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IRC Log for 2013-12-15

Timestamps are in GMT/BST.

00:08:35kaenquestion: has anyone ever at any time had to build without the entire source tarball?
00:09:14kaenI don't see a need to remove gtest_prod.h and FRIEND_TEST for its own sake.
00:09:46kaenrestructuring code to gumby our way out of doing that seems much hackier than doing it in the first place.
00:11:08raptorbuild the source tarball.. no i didn't test it
00:11:18raptoroh wait
00:11:22raptorcan you rephrase?
00:18:05kaenit was just a rhetorical question :P
00:18:35kaenI don't think anyone ever builds without gtest being available, so I don't see the motivation for removing the gtest_prod include
00:42:01Nothing_Muchs
00:52:15Watusimotoraptor: an idea for the plaeides server
00:52:20Watusimotoonly host postively rated levels
00:52:41Watusimotoand we create a message (somehow) that tells people to be sure to vote on the levels they play
00:54:32Watusimotokaen: raptor build without gtest on osx (assuming that was his problem)
00:55:34raptori know! an ifdef for osx
00:55:49raptoryes gtest was breaking osx compile
00:55:52sam686there is 2 problems on level liston pleiades, 1. search by author is not working, 2. where is page 2 of recent uploads/top rated/search results?
00:57:01Watusimotoraptor: why not build with gtest on osx?
01:03:09sam686"Most Downloaded", I hope people aren't repeatedly clicking on "Download" to up the download count...
01:09:15vs73nxoh yeah! Mercurial integration with eclipse FTW!
01:10:48raptorWatusimoto: I had weird compiler error I couldn't solve on OSX (but I was tired) and I dislike OSX enough to not want to try to continue and fix it when there were easier solutions
01:12:10Watusimotofair enough
01:12:32vs73nxraptor: ok got all my changes to the new repo, it is at https://code.google.com/r/vs37nx-work4bitfighter/source/list
01:13:22vs73nxsorry i took so long to get the code to the new repo, i wanted to get hg working with eclipse
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01:27:57raptorok, i'll take a look
01:30:31raptorWatusimoto: did you want vs73nx to create a separate binding table for the editor keys?
01:30:38Watusimotoyes
01:30:43WatusimotoI think he'll need to
01:30:50Watusimotovs
01:31:03Watusimotovs73nx: yu'll need a separate binding table, right?
01:31:05vs73nxi tried that but everything i tried didnt work
01:31:15raptorand we want a separate INI section for the editor bindings, too, right?
01:31:22Watusimotoraptor: they keys are different enough that they can't be mixed without some mayhem
01:31:26Watusimotoyes
01:31:57raptorand did you want to build out separate enums/arrays with the data, as well?
01:32:20WatusimotoI think that will also be needed. perhaps some of the enums can be combined
01:32:28Watusimotobut I'm not sure yet
01:33:19Watusimotovs73nx: I need to get to bed, but if you put your code up somewhere, and send me a description of yur current problems, I'll see if I can help get it fixed up tomorrow
01:33:28Watusimotomy email addr is watusimoto@bitfighter.org
01:34:02Watusimotoideally you would have it in a repo I could clone, but I'll work with whatever
01:34:21raptorhe's got it here: https://code.google.com/r/vs37nx-work4bitfighter/source/detail?r=9e2d71ab43be46468ed12fdb039d38dfe62af2bf
01:34:37Watusimotook, great
01:34:54vs73nx_ has joined
01:35:05Nothing_Muchupdate the Desura page when you guys can get to it (delete the current 019 news then post what I've written!)
01:35:13Watusimotovs73nx: so just send me a summary of where you are, and I'll take a look
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01:35:19WatusimotoNothing_Much: will do it tomorrow!
01:35:26Nothing_Muchalrighty then!
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01:35:43Nothing_Muchand have a g'night
01:37:41vs73nx Quit (Ping timeout: 248 seconds)
01:39:10kaenjust saw your pull request, Watusimoto :)
01:39:13kaenmerged and pushed.
01:41:28Watusimotogreat!
01:41:31vs73nx_ Quit (Quit: Leaving)
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01:42:21Watusimotofor Nothing_Much:
01:42:24WatusimotoI created this:
01:42:26Watusimotohttp://img401.imageshack.us/img401/4434/2a2o.jpg
01:42:28Watusimotowith this:
01:42:43Watusimotoconvert -size 40x40 xc:black -fill black -stroke yellow -strokewidth 1 -draw "translate 20,20 line -2,2, 0,6 line 0,6 2,2 line 2,2 6,0 line 6,0 2,-2 line 2,-2 0,-6 line 0,-6 -2,-2 line -2,-2 -6,0 line -6,0 -2,2 stroke red translate -20,-20 rotate 45 translate 20,20 line -2,2, 0,8 line 0,8, 2,2 line 2,2, 8,0 line 8,0, 2,-2 line 2,-2, 0,-8 line 0,-8, -2,-2 line -2,-2, -8,0 line -8,0, -2,2" xxx.jpg
01:42:51Watusimotousing imagemagick -- that is the cmd line
01:43:00WatusimotoI show you only for your edification
01:43:25raptorha!
