#bitfighter IRC Log

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IRC Log for 2013-05-11

Timestamps are in GMT/BST.

00:13:27BFLogBot Commit: 98d8b6762935 | Author: kaen | Message: fix CMake test target on Linux
00:13:29kaen nudges BFLogBot
00:13:29BFLogBot Commit: fdb1537c0f32 | Author: kaen | Message: ignore points with NaN coordinates in PolylineGeometry::setGeom (with unit tests)
00:15:01raptorkaen:
00:15:13raptoroh i see
00:15:20raptorif(points[i] == points[i])
00:15:23raptorthen push_back
00:15:24raptorok
00:15:26raptornevermind
00:21:35kaenI inverted the condition to make it more clear
00:21:44kaen(or so I'd hoped)
00:26:29sam686 has left
00:32:06BFLogBot Commit: feb00b924c13 | Author: kaen | Message: Strengthen PolylineGeometry::setGeom() tests
00:32:08BFLogBot Commit: 65bcff0129ea | Author: kaen | Message: fix HttpRequestTest
00:38:21raptornight~
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01:10:15fordcarsnight guys
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08:05:25raptorgood morning!
08:05:29raptorso
08:06:18raptorany tips on handling extremely discourteous neighbors who keep waking us up in the middle of the night?
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10:07:46Watusimotohi
10:07:48raptorhi
10:07:57Watusimotoneighbor problems, eh?
10:08:01raptorsigh
10:08:09Watusimotohow do they wake you up?
10:08:27raptortalking and laughing at 2-3 in the morning like it was mid day
10:08:29Watusimoto"Hey, yo! Raptor! Wake up! Found a bug in bitfighter, yo!"
10:08:51raptorit probably wouldn't super bad if my wife wasn't 8 months pregnant...
10:08:55raptor*wouldn't be
10:09:33raptorthey were also testing DJ equipment after we put the kids to be yesterday..
10:10:38Watusimotolovely
10:10:58Watusimotoyou could try the solution I toyed with when I lived in Sydney and some idiot had their car alarm going all night
10:11:39WatusimotoI wanted to place a brick on the hood of their car with a note saying "next time I hear this alarm, the brick goes through your windshield"
10:12:04raptorhaha
10:12:06Watusimotoor you could talk to them in the light of day when emotions are low
10:12:21raptori've done that several times
10:12:32Watusimotowell, bricks are easy to find
10:12:35raptorfor the most part the owner's friends have been courteous
10:13:25raptorbut the owner himself has always acted like he was sorry and it'll never happen again, but continues
10:13:26Watusimotoyou could test your dj equimpemt at 7AM
10:13:38raptorhaha
10:14:22raptori've been thinking about calling his mother, since she helped get him the unit...
10:14:22Watusimotoif they're talking loud, they've probably been drinking and probably aren't thinking about you
10:14:34Watusimotothat's an idea
10:15:29raptoryeah... i'm just worried the wife will snap after the kid comes
10:15:35Watusimotoit's a difficult situation all around
10:15:39raptorbecause... sleep deprivation
10:15:42Watusimotoright
10:16:03Watusimotois it a rental unit?
10:16:50raptornot exactly sure - the owner (our protagonist) bought it, lived in it for a while, then rented it out, now he's back
10:17:18raptorhis renters were a bit noisy, but they ended up being courteous after a few low-tension requests
10:19:08Watusimotoso there's no real avenue of landlord appeal
10:19:23raptorjust his mom!
10:19:47raptormaybe...
10:21:05Watusimotodo you know any motorcycle club types who might be willing to have a little chat with them?
10:21:20raptorheh
10:21:55raptorwell, the case is a bit more strenuous at times because the wife knows how to use nunchucks..
10:22:53Watusimotoyour wife, or his?
10:22:58raptormine :)
10:23:11Watusimotowell that makes things a tad easier
10:23:28raptornot when you're trying to prevent bloodshed!
10:23:36Watusimotonothing like giong to talk with the neighbors, with the specter of chucks to the head from the dude's wife
10:24:02raptorhaha
10:24:57raptorso i'm stuck between a sleep-deprived, pregnant, nunchuck-weilding wife and a sociopathic, self-centered neighbor
10:25:31Watusimotomy favorite nunchucks video
10:25:32Watusimotohttp://www.youtube.com/watch?v=qsEZ2lpM0Yw
10:26:07raptorhahaha
10:28:42raptorok, i'v ebeen tracking down that editor crash with my concentric circles map
10:28:44raptorand...
10:28:51raptorthere's a memory error somewhere
10:29:04WatusimotoI'm shocked!!
