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| 08:02:04 | bobdaduck | sup bros |
| 08:07:25 | raptor | good morning! |
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| 08:31:54 | | Watusimoto has joined |
| 08:36:29 | Watusimoto | hello |
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| 08:40:56 | thread_ | Ohayou |
| 08:42:15 | bobdaduck | Sorry about last night thread_ |
| 08:42:25 | bobdaduck | I ended up not being able to get on until like 10:30 |
| 08:42:28 | thread_ | its fine |
| 08:53:49 | raptor | hello |
| 08:54:48 | Watusimoto | hey, I used testing to fix a real bug! |
| 08:54:55 | raptor | OOooo |
| 08:54:57 | raptor | really? |
| 08:55:01 | Watusimoto | really! |
| 08:55:09 | raptor | can't be! |
| 08:55:23 | Watusimoto | a loadout related bug -- if you changed your loadout you didn't retain your selected weapon |
| 08:55:36 | Watusimoto | to be fair, I found the bug before I wrote the test |
| 08:55:38 | Watusimoto | but still |
| 08:55:51 | raptor | hah |
| 08:55:56 | Watusimoto | we now have test coverage for it! |
| 08:56:01 | Watusimoto | up to .0001%! |
| 08:56:09 | raptor | yessss |
| 08:56:43 | raptor | oh |
| 08:56:45 | Watusimoto | I also discovered a potential bug that could be exposed if we changed the way things were arranged slightly |
| 08:56:53 | raptor | so, i fixed the last of the cmake on Windows bugs (I think) |
| 08:56:56 | Watusimoto | and wrote test coverage for that |
| 08:56:58 | Watusimoto | good |
| 08:57:05 | Watusimoto | I fell asleep after dinner last night |
| 08:57:17 | raptor | yeah i figured :) |
| 08:57:27 | Watusimoto | I am getting endless loops in the database now |
| 08:57:37 | raptor | ? |
| 08:57:43 | Watusimoto | each "bucket" is a linked list |
| 08:57:50 | | sam686 Quit (Ping timeout: 245 seconds) |
| 08:57:51 | Watusimoto | and items are pointing back at themselves |
| 08:58:06 | Watusimoto | so traversing a database list takes... a while |
| 08:58:12 | | raptor is not following |
| 08:58:39 | Watusimoto | ok, the grid database consists of 16x16 "buckets" or lists of items that are in each cell on the map |
| 08:58:51 | raptor | ahh... the *grid* database |
| 08:58:56 | Watusimoto | yes |
| 08:58:59 | Watusimoto | sorry |
| 08:59:02 | raptor | i follow now |
| 08:59:25 | Watusimoto | I cannot figure out how this could happen, and why if it is happening now it never happened before |
| 08:59:40 | Watusimoto | because we've done nothing (I think) to any of the related code/classes |
| 08:59:44 | Watusimoto | and yet... it is |
| 08:59:55 | Watusimoto | so I'm doing a full rebuild |
| 09:00:15 | raptor | you're saying a database search is looping too much? |
| 09:00:38 | Watusimoto | I'm saying that we have a linked list that has an entry that points to itself |
| 09:00:51 | Watusimoto | so we usually traverse a list until we hit a NULL |
| 09:01:08 | Watusimoto | this will never happen when the list points back on itself... it will just traverse forever |
| 09:01:22 | Watusimoto | assuming you know how a linked list works |
| 09:01:25 | raptor | ok, i understand that |
| 09:01:27 | raptor | yes |
| 09:01:54 | raptor | doubly-linked? |
| 09:01:58 | Watusimoto | no |
| 09:02:25 | Watusimoto | anyway... the error has to be in the memory allocator db uses |
| 09:02:37 | Watusimoto | Here, the code is simple: |
| 09:02:39 | Watusimoto | GridDatabase::BucketEntry *be = gridDB->mChunker->alloc(); |
| 09:02:39 | Watusimoto | be->theObject = this; |
| 09:02:39 | Watusimoto | be->nextInBucket = gridDB->mBuckets[x & gridDB->BucketMask][y & gridDB->BucketMask]; |
| 09:02:39 | Watusimoto | TNLAssert(be != be->nextInBucket, "creating endless loop!"); |
| 09:02:52 | Watusimoto | we allocate a new be pointer |
| 09:03:17 | Watusimoto | the bucketEntry is a struct with two items: theObject and nextInBucket, both pointers |
| 09:03:26 | raptor | ok |
| 09:03:32 | Watusimoto | so we assign thObject to the thing we're inserting into the database |
| 09:03:40 | raptor | there should be a 'key' right? where both are NULL |
| 09:03:46 | Watusimoto | the assign the next pointer to whatever is in the database |
| 09:04:04 | Watusimoto | thus inserting be as the first item on the linked list |
| 09:04:53 | Watusimoto | when there are no items in a particular bucket, gridDB->mBuckets[x & gridDB->BucketMask][y & gridDB->BucketMask] should be NULL |
| 09:05:16 | Watusimoto | so be->nextInBucket = gridDB->mBuckets[x & gridDB->BucketMask][y & gridDB->BucketMask] should be be->nextInBucket = NULL |
| 09:05:52 | raptor | yes |
| 09:05:58 | Watusimoto | since we just allocated be, that chunk of memory should not be allocated to anything yet... clear and virginal |
| 09:06:06 | raptor | ha yes |
| 09:06:12 | Watusimoto | so that assert (which I just added) should never trip |
| 09:06:26 | raptor | what if both are NULL? |
| 09:06:26 | Watusimoto | because be->next is null |
| 09:06:45 | Watusimoto | if be were null (which it isn't), then be->theObject = this; would break |
| 09:07:20 | Watusimoto | the only way I can see this failing is if *be = gridDB->mChunker->alloc(); is handing out already used pointers |
| 09:07:48 | Watusimoto | and... well, why would that suddenly start happening? |
| 09:08:02 | Watusimoto | so I am hoping I just misunderstand something |
| 09:08:20 | raptor | full recompile done? |
| 09:08:25 | Watusimoto | yes |
| 09:08:29 | Watusimoto | didn't fix |
| 09:08:35 | Watusimoto | I'm adding a be != NULL assert |
| 09:08:54 | Watusimoto | maybe I'll start printing out the allocated chunk addrs so I can see what's happening |
| 09:09:01 | Watusimoto | weird stuff |
| 09:09:15 | raptor | but it works in-game! and I haven't changed anything.. |
| 09:09:49 | Watusimoto | exactly |
| 09:16:35 | Watusimoto | wow |
| 09:16:36 | Watusimoto | GridDatabase::BucketEntry *be = gridDB->mChunker->alloc(); |
| 09:16:36 | Watusimoto | TNLAssert(be != NULL, "be is NULL!"); |