01:43:47Nothing_Muchjust spin it?
01:43:56raptormight be simpler to hook up the screenshooter to just take 30 screenshots in a row...
01:44:01Watusimotoforget svg... imagemagick all the way! We could actually print our levels with this stuff
01:44:12Nothing_Much>.>
01:44:49Nothing_Muchthis might go beyond my comprehension..
01:45:25WatusimotoNothing_Much: what would need to happen is create a series of frames using the above code, with an additional rotate in there somewhere that changes for each frame. But don't worry about it. I mostly just wanted to see if it could be done because it's been a long time since I played with imagemagick
01:45:43Nothing_Muchin imagemagick or gimp?
01:45:48Watusimotoit would probably be possible to create an entire animated gif using a single cmd line
01:45:48Nothing_Much(for me to edit)
01:46:00raptorWatusimoto: it sure is - that's how sam686 made his forums graphic
01:46:15Watusimotoif you have imagemagick installed, you can run the command above from the cmd prompt
01:46:25Watusimotoit will produce xxx.jpg
01:46:34vs73nxWatusimoto: i didnt get the same result as you when i ran that command
01:46:38Watusimotoraptor: you'd need to generate a whole series of frames on the single cmd line
01:46:42Watusimotono?
01:46:48Nothing_Muchholy crap that's a 100% customized image that you created or is that ripped from BF?
01:47:11Watusimotoit's the coordinates and colors from bf, manually changed to a new form
01:47:29Nothing_Muchso.. the former!
01:47:34Nothing_Muchthat really IS magick!
01:47:35Watusimotoyes
01:47:36raptorWatusimoto: you can do some majic to pipe the output of ffmpeg (on video) to imagemagick
01:47:46raptori can't spell because of image magickckckc
01:47:51Watusimotokkkkkkkkk!
01:48:04vs73nxWatusimoto: i got this http://picpaste.com/pics/xxx.1387072048.jpg
01:48:15raptorhaha
01:48:18raptorawesome
01:48:24Nothing_MuchTHAT'S SO COOL
01:48:28Nothing_MuchOMG
01:48:43vs73nxbot the bouncer is not done correctly
01:48:45vs73nx*but
01:48:58Watusimotoidd
01:49:00Watusimotoodd
01:49:08vs73nxthe yellow is skewed off from the orange
01:49:16Watusimotoit works for me, thoguh I don't totally understand why. Your result looks more like what I would expect
01:49:29Watusimotomaybe a bug in imagemagick??
01:49:57Watusimotoremove the two translates surrounding the rotate 45 and it should work
01:50:14raptori know for a fact that imagemagick grew up as one of those behemoth projects without a test suite... not sure of it's status now, though
01:50:28Watusimotoconvert -size 40x40 xc:black -fill black -stroke yellow -strokewidth 1 -draw "translate 20,20 line -2,2, 0,6 line 0,6 2,2 line 2,2 6,0 line 6,0 2,-2 line 2,-2 0,-6 line 0,-6 -2,-2 line -2,-2 -6,0 line -6,0 -2,2 stroke red rotate 45 line -2,2, 0,8 line 0,8, 2,2 line 2,2, 8,0 line 8,0, 2,-2 line 2,-2, 0,-8 line 0,-8, -2,-2 line -2,-2, -8,0 line -8,0, -2,2" xxx.jpg
01:51:58vs73nxnow it works http://picpaste.com/pics/xxx-CdlLbkUb.1387072305.jpg
01:52:08Watusimotoyes, almost certainly a bug
01:52:34WatusimotoI'll report it tomorrow
01:52:40Watusimotogood night gnetlemen!
01:52:46Nothing_Muchgood night!
01:52:51vs73nxgoon night/ afternoon
01:52:55vs73nx*good
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03:07:10Nothing_MuchI just have the worst luck :(
03:07:18vs73nx?
03:07:26Nothing_MuchGimp crashes whenever I rotate to make a gif
03:07:27vs73nxmee too
03:07:36Nothing_Muchkeep on coding vs73nx
03:07:42Nothing_Muchyou have talent!
03:07:44vs73nxevery program i make always segfualts
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03:07:53vs73nxthats ok though
03:10:17vs73nxas i have gdb to save my behind and find the problem for me :)
03:11:38Nothing_Muchyeah that's good
03:12:13Nothing_Muchkaen: you missed out on some action today!
03:37:55kaenI did?
03:39:27Nothing_MuchYeah, we played some bitfighter 'n stuff
03:39:44Nothing_MuchAnd played a pretty neat snowflake level
03:40:05vs73nxsphere of chaos or something
03:40:09Nothing_MuchYeah that
03:41:11Nothing_Muchkaen: How've ya been recently?
03:42:50Nothing_MuchOr anybody for that matter!
