#bitfighter IRC Log

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IRC Log for 2014-09-02

Timestamps are in GMT/BST.

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11:09:08raptorgood morning!
11:23:10kodamorning
11:45:00Watusimoto has joined
12:25:36raptora day of debugging SQL!
12:25:42raptorwhat a great way to start the week!
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13:16:03Watusimotohi
13:16:20raptorhello
13:16:34WatusimotoI got a homework assignment from one of my prospective employers
13:16:48raptorchoose 'b' !
13:16:49WatusimotoI'm writing it in C++ CLI, which is a very weird C++ variant
13:17:13Watusimotoit is unmanaged C++ mixed with memory managed .NET code
13:17:22raptoroh man
13:17:28raptorthat sounds like a chimera
13:17:31Watusimotoit introduces a new type of pointer
13:18:01WatusimotoSystem::String^ newString = gcnew System::String("Hello!");
13:18:02raptorsounds like something akin to Apple's ObjC++
13:18:10Watusimotoyes, probably
13:18:22raptorthe ^ pointer!
13:18:27Watusimotoso you use ^ and % to reference/deref managed pointers
13:18:29raptorfor rabbits!
13:18:36raptoroh fun
13:18:37kodathe ^ is from pascal totally
13:18:49Watusimotois it? I used to know Pascal, but it's mostly gone now
13:18:52raptorthat's totally not confusing with exponent/modulo
13:18:58Watusimotototally not
13:19:07kodaWatusimoto: hedgewars engine is written in pascal :))
13:19:09WatusimotoNor are & and *
13:19:23raptorha
13:19:26Watusimotokoda: great! Surely not Turbo Pascal!
13:19:49raptorbut i take it * and & are still available, or no?
13:19:58Watusimotoyes, but you can't mix and match
13:20:10Watusimotoyou can't create a pointer to a managed object
13:20:11raptorok, that makes sense
13:20:21raptorthis can't possibly be portable code...
13:20:29Watusimotosure it is
13:20:36Watusimotoyou can port it to any windows machine you like
13:20:42raptorhaha
13:21:04Watusimotoolder son started school today
13:21:14raptori start tomorrow!
13:21:21Watusimotomore classes?
13:21:29raptorjust one
13:21:31Watusimotoyou should learn .NET programming
13:21:33kodawith inheritance?
13:22:03Watusimotothat would be nice -- inherit the work you already did for the parent class, implement just one short assignment
13:22:03kodableah .net :(
13:22:42raptorthis game is entirely in c#: http://www.openra.net/
13:22:48raptorruns on the mono runtime
13:25:23Watusimotoso I need to decide which job (if either) to take -- the career-thematic, probably more interesting work, with (probably) lower pay and less vacation, or the one with very boring work but well paying and with total flexibility (i.e. 3 months of vacation are no problem) job
13:26:01raptorit depends on how much you define yourself by your job
13:26:25kodaWatusimoto: have you got any experience with objc/ios and java/android?
13:26:42Watusimotosadly, no mobile experience (yet)
13:26:51WatusimotoI don't even have a smart phone
13:26:57kodaWAT
13:27:03koda ragequits
13:27:10raptor agrees with that choice
13:27:16WatusimotoI only barely have a dumb phone -- I share it with my wife, and it's off 90% of the time
13:27:21koda:D
13:27:32kodaraptor: with ragequitting or not having a sp
13:27:33Watusimotoso almost the entire day I am without mobile connectivity
13:27:42raptori don't even have a dumbphone :)
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13:38:13sam686anyone going to fix the wiki bitfighter skin? http://bitfighter.org/wiki/index.php?title=Main_Page&useskin=bitfighter
13:46:52sam686what it looks like in chrome: http://sam6.25u.com/upload/bfwiki_problem.png
13:47:09sam686after disabling overflow-x (appears to fix) http://sam6.25u.com/upload/bfwiki_fix.png
13:54:45Watusimotohi sam686!!
13:55:33sam686hi
13:55:49raptorhi
13:56:19raptorthat overflow bit was added because the front page had a horizontal scrollbar
13:58:13sam686also, the home page or other non-wiki non-phpbb page have a problem when width of web browser window goes tiny or smaller thwn width of 400..