| 09:16:36 | Watusimoto | printf("%p, %p\n", be, gridDB->mBuckets[x & gridDB->BucketMask][y & gridDB->BucketMask]); |
| 09:16:52 | Watusimoto | print's the same addr twice |
| 09:17:07 | Watusimoto | that's not right |
| 09:17:30 | raptor | hmm |
| 09:18:45 | Watusimoto | bad news, raptor |
| 09:18:49 | Watusimoto | you touched that file last! |
| 09:18:56 | Watusimoto | tnlDataChunker |
| 09:18:56 | raptor | did I? |
| 09:19:01 | Watusimoto | yup |
| 09:19:10 | Watusimoto | the good news is it was in Dec 2010 |
| 09:19:15 | bobdaduck | lol |
| 09:19:15 | raptor | haha, ok phoew |
| 09:20:32 | Watusimoto | and I've checked my local changes, and I haven't done anythign either. So this is really weird |
| 09:20:33 | Watusimoto | I'm going to try running from a game and see if I hit any of my asserts |
| 09:20:33 | Watusimoto | it is possible there is some initiailizatin that needs to happen |
| 09:20:50 | raptor | looking through the datachunker class... it's crazy! |
| 09:21:16 | Watusimoto | ok, the game does not trip the asserts |
| 09:21:51 | Watusimoto | and I can see it hitting them like crazy |
| 09:21:54 | Watusimoto | so |
| 09:22:11 | Watusimoto | that explains why the game hasn't been crashing since 12-2010 |
| 09:25:15 | bobdaduck | lol |
| 09:26:47 | raptor | ha! |
| 09:26:52 | raptor | guess what my change was |
| 09:26:57 | raptor | converting line endings |
| 09:27:11 | raptor | no differences when whitespace is excluded |
| 09:28:42 | bobdaduck | If I have an array of playersInfo, and I do something like local players["coolnessFactor"], what happens? |
| 09:28:56 | Watusimoto | you'll get a 0 |
| 09:29:03 | Watusimoto | ha ha |
| 09:29:08 | bobdaduck | xD |
| 09:29:36 | Watusimoto | I actually don't understand your question |
| 09:29:44 | Watusimoto | are you asking what happens if you use a string as an array index? |
| 09:29:48 | bobdaduck | I don't understand arrays+dictionaries+keys |
| 09:30:09 | Watusimoto | in lua, arrays and dictionaries are essentially the same thing |
| 09:30:19 | Watusimoto | arrays are just dictionaries with numeric keys |
| 09:30:22 | bobdaduck | Okay, but I still have no idea how to actually use them |
| 09:31:06 | bobdaduck | How would I register a specific players coolness factor into the array that is already storing player info? And how do I pull that back out? |
| 09:31:12 | Watusimoto | how to use them, or why to use them? (they're called tables in lua, btw) |
| 09:31:27 | bobdaduck | I understand what they're for |
| 09:31:31 | Watusimoto | you want to assign a coolness factor to each player? |
| 09:31:46 | bobdaduck | Sure |
| 09:31:54 | Watusimoto | you could create a cf table indexed against player names |
| 09:32:04 | Watusimoto | cf["watusimimot"] = 100 |
| 09:32:04 | bobdaduck | completely lost. |
| 09:32:16 | Watusimoto | cf["bobdaduck"] = ?? |
| 09:32:22 | Watusimoto | (it's your script after all) |
| 09:32:29 | Watusimoto | then something like |
| 09:32:35 | bobdaduck | I'm not actually making this, I'm just trying to understand tables. |
| 09:32:51 | Watusimoto | player = "watusimoto"; print cf[player] |
| 09:33:00 | Watusimoto | should print 100 |
| 09:33:11 | bobdaduck | I already have an array of playerInfos, how do I add another... dimension, I guess? to the table. |
| 09:35:18 | Watusimoto | I'd suggest a second table with the same index as the playerInfos array |
| 09:35:29 | Watusimoto | not the cleanest, but probably the easiest |
| 09:35:41 | Watusimoto | then add and remove items from both tables at once |
| 09:37:31 | bobdaduck | and then accessing that I'd have to use ipairs... for i v ipairs(players) v[coolness] = random(10) |
| 09:37:31 | bobdaduck | ? |
| 09:37:58 | bobdaduck | I SWEAR I WILL UNDERSTAND TABLES. |
| 09:38:37 | Watusimoto | I think so |
| 09:38:45 | Watusimoto | http://www.phailed.me/2011/02/learn-lua-the-hard-way-tables/ |
| 09:41:38 | bobdaduck | 20 dollars says the jokes in that tutorial will help me understand way better |
| 09:42:19 | Watusimoto | I didn't do more than skim it, but I did like the title |
| 09:42:34 | bobdaduck | lol |
| 09:43:01 | Watusimoto | I found one that didn't look as good, but you might like the picture |
| 09:43:02 | Watusimoto | http://lua.gts-stolberg.de/en/Tables.php |
| 09:45:14 | Watusimoto | ok, I fixed it, sort of |
| 09:45:36 | Watusimoto | it looks like the problem happens when I create two serverGames |
| 09:45:44 | raptor | ha |
| 09:45:50 | Watusimoto | even when I create one, then delete it, then create a second |
| 09:46:08 | Watusimoto | this will be a problem with our testing, for sure |
| 09:46:33 | raptor | that phailed.me site is good! |
| 09:46:56 | Watusimoto | I'm guessing there's a static that isn't being reset |
| 09:47:08 | raptor | makes sense |
| 09:50:16 | Watusimoto | just creating and deleting a servergame is enough to trigger the crash |
| 09:50:39 | raptor | hidden bug! |
| 09:51:08 | bobdaduck | You found the hidden bug! |
| 09:51:14 | bobdaduck | *achievement unlocked* |
| 09:53:18 | bobdaduck | Okay so I still don't understand what everyone keeps doing in the code they make me with dictionaries and stuff |
| 09:53:23 | bobdaduck | But that was a good tutorial. |
| 09:54:23 | bobdaduck | Might have gotten me far enough that analyzing the code will work now |
| 09:56:40 | bobdaduck | Request for Lua API: onShipKilled(ship, killer) |
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| 09:57:49 | Watusimoto | don't we have that already? |
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| 09:58:07 | bobdaduck | we have onShipKilled(ship) |
| 09:58:19 | bobdaduck | We don't detect who killed who though, and that's important. |
| 09:58:30 | Watusimoto | ok; killer seems appropriate |
| 09:58:48 | Watusimoto | would be nil if player not killed by another player, I suppose |
| 09:59:01 | raptor | could be any BfObject? |
