Timestamps are in GMT/BST.
| 00:08:35 | kaen | question: has anyone ever at any time had to build without the entire source tarball? |
| 00:09:14 | kaen | I don't see a need to remove gtest_prod.h and FRIEND_TEST for its own sake. |
| 00:09:46 | kaen | restructuring code to gumby our way out of doing that seems much hackier than doing it in the first place. |
| 00:11:08 | raptor | build the source tarball.. no i didn't test it |
| 00:11:18 | raptor | oh wait |
| 00:11:22 | raptor | can you rephrase? |
| 00:18:05 | kaen | it was just a rhetorical question :P |
| 00:18:35 | kaen | I don't think anyone ever builds without gtest being available, so I don't see the motivation for removing the gtest_prod include |
| 00:42:01 | Nothing_Much | s |
| 00:52:15 | Watusimoto | raptor: an idea for the plaeides server |
| 00:52:20 | Watusimoto | only host postively rated levels |
| 00:52:41 | Watusimoto | and we create a message (somehow) that tells people to be sure to vote on the levels they play |
| 00:54:32 | Watusimoto | kaen: raptor build without gtest on osx (assuming that was his problem) |
| 00:55:34 | raptor | i know! an ifdef for osx |
| 00:55:49 | raptor | yes gtest was breaking osx compile |
| 00:55:52 | sam686 | there 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? |
| 00:57:01 | Watusimoto | raptor: why not build with gtest on osx? |
| 01:03:09 | sam686 | "Most Downloaded", I hope people aren't repeatedly clicking on "Download" to up the download count... |
| 01:09:15 | vs73nx | oh yeah! Mercurial integration with eclipse FTW! |
| 01:10:48 | raptor | Watusimoto: 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 |
| 01:12:10 | Watusimoto | fair enough |
| 01:12:32 | vs73nx | raptor: ok got all my changes to the new repo, it is at https://code.google.com/r/vs37nx-work4bitfighter/source/list |
| 01:13:22 | vs73nx | sorry i took so long to get the code to the new repo, i wanted to get hg working with eclipse |
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| 01:27:57 | raptor | ok, i'll take a look |
| 01:30:31 | raptor | Watusimoto: did you want vs73nx to create a separate binding table for the editor keys? |
| 01:30:38 | Watusimoto | yes |
| 01:30:43 | Watusimoto | I think he'll need to |
| 01:30:50 | Watusimoto | vs |
| 01:31:03 | Watusimoto | vs73nx: yu'll need a separate binding table, right? |
| 01:31:05 | vs73nx | i tried that but everything i tried didnt work |
| 01:31:15 | raptor | and we want a separate INI section for the editor bindings, too, right? |
| 01:31:22 | Watusimoto | raptor: they keys are different enough that they can't be mixed without some mayhem |
| 01:31:26 | Watusimoto | yes |
| 01:31:57 | raptor | and did you want to build out separate enums/arrays with the data, as well? |
| 01:32:20 | Watusimoto | I think that will also be needed. perhaps some of the enums can be combined |
| 01:32:28 | Watusimoto | but I'm not sure yet |
| 01:33:19 | Watusimoto | vs73nx: 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 |
| 01:33:28 | Watusimoto | my email addr is watusimoto@bitfighter.org |
| 01:34:02 | Watusimoto | ideally you would have it in a repo I could clone, but I'll work with whatever |
| 01:34:21 | raptor | he's got it here: https://code.google.com/r/vs37nx-work4bitfighter/source/detail?r=9e2d71ab43be46468ed12fdb039d38dfe62af2bf |
| 01:34:37 | Watusimoto | ok, great |
| 01:34:54 | | vs73nx_ has joined |
| 01:35:05 | Nothing_Much | update the Desura page when you guys can get to it (delete the current 019 news then post what I've written!) |
| 01:35:13 | Watusimoto | vs73nx: so just send me a summary of where you are, and I'll take a look |
| 01:35:15 | | vs73nx_ Quit (Read error: Connection reset by peer) |
| 01:35:19 | Watusimoto | Nothing_Much: will do it tomorrow! |
| 01:35:26 | Nothing_Much | alrighty then! |
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| 01:35:43 | Nothing_Much | and have a g'night |
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| 01:39:10 | kaen | just saw your pull request, Watusimoto :) |
| 01:39:13 | kaen | merged and pushed. |
| 01:41:28 | Watusimoto | great! |
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| 01:42:21 | Watusimoto | for Nothing_Much: |
| 01:42:24 | Watusimoto | I created this: |
| 01:42:26 | Watusimoto | http://img401.imageshack.us/img401/4434/2a2o.jpg |
| 01:42:28 | Watusimoto | with this: |
| 01:42:43 | Watusimoto | convert -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 |
| 01:42:51 | Watusimoto | using imagemagick -- that is the cmd line |
| 01:43:00 | Watusimoto | I show you only for your edification |
| 01:43:25 | raptor | ha! |
| 01:43:47 | Nothing_Much | just spin it? |
| 01:43:56 | raptor | might be simpler to hook up the screenshooter to just take 30 screenshots in a row... |
| 01:44:01 | Watusimoto | forget svg... imagemagick all the way! We could actually print our levels with this stuff |
| 01:44:12 | Nothing_Much | >.> |
| 01:44:49 | Nothing_Much | this might go beyond my comprehension.. |