03:43:00vs73nxive been coding
03:43:49Nothing_Muchnice
03:43:52vs73nxbeen getting runtime errors that look like this 'Assert: Invalid key binding! in /home/vs73nx/development/eclipseProgs/c++/vs37nx-work4bitfighter/zap/InputCode.cpp line 113'
03:45:13vs73nxgdb traced it to a function in the BINDING_TABLE even though the error occurs in the #define EDITOR_BINDING
03:50:36Nothing_Muchis there pressure sensitivity on android/ipad devices?
03:50:56vs73nxno
03:51:05vs73nxdont think so
03:51:12Nothing_Muchoh darn
03:51:17vs73nxwhy?
03:51:21Nothing_Muchbecause that would actually be a good thing to implement
03:51:26Nothing_Muchfor bitfighter on mobile
03:51:48Nothing_Mucha hard press and hold would give you modules one and two
03:52:16Nothing_Muchlightly moving your thumbs would give you the movement and aim
03:53:11vs73nxthe only devices that i know of with pressure sensitivity are the galaxy note phablets but the pressure sensitivity is through the stylus.
03:53:20Nothing_Muchoh crap
03:53:25vs73nxsorry :(
03:53:50Nothing_Muchwell, so much for my idea :(
03:54:06Nothing_Muchperhaps a double tap maybe?
03:54:18vs73nxyeah that isnt hard to od on a phone
03:54:23vs73nx*on
03:54:55Nothing_Muchfirst tap would give you (on the nub) just your movement
03:55:15Nothing_Muchdouble tap would give you module 1 or 2 on the nubs!
03:55:16Nothing_MuchWOO
03:55:21Nothing_Muchsounds neat
03:55:59vs73nxwait i have an ide
03:56:02vs73nx*idea
03:56:32vs73nxjust let me draw it out in gimp for a second
03:57:52Nothing_Muchalright
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04:08:33Nothing_Muchvs73nx: got it ready yet?
04:09:10vs73nxnup, im taking long because ive haven't used gimp in a while
04:09:16vs73nxand im used to photoshop
04:09:17Nothing_Muchnp dude
04:09:19Nothing_Muchlol
04:09:20Nothing_Muchphotoshop
04:09:26Nothing_MuchGimp really isn't that bad
04:10:05vs73nxthe only non open source software i enjoy (besides games) is photoshop
04:10:57Nothing_Muchpremiere pro is good
04:11:40vs73nxi dont do video editing so i cant really have an opinioin about that
04:12:03Nothing_Muchah
04:15:14Nothing_Muchvs73nx: try not to take too much time on it, ya gotta do the GCI thing :D
04:15:23vs73nxim done with it
04:15:29vs73nxthe photo
04:15:35Nothing_Muchah okay
04:18:02vs73nxgot it http://picpaste.com/pics/Untitled-BaZeHjjv.1387081062.png
04:20:03Nothing_Muchproblem is that when you're shooting, you might not be able to use the modules very well
04:20:14vs73nxthere is a buton above each dpad which does a certain thing
04:20:20vs73nxoh
04:20:25Nothing_Muchmaybe put the modules on the bottom
04:20:32Nothing_Muchso like the bottom of the thumb can touch them
04:20:35vs73nxyeah it was just an idea
04:20:40Nothing_Muchthat could be neat
04:20:53vs73nxit just need more thinking put into it
04:24:35Nothing_Muchfirst thing's first is to port it to the RPi and GLES, and eventually mobile, setting some goals would be nice but it's all up to the devs, but I would LOVE to see this on a Tablet or big smartphone :D
04:25:30vs73nxlike a nexus 5
04:25:52vs73nxand having bf working on an ubuntu touch smartphone would be amazing
04:27:33Nothing_Muchoh god yes
04:27:44Nothing_Muchif an Ubuntu Phone is gonna be 4.5 inches
04:27:55vs73nxor 5 inches
04:27:56Nothing_MuchI'd be more than happy to test the controls :D
04:28:40vs73nxalthough there is no chance of getting it to work on ubuntu touch if it doesnt work on the pi
04:29:45Nothing_Muchit's possible though
04:29:57Nothing_Muchsince the Pandora has GLES 1.1
04:30:16vs73nxtrue
04:40:35Nothing_MuchI think they need a bit of a push or shove :)
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05:17:10Nothing_MuchHi destroyerimo
05:22:27Nothing_Muchwell.. good night everybody!
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10:52:38vs73nxWatusimoto: im done the GCI task, im going to bed so i cant respond to feedback for 8 - 10 hrs, but please leave feedback and ways i can improve on the task on the google code page.
10:52:39vs73nxhttps://code.google.com/r/vs37nx-work4bitfighter/
10:52:51vs73nxand with that good night everyone
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13:20:57Nothing_MuchMornin'
13:23:36kumulmorning Nothing_Much
13:24:05Nothing_MuchHow're ya?
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15:09:30kumulvery fine!
15:09:34kumulbreakfast now
15:09:38kumulpizza breakfast
15:09:44kumulno wonder i get diarrhea
15:35:51WatusimotoNothing_Much: posted the new desura notice
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16:17:06WatusimotoNothing_Much: desura rejected the article
16:18:55kaenrejected it? any word as to why?