10:29:27raptorevery time I comment out what I think is the offending variable(s), it crashes and gives a completely different stack trace
10:29:34raptorstill in the EditorUI though
10:29:41Watusimotovalgrind?
10:29:47raptordid that several times
10:29:54raptorgives me invalid reads in different locations
10:32:24raptorhere's my most recent one: http://pastie.org/pastes/7831355/text
10:32:32raptorbefore crash
10:33:06raptorwhich seems closer to the issue for once..
10:34:15raptorwhoa, now here's what happens to the editor when getting it to dupe: http://sam6.25u.com/upload/2snapshot6.png
10:35:00raptormayeb i shoudl hunt for virtual constructors again..
10:37:12koda has joined
10:39:27Watusimotokids need the computer, sadly
10:39:31Watusimotoback in a while
10:39:33raptorlater
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11:15:53Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/'
11:15:53Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 UTC 2013
11:15:53-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.
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12:11:33BFLogBot Commit: c34e5d2c265c | Author: buckyballreaction | Message: Fix missing virual destructors by looking at each class one-by-one. Leave no stone unturned. About a dozen of these were actual bugs
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14:00:41kaenhi FlynnnNT
14:00:47FlynnnNTHello, Kaen :)
14:00:53FlynnnNTDid you hear about freenode?
14:00:56kaennope
14:01:03kaenwhat's up?
14:01:47FlynnnNTThey are getting DOSed right now, I'm not sure about exactly what happened
14:01:51FlynnnNTbut their NickServ is down
14:02:11FlynnnNTso all the +r channels can't be joined
14:03:28kaenweird
14:03:40raptorok, now to see if there are fewer crashes in the editor..
14:03:47FlynnnNTYeah, I'm asking them right now why only Nickserv is down
14:03:49kaenthat's what I'm doing, too!
14:04:00raptoryou saw my virtual constructor clean-up?
14:04:08FlynnnNTKaen was that to me, or to raptor?
14:04:10FlynnnNTxD
14:04:12kaenjust reviewing the commit
14:04:16kaento raptor
14:04:16raptori looked at *every* class
14:04:20FlynnnNTgotcha
14:04:25kaenI saw 127 changes in 127 files
14:04:31Watusimoto has joined
14:04:35raptoryeah
14:04:36kaencould tell something was up
14:04:54raptorthat's when my stubbornness is a good thing
14:05:11raptoroh my goodness
14:05:17raptorit fixes at least one crash i had..
14:05:46raptorha!
14:05:49raptorbug fixed
14:05:57raptorhi Watusimoto
14:06:37Watusimotohi
14:06:48Watusimotofixed?
14:06:59raptorexcept i see this in the editor now: http://sam6.25u.com/upload/2screenshot_24.png
14:07:04raptorbut it doesn't crash!
14:07:27raptorand... segfault on exit game
14:07:29raptorhmm
14:08:12WatusimotoI get a segfault without entering the editor, so it may not be related
14:08:26Watusimotonice colors!!
14:08:29raptorWatusimoto: i added a ton of missing virtual destructors.. and that fixed that editor crash
14:08:32raptorbut now i see colors
14:08:36Watusimotoit did?
14:08:39raptoryeah
14:09:07Watusimotowell... can't argue with success
14:09:30Watusimotothere's only one wrong color there - pink instead of blue
14:10:17raptorwell, now i'm getting segfaults everywhere...
14:10:32koda has joined
14:11:03Watusimotodo you get segfaults without starting the editor?
14:11:08Watusimotohost a game or something
14:11:09raptorno
14:11:22raptoronly after i move those concentric circles do i start getting segfaults..
14:11:41kaentests segfault too
14:11:57raptorok, maybe i added one too many virtual destructors...
14:12:32raptorhere are the ship sparks: http://sam6.25u.com/upload/2screenshot_25.png
14:12:55raptorlet me remove the virtual destructor in Color
14:13:25Watusimotowhoa dude... this seems an unlikely cluster of symptoms to be caused by virtual destructors!
14:13:42raptoryeah, well... maybe it's pulling out a lot of other bugs
14:14:37raptorwhoa!
14:14:59raptori removed the virtual destructor in the Color class and the editor bug came back, as well as all the normal colors..
14:15:09raptorwhat the crazy
14:15:32kaenI just built from latest and I get normal colors
14:15:44raptoreven with hosting game?
14:16:02raptorlooks at the ship contrails
14:17:15kaentriggered an assert: Assert: Override if you want to use this method! in /home/charon/code/bitfighter/zap/gameType.cpp line 4217
14:17:17raptornothing derives from 'Color' correct?
