event::inputCodeDown(Zap::InputCode inputCode) Line 156 + 0x19 bytes C++ |
| 13:03:46 | Watusimoto | bitfighter_d.exe!Zap::Event::onKeyDown(Zap::ClientGame * game, SDL_Event * event) Line 337 + 0x9 bytes C++ |
| 13:03:48 | Watusimoto | bitfighter_d.exe!Zap::Event::onEvent(Zap::ClientGame * game, SDL_Event * event) Line 169 + 0xd bytes C++ |
| 13:03:50 | Watusimoto | bitfighter_d.exe!Zap::idle() Line 614 + 0x1a bytes C++ |
| 13:03:53 | Watusimoto | bitfighter_d.exe!Zap::dedicatedServerLoop() Line 636 + 0x5 bytes C++ |
| 13:03:55 | Watusimoto | bitfighter_d.exe!SDL_main(int argc, char * * argv) Line 1109 C++ |
| 13:03:57 | Watusimoto | bitfighter_d.exe!main() Line 145 + 0xd bytes C |
| 13:03:59 | Watusimoto | bitfighter_d.exe!__tmainCRTStartup() Line 278 + 0x19 bytes C |
| 13:04:01 | Watusimoto | bitfighter_d.exe!mainCRTStartup() Line 189 C |
| 13:04:04 | Watusimoto | that's the stack trace |
| 13:04:06 | Watusimoto | if it all comes through |
| 13:04:12 | Watusimoto | I'll turn my machine off before I leave |
| 13:04:24 | Watusimoto | and when I return I'll have a fresh new windows session |
| 13:07:19 | raptor | ok |
| 13:08:06 | raptor | debug build right |
| 13:08:07 | raptor | ? |
| 13:10:48 | Watusimoto | yes |
| 13:10:53 | Watusimoto | oh, I could try release build |
| 13:13:46 | Watusimoto | so in s2cAddLevel, we add levels to our local mLevelInfos vector |
| 13:14:03 | Watusimoto | after that gets run a couple of times, here's what mLevelInfos looks like: |
| 13:14:04 | Watusimoto | TNL::VectorBase<Zap::LevelInfo> = {innerVector=[3263332994]({mLevelFileName={...} mLevelName={...} mLevelType=??? ...},{mLevelFileName={...} mLevelName={...} mLevelType=??? ...},{mLevelFileName={...} mLevelName={...} mLevelType=??? ...},{mLevelFileName={...} mLevelName={...} mLevelType=??? ... |
| 13:14:13 | raptor | beautiful |
| 13:14:14 | Watusimoto | that certainly looks wrong |
| 13:14:23 | raptor | ok, i did a purge on my win7 x64 tree |
| 13:14:30 | raptor | error when building: LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt |
| 13:15:10 | raptor | that's linking the final bitfighter executable together |
| 13:15:16 | raptor | i've never seen that before |
| 13:15:21 | Watusimoto | wow |
| 13:15:24 | Watusimoto | me neither |
| 13:15:34 | Watusimoto | but everythying points to mLevelInfos being corrupt somehow |
| 13:16:27 | raptor | http://stackoverflow.com/questions/10888391/link-fatal-error-lnk1123-failure-during-conversion-to-coff-file-invalid-or-c |
| 13:16:29 | raptor | interesting |
| 13:16:36 | Watusimoto | trying release build |
| 13:17:00 | raptor | OK |
| 13:17:30 | Watusimoto | wow |
| 13:17:59 | raptor | what weirdness |
| 13:18:59 | raptor | ah - it's because i recently installed 2012 express |
| 13:22:58 | Watusimoto | ok, happens in release too. shutting machine down, back later |
| 13:23:20 | raptor | later |
| 13:23:48 | | Watusimoto Quit (Remote host closed the connection) |
| 15:16:12 | | sam686 has joined |
| 15:16:12 | | ChanServ sets mode +v sam686 |
| 15:21:08 | raptor | hi sam686 |
| 15:21:32 | raptor | i tested for watusimoto's crash on windows 7 x64 |
| 15:21:39 | raptor | no crash |
| 15:24:51 | | Watusimoto has joined |
| 15:25:16 | Watusimoto | reboot, full rebuild, still crash |
| 15:25:39 | Watusimoto | maybe there really is something wrong??? |
| 15:25:45 | raptor | uh |
| 15:25:46 | raptor | hi |
| 15:25:56 | raptor | i just built in win7 x64, no crash |
| 15:26:05 | Watusimoto | well. |
| 15:26:13 | raptor | both in debug and release |
| 15:26:20 | raptor | works fine |
| 15:27:32 | raptor | have you cloned into an empty directory, and tried to build that? |
| 15:27:48 | raptor | maybe there's some vc++ cache that can be emptied |
| 15:28:20 | Watusimoto | time to try a clean checkout? |
| 15:28:30 | raptor | just clone from one directory to another |
| 15:28:33 | Watusimoto | do you know the hg command offhand? |
| 15:28:40 | Watusimoto | if not, I can find it |
| 15:28:41 | raptor | hg clone olddir newdir |
| 15:30:48 | raptor | it's quick takes like 10 sec |
| 15:31:32 | sam686 | I can't find any level changing crash on neither visual C++ 2008 and 2010, release and debug... |
| 15:31:57 | sam686 | You might have some un-pushed changes made or something with un-clean build.. |
| 15:32:06 | raptor | basically Watusimoto, we all think you're crazy... :) |
