#bitfighter IRC Log

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IRC Log for 2014-10-16

Timestamps are in GMT/BST.

00:00:01sam686powerpc mac compiler and maybe 32-bit x86 don't support c++11
00:00:21Watusimotook
00:00:50sam686linux gcc allows disabling c++11 extensions im not sure if thats true on visual c++ 2013
00:02:20raptorOSX 10.6 doesn't support c++11
00:03:03raptoroh
00:03:09raptorthis release we can do a win64 build!
00:03:19raptorexcept... I'm not sure about the updater
00:04:28sam68664 bit windows build can start other win32/64 programs, but the updator might end up downloading 32 bit update instead of 64 bit..
00:04:52raptorwe have it hit a PHP file, so we can alter the response
00:06:09raptornow i just need to figure out a 64bit signature...
00:06:21raptorin the user agent maybe?
00:06:54raptoroh wait...
00:07:00raptorwhere did our getDownloadUrl.php go??
00:08:12sam686bitfighter (32 bit or 64 bit) runs bfup.exe, bfup.exe access bitfighter.org / some update checking php
00:12:02sam686http://bitfighter.org/wiki/index.php/Building_Bitfighter is a bit outdated, mostly the linux part with a broken "Shortcut" link
00:12:02fordcarsHmm, using the second argument of a GoalZone LoadoutZone constructor in Lua to set the team, well, doesn't do anything and sets the object to neutral. When you don't have this argument, it'll crash saying it needs more arguments, so you have have to have the team in the constructor and use setTeam() after
00:13:32raptorfordcars: can you please write that in the forum bugs thread?
00:13:51fordcarsSure
00:15:09raptoroh yay, i found the php
00:15:28raptorold one from 017b, but it's still has most of my modifications
00:24:21raptorok, OSX updates are broken now..
00:24:23raptorsigh
00:24:56sam686zap/main.cpp line 647 might be of interest on how to differentiate between 32 bit and 64 bit builds: use (itos(buildVersion) + "_64bit").c_str() and #ifdef (see tnl/tnlTypes.h)
00:25:17sam686(for windows builds)
00:28:07raptorhmmm... do we need to adjust TNL to handle win64 better?
00:33:29raptori wonder what user agent GUP uses
00:33:48raptorand can it even compile/work on win64?
00:34:10Watusimoto Quit (Ping timeout: 255 seconds)
00:36:53raptorlooks like the XML is invalid for the updater
00:36:58sam686bfup.exe could remain at 32 bit if you wish, im pretty sure all 64 bit windows still runs most 32 bit programs.. maybe at first future windows might soon require 64 bit cpu but still allows running 32 bit programs
00:37:12raptorwindows 10 is coming out soon - it will not have 32bit
00:37:51sam686windows 7 32 bit could still run 16 bit programs (64 but does not run 16 bit)
00:38:05raptoroh really?
00:38:08raptori didn't know that...
00:38:10sam686]yes
00:38:23sam686but 64 bit version of windows will not run 16 bit, 32 bit does
00:39:20sam686and of sourse windows 95 is probably the first that requies 32 bit cpu - 16 bit cpu not supported
00:39:55sam686and here windows 7 (32 bit only) still could run 16 bit programs
00:41:00sam686linux is a different story, 99% of binary have source code so they could easily make everything compile at specific cpu
00:53:36raptorour bfup system is broke somehow...
00:53:47raptornot sure why the XML says it's bad
00:54:07raptorand compiling the new stuff doesn't look for the proper uRL
00:54:16raptorand now i'm getting sleepy so good night!
00:55:32fordcarsNight!
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13:49:39BFLogBot Commit: ffae2cf31b | Author: buckyballreaction | Message: Fix GoalZone/LoadoutZone Lua constructors
13:49:40BFLogBot Commit: 173f2ab5e4 | Author: buckyballreaction | Message: Fix a number of stack-index related bugs in the constructors of various game objects
13:49:42BFLogBot Commit: 3952dd1cbb | Author: buckyballreaction | Message: Add note about Lua getRandomNumber requiring parameters that are greather than or equal to zero
13:55:47BFLogBot Commit: bb460de082 | Author: buckyballreaction | Message: Fix minor error in Lua doc of getRandomNumber
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14:03:06BFLogBot Commit: c8408674a6 | Author: buckyballreaction | Message: Add query param to GUP updater request if we're on Win64
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15:07:09raptorgood day!
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16:29:12watusimotohello
16:33:01raptorhello
16:33:39raptorI'm looking into compiling bfup for win64... but it looks like lots has changed since what was released for 019. Do you remember the extent of your changes to bfup?