14:17:35Watusimotoso when you are ready (perhaps after this crisis is settled), I want to discuss the cmake project
14:17:37kaenship contrails were fine, however sparks from phaser shots were 255 blue
14:18:46raptori'm actually leaving in a few minutes :(
14:19:04raptorso best guess - did I introduce bugs? or just pull out others unfound before?
14:19:18raptorWatusimoto: kaen can probably answer cmake questions
14:19:29kaenmy gut instinct is that these are real, previously hidden, bugs
14:19:48kaenyour vdestructors make sense to me (half way through the list)
14:20:06raptori sort of added them indiscriminantly
14:31:21raptorthe virtual one in Color should probably go
14:31:21raptorbut I need to go! augh!
14:31:21FlynnnNTBye, raptor! :(
14:31:21raptorsorry folks, back later tonight
14:31:21kaenlater
14:31:24raptorplease don't curse me too badly for that commit..
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14:31:24FlynnnNTSo, ehm, do any of you guys know a good library for doing 3D operations without the use of rendering?
14:31:24kaenwhat's 3D?
14:31:24FlynnnNTspecifically, I'd like to be able to transform 3D points onto a 2D surface using a perspective transformation
14:31:24FlynnnNTxD Kaen
14:31:24FlynnnNTfreenode being dosed, I figured I might as well give it a shot
14:31:24kaenwell, all you need is matrix multiplication
14:31:24FlynnnNTYeah, but I'd also like to do depth culling on tris
14:31:24kaenif you can make up your own modelview and projection matrices
14:31:24FlynnnNTagain without actually rendering them
14:31:24kaenoh
14:31:24kaenwell maybe a headless gl context?
14:31:24FlynnnNTI don't know enough about GL, does it support checking if tris are occluded by other tris?
14:31:24FlynnnNTI probably need a good raycasting library, does GL support rays?
14:31:24kaennot inherently afaik
14:31:24FlynnnNTah well that sucks
14:31:24kaenyou're describing functions of a 3D engine
14:31:24kaenrather than a graphics library
14:31:24FlynnnNTYeah, Unity3D has alot of what I need,
14:31:24FlynnnNTbut I want to do it outside the gaming engine
14:31:24FlynnnNTUnity3D lacks alot of support for external libraries (being C# Mono)
14:31:24FlynnnNTIt also has bad direct graphics modification
14:31:24FlynnnNT(I wish to use OpenCV with this project)
14:31:24kaenI think some open source engines have support for opencv
14:31:24FlynnnNTBut,
14:31:24FlynnnNToh haha well
14:31:24FlynnnNTUnity3d locks down opencv
14:31:24kaenbeyond that, you're entering a realm beyond my experience
14:31:24FlynnnNTunless you have the Pro license
14:31:24FlynnnNTWell I'm interested what you ahd to say about the matrixes
14:31:24FlynnnNTI can write my own depth culler if I have to
14:31:24FlynnnNTbut I'm not familiar with doing up matrices
14:31:24kaenwell, 3d to 2d projection is just a composition of matrix operations
14:31:24FlynnnNThmm
14:31:24kaenspecifically two multiplications
14:31:24kaenyou make a modelview matrix, and a projection matrix, and do some specific (but pretty simple) math
14:31:24kaenso you really just need a good math library (and your culler)
14:31:24FlynnnNToh, so the modelview matrix
14:31:24FlynnnNTwhat it does is "rotate" the entire world
14:31:24FlynnnNTthen the perspective distorts it by distance?
14:31:24kaenyes, and some other factors that define an opengl camera
14:31:24FlynnnNTlooks like boost http://www.boost.org/doc/libs/1_53_0/libs/numeric/ublas/doc/index.htm does matrix multiplication :D
14:31:24FlynnnNTI see, what would those be?
14:31:24FlynnnNTbeyond FOV and the clip planes
14:31:24kaencan't remember off the top of my head
14:31:24kaenthat's t
14:31:24kaenit
14:31:24FlynnnNToh I see!
14:31:24kaenjust a description of the truncated prism
14:31:24FlynnnNTOkay, thankyou very much :)
14:31:24kaenyou bet :)
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14:39:44Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/'
14:39:44Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 UTC 2013
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14:59:05fordcarsyay I just made an exclusive or gate... in Bitfighter :D
15:00:31FlynnnNTplease do tell
15:01:34fordcars:P nice you are doing 3d graphics?
15:05:25kaenfordcars, elaborate?
15:05:42fordcarswhat?
15:05:46fordcarsthe gate?
15:05:49kaenyes :)
15:06:05fordcarswith forcefields and turretsà
15:06:06FlynnnNTyes please, do tell
15:06:10FlynnnNToh cool
15:06:17fordcarswell it's a gate :P
15:06:35fordcarsI am doing a super-awesome forcefield/ turret calculator
15:06:41kaenI knew it!