16:19:13kaengood day/morning all
16:26:31Watusimotonope
16:26:37WatusimotoI wrote asking why
16:26:49Watusimotoprobably they didn't like the graphic I included
16:27:12Watusimotoit may be a bit early for goa.. uh, the pic I sent them
16:27:19Watusimoto:-)
16:28:19sam686maybe its because we still sticking to the old zap line graphics? wheres texture on walls/background like most other games have?
16:29:15WatusimotoI don't think that's the issue
16:29:34Watusimotobut I asked for a clarification, and will share it if I get something worthwhile back from them
16:36:28Nothing_MuchWatusimoto: oh dear
16:36:39Watusimotoc'est la vie
16:36:52Nothing_Muchwell, was the original one deleted?
16:37:02WatusimotoI deleted it
16:37:09Nothing_Muchalright good
16:37:12Watusimotothe new one will still be attached to the bitfighter section
16:37:29WatusimotoI changed it a little, but... well, who knows?
16:37:32Nothing_Muchalright that's good
16:37:39Nothing_Muchso it's rejected but you still have it
16:38:06Watusimotoyes
16:38:16Watusimotothey didn't say unfit for desura, they said unfit for the front pag
16:38:45Watusimotoand I said, how can we improve if you don;t tell us why?
16:40:07Nothing_Muchhmm..
16:40:27Nothing_Muchwell it's on the front page of bitfighter
16:40:56Nothing_Muchbut on news section on the games page
16:41:00Nothing_Muchit was rejected there?
16:41:31Nothing_Muchperhaps it's the title
16:41:56Nothing_Much?
16:41:58Nothing_Muchunsure
16:42:01Nothing_Muchlet's wait for a response
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17:05:05BFLogBot Commit: 6065db7fdb94 | Author: watusimoto | Message: Remove unused variable
17:05:06BFLogBot Commit: f6cf0d3a69ac | Author: watusimoto | Message: Streamline help preparation a little bit
17:05:08BFLogBot Commit: 3e79d7854d43 | Author: watusimoto | Message: More streamlining
17:05:09BFLogBot Commit: 61a7d57c66eb | Author: watusimoto | Message: Cleanup
17:05:11BFLogBot Commit: b4d78172580c | Author: watusimoto | Message: Comments
17:05:12BFLogBot Commit: f0e523e544ce | Author: watusimoto | Message: Fix an assert gone bad, fix crash with Spheres of Chaos level when level PMs a bot, streamline and clarify PM code a tad
17:05:14BFLogBot Commit: 4ebf1542fd5d | Author: watusimoto | Message: Whitespace
17:05:15BFLogBot Commit: ce0a8fa2c1a2 | Author: watusimoto | Message: Whitespace
17:05:17BFLogBot Commit: d23515297bf8 | Author: watusimoto | Message: Whitespace
17:05:18BFLogBot Commit: 4f84797e1051 | Author: watusimoto | Message: Formatting
17:05:20BFLogBot Commit: f0c24f1c98ed | Author: watusimoto | Message: Remove unneeded extern
17:05:21BFLogBot Commit: 8011fcc15905 | Author: watusimoto | Message: Dead code
17:05:23BFLogBot Commit: eb94688c74b1 | Author: watusimoto | Message: New interval
17:05:24BFLogBot Commit: 664c5743dca4 | Author: watusimoto | Message: Use intervals for nicer code
17:42:06Nothing_MuchWatusimoto: lemme know what their issue is when you get a response
17:42:18Watusimotowill do
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19:49:12raptorgood day!
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19:49:55Nothing_MuchHey raptor
19:50:08raptorhi
19:50:10vs73nxhi everyone
19:50:13raptoroh actually, it's lunch time..
19:50:16raptorback soon
19:50:19Nothing_MuchBad news, Desura rejected my -
19:50:22Nothing_Muchalright
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20:00:44Nothing_Muchwell, my text
20:08:05Watusimotohi vs73nx
20:08:09Watusimotodid you see my comments?
20:09:41vs73nxyes i did
20:10:15Watusimotothe assert I suggested you change... I now suggest removing it altogether
20:10:31Watusimotoit really serves no useful purpose, and if it fails, it creates a stackoverflow error
20:10:38Watusimotobut it won't ever fail
20:10:56WatusimotoI'm still playing with your code
20:11:01vs73nxyes it was segfualting
20:11:21Watusimotodid you run in debug mode?
20:11:40vs73nx?
20:11:51Watusimotowhat platform are you on?
20:11:58vs73nxubuntu
20:12:09Watusimotook, how do you build?
20:12:23Watusimotofrom the cmd line?
20:12:45vs73nxfrom eclipse
20:12:54vs73nxbut from the cmd line is the same
20:13:07vs73nxall eclipse does is run cmake then make
20:13:15Watusimotook; I've never done that before, but in visual studio you have the option of building in debug mode. This is done, I think, by adding an extra flag
20:13:49WatusimotoTNL_DEBUG
20:14:15Watusimotothat flag does a bunch of things, one of which is activate all the TNLAsserts we have around
20:14:29Watusimotowhen that flag is missing, the asserts are just defined as nothin
20:14:37Watusimotoso the asserts will help you find problems
20:15:01Watusimotoare you familliar with asserts?