| 09:59:59 | bobdaduck | if killer.ObjType == asteroid then logprint("loser") |
| 10:01:50 | raptor | if ship == killer then logprint("haha raptor") |
| 10:02:59 | bobdaduck | rofl |
| 10:04:32 | Watusimoto | yes, good point |
| 10:15:33 | Watusimoto | ok, it's the deleting and recreating of the DataChunker that is the problem |
| 10:15:53 | Watusimoto | this does not happen in a normal game -- it is usually deleted on the way out of the game |
| 10:18:26 | Watusimoto | so I can either hunt down the problem, or just never delete it |
| 10:18:51 | Watusimoto | it's already static, but is reference counted and dleted when we delete the final database |
| 10:19:05 | Watusimoto | which only happens when we delete both gservergame and gclientgame |
| 10:19:13 | Watusimoto | which only happens when we're exiting |
| 10:24:43 | bobdaduck | "do it fast or do it right"? |
| 10:26:32 | Watusimoto | it's really a question of faith about whether this is a sign of a more serious bug |
| 10:29:36 | raptor | do it right |
| 10:40:12 | Watusimoto | of course :-) |
| 10:40:27 | Watusimoto | I figured out the allocator is being asked for 0 byte blocks |
| 10:40:38 | Watusimoto | which is why it keeps handing out the same address over and over |
| 10:41:08 | Watusimoto | because it hands out a block, then advances an internal pointer by the size of the block to get the addr of the next one |
| 10:41:18 | Watusimoto | so when size == 0... no advancement! |
| 10:56:01 | bobdaduck | What's kaen up to lately? |
| 11:00:34 | raptor | taking a break I suppose |
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| 12:09:06 | traxxasme | hey |
| 12:09:30 | traxxasme | anyone online? |
| 12:10:28 | traxxasme | no? |
| 12:10:40 | traxxasme | Eh, I'll just post to the forums :D |
| 12:10:45 | | traxxasme Quit (Client Quit) |
| 12:20:50 | bobdaduck | xD |
| 12:21:36 | bobdaduck | I was eating! |
| 12:36:16 | | raptor has joined |
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| 12:38:30 | raptor | we had a drive by! |
| 12:39:39 | bobdaduck | Drive by ircing |
| 12:42:58 | raptor | what makes music on your head? |
| 12:43:07 | raptor | a head band! |
| 12:43:24 | thread_ | more laffy taffy raptor? |
| 12:43:31 | raptor | maybe :) |
| 12:46:38 | raptor | sooo |
| 12:46:49 | raptor | no one has played on the sMegabyte server for at least a month |
| 12:46:53 | raptor | probably never? |
| 12:49:58 | bobdaduck | Is that the weird locked one? |
| 12:50:22 | raptor | yes |
| 12:50:23 | bobdaduck | Yeah whose even is that xD |
| 12:51:21 | | Watusimoto has joined |
| 13:03:25 | Watusimoto | I think I fixed it! |
| 13:03:45 | raptor | hello |
| 13:04:05 | raptor | the TNL code that no one has ever looked at before? |
| 13:04:39 | Watusimoto | it's not a tnl problem |
| 13:05:03 | Watusimoto | if(mCountGridDatabase == 0) |
| 13:05:03 | Watusimoto | { |
| 13:05:03 | Watusimoto | delete mChunker; |
| 13:05:03 | Watusimoto | mChunker = NULL; |
| 13:05:03 | Watusimoto | } |
| 13:05:09 | Watusimoto | I added the = NULL line |
| 13:05:21 | raptor | that's it? |
| 13:05:39 | Watusimoto | it was rusing the old chunker, which still apparently kind of worked, even though it was deleted |
| 13:05:47 | Watusimoto | I think so |
| 13:05:55 | raptor | huh |
| 13:06:20 | Watusimoto | why couldn't c++ just set a pointer to NULL after it deletes it? would that be too much to ask? |
| 13:06:37 | Watusimoto | would it be too hard? |
| 13:11:40 | raptor | yeah... just when I think I understand how c++ works.. |
| 13:12:34 | raptor | http://stackoverflow.com/questions/704466/why-doesnt-delete-set-the-pointer-to-null |
| 13:17:50 | raptor | some interesting responses here: http://stackoverflow.com/questions/1931126/is-it-good-practice-to-null-a-pointer-after-deleting-it |
| 13:22:06 | Watusimoto | ok, finally, all tests pass, no crashes |
| 13:22:27 | raptor | yay! |
| 13:25:54 | Watusimoto | I find most of those SO answers unconvincing |
| 13:26:05 | Watusimoto | but what the heck, it's not my language |
| 13:26:13 | raptor | i feel the same |
| 13:26:26 | Watusimoto | I'll make my own that nulls after delete, called Chris++ |
| 13:26:44 | raptor | bitfighter can be the premier platform that sells it! |
| 13:27:52 | Watusimoto | B++ |
| 13:28:03 | raptor | doesn't that exist? |
| 13:28:09 | Watusimoto | B exists, I think |
| 13:28:10 | Watusimoto | B+++ |
| 13:28:34 | bobdaduck | rofl |
| 13:28:55 | raptor | heh, the example here is funny: http://www.roesler-ac.de/wolfram/hello.htm |
| 13:29:06 | raptor | click B |
| 13:32:53 | Watusimoto | lovely! |
| 13:39:01 | | BFLogBot Commit: 4a4125256e29 | Author: watusimoto | Message: Rename IdlePath names to make them clearer, slight clarifications to logic, comments, other related items |
| 13:39:02 | | BFLogBot Commit: 749254225e5f | Author: watusimoto | Message: Merge |
| 13:39:04 | | BFLogBot Commit: 77315bb29b01 | Author: watusimoto | Message: Comments |
| 13:39:07 | | BFLogBot Commit: db07d2973b79 | Author: watusimoto | Message: Rename method |
| 13:39:08 | | BFLogBot Commit: 59717e6a2985 | Author: watusimoto | Message: Parallel variable rename |
| 13:39:10 | | BFLogBot Commit: 80b20ce122cf | Author: watusimoto | Message: Used testing to fix a loadout setting error! Also fixed problem with serial creation of multiple ServerGames. Not likely to happen in the game, but certain to occur during testing. |
| 13:40:22 | raptor | does this mean you're ready to try CMake! |
| 13:41:25 | Watusimoto | in a minute... one more thing I want to fix before I forget. But you can send me the instructions to get started |
| 13:41:37 | raptor | ok |
| 13:41:40 | raptor | instructions: |
| 13:41:45 | raptor | 1. cd build |
| 13:42:29 | raptor | 0. install cmake: http://www.cmake.org/files/v2.8/cmake-2.8.10.2-win32-x86.exe |
| 13:42:40 | raptor | 1. cd build |
| 13:43:01 | raptor | 2. run: cmake -G "Visual Studio 10" .. |