| 01:45:25 | Watusimoto | Nothing_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 |
| 01:45:43 | Nothing_Much | in imagemagick or gimp? |
| 01:45:48 | Watusimoto | it would probably be possible to create an entire animated gif using a single cmd line |
| 01:45:48 | Nothing_Much | (for me to edit) |
| 01:46:00 | raptor | Watusimoto: it sure is - that's how sam686 made his forums graphic |
| 01:46:15 | Watusimoto | if you have imagemagick installed, you can run the command above from the cmd prompt |
| 01:46:25 | Watusimoto | it will produce xxx.jpg |
| 01:46:34 | vs73nx | Watusimoto: i didnt get the same result as you when i ran that command |
| 01:46:38 | Watusimoto | raptor: you'd need to generate a whole series of frames on the single cmd line |
| 01:46:42 | Watusimoto | no? |
| 01:46:48 | Nothing_Much | holy crap that's a 100% customized image that you created or is that ripped from BF? |
| 01:47:11 | Watusimoto | it's the coordinates and colors from bf, manually changed to a new form |
| 01:47:29 | Nothing_Much | so.. the former! |
| 01:47:34 | Nothing_Much | that really IS magick! |
| 01:47:35 | Watusimoto | yes |
| 01:47:36 | raptor | Watusimoto: you can do some majic to pipe the output of ffmpeg (on video) to imagemagick |
| 01:47:46 | raptor | i can't spell because of image magickckckc |
| 01:47:51 | Watusimoto | kkkkkkkkk! |
| 01:48:04 | vs73nx | Watusimoto: i got this http://picpaste.com/pics/xxx.1387072048.jpg |
| 01:48:15 | raptor | haha |
| 01:48:18 | raptor | awesome |
| 01:48:24 | Nothing_Much | THAT'S SO COOL |
| 01:48:28 | Nothing_Much | OMG |
| 01:48:43 | vs73nx | bot the bouncer is not done correctly |
| 01:48:45 | vs73nx | *but |
| 01:48:58 | Watusimoto | idd |
| 01:49:00 | Watusimoto | odd |
| 01:49:08 | vs73nx | the yellow is skewed off from the orange |
| 01:49:16 | Watusimoto | it works for me, thoguh I don't totally understand why. Your result looks more like what I would expect |
| 01:49:29 | Watusimoto | maybe a bug in imagemagick?? |
| 01:49:57 | Watusimoto | remove the two translates surrounding the rotate 45 and it should work |
| 01:50:14 | raptor | i 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 |
| 01:50:28 | Watusimoto | convert -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 |
| 01:51:58 | vs73nx | now it works http://picpaste.com/pics/xxx-CdlLbkUb.1387072305.jpg |
| 01:52:08 | Watusimoto | yes, almost certainly a bug |
| 01:52:34 | Watusimoto | I'll report it tomorrow |
| 01:52:40 | Watusimoto | good night gnetlemen! |
| 01:52:46 | Nothing_Much | good night! |
| 01:52:51 | vs73nx | goon night/ afternoon |
| 01:52:55 | vs73nx | *good |
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| 03:07:10 | Nothing_Much | I just have the worst luck :( |
| 03:07:18 | vs73nx | ? |
| 03:07:26 | Nothing_Much | Gimp crashes whenever I rotate to make a gif |
| 03:07:27 | vs73nx | mee too |
| 03:07:36 | Nothing_Much | keep on coding vs73nx |
| 03:07:42 | Nothing_Much | you have talent! |
| 03:07:44 | vs73nx | every program i make always segfualts |
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| 03:07:53 | vs73nx | thats ok though |
| 03:10:17 | vs73nx | as i have gdb to save my behind and find the problem for me :) |
| 03:11:38 | Nothing_Much | yeah that's good |
| 03:12:13 | Nothing_Much | kaen: you missed out on some action today! |
| 03:37:55 | kaen | I did? |
| 03:39:27 | Nothing_Much | Yeah, we played some bitfighter 'n stuff |
| 03:39:44 | Nothing_Much | And played a pretty neat snowflake level |
| 03:40:05 | vs73nx | sphere of chaos or something |
| 03:40:09 | Nothing_Much | Yeah that |
| 03:41:11 | Nothing_Much | kaen: How've ya been recently? |
| 03:42:50 | Nothing_Much | Or anybody for that matter! |
| 03:43:00 | vs73nx | ive been coding |
| 03:43:49 | Nothing_Much | nice |
| 03:43:52 | vs73nx | been getting runtime errors that look like this 'Assert: Invalid key binding! in /home/vs73nx/development/eclipseProgs/c++/vs37nx-work4bitfighter/zap/InputCode.cpp line 113' |
| 03:45:13 | vs73nx | gdb traced it to a function in the BINDING_TABLE even though the error occurs in the #define EDITOR_BINDING |
| 03:50:36 | Nothing_Much | is there pressure sensitivity on android/ipad devices? |
| 03:50:56 | vs73nx | no |
| 03:51:05 | vs73nx | dont think so |
| 03:51:12 | Nothing_Much | oh darn |
| 03:51:17 | vs73nx | why? |
| 03:51:21 | Nothing_Much | because that would actually be a good thing to implement |
| 03:51:26 | Nothing_Much | for bitfighter on mobile |
| 03:51:48 | Nothing_Much | a hard press and hold would give you modules one and two |
| 03:52:16 | Nothing_Much | lightly moving your thumbs would give you the movement and aim |
| 03:53:11 | vs73nx | the only devices that i know of with pressure sensitivity are the galaxy note phablets but the pressure sensitivity is through the stylus. |
| 03:53:20 | Nothing_Much | oh crap |
| 03:53:25 | vs73nx | sorry :( |
| 03:53:50 | Nothing_Much | well, so much for my idea :( |
| 03:54:06 | Nothing_Much | perhaps a double tap maybe? |
| 03:54:18 | vs73nx | yeah that isnt hard to od on a phone |
| 03:54:23 | vs73nx | *on |