16:35:08watusimotoI don't recall exactly what I did, but I think it was relatively minor. Is there any reason why we want to go 64 bit? And if so, any reason we can't just use our existing source? What do you mean by "lots has changed"? You mean in gup (where I stole code from)?
16:35:20raptoryes
16:35:32raptorlooks like the gup xml does not have bitfighter info in it...
16:36:41raptorI'm shooting for a win64 release because... windows 10 is not going to be released for 32bit and will probably be dropping full 32bit support (may have partial support, whatever that means)
16:36:47watusimotowhere did you find the gup sources?
16:36:58raptorin the 'updater' directory in our tree
16:36:58watusimotosourceforge?
16:37:08watusimotooh wait, now I am confused
16:37:10raptorno, just what's in our tree
16:37:24watusimotogup in SF hasn't changed since 2010
16:37:55watusimotook, so is there a problem with compiling our source 64 bit?
16:38:45raptorjust that I want to do it, but I don't find bitfighter customizations in the XML source in the 'updater' folder
16:40:17watusimotook, obviously not using bfup.xml
16:40:33raptorthere were source updates put here within ~2 years: http://svn.tuxfamily.org/viewvc.cgi/gup_trunk/
16:41:33raptorit looks like you added source updates to our tree back in Jan/Feb
16:42:54watusimotoLook here
16:42:55watusimotohttps://code.google.com/p/bitfighter/source/browse/#hg%2Fbuild%2Fwindows%2Finstaller%2Fupdater
16:43:09watusimotothere's our bfup.xml file
16:43:14raptorah ha!
16:43:39watusimotoah, I see
16:43:47watusimotoso we compile and build from the updater source
16:44:00watusimotothen copy the final exe into the install folder
16:44:11watusimotoand its only there that the xml file matters
16:44:25raptorok, now i know what to look for... thanks!
16:44:32watusimotothe copy in the original location is never used, or perhaps only good for testing
16:44:47raptoryep, winmain.cpp even points to bfup.xml
16:45:02watusimotoso if we go 64 bit, we'll probably need new libcur.dll
16:45:06watusimotolibcurl.dll
16:45:36raptori can do that - I have considerable experience compiling libraries on various systems now... thanks to bitfighter :)
16:45:49watusimotomaybe both if we continue to build a 32 bit version
16:46:10watusimotofeel free to rearrange things if you think you can make it less confusing
16:46:29raptori was thinking of integrating bfup into CMake for windows only
16:46:39watusimotoyes, that would make sense
16:46:54watusimotocan we do a full windows release build from the cmd line?
16:46:58watusimotowith cmake?
16:47:22raptoralmost - we have to integrate bfup and probably nsis, still
16:47:39raptorbut otherwise, a full build with mingw/gcc is already possible
16:47:54watusimotoon windows?
16:47:57raptoryes
16:48:00watusimotohuh
16:48:27watusimotoso we (I) develop in vcc, but do the release builds with gcc
16:49:12raptorwe could, but i 'm not sure of the state of gcc-based builds on windows. I suspect they force you to include the entire libstdc++ becasue of licensing issues
16:49:21raptorso that would make them much, much bigger
16:49:36watusimotook, can we do cmd line cmake building with vcc?
16:50:13raptoryes-ish... it's been a while since i've done it, though. I think you have to set up a special shell with lots of ENV variables set
16:50:34watusimotoah, ok
16:50:37watusimotowell, nevermind
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17:33:51raptoryay another major web bug! POODLE SSL protocol insecurity
18:11:56raptorI suppose it's good SSL 3.0 will be retired...
18:12:05raptorit's been a long time coming
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18:25:52watusimotopoodles are cute!
18:26:10raptorthey're like white footballs with legs!
18:26:57watusimotowith a buggy ssl implementation
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18:44:05raptorso many of my coworkers are gone this week... I think several are hunting
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23:40:09raptorgood evening
23:40:19raptoron to 64bit compile of GUP!
23:46:57raptorsam686 / Watusimoto: I have an odd issue I can't seem to solve -
23:47:24raptorsince moving to luajit, if you run a bad Lua script that throws a c++ exception, the exception string is never printed out
23:47:39raptorso if you do something like: local a = nil a.hello()
23:47:41Watusimoto Quit (Remote host closed the connection)
23:48:38raptoroops wrong exception
23:48:47raptorwrong example
23:49:32raptorthis does it: o = SpeedZone.new("hello")
23:50:13raptorsince that is calling a constructor with a bad argument in c++, it throws a LuaException with the exception string... but the string doesn't get printed out for some reason

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