| 13:43:17 | raptor | 3. open the solution that it generated for you in the 'build' directory |
| 13:43:21 | raptor | 4. compile! |
| 13:47:05 | raptor | step #2 has two dots at the end |
| 13:50:06 | bobdaduck | step #4 has an exclamation point on the end |
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| 13:53:02 | raptor | hi sam686 |
| 13:54:18 | raptor | hey sam686, if you ever get the chance, could you test out cmake on windows? |
| 13:54:45 | raptor | you install the latest cmake, then in the 'build' directory (at bitfighter's root) you run: cmake -G "Visual Studio 9 2008" .. |
| 13:54:57 | raptor | I think that's the right IDE you use... |
| 13:55:06 | raptor | then open the solution that was created in the build directory |
| 13:56:02 | sam686 | I have some kind of a new network setup now. My old pentium D computer is linux debian running it as a gateway NAT. (that computer 3 ethernet ports, 1 on-board, 2 is a card) |
| 13:56:41 | sam686 | I still use my dd-wrt wrt54g as just a wireless switch access point though.. |
| 13:56:49 | bobdaduck | I could maybe try it? |
| 13:56:49 | raptor | that old pentium still runs, huh? |
| 13:57:03 | sam686 | yes |
| 13:57:08 | raptor | bobdaduck: which visual studio do you use? |
| 13:57:09 | Watusimoto | you can use it for heating in the cold south dakota winters! |
| 13:57:45 | bobdaduck | 2010 |
| 13:57:51 | sam686 | except winter is over, it isn't cold anymore outside (in my location) |
| 13:58:02 | raptor | ok, then the steps are the same as I posted for Watusimoto above |
| 13:58:16 | bobdaduck | When I get home we'll see |
| 13:58:25 | bobdaduck | I might get preoccupied hosting gladiator server |
| 14:02:35 | Watusimoto | so I get two projects: zero-check and all-build |
| 14:02:47 | raptor | open the sln |
| 14:02:56 | raptor | bitfighter.sln should have been created |
| 14:03:05 | | Little_Apple has joined |
| 14:03:12 | Watusimoto | there it is |
| 14:03:13 | Watusimoto | yes |
| 14:03:13 | Little_Apple | bonjour |
| 14:03:17 | raptor | hi Little_Apple |
| 14:03:43 | Little_Apple | hello |
| 14:03:48 | Little_Apple | just stopping in to say hi |
| 14:04:31 | raptor | Watusimoto: also, if you add to the cmake lists, visual studio knows to run cmake and update itself |
| 14:04:39 | raptor | CMakeLists.txt |
| 14:05:00 | Watusimoto | it will do that automatically? |
| 14:05:05 | raptor | yep |
| 14:05:14 | raptor | at least with vc++ 2010 |
| 14:05:23 | raptor | cmake adds in some sort of hook to check itself |
| 14:06:04 | Little_Apple | aaaaand im gone |
| 14:06:07 | | Little_Apple Quit (Client Quit) |
| 14:07:39 | Watusimoto | no optimization in the build config? |
| 14:08:02 | raptor | it should add it by default if you select 'Release' |
| 14:09:23 | raptor | you should never have to mess with the project settings.. |
| 14:09:26 | Watusimoto | I usually use optimiazations during development... don't know if that's good or not, but it seems to most closely mirror the release code... |
| 14:09:26 | raptor | *should* |
| 14:09:44 | Watusimoto | especially as we do almost no release testing |
| 14:09:47 | raptor | maybe I don't understand what you mean by optimizations |
| 14:09:56 | raptor | like -O2 ? |
| 14:10:04 | raptor | during development? that's crazy! |
| 14:10:08 | Watusimoto | you know, funroll loops! |
| 14:10:16 | raptor | hahaha |
| 14:10:17 | Watusimoto | why is that crazy? |
| 14:10:27 | Watusimoto | (maybe it is??) |
| 14:10:33 | raptor | because... debugging |
| 14:10:47 | raptor | i mean, if you still compile with the symbols in |
| 14:10:53 | Watusimoto | vc++ debugging seems to work fine |
| 14:10:58 | Watusimoto | let me check my other project |
| 14:10:59 | raptor | you'll still have problems with line-numbers, etc... |
| 14:11:15 | raptor | at least that's my experience on linux + mac |
| 14:11:22 | raptor | although mac seems to get closer.. |
| 14:12:45 | Watusimoto | ok, optimizations are off in my project as well. |
| 14:12:49 | Watusimoto | so cancel that |
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| 14:17:06 | raptor | ok good |
| 14:17:20 | raptor | then that explains why debugging has also worked for you :) |
| 14:18:37 | Watusimoto | yes! |
| 14:19:03 | Watusimoto | I assume that some flags can be configured in the cmake project... for example, I prefer minimal rebuild, as compiling is slow on this machine |
| 14:19:27 | Watusimoto | which conflicts with multi-processor compilation |
| 14:19:41 | raptor | yes... somehow... |
| 14:19:46 | Watusimoto | ok |
| 14:19:48 | raptor | looking... |
| 14:19:59 | Watusimoto | otherwise, the project looks pretty good |
| 14:20:01 | raptor | actually, you should just test that |
| 14:20:14 | raptor | like change a lesser used header and see what happens |
| 14:20:31 | raptor | but I know multiprocess build is enabled.. |
| 14:20:51 | Watusimoto | oh, like maybe I change it in vC++ and it gets written back to cmake somehow?? |
| 14:21:01 | raptor | no no |
| 14:21:09 | raptor | add some whitespace to a header file |
| 14:21:13 | raptor | and see how much it recompiles |
| 14:21:20 | raptor | like change helperMenu.h |
| 14:21:33 | Watusimoto | ah, ok |
| 14:22:47 | Watusimoto | on other (very) minor annoyance is that all the source files end up in a source files folder in the project, which indents them a quarter inch to the right, which reduces my code window soomewhat... this is, I assume just the way cmake structures things |
| 14:22:58 | Watusimoto | (and not an illogical way to do it) |
| 14:23:04 | raptor | heh |
| 14:23:51 | Watusimoto | it's nice that the precompiled files seem to be shared amongs the various projects |
| 14:23:57 | Watusimoto | that will speed things a bit |
| 14:24:22 | Watusimoto | odd |
| 14:24:25 | Watusimoto | there was a compile bug |
| 14:24:33 | raptor | oh really? |
| 14:24:47 | raptor | i haven't tested the 'test' project.. |