13:58:56kodasam686: \o/
13:59:08kodasam686: now with twice as many registers as sam386
13:59:09raptorhaha, content disappears to the left
13:59:14sam686we can make wiki localsettings.php default to bitfighter skin
13:59:37raptorI think watusimoto was working on that last - is it ready for prime time?
14:00:12sam686make use of chrome developer tools, it helps working with web page and styles
14:01:15raptoryes, i use the firefox developer tools
14:12:21sam686http://sam6.25u.com/upload/text1409/140902_13-11-11.txt perhaps that will fix seeing horizontal scroll with no overflow-x needed, also fix tiny width browser size
14:21:48raptormargin: 10px auto 50px auto;
14:21:52raptormight be better
14:22:01raptorit keeps top/bottom alignment
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14:31:32sam686you can actually keep the margin there, while removing left: 50% and adding width, margin-left, margin-right
14:32:01Nothing_Muchcurious, OpenGLES 2.0 is too different for an easy implementation, right?
14:32:23raptoritll be significant work
14:33:40sam686most opengl 4.0 hardware is backwords compatible all the way back to opengl 1.1
14:33:52sam686im not sure if the same is true for openGLES
14:34:48raptorGLES is the issue
14:34:50Watusimotoraptor, sam686: I have no pending changes for the website -- everything I've done is out there
14:35:00raptorwe have to do a lot of conversion to use shaders
14:35:12Watusimotoand raptor: that Level issue you found last night is not an issue for me; maybe I fixed it on my local code
14:35:22raptorok
14:35:31raptorwell, when ever you push next, then we can test Opus :)
14:35:55WatusimotoI can push what I have, but it doesn't fix walls in the game
14:36:04Watusimotoi.e. engr items don't mount, can fly through polywalls
14:36:12Watusimotothose are the two outstanding issues
14:36:18Watusimotovery vexing
14:36:20raptorthat's what i have now
14:36:24raptori think it's a const issue...
14:36:29Watusimotobut no errors
14:36:41Watusimotoi.e. no asserts, no crashes, etc.
14:36:57raptoryep, just like what i've experienced in the past
14:37:22raptorthe fix is to tediously go through all the message signatures and verify they match
14:40:37raptorwhich I can probably do, once you commit/push
15:19:14Watusimotook, I'll do that soon
15:36:23raptorok sam686, i fixed it. does it work OK now?
15:36:30raptoralso, you can change the default skin in the wiki
15:47:39BFLogBot Commit: 16d9b59bc8 | Author: watusimoto | Message: Whitespace
15:47:40BFLogBot Commit: 9435405650 | Author: watusimoto | Message: Remove weirdness
15:47:42BFLogBot Commit: f318b6fb68 | Author: watusimoto | Message: Map out where things need to happen to fix outstanding Level issues
15:47:43BFLogBot Commit: 2406621583 | Author: watusimoto | Message: Comment
15:47:45BFLogBot Commit: 5d3d7cc5b8 | Author: watusimoto | Message: Make method const
15:47:46BFLogBot Commit: 3136878447 | Author: watusimoto | Message: Comments and whitespace
15:47:48BFLogBot Commit: 273246cd3a | Author: watusimoto | Message: Checkpoint -- fixes editor crash, paves way for fixing outstanding Level refactor issues.
15:47:49BFLogBot Commit: 85e546ae77 | Author: watusimoto | Message: Merge
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16:00:08raptorWatusimoto: is that the commit i'm looking for?
16:00:25WatusimotoI hope so -- it's all I got
16:01:07raptorwas the merge ok?
16:01:12raptormerge work, i mean
16:08:05Watusimotoyes
16:08:07Watusimotoeasy
16:08:12raptorok good
16:08:17raptorand it built!
16:08:49raptorstill get the crash
16:09:15raptorhttp://pastie.org/pastes/9522320/text
16:09:27raptori do a bitfighter -dedicated, then attempt to connect to it with a client
16:14:08raptorWatusimoto: is mLevel ever actually instantiated?
16:14:39raptorboost::shared_ptr<Level> mLevel; is declard int he header, but i don't see a mLevel = boost::shared_ptr<Level>(new Level());
16:16:38raptorI see setLevel in ServerGame and ClientGame, but only CLientGame has the Level actually set...