| 15:32:18 | Watusimoto | this is making me crazt! |
| 15:32:31 | Watusimoto | for me 2 mins |
| 15:32:35 | Watusimoto | and counting |
| 15:33:18 | raptor | ok, i take it back - 13 seconds |
| 15:33:53 | sam686 | you can try deleting release and debug folders in /zap, /tnl, and any others you find.. |
| 15:34:52 | sam686 | At one time, I had a crazy debug runtime errors, fixed by deleting exe/bitfighter.ilk (incremental linker file) |
| 15:35:46 | Watusimoto | I tried deleting all that stuff |
| 15:35:52 | Watusimoto | or at least most of it |
| 15:36:04 | Watusimoto | the new checkout should tell me a lot |
| 15:56:24 | raptor | any news? |
| 15:59:58 | Watusimoto | new project... |
| 16:00:07 | Watusimoto | no crash |
| 16:00:12 | raptor | yes! |
| 16:00:23 | Watusimoto | well, yes crash, but differet place |
| 16:00:33 | Watusimoto | and proably unrelated |
| 16:02:27 | raptor | tell me about that crash, and i'll try and dupe |
| 16:04:29 | Watusimoto | it's a lua-closing-down crash |
| 16:04:35 | raptor | yes, i got that one too |
| 16:04:37 | raptor | ok |
| 16:04:50 | Watusimoto | that's still a mystery |
| 16:04:55 | sam686 | I seen the LUA closing down problem if exe/sctipts is missing.. |
| 16:05:10 | raptor | yeah scripts didn't load right for me |
| 16:06:43 | raptor | and i got that closing down crash.. |
| 16:09:51 | Watusimoto | found another cache of files; trying to rebuild original project |
| 16:11:47 | raptor | you could always run hg clean somedir |
| 16:12:02 | raptor | instead of at the root of the project |
| 16:12:53 | Watusimoto | well, I feel comfortable that it was a me build problem, and the issue is a non-issue |
| 16:17:51 | raptor | you can do 'hg status -u' to see all untracked files in the tree |
| 16:36:22 | | koda has joined |
| 16:42:57 | raptor | back later |
| 16:43:00 | | raptor Quit () |
| 17:04:01 | | koda Quit (Quit: koda) |
| 17:18:32 | | Watusimoto Quit (Ping timeout: 245 seconds) |
| 17:56:11 | | Watusimoto has joined |
| 18:03:46 | | raptor has joined |
| 18:03:46 | | ChanServ sets mode +o raptor |
| 18:03:52 | raptor | hi |
| 18:04:02 | raptor | anything important happen? |
| 18:25:19 | raptor | this is neat: https://www.youtube.com/watch?feature=player_embedded&v=sUtS52lqL5w |
| 19:25:48 | Watusimoto | my configuration is screwed up so I can't (yet) run bf from the ide |
| 19:27:31 | Watusimoto | these ball contraptions are pretty cool |
| 19:34:18 | raptor | hi again |
| 19:34:27 | raptor | hg purge is your friend |
| 19:34:49 | raptor | i usually make a diff of any changes first: hg diff > ../whatever.diff |
| 19:39:34 | | raptor Quit (Ping timeout: 264 seconds) |
| 19:40:32 | | raptor has joined |
| 19:40:32 | | ChanServ sets mode +o raptor |
| 19:40:57 | raptor | then move out any wanted files |
| 19:41:00 | raptor | then purge! |
| 19:41:31 | raptor | actually, i wonder if there is a clear-cache option in vc++ |
| 19:53:44 | | LordDVG has joined |
| 19:55:09 | sam686 | project, properties, (configuration: All), debugging, Working Directory = $(TargetDir)... Not sure why that isn't in the Bitfighter.vcxproj / vcproj.. |
| 19:55:18 | Watusimoto | there's an absolute path in my project somewhere |
| 20:02:06 | | raptor Quit () |
| 20:10:32 | | koda has joined |
| 20:12:02 | Watusimoto | slowly recovering... |
| 20:27:25 | Watusimoto | fixed the lua crash! |
| 20:46:58 | | koda Quit (Quit: koda) |
| 22:01:36 | | amgine_ has joined |
| 22:01:52 | amgine_ | ah raptros not here |
| 22:01:59 | | amgine_ is now known as Guest79190 |
| 22:02:45 | Guest79190 | ..... |
| 22:02:51 | Guest79190 | rreally this again |
| 22:02:54 | Guest79190 | ugh |
| 22:02:58 | | Guest79190 Quit (Client Quit) |
| 22:03:30 | | amgine123456 has joined |
| 22:03:54 | amgine123456 | hi if your afk somthing to me ok |
| 22:06:01 | amgine123456 | and apperently no one is here |
| 22:11:46 | | LordDVG Quit (Remote host closed the connection) |
| 22:58:37 | Watusimoto | I can *finally* build again... so far |
| 23:08:13 | | BFLogBot Commit: f333e7ea6811 | Author: watusimoto | Message: Fix Lua crash on exit |
| 23:22:12 | amgine123456 | wattisimo there is no collsion dectetion of mines and socccer balls in 18 |
| 23:30:59 | sam686 | on F7 screen (Diagnostics) there is "Nickname: sam686 (verified - 77)", what does 77 mean? |