| 14:24:50 | Watusimoto | wait, maybe not that odd |
| 14:24:55 | Watusimoto | it was a legit bug |
| 14:25:03 | Watusimoto | but it looked like some profiles built anyway |
| 14:25:13 | Watusimoto | only one failed |
| 14:25:53 | | BFLogBot Commit: 7ceb78e99e85 | Author: watusimoto | Message: Add an assert to avoid an error I made today |
| 14:25:55 | | BFLogBot Commit: 19f6c631f750 | Author: watusimoto | Message: Need to return something here! |
| 14:26:27 | Watusimoto | well, I'll work with this for a while |
| 14:26:31 | raptor | olk |
| 14:26:33 | raptor | ok |
| 14:26:34 | raptor | because |
| 14:26:37 | Watusimoto | it looks fine |
| 14:26:56 | raptor | I think it'll be easier writing a cmake module for a new dependency |
| 14:27:15 | raptor | than it is to write a cmake module for a new dependency AND add it to a vc++ project |
| 14:27:21 | raptor | with the latter taking 3 times as long |
| 14:27:48 | Watusimoto | yes |
| 14:27:51 | Watusimoto | agreed |
| 14:28:12 | Watusimoto | I may have been wrong about the shared compilation units |
| 14:28:13 | sam686 | CMake Error at CMakeLists.txt:101 (message): You must run "cmake .." from the "build" directory (my full output: http://sam6.25u.com/upload/text1305/130509_15-05-37.txt ) |
| 14:28:23 | sam686 | don't know what I should do.. |
| 14:28:26 | raptor | sam686: |
| 14:28:29 | raptor | cd build |
| 14:28:30 | raptor | then |
| 14:28:35 | raptor | cmake -G "Visual Studio 9 2008" .. |
| 14:28:41 | raptor | with those two dots |
| 14:28:49 | raptor | you need to run it not in the project root |
| 14:28:50 | Watusimoto | oh, we should have the master project in their too |
| 14:28:56 | raptor | ah the master! |
| 14:29:00 | raptor | i forgot about that... |
| 14:29:07 | Watusimoto | maybe not built by default, but good to have |
| 14:29:10 | raptor | no wait |
| 14:29:12 | raptor | it's there |
| 14:29:27 | Watusimoto | where? |
| 14:29:28 | raptor | on linux at least you can do 'make master' |
| 14:29:47 | Watusimoto | yes, on linux you can |
| 14:29:53 | sam686 | CMake Error: The source directory "C:/OTHER/Bitfighter/HG019/build" does not appear to contain CMakeLists.txt. when running the same cmake command inside a /build folder |
| 14:29:56 | Watusimoto | but if I work on the master, i need to be able to compile it |
| 14:30:01 | raptor | sam686: add the two dots |
| 14:30:05 | raptor | at the end of the command |
| 14:30:10 | raptor | cmake -G "Visual Studio 9 2008" .. |
| 14:30:34 | raptor | Watusimoto: did the master compile for windows before? |
| 14:30:38 | Watusimoto | yes |
| 14:30:47 | raptor | ok, i'll work on that |
| 14:30:53 | Watusimoto | it's been a while since I actually did it though |
| 14:31:09 | sam686 | there I see Build files have been written to: C:/OTHER/Bitfighter/HG019/build |
| 14:31:15 | raptor | sam686: yay! |
| 14:31:16 | Watusimoto | also getting an error about missing httpRequest.h header |
| 14:31:38 | raptor | Watusimoto: not sure about that, is that the test project? |
| 14:31:45 | Watusimoto | yes |
| 14:31:53 | Watusimoto | maybe kaen forgot to check it in? |
| 14:32:07 | Watusimoto | it's in his test, which I've never built before |
| 14:33:17 | Watusimoto | the header is there. |
| 14:33:53 | Watusimoto | I need to include it as #include "../zap/HttpRequest.h" |
| 14:34:51 | raptor | ah |
| 14:34:58 | raptor | so FYI |
| 14:35:07 | sam686 | so where the master build? (I have my own master build on my own master/bitfighter_master.vcproj ) |
| 14:35:16 | raptor | sam686: I need to add it |
| 14:35:37 | raptor | Watusimoto: the CMake layout has one master CMakeLists.txt in the root of our repository |
| 14:35:49 | Watusimoto | ok |
| 14:35:50 | raptor | then it has another CMakeLists.txt in each of the compilable projects |
| 14:35:54 | raptor | so zap has one |
| 14:35:57 | raptor | tnl has one |
| 14:36:08 | raptor | etc |
| 14:36:13 | Watusimoto | so to add a file to tnl, I edit the tnl list? |
| 14:36:23 | raptor | yes in tnl/CMakeLists.txt |
| 14:36:43 | raptor | looks like kaen's test project was added to the zap one |
| 14:36:57 | Watusimoto | ok |
| 14:37:05 | raptor | it should be in its own folder |
| 14:37:10 | raptor | 'bitfighter_test' ? |
| 14:37:58 | Watusimoto | I think this will work out fine |
| 14:38:05 | raptor | sam686: it looks like master/CMakeLists.txt exists, but a target isn't produced because it doesn't find mysql |
| 14:38:14 | raptor | how do you guys find mysql on windows? |
| 14:38:24 | raptor | i mean, how do you install it? |
| 14:38:32 | Watusimoto | so what is all_build and zero_check? |
| 14:38:57 | raptor | Watusimoto: I have no idea, actually, but I think they help with the cmake interface with vc++ |
| 14:39:04 | Watusimoto | ok |
| 14:39:41 | raptor | well, if you want to work on more tests, you can just use your old project until I fix them.. |
| 14:39:49 | bobdaduck | ! |
| 14:40:24 | bobdaduck | Is there a way to, using your sword script raptor, get who's sword you collided with when you get bursted? |
| 14:41:53 | raptor | uhh |
| 14:42:25 | raptor | can you do zone:getTeam() ? |
| 14:42:50 | raptor | sorry, have to step out for a bit... |
| 14:42:59 | bobdaduck | Well yeah I think so but |
| 14:43:03 | bobdaduck | I need the exact player |
| 14:43:32 | bobdaduck | seeya |
| 14:45:16 | bobdaduck | I mean the zoneSword is registered to the player already, I think, but I think I remember somethinging about onShipEnteredZone(zone) not working properly |
| 14:46:49 | sam686 | I will be back in about 1 hour.. |
| 14:47:07 | bobdaduck | seeya |
| 14:59:32 | | LordDVG Quit (Remote host closed the connection) |
| 15:03:26 | Watusimoto | raptor: trying to replicate your concentric circles editor crash |
| 15:03:40 | Watusimoto | my machine starts going into overdrive and never comes back |
| 15:03:50 | Watusimoto | I think I am getting burns on my leg |
| 15:06:44 | raptor | oh, haha |