| 03:54:55 | Nothing_Much | first tap would give you (on the nub) just your movement |
| 03:55:15 | Nothing_Much | double tap would give you module 1 or 2 on the nubs! |
| 03:55:16 | Nothing_Much | WOO |
| 03:55:21 | Nothing_Much | sounds neat |
| 03:55:59 | vs73nx | wait i have an ide |
| 03:56:02 | vs73nx | *idea |
| 03:56:32 | vs73nx | just let me draw it out in gimp for a second |
| 03:57:52 | Nothing_Much | alright |
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| 04:08:33 | Nothing_Much | vs73nx: got it ready yet? |
| 04:09:10 | vs73nx | nup, im taking long because ive haven't used gimp in a while |
| 04:09:16 | vs73nx | and im used to photoshop |
| 04:09:17 | Nothing_Much | np dude |
| 04:09:19 | Nothing_Much | lol |
| 04:09:20 | Nothing_Much | photoshop |
| 04:09:26 | Nothing_Much | Gimp really isn't that bad |
| 04:10:05 | vs73nx | the only non open source software i enjoy (besides games) is photoshop |
| 04:10:57 | Nothing_Much | premiere pro is good |
| 04:11:40 | vs73nx | i dont do video editing so i cant really have an opinioin about that |
| 04:12:03 | Nothing_Much | ah |
| 04:15:14 | Nothing_Much | vs73nx: try not to take too much time on it, ya gotta do the GCI thing :D |
| 04:15:23 | vs73nx | im done with it |
| 04:15:29 | vs73nx | the photo |
| 04:15:35 | Nothing_Much | ah okay |
| 04:18:02 | vs73nx | got it http://picpaste.com/pics/Untitled-BaZeHjjv.1387081062.png |
| 04:20:03 | Nothing_Much | problem is that when you're shooting, you might not be able to use the modules very well |
| 04:20:14 | vs73nx | there is a buton above each dpad which does a certain thing |
| 04:20:20 | vs73nx | oh |
| 04:20:25 | Nothing_Much | maybe put the modules on the bottom |
| 04:20:32 | Nothing_Much | so like the bottom of the thumb can touch them |
| 04:20:35 | vs73nx | yeah it was just an idea |
| 04:20:40 | Nothing_Much | that could be neat |
| 04:20:53 | vs73nx | it just need more thinking put into it |
| 04:24:35 | Nothing_Much | first 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 |
| 04:25:30 | vs73nx | like a nexus 5 |
| 04:25:52 | vs73nx | and having bf working on an ubuntu touch smartphone would be amazing |
| 04:27:33 | Nothing_Much | oh god yes |
| 04:27:44 | Nothing_Much | if an Ubuntu Phone is gonna be 4.5 inches |
| 04:27:55 | vs73nx | or 5 inches |
| 04:27:56 | Nothing_Much | I'd be more than happy to test the controls :D |
| 04:28:40 | vs73nx | although there is no chance of getting it to work on ubuntu touch if it doesnt work on the pi |
| 04:29:45 | Nothing_Much | it's possible though |
| 04:29:57 | Nothing_Much | since the Pandora has GLES 1.1 |
| 04:30:16 | vs73nx | true |
| 04:40:35 | Nothing_Much | I think they need a bit of a push or shove :) |
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| 05:17:10 | Nothing_Much | Hi destroyerimo |
| 05:22:27 | Nothing_Much | well.. good night everybody! |
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| 10:52:38 | vs73nx | Watusimoto: 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. |
| 10:52:39 | vs73nx | https://code.google.com/r/vs37nx-work4bitfighter/ |
| 10:52:51 | vs73nx | and with that good night everyone |
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| 13:20:57 | Nothing_Much | Mornin' |
| 13:23:36 | kumul | morning Nothing_Much |
| 13:24:05 | Nothing_Much | How're ya? |
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| 15:09:30 | kumul | very fine! |
| 15:09:34 | kumul | breakfast now |
| 15:09:38 | kumul | pizza breakfast |
| 15:09:44 | kumul | no wonder i get diarrhea |
| 15:35:51 | Watusimoto | Nothing_Much: posted the new desura notice |
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| 16:17:06 | Watusimoto | Nothing_Much: desura rejected the article |
| 16:18:55 | kaen | rejected it? any word as to why? |
| 16:19:13 | kaen | good day/morning all |
| 16:26:31 | Watusimoto | nope |
| 16:26:37 | Watusimoto | I wrote asking why |
| 16:26:49 | Watusimoto | probably they didn't like the graphic I included |
| 16:27:12 | Watusimoto | it may be a bit early for goa.. uh, the pic I sent them |
| 16:27:19 | Watusimoto | :-) |
| 16:28:19 | sam686 | maybe its because we still sticking to the old zap line graphics? wheres texture on walls/background like most other games have? |
| 16:29:15 | Watusimoto | I don't think that's the issue |
| 16:29:34 | Watusimoto | but I asked for a clarification, and will share it if I get something worthwhile back from them |
| 16:36:28 | Nothing_Much | Watusimoto: oh dear |
| 16:36:39 | Watusimoto | c'est la vie |
| 16:36:52 | Nothing_Much | well, was the original one deleted? |
| 16:37:02 | Watusimoto | I deleted it |
| 16:37:09 | Nothing_Much | alright good |
| 16:37:12 | Watusimoto | the new one will still be attached to the bitfighter section |
| 16:37:29 | Watusimoto | I changed it a little, but... well, who knows? |
| 16:37:32 | Nothing_Much | alright that's good |
| 16:37:39 | Nothing_Much | so it's rejected but you still have it |
| 16:38:06 | Watusimoto | yes |