15:06:45fordcarsha
15:06:46FlynnnNTFun!
15:06:55kaendude we should make a turing machine
15:07:00fordcarshaha yeah
15:07:06fordcarswe should!
15:07:08FlynnnNT._. that might be a bit much for bitfighter to handle
15:07:18FlynnnNTthose things are slow on minecraft
15:07:20kaenyou clearly have not seen bobdaduck's dnd level
15:07:24FlynnnNTbut, yes, you should try anyhow
15:08:24kaen3d voxels have tons of processing overhead compared to bitfighter's raw gl calls and 2d physics
15:08:44fordcarsanyway, the exclusive or gate was the most complicated gate
15:08:50fordcarsbitfighter is super-economic!
15:09:30fordcarsand waiting for the turret to shoot the forceField takes a while, so I used Phaser-shooting turrets
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15:29:55-tomaw- [Global Notice] Hi all. We're just completing some administrative tasks after services extended tea break. They'll return shortly. Sorry for the outage!
15:39:25fordcarsthere is a typo in the editor :0
15:39:45kaen:x
15:39:54kaenjust one?
15:39:57fordcarsha
15:40:08fordcarsthere are probably more
15:40:13fordcars:P
15:40:50fordcarsSelected ForceFld
15:40:59fordcarswhen selecting forceField
15:49:10Watusimotohey kaen
15:49:15kaenhello
15:49:21WatusimotoI added a new class to the game
15:49:27WatusimotoI did the following
15:49:33WatusimotoI closed vc++
15:50:05WatusimotoI edited the cmakelists.txt file in the zap folder, and added my new class to the CLIENT_SOURCES section
15:50:11Watusimoto(this is a UI only class)
15:50:18Watusimotothen I restarted VC++
15:50:34Watusimotoraptor suggested the project would auto-rebuild, but it did ot
15:50:36Watusimotonot
15:50:39Watusimotoso I closed VC++
15:50:50Watusimotoopened a cmd window in the build folder
15:50:53Watusimotoand did this:
15:51:11Watusimotocmake -G "Visual Studio 10" ..
15:51:31WatusimotoI reopened VC++, and the new class was still not part of the project
15:51:42Watusimotoso I added it manually, and it only partially works
15:51:44Watusimotoso
15:51:59WatusimotoI think something went wrong somewhere. are these the correct steps?
15:52:12Watusimoto(not including the manual add, of course :-)
15:53:11Watusimotowait\
15:53:12Watusimotowait
15:53:13Watusimotowait
15:53:14Watusimotowait
15:53:54kaenthose steps look correct
15:53:57Watusimotoare you waiting?
15:54:00Watusimotowait
15:54:02kaenok
15:54:51Watusimotook
15:54:55Watusimotoactually
15:55:13WatusimotoI just realized tha twhen I restarted vc++, my old project was loaded, not the newly rebuilt one
15:55:21kaenheh
15:55:27Watusimotowhen I loaded the new one, the file is there.
15:55:43Watusimotoat least the .cpp is.
15:56:00Watusimotowell, I notice that none of the .h files are included in the project
15:56:07Watusimoto(didn't notice that before)
15:56:24kaenif raptor got cmake to auto-rebuild the project files, then he has out-cmaked me by a long shot
15:56:31Watusimoto:-)
15:56:35kaenoh, I didn't notice that either
15:56:43WatusimotoI can't yet say if auto rebuild is working
15:56:56Watusimotoall I can say is that when manually built, it does appear to work as intended
15:57:11Watusimotodo you know if there is a way to tell cmake to include the .h files?
15:58:27Watusimotoor do you know how I could find the answer to that question? (is building vc++ projects a standard part of cmake, or something we cobbled together?)
15:58:35Watusimotoand by we I mean you
15:59:35kaencmake is distributed with "generators" for various build tools
15:59:41kaenvc++ 2010 is part of the package
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16:00:36Watusimotohttp://stackoverflow.com/questions/1167154/listing-header-files-in-visual-studio-c-project-generated-by-cmake
16:01:00Watusimotothis seems to suggest that we could write the cmakelists file to include the .h files
16:01:03kaenI was just there :)
16:01:24kaenit's weird that cmake doesn't just do this
16:01:46Watusimotoyeah... but how would it know which headers to include?
16:02:01Watusimotoperhaps anythign included that lives in the project folder?