| 15:06:48 | raptor | yeah, that... |
| 15:07:17 | raptor | clipper + triangulation in a debug build is like 10x slower |
| 15:09:05 | bobdaduck | What if we made testitems perfecty round |
| 15:09:42 | raptor | they are already! |
| 15:09:49 | raptor | :) |
| 15:10:04 | raptor | at least the server thinks they are circles |
| 15:10:04 | bobdaduck | In more than just a technical sense, I mean. |
| 15:10:06 | bobdaduck | xD |
| 15:39:06 | | fordcars has joined |
| 15:39:24 | | fordcars Quit (Client Quit) |
| 15:39:46 | | fordcars has joined |
| 15:44:24 | fordcars | bobdaduck: I am nearly finished your bot, I just was reeeeealy occupied this week. |
| 15:47:42 | bobdaduck | Cool |
| 15:47:45 | bobdaduck | That's fine |
| 15:48:06 | fordcars | by the way, the bot might try to put the flag on it's sword |
| 15:48:44 | fordcars | so I may need to code if goalZone id is not equal to 2... |
| 15:48:53 | fordcars | go to goal zone |
| 15:48:54 | bobdaduck | I changed swords |
| 15:48:56 | bobdaduck | to be loadoutzones |
| 15:49:01 | fordcars | ahhhh ok |
| 15:49:20 | bobdaduck | and for loadoutchanges make it find a neutral loadoutzone to make it flow best |
| 15:49:32 | fordcars | yeah ok |
| 15:49:51 | fordcars | but do I make the bot change the shield module too? |
| 15:50:02 | bobdaduck | make it switch all the modules |
| 15:50:06 | fordcars | ok |
| 15:50:19 | bobdaduck | You can try to code intelligent module use if you want |
| 15:50:27 | fordcars | yeah sure |
| 15:50:43 | bobdaduck | like, cloak when there's nobody nearby if it has cloak |
| 15:50:58 | bobdaduck | or shield if its close enough to a person |
| 15:51:20 | fordcars | well I am using s_bot's shield :P |
| 15:51:23 | bobdaduck | Or repair neutral items if it has repair |
| 15:56:34 | | bobdaduck Quit (Remote host closed the connection) |
| 16:06:50 | | BFLogBot Commit: 35043e222cb1 | Author: watusimoto | Message: Suppress rebuilding zones when quitting testing from the editor |
| 16:07:45 | raptor | Watusimoto: that zone rebuild happens when leaving 'host game' too |
| 16:07:51 | raptor | does your fix fix that? |
| 16:07:58 | Watusimoto | no |
| 16:10:11 | Watusimoto | I'll see if there is a good way to do that; if not, it seems less serious |
| 16:10:25 | Watusimoto | when editing, you go in and out of the game a lot |
| 16:10:32 | Watusimoto | with hosting, less so |
| 16:10:46 | raptor | ok |
| 16:11:05 | raptor | actually - i was planning to work on it because I think it's my fault (i changed teh suspend code last) |
| 16:12:48 | Watusimoto | the fix might be easy |
| 16:13:06 | Watusimoto | if the game is not a dedicaetd server, and all players are gone... game must be ending, right? |
| 16:13:35 | Watusimoto | the only way a server can have 0 players and not be shutting down is if it is dedicated, right? |
| 16:13:49 | raptor | sounds right to me |
| 16:14:04 | Watusimoto | if so, the fix is simple |
| 16:14:13 | Watusimoto | testing now |
| 16:19:25 | Watusimoto | ah wrongish |
| 16:19:34 | Watusimoto | currently even a local server can susend |
| 16:19:37 | Watusimoto | suspend |
| 16:19:42 | Watusimoto | if all players are inactive |
| 16:20:02 | Watusimoto | my fix makes that not happen |
| 16:20:08 | Watusimoto | but maybe that is ok? |
| 16:25:18 | fordcars | brb guys |
| 16:25:20 | | fordcars Quit (Quit: Page closed) |
| 16:27:55 | raptor | what kind of teeth can you buy with a dollar? |
| 16:28:03 | raptor | buck teeth |
| 16:43:29 | | fordcars has joined |
| 16:53:28 | Watusimoto | good one, man! |
| 16:54:14 | raptor | why can't a bank keep a secret? |
| 16:54:24 | | fordcars Quit (Ping timeout: 245 seconds) |
| 16:54:26 | raptor | because there are too many tellers |
| 16:55:12 | Watusimoto | awesome! |
| 16:55:36 | raptor | these jokes should be funny to you about now, right? is it late enough? |
| 16:56:59 | Watusimoto | give me 15 minutes |
| 17:00:16 | Watusimoto | hey -- gaygayfaggot69 is playing! |
| 17:00:31 | Watusimoto | I love our community! |
| 17:00:38 | raptor | yay! |
| 17:01:12 | raptor | so a semi-troll was telling me how back I sucked at the game a couple days ago |
| 17:01:38 | raptor | and I responded by saying "tell me something I don't already know" |
| 17:01:52 | raptor | which seemed to quiet him/her... |
| 17:02:05 | Watusimoto | good job |
| 17:05:09 | Watusimoto | I'm posting a bug for you |
| 17:05:14 | raptor | oh goodie |
| 17:06:25 | Watusimoto | triangulation fails with empty levels |
| 17:06:34 | raptor | oooo |
| 17:06:36 | raptor | really?? |
| 17:06:40 | Watusimoto | yup |
| 17:06:52 | raptor | well, that's definitely my bug! |
| 17:06:56 | Watusimoto | :-) |
| 17:07:36 | raptor | also, if you didn't see, I can not dupe this issue: http://code.google.com/p/bitfighter/issues/detail?id=155#c3 |
| 17:09:48 | Watusimoto | ok; I'll try to verify |
| 17:21:42 | raptor | Watusimoto: here are the zones in 018a in an empty level: http://sam6.25u.com/upload/6screenshot_3.png |
| 17:21:53 | raptor | seem about right? |
| 17:22:53 | | BFLogBot Commit: 046175b495aa | Author: watusimoto | Message: Now also avoids zone building when quitting a locally hosted game |
| 17:23:25 | Watusimoto | I think so |
| 17:28:44 | raptor | ok heading home! |
| 17:33:29 | | raptor Quit () |
| 17:40:24 | | BFLogBot Commit: 0c7ea516a65e | Author: watusimoto | Message: Whitespace |
| 17:40:26 | | BFLogBot Commit: 69cffe78a489 | Author: watusimoto | Message: More ideas for help messages |
| 18:21:55 | | fordcars has joined |
| 18:22:03 | | kaen has joined |
| 18:25:37 | | raptor has joined |
| 18:25:37 | | ChanServ sets mode +o raptor |
| 18:27:29 | raptor | what did the judge say to the racket? |
| 18:27:42 | raptor | "we will send you to court" |
| 18:30:41 | fordcars | that's horrible |
| 18:30:53 | fordcars | :P |
| 18:30:56 | raptor | i know! poor racket... |
| 18:31:41 | fordcars | :P |