| 16:38:16 | Watusimoto | they didn't say unfit for desura, they said unfit for the front pag |
| 16:38:45 | Watusimoto | and I said, how can we improve if you don;t tell us why? |
| 16:40:07 | Nothing_Much | hmm.. |
| 16:40:27 | Nothing_Much | well it's on the front page of bitfighter |
| 16:40:56 | Nothing_Much | but on news section on the games page |
| 16:41:00 | Nothing_Much | it was rejected there? |
| 16:41:31 | Nothing_Much | perhaps it's the title |
| 16:41:56 | Nothing_Much | ? |
| 16:41:58 | Nothing_Much | unsure |
| 16:42:01 | Nothing_Much | let's wait for a response |
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| 17:05:05 | | BFLogBot Commit: 6065db7fdb94 | Author: watusimoto | Message: Remove unused variable |
| 17:05:06 | | BFLogBot Commit: f6cf0d3a69ac | Author: watusimoto | Message: Streamline help preparation a little bit |
| 17:05:08 | | BFLogBot Commit: 3e79d7854d43 | Author: watusimoto | Message: More streamlining |
| 17:05:09 | | BFLogBot Commit: 61a7d57c66eb | Author: watusimoto | Message: Cleanup |
| 17:05:11 | | BFLogBot Commit: b4d78172580c | Author: watusimoto | Message: Comments |
| 17:05:12 | | BFLogBot 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 |
| 17:05:14 | | BFLogBot Commit: 4ebf1542fd5d | Author: watusimoto | Message: Whitespace |
| 17:05:15 | | BFLogBot Commit: ce0a8fa2c1a2 | Author: watusimoto | Message: Whitespace |
| 17:05:17 | | BFLogBot Commit: d23515297bf8 | Author: watusimoto | Message: Whitespace |
| 17:05:18 | | BFLogBot Commit: 4f84797e1051 | Author: watusimoto | Message: Formatting |
| 17:05:20 | | BFLogBot Commit: f0c24f1c98ed | Author: watusimoto | Message: Remove unneeded extern |
| 17:05:21 | | BFLogBot Commit: 8011fcc15905 | Author: watusimoto | Message: Dead code |
| 17:05:23 | | BFLogBot Commit: eb94688c74b1 | Author: watusimoto | Message: New interval |
| 17:05:24 | | BFLogBot Commit: 664c5743dca4 | Author: watusimoto | Message: Use intervals for nicer code |
| 17:42:06 | Nothing_Much | Watusimoto: lemme know what their issue is when you get a response |
| 17:42:18 | Watusimoto | will do |
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| 19:49:12 | raptor | good day! |
| 19:49:51 | | vs73nx has joined |
| 19:49:55 | Nothing_Much | Hey raptor |
| 19:50:08 | raptor | hi |
| 19:50:10 | vs73nx | hi everyone |
| 19:50:13 | raptor | oh actually, it's lunch time.. |
| 19:50:16 | raptor | back soon |
| 19:50:19 | Nothing_Much | Bad news, Desura rejected my - |
| 19:50:22 | Nothing_Much | alright |
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| 20:00:44 | Nothing_Much | well, my text |
| 20:08:05 | Watusimoto | hi vs73nx |
| 20:08:09 | Watusimoto | did you see my comments? |
| 20:09:41 | vs73nx | yes i did |
| 20:10:15 | Watusimoto | the assert I suggested you change... I now suggest removing it altogether |
| 20:10:31 | Watusimoto | it really serves no useful purpose, and if it fails, it creates a stackoverflow error |
| 20:10:38 | Watusimoto | but it won't ever fail |
| 20:10:56 | Watusimoto | I'm still playing with your code |
| 20:11:01 | vs73nx | yes it was segfualting |
| 20:11:21 | Watusimoto | did you run in debug mode? |
| 20:11:40 | vs73nx | ? |
| 20:11:51 | Watusimoto | what platform are you on? |
| 20:11:58 | vs73nx | ubuntu |
| 20:12:09 | Watusimoto | ok, how do you build? |
| 20:12:23 | Watusimoto | from the cmd line? |
| 20:12:45 | vs73nx | from eclipse |
| 20:12:54 | vs73nx | but from the cmd line is the same |
| 20:13:07 | vs73nx | all eclipse does is run cmake then make |
| 20:13:15 | Watusimoto | ok; 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 |
| 20:13:49 | Watusimoto | TNL_DEBUG |
| 20:14:15 | Watusimoto | that flag does a bunch of things, one of which is activate all the TNLAsserts we have around |
| 20:14:29 | Watusimoto | when that flag is missing, the asserts are just defined as nothin |
| 20:14:37 | Watusimoto | so the asserts will help you find problems |
| 20:15:01 | Watusimoto | are you familliar with asserts? |
| 20:15:09 | vs73nx | cool, but i have to go and get ready for school, id be back in about 15 - 30 minuites, |
| 20:15:14 | Watusimoto | no worries |
| 20:22:06 | vs73nx | k im back |
| 20:23:04 | Watusimoto | did you change the signature of bool EditorUserInterface::onKeyDown(InputCode inputCode, BindingSet *bindingset) |
| 20:23:04 | Watusimoto | ? |
| 20:23:29 | Watusimoto | I think it may have been onKeyDown(InputCode inputCode) |
| 20:23:48 | Watusimoto | yes, you did |
| 20:23:52 | Watusimoto | you'll need to change it back |
| 20:24:00 | Watusimoto | because it is never getting called right now |
| 20:24:17 | Watusimoto | onKeyDown overrides a method in UserInterface |
| 20:24:31 | Watusimoto | so that one is getting called but not the one in the editor |
| 20:24:40 | | Canseco Quit (Quit: No Ping reply in 180 seconds.) |
| 20:24:56 | | Canseco has joined |
| 20:25:00 | vs73nx | i need BindingSet *bindingset so i can call bindingset->getEditorBinding which returns a string which i compare to inputString |
| 20:25:53 | Watusimoto | you only need one binding set |