16:02:13kaenperhaps
16:03:18kaenokay so we could use globbing to get the list of headers in specific directories
16:03:36kaenand add it with the other msvc-specific stuff
16:03:40Watusimotothey recommend against that
16:03:47Watusimotofor reasons I have not yet read about
16:03:55kaenwell, it's better to do that than explicitly list them
16:04:02Watusimotosounds like cmake could add the .h files, but doesn't
16:04:10kaenand it's best not to do anything with them at all (by conventional wisdom)
16:04:43kaenyes, since it does its own dependency scanning anyway
16:04:52Watusimotoexactly
16:06:13Watusimotoyeah, ok, globbing is the way to go
16:06:21Watusimotoafter reading the objections
16:06:30Watusimotoand the objections to not globbing
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16:12:57kaenwell, make clean fixed all of the craziness I got after building latest
16:13:40kaenalmost all of it, anyway
16:16:23Watusimotothat's good
16:20:05Watusimotoso we need to add the TNL_DEBUG compile flag to the debug builds. Is that done with a new set_target_properties() line in the cmake file?
16:20:32WatusimotoI found these
16:20:33Watusimotoset_target_properties(test bitfighterd bitfighter PROPERTIES COMPILE_DEFINITIONS_DEBUG "TNL_DEBUG")
16:20:33Watusimotoset_target_properties(test bitfighterd bitfighter PROPERTIES COMPILE_DEFINITIONS_RELWITHDEBINFO "TNL_DEBUG")
16:20:35Watusimotoso yes
16:20:57Watusimotoso I wonder why it isn't set in my project
16:26:34kaentry generating with -DCMAKE_BUILD_TYPE=Debug
16:26:50kaenalthough that should be the default iirc
16:27:11kaenoh no it isn't the default at all
16:27:17kaenso yes, do that
16:27:35Watusimotoadd that option to the cmake command?
16:28:27kaenyes
16:28:45kaenwe should probably change that to be enabled by default
16:29:05WatusimotoI did this:
16:29:06Watusimotocmake -G "Visual Studio 10" -DCMAKE_BUILD_TYPE=Debug ..
16:29:11kaenlooks right
16:29:16Watusimotoand still no tnl_debug flags
16:29:19kaen:x
16:30:15WatusimotoI do get a BITFIGHTER_TEST flag
16:30:55kaenthat flag is useless now that the main.cpp problem is fixed
16:31:22WatusimotoCould we force the TNL_DEBUG flag usng the same mechanims?
16:32:25kaenlooks like the compile definitions are actually getting clobbered
16:32:32kaenbecause we set them multiple times
16:33:29FlynnnNTT Quit (Quit: This computer has gone to sleep)
16:33:54kaenI'm in the middle of fixing a bug I introduced, then I'll try to fix it
16:34:23Watusimotook, no worries
16:34:34WatusimotoI've added the flag manually, so I'm good for the moment
16:35:21kaencool, my polygon simplification plugin works after the bugfix :)
16:36:23BFLogBot2 Commit: e5be96f4df24 | Author: kaen | Message: clear vector when setting polyline geometry
16:37:25Watusimotoexcellent!
16:45:32Flynnn has joined
16:49:37Watusimotoif I recall, the tnl_debug flag was properly included the last time I rebuilt, so the clobbering must have started during a recent change.
16:50:12Watusimotoanother thing I notice is that when I pause the program, change something, and restart, the program no longer rebuilds; rather it continues as if I made no change to the code
16:50:33Watusimotothis suggests that that modifications aroudn the same time also clobbered other useful settings
17:18:37fordcarsYAY I finished the first full-adder, and it works :D
17:18:58fordcarsanyway, later guys, gtg
17:19:01fordcars Quit (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
17:21:00kaensomeone needs to buy that kid a bread board
17:25:31Watusimotohah, yes
17:26:29bobdaduck has joined
17:29:50bobdaduck Quit (Read error: Connection reset by peer)
17:30:32bobdaduck has joined
17:37:40bobdaduck Quit (Remote host closed the connection)
17:40:21SolumnMushroom has joined
17:40:36SolumnMushroomHi
17:44:37kaenhello
17:44:46kaenI'm making cookies!
18:09:42kaenmy cookies are delicious!
18:42:04Flynnn Quit (Remote host closed the connection)
18:45:37WatusimotoI'm hungry :-(
18:45:47WatusimotoI want cookies
18:49:12kaenyou especially want these cookies
18:49:37kaenI can mail you some if you'd like.
18:59:45WatusimotoI'm hungry now... can you fax a few?
19:01:16kaennot sure how fast transatlantic facsimile would be... probably better to email them in a .zip
19:04:56Watusimotobedtime for me... I'll dream of those cookies!
19:05:01Watusimotogood night!