20:15:09vs73nxcool, but i have to go and get ready for school, id be back in about 15 - 30 minuites,
20:15:14Watusimotono worries
20:22:06vs73nxk im back
20:23:04Watusimotodid you change the signature of bool EditorUserInterface::onKeyDown(InputCode inputCode, BindingSet *bindingset)
20:23:04Watusimoto?
20:23:29WatusimotoI think it may have been onKeyDown(InputCode inputCode)
20:23:48Watusimotoyes, you did
20:23:52Watusimotoyou'll need to change it back
20:24:00Watusimotobecause it is never getting called right now
20:24:17WatusimotoonKeyDown overrides a method in UserInterface
20:24:31Watusimotoso that one is getting called but not the one in the editor
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20:25:00vs73nxi need BindingSet *bindingset so i can call bindingset->getEditorBinding which returns a string which i compare to inputString
20:25:53Watusimotoyou only need one binding set
20:26:04Watusimotothis is what I was trying to explain earlier
20:26:27Watusimotowe have 2 binding sets in the game because players want totally different key bindings when using joysticks vs. mouse
20:26:37Watusimotoin the editor we don't have that concept
20:26:52Watusimotothere is only one set of key bindings
20:27:03vs73nxbut i need two different getBindings - GetEditorBinding returns a string
20:27:08Watusimotoand in any case, you can't change the sig or it will never get called
20:27:34WatusimotoI don;t understand that last comment
20:31:53WatusimotogetEditorBinding() returns something like this inputSELWEAP1 (based on the comments)
20:32:30Watusimotothen later, in editor, you do this:
20:32:31Watusimotoif(inputString == bindingset->getEditorBinding(InputCodeManager::BINDING_RIGHT)
20:32:40vs73nxwhoops wron comment
20:32:53vs73nxit returns a string not an inputcode
20:33:33Watusimotois you make bindingset be a member variable (or static?) of UIEditor then you'll have it in onKeyDown
20:36:34Watusimoto^^ if
20:37:08vs73nxk
20:37:42WatusimotoI do not get a segfault
20:38:18Watusimotobut if you restore the signature of the onKeyDown method, it will actually get called, and you are likely to have a more satisfactory outcome
20:39:38vs73nxthere changed it to the normal onKeyDown
20:39:46vs73nxhope it works
20:40:17Watusimotoit probably won't work out-of-the-box
20:40:35Watusimotobecause you still need to get your binding set from some place.
20:40:55Watusimotoyou just can't pass it into the method
20:41:10vs73nxan assert firing at 1769\
20:41:22vs73nxin inputcode
20:41:29vs73nx.cpp
20:41:30Watusimotoso you will need to have a class variable somewhere, probably on EditorUserInterface that has it, and it can be available via a method var, such as mBindingSet
20:42:05Watusimotowhat's the msg?
20:42:40vs73nxAssert: Invalid value for bindingName! in /home/vs73nx/development/eclipseProgs/c++/vs37nx-work4bitfighter/zap/InputCode.cpp line 1769
20:42:40vs73nxTrace/breakpoint trap (core dumped)
20:43:01Watusimotoyes
20:43:06WatusimotoI commented that out to get past it
20:43:12vs73nxbut the error occurs in a method that checks the normal binding table
20:43:50WatusimotoI think you can probably just delete it
20:43:54WatusimotoI don;t think it is useful
20:44:02vs73nxok
20:44:42Watusimotoit probably made more sense before we created the BINDING_TABLE xmacro
20:44:52Watusimotoit checks to make sure things are in sync
20:45:01Watusimotobut the beauty of xmacros is they are always in sync
20:45:06Watusimotothe only beauty
20:45:15Watusimotobut an overriding one
20:45:16vs73nxoh the horrors
20:45:37vs73nxmy biggest problem with xmacros is indenting them
20:48:07Watusimotoget a good editor :-)
20:48:17Watusimotosublimetext can make formatting them a breeze
20:48:18vs73nxeclipse cdt
20:48:27Watusimotoelcipse is a mediocre editor
20:48:37Watusimotonot horrible, but not great
20:48:48vs73nxbut eclipse has intergrated verson control
20:48:53Watusimotoor at least that was the case when I last used it
20:48:58vs73nxits my preffered editor for now
20:49:35Watusimotoit is a mediocre editor, but a peerless java dev environment. There's more to the ide than just the editor, which is why I suffer with visual studio's crappy editor
20:50:00Watusimotobut i do sometimes format blocks of stuff in sublime and they paste them into visual studio
20:50:41vs73nxive never used sublime so i cant have an opinion about that
20:50:42Watusimotoonce you've used mulitediting, you'll find it hard to live without
20:51:41Watusimotohttps://www.youtube.com/watch?v=i2SVJa2EGIw
20:56:26vs73nxneed to leave to school, if you can have a look at these errors and possibly give me feedback somewhere that would be great, http://pastebin.com/tqtyTKcN
20:56:38vs73nxhave a great day
21:01:03vs73nx Quit (Ping timeout: 240 seconds)
21:48:52raptorhia gain
21:49:56Watusimotohia
21:50:19raptorbugs bugs
21:50:41raptorit was good to see you playtesting yesterday :)
21:52:13raptorI need to listen to something that'll warm me up..