| 20:26:04 | Watusimoto | this is what I was trying to explain earlier |
| 20:26:27 | Watusimoto | we have 2 binding sets in the game because players want totally different key bindings when using joysticks vs. mouse |
| 20:26:37 | Watusimoto | in the editor we don't have that concept |
| 20:26:52 | Watusimoto | there is only one set of key bindings |
| 20:27:03 | vs73nx | but i need two different getBindings - GetEditorBinding returns a string |
| 20:27:08 | Watusimoto | and in any case, you can't change the sig or it will never get called |
| 20:27:34 | Watusimoto | I don;t understand that last comment |
| 20:31:53 | Watusimoto | getEditorBinding() returns something like this inputSELWEAP1 (based on the comments) |
| 20:32:30 | Watusimoto | then later, in editor, you do this: |
| 20:32:31 | Watusimoto | if(inputString == bindingset->getEditorBinding(InputCodeManager::BINDING_RIGHT) |
| 20:32:40 | vs73nx | whoops wron comment |
| 20:32:53 | vs73nx | it returns a string not an inputcode |
| 20:33:33 | Watusimoto | is you make bindingset be a member variable (or static?) of UIEditor then you'll have it in onKeyDown |
| 20:36:34 | Watusimoto | ^^ if |
| 20:37:08 | vs73nx | k |
| 20:37:42 | Watusimoto | I do not get a segfault |
| 20:38:18 | Watusimoto | but if you restore the signature of the onKeyDown method, it will actually get called, and you are likely to have a more satisfactory outcome |
| 20:39:38 | vs73nx | there changed it to the normal onKeyDown |
| 20:39:46 | vs73nx | hope it works |
| 20:40:17 | Watusimoto | it probably won't work out-of-the-box |
| 20:40:35 | Watusimoto | because you still need to get your binding set from some place. |
| 20:40:55 | Watusimoto | you just can't pass it into the method |
| 20:41:10 | vs73nx | an assert firing at 1769\ |
| 20:41:22 | vs73nx | in inputcode |
| 20:41:29 | vs73nx | .cpp |
| 20:41:30 | Watusimoto | so 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 |
| 20:42:05 | Watusimoto | what's the msg? |
| 20:42:40 | vs73nx | Assert: Invalid value for bindingName! in /home/vs73nx/development/eclipseProgs/c++/vs37nx-work4bitfighter/zap/InputCode.cpp line 1769 |
| 20:42:40 | vs73nx | Trace/breakpoint trap (core dumped) |
| 20:43:01 | Watusimoto | yes |
| 20:43:06 | Watusimoto | I commented that out to get past it |
| 20:43:12 | vs73nx | but the error occurs in a method that checks the normal binding table |
| 20:43:50 | Watusimoto | I think you can probably just delete it |
| 20:43:54 | Watusimoto | I don;t think it is useful |
| 20:44:02 | vs73nx | ok |
| 20:44:42 | Watusimoto | it probably made more sense before we created the BINDING_TABLE xmacro |
| 20:44:52 | Watusimoto | it checks to make sure things are in sync |
| 20:45:01 | Watusimoto | but the beauty of xmacros is they are always in sync |
| 20:45:06 | Watusimoto | the only beauty |
| 20:45:15 | Watusimoto | but an overriding one |
| 20:45:16 | vs73nx | oh the horrors |
| 20:45:37 | vs73nx | my biggest problem with xmacros is indenting them |
| 20:48:07 | Watusimoto | get a good editor :-) |
| 20:48:17 | Watusimoto | sublimetext can make formatting them a breeze |
| 20:48:18 | vs73nx | eclipse cdt |
| 20:48:27 | Watusimoto | elcipse is a mediocre editor |
| 20:48:37 | Watusimoto | not horrible, but not great |
| 20:48:48 | vs73nx | but eclipse has intergrated verson control |
| 20:48:53 | Watusimoto | or at least that was the case when I last used it |
| 20:48:58 | vs73nx | its my preffered editor for now |
| 20:49:35 | Watusimoto | it 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 |
| 20:50:00 | Watusimoto | but i do sometimes format blocks of stuff in sublime and they paste them into visual studio |
| 20:50:41 | vs73nx | ive never used sublime so i cant have an opinion about that |
| 20:50:42 | Watusimoto | once you've used mulitediting, you'll find it hard to live without |
| 20:51:41 | Watusimoto | https://www.youtube.com/watch?v=i2SVJa2EGIw |
| 20:56:26 | vs73nx | need 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 |
| 20:56:38 | vs73nx | have a great day |
| 21:01:03 | | vs73nx Quit (Ping timeout: 240 seconds) |
| 21:48:52 | raptor | hia gain |
| 21:49:56 | Watusimoto | hia |
| 21:50:19 | raptor | bugs bugs |
| 21:50:41 | raptor | it was good to see you playtesting yesterday :) |
| 21:52:13 | raptor | I need to listen to something that'll warm me up.. |
| 21:53:07 | | Canseco Quit (Remote host closed the connection) |
| 21:53:08 | raptor | you slayed an extern. yay! |
| 21:54:36 | raptor | Watusimoto: are you working on a particular bug in this list?: https://code.google.com/p/bitfighter/issues/list?q=type%3DDefect+label%3D019a |
| 21:54:45 | raptor | so I don't dupe effort |
| 21:54:48 | Watusimoto | no |
| 21:55:04 | raptor | ok, i'm going to take the seg fault with levelgen one |
| 21:55:22 | Watusimoto | plinking away at some issues I noticed while playing recently, then will try to polish off the forums list |
| 21:55:46 | Watusimoto | but the ones left there are... ewww. |
| 21:56:07 | Watusimoto | btw, I had the most fun playing bitfighter I've had in a looong time |