19:05:14sam686squeezing food into .zip mignt not look so good.
19:09:31Watusimoto Quit (Ping timeout: 240 seconds)
19:09:37kaenah yes, could screw up the line endings
19:44:51SolumnMushroomSo, LogBot is now v2.0?
19:45:07SolumnMushroomHopefully with less personality?
19:45:32raptor has joined
19:45:32ChanServ sets mode +o raptor
19:45:42sam686probably not, more like a second BFLogBot appears before the old lagged out BFLogBot can lag out..
19:46:41-barjavel.freenode.net- *** Looking up your hostname...
19:46:41-barjavel.freenode.net- *** Checking Ident
19:46:41-barjavel.freenode.net- *** No Ident response
19:46:41-barjavel.freenode.net- *** Couldn't look up your hostname
19:46:46BFLogBot has joined
19:46:46Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/'
19:46:47Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 UTC 2013
19:46:47-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.
19:47:07sam686If you look http://bitfighter.org/irclogs/index.php?date=2013-05-11 , there was a *.net *.split problem to BFLogBot (a problem with 2 freenode's server splits..
19:48:02sam686there is multiple freenode servers acting like one big server. sort of..
19:50:48raptorhowdy
19:51:02raptori just read Watusimoto's and kaen's conversation on cmake
19:51:13raptorthe TNL_DEBUG flag is already added for Debug builds
19:51:35raptorif he didn't have it, then... then maybe he's getting projects mixed up
19:53:15SolumnMushroomI'm getting an Open Source streaming program
19:54:20sam686Cannot open include file: 'HttpRequest.h': No such file or directory c:\OTHER\Bitfighter\HG019\bitfighter_test\HttpRequestTest.cpp line 4
19:54:34sam686aShould I change it to: #include "../../zap/HttpRequest.h" ? (works that way)
19:55:34SolumnMushroomThe software of choice requires Vista SP1...
19:56:17sam686or should I add additional include directory? (but cmake overrides it so I don't know how cmake works)
19:57:26raptorit seems that since the cmake 'test' target is in the zap/CMakeLists.txt it has a hard time finding includes elsewhere
19:57:36fordcars has joined
19:58:16raptorkaen: so how did the afternoon go with my latest virtual destructor changes?
19:59:20fordcarskaen, I already have a breadBoard ;)
20:03:34fordcarshttp://pictures.woont.com/furniture/9/DE-LA-ESPADA/5/Bread-Board/DE-LA-ESPADA-Bread-Board-70259.XL.jpg
20:03:53raptorha!
20:04:06raptormy first thought that it was an electrical bread board..
20:04:29fordcarswow, joke killer
20:04:41fordcars:P actually it was too bad to be a joke
20:05:10raptoroh so you *were* talking about electrica bread boards?
20:05:14raptor*electrical
20:05:17fordcarsI have a Bread Board for my Pi, it's awesome in servers
20:05:21fordcarsyeah :P
20:05:27raptorthen yes, i killed it... sorry :-/
20:05:35fordcarshah
20:14:37kaenraptor, running this plugin multiple times in row gets me a weird luaW-related crash
20:14:38kaenhttps://github.com/kaen/kaentools/blob/master/subdivide.lua
20:14:52kaen(against latest)
20:16:13kaenI consistently get this on the second run: http://pastie.org/7897163
20:17:31raptoris that because the ToggleMenuItem is being deleted too early?
20:19:05kaenit kind of looks like it, but I'm not sure about the proper use of luaW
20:19:21raptorlooks like it's related to our UI menus, not LuaW
20:19:32kaenoh, okay
20:19:40raptor:(
20:19:52kaenbut, the crash is because mLuaProxy is a garbage value
20:20:07kaen(according to my experiments with gdb, anyway)
20:20:26raptoryeah, that's because (I think) the c++ object to which it's attached has been deleted before it could clean itself up
20:21:00raptoroh man - sparks for Triple are black
20:21:12raptorand bursts explosions are blue!
20:24:20raptoryep script crashes on second time for me, too..
20:29:58raptorkaen: I used valgrind, and just ran the plugin once; here are the results: http://pastie.org/pastes/7897191/text
20:30:17raptori mean, ^^ there is the suspicious part
20:35:05raptorhuh, it looks like it's using the wrong constructor??
20:36:45raptorlooks like we have a messed up constructor chain with the UIMenus..
20:37:40raptorstink - this is ugly
20:39:55Platskies has joined
20:41:21raptormaybe my virtual commit did bring out lots of evil bugs..
20:49:40raptorkaen: I fixed the crash...
20:50:04raptorcommitting in just a bit as soon as I make sure other menu items don't have the same problem..