21:53:07Canseco Quit (Remote host closed the connection)
21:53:08raptoryou slayed an extern. yay!
21:54:36raptorWatusimoto: are you working on a particular bug in this list?: https://code.google.com/p/bitfighter/issues/list?q=type%3DDefect+label%3D019a
21:54:45raptorso I don't dupe effort
21:54:48Watusimotono
21:55:04raptorok, i'm going to take the seg fault with levelgen one
21:55:22Watusimotoplinking away at some issues I noticed while playing recently, then will try to polish off the forums list
21:55:46Watusimotobut the ones left there are... ewww.
21:56:07Watusimotobtw, I had the most fun playing bitfighter I've had in a looong time
21:56:13raptoroh good!
21:56:17WatusimotoI just love seekers
21:56:23raptorI'm actually really glad you joined and played
21:56:28Watusimotome too!
21:56:34raptorI think we got the weapons much better, yes
21:56:50raptorand reaction has been very positive - games have been a riot
21:56:56Watusimotoyes
21:57:26WatusimotoI even beat sam686 in a 1-on-1 duel, though I suspect he was playing with his foot or something to give me a chance
21:57:32raptorhahaha
21:57:46raptoralso bursts... man... bursts are mean now
21:58:05Watusimotofor a while my loadout was phasers, bursts, and seekers
21:58:14Watusimotothough there was a lot of bouncer action too
21:58:28raptorhaha, yeah - we actually had games where more than just me used bouncer
21:58:38Watusimotohey, here;s an idea for 020
21:58:58Watusimototeams could have certain objects added by the level designer, such as a computer
21:59:20Watusimotoif the computer is working, the team gets extra powers, such as universal sensor or soemthing
21:59:27raptorI'm not sure... oh
21:59:31Watusimotobut if it gets destroyed, that ability is removed
21:59:47raptoror like some capturable resource on the level?
21:59:57Watusimotoso in a ctf game, you have another goal besides just the flags
22:00:14raptorhmmm...
22:00:22sam686if your computer gets destroyed, you won't be chatting here... Computer isn't a good name for in-game object
22:00:33Watusimototrue
22:00:38Watusimotosensor bank
22:00:45raptorrecon station
22:01:06Watusimotoor maybe it could shiedl your cores
22:01:13Watusimotoor... whatever
22:01:22raptoroh
22:01:40raptorumm... have you played 'onslaught' in ut2004 before?
22:01:44Watusimotono
22:02:49raptorstarts here: https://www.youtube.com/watch?feature=player_detailpage&v=ieNZFcuwank#t=84
22:02:55raptornotice the minimap in the upper right
22:03:54raptorit's basically a 'core' gamemode where you have to connect powernodes between them - if you've powered and hold the node that connects to the other teams core, then and only then can you destroy it
22:04:52sam686most 3D games have minimap, most 2D games does not have minimap it appears..
22:06:58raptoryes, i wanted to bring attention to the game mode idea though
22:10:03Watusimotothat's some kind of video
22:10:11raptorheh, yeah...
22:10:19WatusimotoI want a bugs bunny voice too!
22:10:52Watusimotoso a kind of enhanced core
22:11:16WatusimotoI guess I don't understand what I was looking at
22:11:26raptoryes, and you cannot take or destroy another node unless there is a powered link path to it from your core
22:12:40raptorlet me see if i can find a better description of the idea - that video had too much going on..
22:13:28raptorthis is a little better: http://planetunreal.gamespy.com/View.php?view=UT2004GameInfo.Detail&id=3
22:15:49Watusimotoso the node grid is designed by the level designer
22:15:55raptoryes
22:16:42Watusimotocould be good
22:16:49Watusimotoa mix of core and zone control
22:17:13raptoryes, and you have a lot of control with creating choke points, etc...
22:18:04Watusimotoso, to keep it simple for me, cores are invulnerable until a certain set of zones has been captured
22:18:25raptoryes, until a 'connection' has been created from one core to the other through a set of nodes
22:27:08Flynnn has joined
22:30:30raptorbut we could adapt it, of course
22:31:11raptoranyways - that game mode has always been the most fun mode I've played in any game; I secretly want to code it for bitfighter - I just hope there's no copyright or anything on it
22:36:00Watusimotowe could do it for 020
22:36:47raptordo you object to me using SafePtr for the getCurrZoneList in ship.cpp?
22:36:48Watusimotowe could just make it an enhancement for core
22:36:57Watusimotowhy safeptr vs boost?
22:37:28raptorcould do boost, i suppose - mostly I just want to change DatabaseObejct* to something that knows when it was deleted
22:37:49raptorI don't need to keep a shared counter on it, just guarantee the data is null when deleted
22:38:02WatusimotoI have no objection
22:38:13raptori guess i should say - do you object to me using a smart pointer for the zone lists?