| 21:56:13 | raptor | oh good! |
| 21:56:17 | Watusimoto | I just love seekers |
| 21:56:23 | raptor | I'm actually really glad you joined and played |
| 21:56:28 | Watusimoto | me too! |
| 21:56:34 | raptor | I think we got the weapons much better, yes |
| 21:56:50 | raptor | and reaction has been very positive - games have been a riot |
| 21:56:56 | Watusimoto | yes |
| 21:57:26 | Watusimoto | I 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 |
| 21:57:32 | raptor | hahaha |
| 21:57:46 | raptor | also bursts... man... bursts are mean now |
| 21:58:05 | Watusimoto | for a while my loadout was phasers, bursts, and seekers |
| 21:58:14 | Watusimoto | though there was a lot of bouncer action too |
| 21:58:28 | raptor | haha, yeah - we actually had games where more than just me used bouncer |
| 21:58:38 | Watusimoto | hey, here;s an idea for 020 |
| 21:58:58 | Watusimoto | teams could have certain objects added by the level designer, such as a computer |
| 21:59:20 | Watusimoto | if the computer is working, the team gets extra powers, such as universal sensor or soemthing |
| 21:59:27 | raptor | I'm not sure... oh |
| 21:59:31 | Watusimoto | but if it gets destroyed, that ability is removed |
| 21:59:47 | raptor | or like some capturable resource on the level? |
| 21:59:57 | Watusimoto | so in a ctf game, you have another goal besides just the flags |
| 22:00:14 | raptor | hmmm... |
| 22:00:22 | sam686 | if your computer gets destroyed, you won't be chatting here... Computer isn't a good name for in-game object |
| 22:00:33 | Watusimoto | true |
| 22:00:38 | Watusimoto | sensor bank |
| 22:00:45 | raptor | recon station |
| 22:01:06 | Watusimoto | or maybe it could shiedl your cores |
| 22:01:13 | Watusimoto | or... whatever |
| 22:01:22 | raptor | oh |
| 22:01:40 | raptor | umm... have you played 'onslaught' in ut2004 before? |
| 22:01:44 | Watusimoto | no |
| 22:02:49 | raptor | starts here: https://www.youtube.com/watch?feature=player_detailpage&v=ieNZFcuwank#t=84 |
| 22:02:55 | raptor | notice the minimap in the upper right |
| 22:03:54 | raptor | it'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 |
| 22:04:52 | sam686 | most 3D games have minimap, most 2D games does not have minimap it appears.. |
| 22:06:58 | raptor | yes, i wanted to bring attention to the game mode idea though |
| 22:10:03 | Watusimoto | that's some kind of video |
| 22:10:11 | raptor | heh, yeah... |
| 22:10:19 | Watusimoto | I want a bugs bunny voice too! |
| 22:10:52 | Watusimoto | so a kind of enhanced core |
| 22:11:16 | Watusimoto | I guess I don't understand what I was looking at |
| 22:11:26 | raptor | yes, and you cannot take or destroy another node unless there is a powered link path to it from your core |
| 22:12:40 | raptor | let me see if i can find a better description of the idea - that video had too much going on.. |
| 22:13:28 | raptor | this is a little better: http://planetunreal.gamespy.com/View.php?view=UT2004GameInfo.Detail&id=3 |
| 22:15:49 | Watusimoto | so the node grid is designed by the level designer |
| 22:15:55 | raptor | yes |
| 22:16:42 | Watusimoto | could be good |
| 22:16:49 | Watusimoto | a mix of core and zone control |
| 22:17:13 | raptor | yes, and you have a lot of control with creating choke points, etc... |
| 22:18:04 | Watusimoto | so, to keep it simple for me, cores are invulnerable until a certain set of zones has been captured |
| 22:18:25 | raptor | yes, until a 'connection' has been created from one core to the other through a set of nodes |
| 22:27:08 | | Flynnn has joined |
| 22:30:30 | raptor | but we could adapt it, of course |
| 22:31:11 | raptor | anyways - 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 |
| 22:36:00 | Watusimoto | we could do it for 020 |
| 22:36:47 | raptor | do you object to me using SafePtr for the getCurrZoneList in ship.cpp? |
| 22:36:48 | Watusimoto | we could just make it an enhancement for core |
| 22:36:57 | Watusimoto | why safeptr vs boost? |
| 22:37:28 | raptor | could do boost, i suppose - mostly I just want to change DatabaseObejct* to something that knows when it was deleted |
| 22:37:49 | raptor | I don't need to keep a shared counter on it, just guarantee the data is null when deleted |
| 22:38:02 | Watusimoto | I have no objection |
| 22:38:13 | raptor | i guess i should say - do you object to me using a smart pointer for the zone lists? |
| 22:38:17 | Watusimoto | we should use more smart pointers |
| 22:38:51 | Watusimoto | generally I prefer boost to tnl because it is better understood and possibly less buggy |
| 22:39:03 | Watusimoto | and we've already made the jump to include (some) boost |
| 22:39:19 | raptor | ok |
| 22:40:12 | Watusimoto | but use whatever you feel is best for the job at hand |
| 22:42:33 | raptor | oh boo... our griddb requres DatabaseObejct* |
| 22:42:55 | Watusimoto | ... maybe... that should be changed |
| 22:43:09 | raptor | I was hoping for not such a big refactor... |
| 22:43:18 | Watusimoto | yes, maybe now is not the time |