20:57:09raptorkaen: pushed, try now
20:57:10BFLogBot Commit: cc06ee53a660 | Author: buckyballreaction | Message: Fix several crashes with using editor plugins + menus
20:58:19raptoralso your subdivide plugin is awesome! but it seems to add points to the end of a barrier sometimes?
21:09:24ChanServ Quit (*.net *.split)
21:12:05sam686I am getting compile error: \bitfighter_test\PolylineGeometryTest.cpp(51) : error C2124: divide or mod by zero
21:13:14BFLogBot Commit: eb0c83c02987 | Author: buckyballreaction | Message: Fix a minor memory bug caught with valgrind
21:13:15BFLogBot Commit: da23a3105618 | Author: buckyballreaction | Message: Fix some compiler warnings
21:14:08raptorhi sam686
21:14:13raptorlet me compile..
21:15:09sam686I think visual c++ 2008 hates "geom.push_back(Point(0.0 / 0.0, 0.0 / 0.0));" throwing it as compile error..
21:15:32raptorwhoa
21:15:39raptorso i compile
21:15:43raptorand it runs fine
21:15:58raptorI think kaen is using that to generate a NaN
21:16:21sam686but this compiles fine: F32 nan = 0.0; nan = nan / nan; geom.push_back(Point(nan, nan));
21:16:32raptorhahaha
21:16:54raptordoes teh test run OK?
21:17:32sam686im getting some linker errors, caused by me tring to fix it then update which broke my fix..
21:21:29raptoryou might have to do a make clean
21:21:36raptorerr.. build clean, or whatever
21:23:31raptori've been messing with constructors/destructors so linking could easily break..
21:24:13fordcars Quit (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
21:24:57sam686LuaScriptRunner.obj : error LNK2001: unresolved external symbol "class Zap::Console Zap::gConsole"
21:25:05raptorwhat
21:25:07sam686when compiling dedicated
21:25:10raptorthat is completely unrelated
21:25:13raptorah
21:25:22raptordedicated... I haven't tried compiling that in a while
21:26:24sam686i can run test.exe, except the console disappear way too fast for me to read..
21:27:17raptorthe tests run in less than a second, i think
21:28:44sam686i guess the test just say everything is ok/pass..
21:37:52sam686another error in Console.h, trying to use bool onKeyDown(InputCode inputCode) without defining "InputCode"
21:38:20raptormissing .h ?
21:38:26raptoroh wait...
21:39:07sam686try to compile Console.cpp with ZAP_DEDICATED, you will get that error
21:40:12ChanServ has joined
21:42:31raptorcompiling..
21:45:39raptorwas it this commit that did it?: https://code.google.com/p/bitfighter/source/detail?r=98d8b6762935b2215b53156a6ce39c49ed72770f
21:47:54sam686That only affects compiling test (doesn't affect client-full, and dedicated)
21:48:52raptorso you don't think it is a linker-order issue with the main.cpp in a different spot?
21:49:08BFLogBot Commit: ddccf66d2bd2 | Author: sam8641 | Message: Fixed compiling dedicated and test on visual C++
21:49:22sam686well actually I fixed it now..
21:50:10sam686befire that commit you linked, I used to get duplicate entries errors on 2 different function..
21:50:20sam686(only when compiling test)
22:05:57raptorgood fix
22:06:00raptorgood catch
22:14:30BFLogBot Commit: 062b17c52341 | Author: buckyballreaction | Message: Move InputCodeEnum.h into Zap namespace
22:14:31BFLogBot Commit: 1e6da3f98d0a | Author: buckyballreaction | Message: Move dirent.h into its own directory so as to not conflict with adding the zap/ directory to CMake include list
22:14:32raptorsam686, can you test something for me?
22:14:41raptor(if you're not already busy)
22:15:05sam686what is it? (probably yes)
22:15:13raptorload this level in the editor: http://pastie.org/pastes/7739089/text
22:15:18raptorit's CPU intensive
22:15:32raptorload that in the editor, then select all walls and drag them
22:16:31raptorI see this when exiting to the menu: http://pastie.org/pastes/7739089/text
22:16:34raptoroops
22:16:36sam686it freezes for like 3 seconds, but it may depend on how many barriers there is..
22:16:40raptorthis: http://sam6.25u.com/upload/2screenshot_24.png
22:16:52raptoryeah, its cpu intensive
22:17:03raptorbut when i exit to menus, everything is pink
22:17:11raptorand when I host game, I get a crash
22:17:36raptordo you get any of that weird behavior?
22:17:53sam686it looks ok, I never got pink at all on any menus (in editor or main manu, no pink for me)
22:18:38sam686oh, need to compile latest changes from 30 minute ago..,
22:18:54sam686I was 2 revision behind..