22:38:17Watusimotowe should use more smart pointers
22:38:51Watusimotogenerally I prefer boost to tnl because it is better understood and possibly less buggy
22:39:03Watusimotoand we've already made the jump to include (some) boost
22:39:19raptorok
22:40:12Watusimotobut use whatever you feel is best for the job at hand
22:42:33raptoroh boo... our griddb requres DatabaseObejct*
22:42:55Watusimoto... maybe... that should be changed
22:43:09raptorI was hoping for not such a big refactor...
22:43:18Watusimotoyes, maybe now is not the time
22:43:32Watusimotobut it has ocurred to me in the past that some sort of smart ptr would work well
22:43:45raptoractually that reminds me
22:43:48raptorsam686: you around?
22:44:00Watusimotobut if you just work under the understnading that the database holds the golden copy of the pointer, it usually works out ok
22:44:12sam686what?
22:44:23raptorhi sam686, question for you on a missing feature of SafePtr
22:44:41raptorOSX doesn't compile when doing a delete on SafePtr like Windows/Linux does
22:44:50raptori have to do delete SafePtr.getPointer()
22:45:02raptorwhich is why I needed to make this commit: https://code.google.com/p/bitfighter/source/detail?r=82a96c3997212779f009578be7e798740c1d5547
22:45:30raptoris there some sort of operator overload we can do so that when delete is called on SafePtr, it knows to get the underlying data?
22:45:47Nothing_Muchhowdy
22:46:13raptorso Watusimoto, in my case, what is happening is that a levelgen is calling removeFromGame() on one of the objects pointed to by the zone lists in ship.cpp
22:46:22raptorbut the pointer is still left
22:46:47sam686don't know what the "delete" is asking for, what exact error you getting?
22:46:53Watusimotowhat kid of object?
22:47:11raptorDatabaseObejct*
22:47:24raptorDatabaseObject*
22:47:31raptorsam686: let me get that error again
22:47:58Watusimotowhat sort of objects are on the zone lists?
22:48:20raptorGoals loadouts, etc
22:48:26Watusimotoah, I see
22:48:32Watusimotocould those lists be moved intot he database?
22:48:37Watusimotowe have other lists there
22:48:40raptorthe are
22:48:41raptorbut
22:48:53raptorthe zone lists manage what zones you are currently in, in a semi-cryptic yet efficient manner
22:49:09raptorwhat the ship is currently in
22:49:35Watusimotoso the ship has a pointer to its current zone, but that zone is being deleted form the database, leaving the pointer to point at... DEADBEEF?
22:50:11sam686use SafePtr?
22:50:31raptoryep
22:50:36raptorsam686: that's what i'm trying
22:50:43raptorbut SafePtr has a problem on OSX
22:51:36sam686There is tnlNetBase.h line 643, it might just be a missing operator maybe?
22:52:03raptorthat's what i'm thinking - I'm asking your expertise on the matter because I've never written a delete operator..
22:52:12raptorand I know you've worked with SafePtr a lot..
22:52:49raptorhere's the error sam686: /Users/geeko/temp/hg/bitfighter/build/osx/xcode/../../../tnl/tnlVector.h:269:0 /Users/geeko/temp/hg/bitfighter/build/osx/xcode/../../../tnl/tnlVector.h:269: error: type 'class TNL::SafePtr<TNL::ByteBuffer>' argument given to 'delete', expected pointer
22:53:13raptorthat's when calling deleteAndClear() on a Vector<SafePtr<whatever> >
22:53:36raptorOSX can't delete SafePtr(), it always gives the error "argument given to 'delete', expected pointer"
23:14:13raptoractually I can't solve this problem with a SafePtr
23:14:49raptori mean, with one only in ship.cpp, because the zone is being deleted elsewhere in removeFromGame()
23:14:56sam686operators operators operators http://en.wikipedia.org/wiki/Operators_in_C_and_C++
23:16:33raptorWatusimoto: are you opposed to using std containers for faster server-side-only lookup? Like <set> instead of Vector?
23:16:49Kiryx Quit (Ping timeout: 240 seconds)
23:16:51Watusimotoif they are the most appropriate containers
23:16:56Watusimotowe use map, after all
23:17:11Watusimotoso... go for it
23:17:19raptorok, cool - because I've sure been spoiled with Java's containers over the years...
23:17:46WatusimotoI used to know all the ins and outs of those... and have mostly forgotten
23:17:55Watusimotobut for what we do it will make no difference
23:18:03Watusimotobut might as well make the right choice anyhow
23:18:46raptorI'm just thinking that having log(n) search through a binary tree in std::set might be nicer instead of using huge vectors...
23:19:05raptoras long as the data is not in transmission from server->client
23:19:59Watusimotoyes, agreed
23:20:09Watusimotodo it!
23:20:16raptorwhat
23:20:18raptorwhat what
23:20:36raptorGridDatabase::removeFromDatabase doesn't actually set the object to NULL after deleting
23:21:04raptorIf I do that, what are the consequences?
23:21:26Watusimotowhat do you want to set to NULL?