| 22:43:32 | Watusimoto | but it has ocurred to me in the past that some sort of smart ptr would work well |
| 22:43:45 | raptor | actually that reminds me |
| 22:43:48 | raptor | sam686: you around? |
| 22:44:00 | Watusimoto | but if you just work under the understnading that the database holds the golden copy of the pointer, it usually works out ok |
| 22:44:12 | sam686 | what? |
| 22:44:23 | raptor | hi sam686, question for you on a missing feature of SafePtr |
| 22:44:41 | raptor | OSX doesn't compile when doing a delete on SafePtr like Windows/Linux does |
| 22:44:50 | raptor | i have to do delete SafePtr.getPointer() |
| 22:45:02 | raptor | which is why I needed to make this commit: https://code.google.com/p/bitfighter/source/detail?r=82a96c3997212779f009578be7e798740c1d5547 |
| 22:45:30 | raptor | is there some sort of operator overload we can do so that when delete is called on SafePtr, it knows to get the underlying data? |
| 22:45:47 | Nothing_Much | howdy |
| 22:46:13 | raptor | so 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 |
| 22:46:22 | raptor | but the pointer is still left |
| 22:46:47 | sam686 | don't know what the "delete" is asking for, what exact error you getting? |
| 22:46:53 | Watusimoto | what kid of object? |
| 22:47:11 | raptor | DatabaseObejct* |
| 22:47:24 | raptor | DatabaseObject* |
| 22:47:31 | raptor | sam686: let me get that error again |
| 22:47:58 | Watusimoto | what sort of objects are on the zone lists? |
| 22:48:20 | raptor | Goals loadouts, etc |
| 22:48:26 | Watusimoto | ah, I see |
| 22:48:32 | Watusimoto | could those lists be moved intot he database? |
| 22:48:37 | Watusimoto | we have other lists there |
| 22:48:40 | raptor | the are |
| 22:48:41 | raptor | but |
| 22:48:53 | raptor | the zone lists manage what zones you are currently in, in a semi-cryptic yet efficient manner |
| 22:49:09 | raptor | what the ship is currently in |
| 22:49:35 | Watusimoto | so 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? |
| 22:50:11 | sam686 | use SafePtr? |
| 22:50:31 | raptor | yep |
| 22:50:36 | raptor | sam686: that's what i'm trying |
| 22:50:43 | raptor | but SafePtr has a problem on OSX |
| 22:51:36 | sam686 | There is tnlNetBase.h line 643, it might just be a missing operator maybe? |
| 22:52:03 | raptor | that's what i'm thinking - I'm asking your expertise on the matter because I've never written a delete operator.. |
| 22:52:12 | raptor | and I know you've worked with SafePtr a lot.. |
| 22:52:49 | raptor | here'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 |
| 22:53:13 | raptor | that's when calling deleteAndClear() on a Vector<SafePtr<whatever> > |
| 22:53:36 | raptor | OSX can't delete SafePtr(), it always gives the error "argument given to 'delete', expected pointer" |
| 23:14:13 | raptor | actually I can't solve this problem with a SafePtr |
| 23:14:49 | raptor | i mean, with one only in ship.cpp, because the zone is being deleted elsewhere in removeFromGame() |
| 23:14:56 | sam686 | operators operators operators http://en.wikipedia.org/wiki/Operators_in_C_and_C++ |
| 23:16:33 | raptor | Watusimoto: are you opposed to using std containers for faster server-side-only lookup? Like <set> instead of Vector? |
| 23:16:49 | | Kiryx Quit (Ping timeout: 240 seconds) |
| 23:16:51 | Watusimoto | if they are the most appropriate containers |
| 23:16:56 | Watusimoto | we use map, after all |
| 23:17:11 | Watusimoto | so... go for it |
| 23:17:19 | raptor | ok, cool - because I've sure been spoiled with Java's containers over the years... |
| 23:17:46 | Watusimoto | I used to know all the ins and outs of those... and have mostly forgotten |
| 23:17:55 | Watusimoto | but for what we do it will make no difference |
| 23:18:03 | Watusimoto | but might as well make the right choice anyhow |
| 23:18:46 | raptor | I'm just thinking that having log(n) search through a binary tree in std::set might be nicer instead of using huge vectors... |
| 23:19:05 | raptor | as long as the data is not in transmission from server->client |
| 23:19:59 | Watusimoto | yes, agreed |
| 23:20:09 | Watusimoto | do it! |
| 23:20:16 | raptor | what |
| 23:20:18 | raptor | what what |
| 23:20:36 | raptor | GridDatabase::removeFromDatabase doesn't actually set the object to NULL after deleting |
| 23:21:04 | raptor | If I do that, what are the consequences? |
| 23:21:26 | Watusimoto | what do you want to set to NULL? |
| 23:21:32 | raptor | why? |
| 23:21:56 | raptor | griddb.cpp:253 |
| 23:22:06 | raptor | gridDB.cpp |
| 23:22:28 | Watusimoto | because there is no point |
| 23:22:51 | raptor | in my case, removeFromDatabase is being called, but there's a dangling pointer to the object in the zone lists |
| 23:23:00 | Watusimoto | if you set object to NULL, then object would point to NULL for an instant before it dropped from scope |
| 23:23:00 | raptor | If i set that to NULL, I could do a NULL check |
| 23:23:13 | raptor | when building the zone lists |
| 23:23:30 | raptor | dangling pointers are the issue |