16:18:07raptoryeah, ServerGame::setLevel is called from nowhere
16:20:28sam686I found that a gcc compiler option -flto together with the usual -O2 or -Os does reduce compiled binary size (after strip), same goes with mingw
16:20:45sam686i haven't tried using -flto on bitfighter though..
16:21:20sam686it may slow down linker by a lot but does remove more unused code reducing binary size.
16:24:14raptoronly for gcc platforms?
16:25:10sam686-flto = link time optimization, windows visual C++ already have something similar back on visual c++ 2005?
16:27:32sam686windows visual C++ calls it "Whole program optimization" which I think is already enabled in our windows bitfighter project
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16:37:16raptorwow, linking sure takes a long time with that...
16:40:11raptorstill linking...
16:40:41raptorand it failed! with boost linking errors
16:41:07sam686i guess gcc have a whole lot more to optimize when using link time optimization
16:42:06sam686I only used it on my small project contaiming 10 cpp files and mingw cut the size from 160 mb (without -flto) down to 92 mb (with -flto)
16:42:30sam686windows vc++ was only able to go down to 136 mb
16:43:19sam686oops, thats in kb, not mb
16:50:04Watusimotoraptor: yes, it's instantiated several places
16:50:52WatusimotoServerGame::loadLevel()
16:51:30Watusimotooops, not there
16:52:02Watusimotoinside xxxLevelSource::getLevel()
16:52:09WatusimotoFileListLevelSource::getLevel()
16:52:23WatusimotoMultiLevelSource::getLevel()
16:52:33WatusimotoStringLevelSource::getLevel()
16:52:38raptorok
16:52:44Watusimotoand in the editor
16:52:46raptormaybe it's a clientside error
16:52:48Watusimotolook for StringLevelSource::getLevel()
16:53:00Watusimotoargh!
16:53:01WatusimotoLevel *level = new Level();
16:53:42raptorheh ok
16:53:49Watusimotolevels all come from the levelsources, except in the editor, and that needs to change
16:53:54raptormaybe the mLevel isn't available yet
16:54:15Watusimotowhere/when?
16:54:19raptorlike it's not really loaded before Game::computeWorldObjectExtents is called
16:54:23raptorsee: http://pastie.org/pastes/9522320/text
16:54:26Watusimotocan you reproduce the error?
16:54:30raptorevery time
16:54:36raptorclean compile
16:54:50raptorstart a bitfighter -dedicated, then attempt to connect to it via client
16:54:59raptorboost assertion fail on mLevel
16:55:24Watusimotoon client, level gets set in ClientGame::setLevel()
16:55:26Watusimotoonly
16:55:34Watusimotobut that should be called early on
16:55:46raptoryes, and i suspect that the call from idle() is just barely before that
16:57:37Watusimotooh, also in ClientGame::onGameStarting()
17:03:38Watusimotointeresting
17:03:51WatusimotoclientGame does idle before onGameStarting
17:05:33WatusimotoI'll fix by uncommenting line 71 in ClientGame constructor
17:05:42WatusimotoI don't know why that doesn't crash for me
17:06:46raptorhuh, ok
17:07:05raptorside note: should we be computing the world extends every tick?
17:07:37Watusimotonot in a closed level
17:07:48Watusimotobut in an open one, the universe could be ever-expanding
17:07:55Watusimotoso... not sure
17:08:06Watusimotobut I think we need a major refactor here
17:08:22WatusimotoI think clientgame should no longer be the main thing that runs on the client
17:08:40Watusimotorather, it should be ui manager, and clientgame should only exist when there is an actual game going on
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17:09:57WatusimotoI have no appetite for that, at the moment
17:10:35BFLogBot Commit: 867d8f9687 | Author: watusimoto | Message: Fix null level crash on Linux
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17:13:12raptortesting..
17:13:38raptorso far 020 is looking big!: LuaJIT Win64
17:13:54raptorand nothing the end-user will notice!
17:14:43raptorverified fixed
17:14:44raptorthanks
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19:59:15raptorhome again home again jiggety jig
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21:15:46raptor_win64ok, new opus build: http://sam6.25u.com/upload/bitfighter-win64-opus.7z
21:15:58raptor_win64but i have to go. i'll be back in about 2.5 hours
21:16:02raptor_win64later
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23:38:10ChanServ sets mode +o
23:38:24raptorgood evening!
23:50:03raptorWatusimoto: do you have time to give the voice chat another go?

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