23:21:32raptorwhy?
23:21:56raptorgriddb.cpp:253
23:22:06raptorgridDB.cpp
23:22:28Watusimotobecause there is no point
23:22:51raptorin my case, removeFromDatabase is being called, but there's a dangling pointer to the object in the zone lists
23:23:00Watusimotoif you set object to NULL, then object would point to NULL for an instant before it dropped from scope
23:23:00raptorIf i set that to NULL, I could do a NULL check
23:23:13raptorwhen building the zone lists
23:23:30raptordangling pointers are the issue
23:23:32Watusimotoonly if your check occurs between setting it to NULL and it disappearing from scope an instnat later
23:23:46Watusimotothink about what is happening
23:24:01Watusimotoyou call removeFromDatabase and pass a pointer to an address in memory
23:24:08Watusimotothat address is stored in object
23:24:17Watusimotoat the end we delete that address
23:24:22Watusimotothe object points at junk
23:24:39Watusimotothen the function exits, and object disappears forever
23:24:52raptorso my dangling pointer will still be pointing to junk
23:25:15Watusimotowhatever else is pointing at that address will still be pointing at that address, regardless of what happens to object
23:25:21raptoryes
23:25:30Watusimotoso setting it to NULL will accomplish nothing
23:25:34raptorbut if that address is NULL, I could do a check, right?
23:25:40Watusimotono
23:25:52Watusimotowait
23:26:06Watusimotono
23:26:20Watusimotobecause the system will mark that address as being available, and might write someting else there
23:26:32raptorah
23:26:34raptorok
23:26:36Watusimotoonce you delete, you no longer own that address; you can't go writing stuff there
23:26:55Watusimotounfortunately, anything else pointing to that address won't know that it is now junk
23:27:04Watusimotoenter the smart poitner!
23:27:07raptorthen the only solution I can think of to my problem is to use a smart pointer in the griddb
23:27:11raptorheh
23:27:19raptorand that's what I'm hoping to avoid...
23:27:20Watusimotothere may be other ways
23:27:23raptorfor 019a
23:27:38Watusimotomaybe maybe you can use a smart pointer only on the ship
23:27:41Watusimotomaybe
23:27:42Watusimotonot sure
23:27:53raptorI just tried that - it's not working
23:28:06Watusimotoalternaively, you can intercept the removal and notify the ship
23:28:17Watusimotoand let the ship clean itself up
23:28:49raptorso, like a method in the Zone destructor?
23:28:53Watusimotobut maybe having database object inherit from a smart pointer might make the refactor less intense
23:29:01raptorcalls ship::removeZoneFromLists or whatever
23:29:27Watusimotoyeah... just need to make sure that all call paths call that... it is a bit fragile
23:29:34raptorblech
23:29:57Watusimotobut
23:30:20Watusimotoyou want the ship that is holding a pointer to a zone to start holding a NULL after the delete, right?
23:30:46raptorI could do a NULL check then
23:31:03Watusimotomaybe the ship shouldn't trakc its zone... maybe the database could do that instead
23:31:25raptorso the DB would track all ships and the zones they're in?
23:31:33Watusimotoor maybe make database object into a pseudo smart pointer would work
23:31:36Watusimotomaybe
23:31:49Watusimotoit is a database, after all
23:33:18raptorok, just thougth of another possible solution
23:33:43raptorI extend lua_removeFromGame() to the Zone object, and have it clean up the ship zones from there
23:33:48Watusimotothe safeptr class is small... could be implemented or inherited in database object
23:33:53Watusimotothat solution would work as well
23:34:23Watusimotoor SafeObjectRef
23:34:25raptorthat might be preferable to refactoring our database before 019a
23:35:04Watusimotoyes
23:35:48raptorok,let me try that first - thanks for talking this over with me
23:35:53raptorI sure hate dangling pointers
23:47:25sam686add to SavePtr class?: T& operator[](S32 i) const { return *static_cast<T*>(mObject); }
23:47:37sam686would that solve the mac delete SafePtr problem?
23:47:42raptorlet me try
23:48:46sam686also does the delete boost:shared_ptr work fine on mac or does it have the same problem?
23:49:01raptorI'm not sure
23:49:11cabler has joined
23:49:24cabler Quit (Remote host closed the connection)
23:50:38raptornope, that oeprator didn't work in SafePtr
23:51:58raptorsame error
23:52:36sam686boost::shared_ptr<BfObject> ptr1(new BfObject()); delete ptr1; well BOO, shared_ptr is even worse, that delete doesn't work for me (require get())
23:53:33sam686SafePtr<BfObject> ptr1(new BfObject()); delete ptr1; works for me, doesn't work on mac?
23:54:16sam686This works: boost::shared_ptr<BfObject> ptr1(new BfObject()); delete &*ptr1;
23:56:02sam686How about delete &*(this->innerVector[i]); on tnlVector.h line 269 ? will that solve mac vector deleteAndClear problem?
23:58:06raptordelete shared_ptr fails on OSX, too
23:58:08raptorthat's horrible
23:58:43raptorbe right back...

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