| 23:23:32 | Watusimoto | only if your check occurs between setting it to NULL and it disappearing from scope an instnat later |
| 23:23:46 | Watusimoto | think about what is happening |
| 23:24:01 | Watusimoto | you call removeFromDatabase and pass a pointer to an address in memory |
| 23:24:08 | Watusimoto | that address is stored in object |
| 23:24:17 | Watusimoto | at the end we delete that address |
| 23:24:22 | Watusimoto | the object points at junk |
| 23:24:39 | Watusimoto | then the function exits, and object disappears forever |
| 23:24:52 | raptor | so my dangling pointer will still be pointing to junk |
| 23:25:15 | Watusimoto | whatever else is pointing at that address will still be pointing at that address, regardless of what happens to object |
| 23:25:21 | raptor | yes |
| 23:25:30 | Watusimoto | so setting it to NULL will accomplish nothing |
| 23:25:34 | raptor | but if that address is NULL, I could do a check, right? |
| 23:25:40 | Watusimoto | no |
| 23:25:52 | Watusimoto | wait |
| 23:26:06 | Watusimoto | no |
| 23:26:20 | Watusimoto | because the system will mark that address as being available, and might write someting else there |
| 23:26:32 | raptor | ah |
| 23:26:34 | raptor | ok |
| 23:26:36 | Watusimoto | once you delete, you no longer own that address; you can't go writing stuff there |
| 23:26:55 | Watusimoto | unfortunately, anything else pointing to that address won't know that it is now junk |
| 23:27:04 | Watusimoto | enter the smart poitner! |
| 23:27:07 | raptor | then the only solution I can think of to my problem is to use a smart pointer in the griddb |
| 23:27:11 | raptor | heh |
| 23:27:19 | raptor | and that's what I'm hoping to avoid... |
| 23:27:20 | Watusimoto | there may be other ways |
| 23:27:23 | raptor | for 019a |
| 23:27:38 | Watusimoto | maybe maybe you can use a smart pointer only on the ship |
| 23:27:41 | Watusimoto | maybe |
| 23:27:42 | Watusimoto | not sure |
| 23:27:53 | raptor | I just tried that - it's not working |
| 23:28:06 | Watusimoto | alternaively, you can intercept the removal and notify the ship |
| 23:28:17 | Watusimoto | and let the ship clean itself up |
| 23:28:49 | raptor | so, like a method in the Zone destructor? |
| 23:28:53 | Watusimoto | but maybe having database object inherit from a smart pointer might make the refactor less intense |
| 23:29:01 | raptor | calls ship::removeZoneFromLists or whatever |
| 23:29:27 | Watusimoto | yeah... just need to make sure that all call paths call that... it is a bit fragile |
| 23:29:34 | raptor | blech |
| 23:29:57 | Watusimoto | but |
| 23:30:20 | Watusimoto | you want the ship that is holding a pointer to a zone to start holding a NULL after the delete, right? |
| 23:30:46 | raptor | I could do a NULL check then |
| 23:31:03 | Watusimoto | maybe the ship shouldn't trakc its zone... maybe the database could do that instead |
| 23:31:25 | raptor | so the DB would track all ships and the zones they're in? |
| 23:31:33 | Watusimoto | or maybe make database object into a pseudo smart pointer would work |
| 23:31:36 | Watusimoto | maybe |
| 23:31:49 | Watusimoto | it is a database, after all |
| 23:33:18 | raptor | ok, just thougth of another possible solution |
| 23:33:43 | raptor | I extend lua_removeFromGame() to the Zone object, and have it clean up the ship zones from there |
| 23:33:48 | Watusimoto | the safeptr class is small... could be implemented or inherited in database object |
| 23:33:53 | Watusimoto | that solution would work as well |
| 23:34:23 | Watusimoto | or SafeObjectRef |
| 23:34:25 | raptor | that might be preferable to refactoring our database before 019a |
| 23:35:04 | Watusimoto | yes |
| 23:35:48 | raptor | ok,let me try that first - thanks for talking this over with me |
| 23:35:53 | raptor | I sure hate dangling pointers |
| 23:47:25 | sam686 | add to SavePtr class?: T& operator[](S32 i) const { return *static_cast<T*>(mObject); } |
| 23:47:37 | sam686 | would that solve the mac delete SafePtr problem? |
| 23:47:42 | raptor | let me try |
| 23:48:46 | sam686 | also does the delete boost:shared_ptr work fine on mac or does it have the same problem? |
| 23:49:01 | raptor | I'm not sure |
| 23:49:11 | | cabler has joined |
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| 23:50:38 | raptor | nope, that oeprator didn't work in SafePtr |
| 23:51:58 | raptor | same error |
| 23:52:36 | sam686 | boost::shared_ptr<BfObject> ptr1(new BfObject()); delete ptr1; well BOO, shared_ptr is even worse, that delete doesn't work for me (require get()) |
| 23:53:33 | sam686 | SafePtr<BfObject> ptr1(new BfObject()); delete ptr1; works for me, doesn't work on mac? |
| 23:54:16 | sam686 | This works: boost::shared_ptr<BfObject> ptr1(new BfObject()); delete &*ptr1; |
| 23:56:02 | sam686 | How about delete &*(this->innerVector[i]); on tnlVector.h line 269 ? will that solve mac vector deleteAndClear problem? |
| 23:58:06 | raptor | delete shared_ptr fails on OSX, too |
| 23:58:08 | raptor | that's horrible |
| 23:58:43 | raptor | be right back... |