| 18:31:54 | kaen | Lol raptor your puns made the irclog more palatable |
| 18:32:17 | raptor | thank laffy taffy :) |
| 18:32:22 | kaen | my internet's been down for a few days |
| 18:32:28 | kaen | so I wrote a half dozen editor plugins |
| 18:32:33 | raptor | OOoooo |
| 18:32:38 | raptor | welcome back kaen! |
| 18:32:42 | kaen | thanks :) |
| 18:32:51 | fordcars | haha it has been a long time since my last laffy taffy |
| 18:33:03 | fordcars | really? editor plug-ins nice! |
| 18:33:14 | kaen | bezier curve fitting, polygon edge subdivision, align, distribute, convert, and polyline modulation |
| 18:33:22 | fordcars | ooOOOooooo |
| 18:33:45 | kaen | I'm pretty proud :) |
| 18:34:06 | raptor | sweet! |
| 18:34:07 | kaen | I also found about a half dozen bugs and crashes when executing editor plugins... |
| 18:34:21 | raptor | all work with 019 API? |
| 18:34:24 | kaen | there's definitely some memory corruption going on, as reported by glibc |
| 18:34:25 | kaen | yes |
| 18:34:30 | raptor | and yes |
| 18:34:33 | raptor | the memory corruptions |
| 18:35:05 | raptor | if you look at the commit log from last night, I added loads of missing virtual destructors with the UI menus |
| 18:35:05 | kaen | very excited to build the new tests, btw :) |
| 18:35:12 | kaen | ah, perfect! |
| 18:35:17 | raptor | (hoping they'd fix some of the crashes) |
| 18:35:19 | raptor | oh |
| 18:35:21 | kaen | you must have received my telepathic signals |
| 18:35:24 | raptor | heh |
| 18:35:29 | raptor | oh |
| 18:35:34 | raptor | uh Watusimoto is on cmake! |
| 18:35:42 | kaen | oh, I didn't see that! |
| 18:35:44 | kaen | sweet |
| 18:35:50 | raptor | and... I had a question about the cmake stuff for the test project |
| 18:36:05 | raptor | did you want to put a separate CMakeLists.xtx in the bitfighter_test directory? |
| 18:36:17 | raptor | instead of merging the logic with the zap/ one |
| 18:36:25 | raptor | txt not xtx |
| 18:36:41 | | bobdaduck has joined |
| 18:36:49 | kaen | that sounds like a good idea, but I'm not sure how to share the file lists between the two |
| 18:37:01 | kaen | which is what prompted me to combine them in the first place |
| 18:38:20 | | Watusimoto Quit (Ping timeout: 255 seconds) |
| 18:38:43 | raptor | ahh... |
| 18:38:47 | raptor | maybe.. |
| 18:38:48 | raptor | hmm |
| 18:38:55 | bobdaduck | So uh |
| 18:39:09 | raptor | do all the zap resources need to be recompiled with the test project? or can they just be linked against? |
| 18:39:19 | bobdaduck | I've been using pleiades to transfer levels to thread_ because I'm too lazy to zip files. I told him its a secret is that k? |
| 18:39:53 | raptor | it's like an open secret! |
| 18:40:00 | raptor | shame shame SHAME |
| 18:40:21 | bobdaduck | ITS JUST SO CONVENIENT |
| 18:43:21 | kaen | awesome :) |
| 18:43:37 | kaen | I need a bigger test database for profiling, so use it a bunch, please |
| 18:43:48 | bobdaduck | In other news, I've re-begun work on DnD |
| 18:44:01 | kaen | bobdaduck you should build 019 so you can look at my WIP |
| 18:44:05 | raptor | you've decided to learn c++?? |
| 18:44:09 | bobdaduck | To be clear, nobody is going to make me a whip weapon, right? |
| 18:44:19 | raptor | sorry bobdaduck... I have moved on |
| 18:44:21 | kaen | not in my plans... |
| 18:44:24 | raptor | to.. dinner! |
| 18:44:27 | bobdaduck | k just making sure |
| 18:44:28 | bobdaduck | WIP? |
| 18:44:31 | kaen | I made you a bunch of editor plugins though! |
| 18:44:34 | kaen | work in progress |
| 18:44:35 | bobdaduck | xD |
| 18:44:42 | bobdaduck | k |
| 18:44:47 | bobdaduck | just as soon as I finish adding halberd |
| 18:45:04 | kaen | I need advice because I am teh noobzorz |
| 18:47:00 | bobdaduck | k |
| 18:47:26 | fordcars | wow |
| 18:48:51 | kaen | ok just let me know when~ |
| 18:50:00 | bobdaduck | what? |
| 18:50:28 | kaen | er, when you're ready |
| 18:50:29 | kaen | silly |
| 18:51:07 | bobdaduck | no I mean at fordcars |
| 18:51:29 | fordcars | wassup |
| 18:51:45 | fordcars | sorry just reading your conversation |
| 18:56:48 | kaen | hrm... seems to crashing latest 019 |
| 18:57:29 | bobdaduck | I'm building it |
| 18:57:35 | bobdaduck | gimme like a half hour or so |
| 18:58:01 | kaen | umm nevermind dude |
| 18:58:13 | kaen | it won't load until I fix the tree.... |
| 18:58:34 | bobdaduck | cool |
| 19:01:03 | bobdaduck | back to DnD |
| 19:05:17 | raptor | hello |
| 19:05:30 | raptor | mmm home-made whole-wheat biscuits! |
| 19:05:39 | raptor | like rocks in gut! |
| 19:05:43 | raptor | *the gut |
| 19:06:29 | | SolumnMushroom has joined |
| 19:06:46 | bobdaduck | sup mush |
| 19:06:51 | SolumnMushroom | Hello all! |
| 19:07:03 | bobdaduck | okay guys |
| 19:07:13 | bobdaduck | which of the following loadouts best fits a warhammer, thematically: |
| 19:07:17 | bobdaduck | sensor + armor |
| 19:07:19 | bobdaduck | shield + engineer |
| 19:07:21 | bobdaduck | boost + engineer |
| 19:07:26 | raptor | armor + armor |
| 19:07:27 | bobdaduck | boost + repair |
| 19:07:43 | bobdaduck | or sensor + shield |
| 19:07:44 | SolumnMushroom | I'm navigating this on my Wii... |
| 19:07:57 | bobdaduck | (that's all) |
| 19:09:07 | raptor | the one with armor |
| 19:09:17 | raptor | is my opinion |
| 19:09:20 | SolumnMushroom | N6t easy t6 d6 when y64r w6rds c60e 64t 352e th5s... |
| 19:09:26 | raptor | i can say no more on the subject |
| 19:09:57 | SolumnMushroom | With a keyboard |
| 19:09:59 | kaen | bobdaduck, I fixed the level |
| 19:10:02 | kaen | still care to see? |
| 19:10:10 | raptor | (can I kaen?) |
| 19:10:11 | bobdaduck | sure |
| 19:10:15 | kaen | sure thing :) |
| 19:10:24 | kaen | I think it only works in 019 |
| 19:10:29 | raptor | ok |
| 19:10:32 | kaen | although I may have just fixed that |
| 19:10:37 | bobdaduck | I need to update right? |
| 19:10:58 | kaen | uh, let's just go to kaen test and try it |