22:19:13raptorthis was since my 'virtual destructor revision' earlier today
22:19:19raptorso it should still be a problem..
22:19:40sam686what steps did you do to make it happen?
22:19:47raptorjust those above
22:19:56raptoropen the level, move the barriers, exit
22:20:22sam686which level did you load? or did it happen to any levels?
22:20:31raptoronly that one
22:21:15sam686which one?
22:21:21raptorhttp://pastie.org/pastes/7739089/text
22:24:22sam686does it happen on both debug and release build? Does it happen on both your hardware opengl and software rendering opengl?
22:24:36raptorat least debug
22:24:46raptorbut it's not an opengl issue i don't think
22:24:52raptorbecause it also causes a game crash
22:25:00sam686backtrace of crash?
22:25:56sam686I still not getting pink or crash problem with your level..
22:26:29raptori get several different crashes
22:27:23raptorhere what happens when I exit the game: http://pastie.org/pastes/7897425/text
22:28:08raptorhere's what happens when I host game: http://pastie.org/pastes/7897426/text
22:29:01raptorhere's what happens when i join a game: http://pastie.org/pastes/7897428/text
22:29:09raptori mean, enter 'JOIN GAME'
22:31:00NOBODY_ has joined
22:31:00NOBODY_Hello
22:31:21raptorhi
22:31:48NOBODY_ has left
22:32:01sam686which revision did the problem started?
22:32:42raptorit's been there for a long time. It's bug #27 here: http://bitfighter.org/wiki/index.php/Running_Bug_List
22:33:16raptorbut when I added a virtual destructor to class 'Color' in this revision: https://code.google.com/p/bitfighter/source/detail?r=c34e5d2c265c29b86f2a2069ad134fc50c54b2f5
22:33:28raptorthe crash went away and it became this color problem
22:33:36raptorbut crash elsewhere
22:34:34CamperKiller39 has joined
22:35:06CamperKiller39\P
22:35:16CamperKiller39Hello
22:35:19raptorhi
22:38:36raptorsam686: I think it might be some object being destroyed when it shouldn't be... or maybe a pointer that isn't set to NULL..
22:39:12sam686i can try virtual machine a 64 bit linux inside my fast windows 7, i7 computer
22:39:50raptorok
22:43:42CamperKiller39 Quit (Quit: Page closed)
22:47:28sam686so far, installed cmake in linux, did cmake .., then doing make..
22:47:33raptorok
23:02:21sam686I have it running now in linux, I don't yet see any problems at all..
23:02:54sam686using latest hg019 code
23:03:13sam686nevermind, it crash..
23:03:13raptorhuh
23:03:17raptoryay!
23:03:31sam686it crash in linux 64 bit i guess..
23:04:03SolumnMushroom Quit (Read error: Connection reset by peer)
23:04:39raptori tried to get another valgrind report - it just says 'Invalid read of size 8' and gives a stack trace just like the ones i posted above
23:05:02sam686whats the command to make debug?
23:05:28raptoryou have to do a cmake: cmake -DCMAKE_BUILD_TYPE=Debug ..
23:05:35sam686trying to make debug from inside /build doesn't work
23:05:42sam686guess I will do it in /zap
23:05:48raptorno no
23:05:55raptorin the build dir
23:06:00raptordo: rm CMake* -r
23:06:03raptorthen: cmake -DCMAKE_BUILD_TYPE=Debug ..
23:06:11raptorthen: make
23:06:58sam686I would like a simple "debug" thats easier to type..
23:08:01raptormaybe debug should be the default
23:08:12raptorthen for release: cmake -DCMAKE_BUILD_TYPE=Release ..
23:09:46raptorI'm falling asleep
23:10:09raptorI've been looking in UIMenus for class members that might get deleted accidentally
23:10:12raptorno luck yet
23:10:21raptorbut i need to sleep
23:10:28raptorgood night!
23:10:37sam686now i get pink menu like you said (in linux 64 bit)
23:10:53raptoryes, i think the pink menu is when it first gets the bug
23:11:12raptorthen the other crashes are just part of cascading memory failure
23:14:13raptorok good night
23:15:04sam686simply selecting all barriers without moving cause pink menu
23:15:10raptorreally??
23:16:34raptori still have to move them
23:17:29sam686its when you select all without ctrl+a (mouse-select multiple)
23:17:38raptorah
23:18:22raptorok, have to sleep..
23:18:24raptornight
23:18:41sam686ok, night
23:18:43raptor Quit ()
23:56:28Platskies Quit (Remote host closed the connection)

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