| 19:11:02 | kaen | hosting segfaults for me in 01 |
| 19:11:04 | kaen | 019 |
| 19:11:26 | bobdaduck | so 018a then? |
| 19:11:50 | | bobdaduck Quit (Remote host closed the connection) |
| 19:11:51 | raptor | poor poor 019 |
| 19:12:02 | kaen | 018a indeed |
| 19:13:51 | SolumnMushroom | In the one with the numbers, replace 6 with o and 0 with m... |
| 19:14:47 | SolumnMushroom | 352e = like |
| 19:15:42 | | SolumnMushroom now hates num lock |
| 19:19:49 | | SolumnMushroom Quit (Ping timeout: 245 seconds) |
| 19:21:05 | | SolumnMushroom has joined |
| 19:21:40 | SolumnMushroom | I'm back and on Android this time! |
| 19:23:37 | SolumnMushroom | I'm installing Mac OS on my HP Mini |
| 19:23:51 | raptor | don't do it! |
| 19:24:00 | raptor | Hackintoshes are crashintoshes! |
| 19:24:28 | raptor | unless if it's for research, then go ahead :) |
| 19:27:53 | kaen | SolumnMushroom, tried debian stable? |
| 19:28:43 | SolumnMushroom | No, I don't have an intel Mac, So I'm making one. WITH STYLE!!! |
| 19:31:23 | SolumnMushroom | I have Winderp, and Linux on one computer. Mac OS will complete it. |
| 19:31:32 | raptor | bug slain! |
| 19:31:56 | raptor | i said... bug slain! |
| 19:32:15 | SolumnMushroom | That, and I overwrote my Mac computer with Linux... |
| 19:32:33 | raptor | !bot |
| 19:32:33 | BFLogBot | I'm a real boy! |
| 19:32:47 | SolumnMushroom | Lolwut |
| 19:34:49 | SolumnMushroom | Can you commit for the good of the project? :-) |
| 19:35:56 | | -moorcock.freenode.net- *** Looking up your hostname... |
| 19:35:56 | | -moorcock.freenode.net- *** Checking Ident |
| 19:35:56 | | -moorcock.freenode.net- *** Couldn't look up your hostname |
| 19:36:05 | | -moorcock.freenode.net- *** No Ident response |
| 19:36:12 | | BFLogBot has joined |
| 19:36:12 | | Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/' |
| 19:36:13 | | Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 UTC 2013 |
| 19:36:13 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 19:36:53 | SolumnMushroom | Welcome back! |
| 19:36:54 | kaen | sometimes when I look at `top` on bitfighter.org, the java process has 1G of virtual memory in use |
| 19:37:14 | raptor | i know |
| 19:37:21 | raptor | i need to rewrite the logbot in python |
| 19:37:28 | kaen | I can help! |
| 19:37:29 | raptor | so it'll use 768MB of virtual memory! |
| 19:37:33 | kaen | heh |
| 19:37:53 | raptor | it's been a longtime goal of mine |
| 19:38:44 | raptor | and to base it off of something like this: https://github.com/xrogaan/apib |
| 19:38:50 | raptor | it's the bot on #naev |
| 19:39:02 | raptor | but i'd need to add a socket listener, etc.. |
| 19:39:30 | SolumnMushroom | So, how 'bout Cards Against Humanity? |
| 20:00:23 | | BFLogBot Commit: 41b127e2dcc9 | Author: buckyballreaction | Message: Fix crash on building bot zones for an empty level |
| 20:09:48 | raptor | that bot looks like it uses a really good irc python lib.. |
| 20:28:41 | kaen | regarding your question earlier, I believe the main objects could be linked to by the test project (in theory) if they use exactly the same defines and compiler flags |
| 20:28:51 | kaen | again, the problem is that I don't know how to tell cmake to do that |
| 20:29:00 | raptor | hmmm |
| 20:29:20 | raptor | ok, i'm trying to set up the 'master' project in windows - i'll take a look at that afterwards |
| 20:31:04 | kaen | maybe we could make a libbitfighter target, have the main bitfighter target only contain main.cpp and then the test and main projects could have the lib as a dependency |
| 20:32:14 | raptor | that's what I had to do with android |
| 20:36:31 | kaen | weird |
| 20:36:35 | SolumnMushroom | I feel like an idiot. I dechecked "Enable Wireless" on my Ubuntu partition, and now wireless on the entire computer is nonfunctional... :-P |
| 20:37:11 | kaen | huh. most wifi cards aren't that finicky |
| 20:37:17 | | SolumnMushroom slaps his face with the force of 10000000 suns |
| 20:37:30 | raptor | unless they somehow adjust a BIOS setting |
| 20:37:39 | kaen | does your laptop have a fn + F8 combo? |
| 20:37:43 | kaen | to toggle your card? |
| 20:38:12 | SolumnMushroom | The wireless toggle is f11 |
| 20:39:17 | SolumnMushroom | To know what computer I'm talking about, look up HP Mini 110-3130nr |
| 20:48:47 | fordcars | later guys |
| 20:48:51 | | fordcars Quit (Quit: Page closed) |
| 20:49:52 | SolumnMushroom | I think I just got it to work again. |
| 20:50:19 | SolumnMushroom | YES! |
| 20:50:34 | SolumnMushroom | With that, |
| 20:50:48 | | BFLogBot Commit: f7edb61df47f | Author: buckyballreaction | Message: master target now compiles in Visual Studio. Not sure if the MySQL variant works yet, but this is a first step |
| 20:51:12 | | SolumnMushroom Quit (Quit: AndroIRC - Android IRC Client ( http://www.androirc.com )) |
| 20:52:48 | raptor | did he just have a one way conversation with himself for almost 2 hours? |
| 20:52:53 | | SolumnMushroom has joined |
| 20:53:58 | SolumnMushroom | On wireless WinXP again!!! |
| 20:54:53 | SolumnMushroom | I had to reenable the Broadcom driver in Linux... |
| 21:09:09 | SolumnMushroom | http://pyz.socialgamer.net/game.jsp |
| 21:09:32 | SolumnMushroom | Go here now |
| 21:09:47 | raptor | sorry, busy coding.. |
| 21:11:08 | SolumnMushroom | kaen up for a round of Cards Against Humanity? |
| 22:58:49 | | BFLogBot Commit: d624a7824031 | Author: buckyballreaction | Message: Fix missing ARRAYSIZE definition when building release build on non-windows platforms |
| 22:58:51 | | BFLogBot Commit: 9e05bac6156f | Author: buckyballreaction | Message: Organize 'test' target in CMake a little more. Also fix compiling main_test on Linux |
| 23:04:17 | | SolumnMushroom Quit (Quit: Leaving) |
| 23:46:07 | | BFLogBot Commit: ef05fd193414 | Author: buckyballreaction | Message: Organize CMakeLists.txt for test target a little better |
| 23:48:43 | raptor | night |
| 23:48:46 | | raptor Quit () |