00:16.58 | *** join/#bzflag infobot (ibot@c-174-52-60-165.hsd1.ut.comcast.net) |
00:16.58 | *** topic/#bzflag is https://BZFlag.org || https://www.openhub.net/p/bzflag || https://bzflag.org/help || Channel Logs: http://infobot.rikers.org/%23bzflag/ || Current version: 2.4.18 || New shiny website! https://forums.bzflag.org/viewtopic.php?f=8&t=20201 |
00:16.58 | *** mode/#bzflag [+v infobot] by ChanServ |
01:12.03 | *** join/#bzflag Sgeo__ (~Sgeo@ool-18b98455.dyn.optonline.net) |
01:18.03 | *** join/#bzflag Sgeo_ (~Sgeo@ool-18b98455.dyn.optonline.net) |
08:29.07 | *** join/#bzflag Sgeo__ (~Sgeo@ool-18b98455.dyn.optonline.net) |
08:38.33 | *** join/#bzflag Sgeo_ (~Sgeo@ool-18b98455.dyn.optonline.net) |
09:25.34 | *** join/#bzflag Sgeo_ (~Sgeo@ool-18b98455.dyn.optonline.net) |
10:06.21 | *** join/#bzflag spldart (~james@2601:2c5:c600:2365::494a) |
10:06.21 | *** join/#bzflag spldart (~james@bzflag/contributor/spldart) |
10:06.21 | *** mode/#bzflag [+v spldart] by ChanServ |
10:22.06 | *** join/#bzflag Sgeo__ (~Sgeo@ool-18b98455.dyn.optonline.net) |
12:57.18 | tupone | blast007: did you have stencil enabled ? (Just to focus on the code) |
14:20.33 | *** join/#bzflag cods (~fred@tuxee.net) |
15:01.14 | blast007 | I can't recall. I'll check when I get home. |
17:41.36 | *** join/#bzflag I_Died_Once (~I_Died_On@unaffiliated/idiedonce/x-1828535) |
18:03.28 | *** join/#bzflag Samson1 (~Samson1@cpc148898-sgyl44-2-0-cust88.18-2.cable.virginm.net) |
18:05.47 | Samson1 | Hello, I'm trying to use a custom shock.wav file but it's not sounding. I've checked it's the same length but still nothing. Can anyone help? |
18:06.28 | blast007 | needs to be the same .wav encoding |
18:07.05 | Samson1 | Ah, okay. |
18:07.10 | Samson1 | Thanks. |
18:08.18 | blast007 | I was thinking there's somewhere that we describe what it needs to be.. let me see if I can find that info |
18:08.28 | Samson1 | Thanks. |
18:10.28 | blast007 | can't see to locate it, but try PCM audio, 16-bit, 22050 Hz sample rate |
18:10.42 | Samson1 | Okay, thanks! |
18:28.15 | tupone | shock.wav: RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, stereo 22050 Hz |
18:30.18 | The_Noah | If that isn't documented anywhere (although I think it is) it should be. |
18:36.16 | *** join/#bzflag dngor (abuse@c-73-244-0-31.hsd1.fl.comcast.net) |
18:36.16 | *** join/#bzflag dngor (abuse@p3m/dngor) |
18:55.55 | tupone | blast007: macsforme: Fixed the lighting. I needed to clamp color between 0 and 1 :) |
19:00.36 | The_Noah | tupone: if you need anyone else testing the new OpenGL stuff I would be happy to help, just let me know. |
19:12.35 | tupone | great. I need testing. |
19:13.17 | tupone | Visual and performance |
19:14.28 | The_Noah | Is this the correct repo? https://github.com/atupone/bzflag/tree/GL2.0 |
19:14.33 | tupone | yep |
19:14.37 | The_Noah | Okay. |
19:18.31 | The_Noah | Should I do Debug or Release build for testing? |
19:19.53 | tupone | release should be ok |
19:21.08 | The_Noah | Okay. |
19:22.30 | The_Noah | Where do I get glm? |
19:25.03 | tupone | what OS ? |
19:25.10 | The_Noah | Windows 10 |
19:25.24 | tupone | I don't know how to build there :/ |
19:25.35 | tupone | https://glm.g-truc.net/0.9.9/index.html |
19:25.40 | tupone | that is glm. |
19:25.54 | tupone | But windows build I don't know how it work |
19:26.30 | The_Noah | Okay. |
19:39.21 | The_Noah | Did you remove the medium and low tank models? |
19:41.27 | blast007 | The_Noah: you could just dump the 'glm' directory into our include/ directory and it should find it |
19:41.52 | The_Noah | Ya I did that and it works. |
19:41.58 | blast007 | yay :) |
19:42.19 | The_Noah | The medium and low tank models are still in the VS project. |
19:42.46 | tupone | The_Noah: I removed it |
19:42.59 | blast007 | The_Noah: yeah, you'll need to fix some stuff like that as tupone is gonna be on linux |
19:43.08 | The_Noah | Okay. |
19:43.31 | blast007 | I suppose this is where macsforme should come in and say "premake would solve that" ;) |
19:43.44 | The_Noah | Yup :) |
19:44.02 | The_Noah | So... I get this and I have clue what it means other then my build is completely broken. https://pastebin.com/wMSpFtNS |
19:44.43 | blast007 | there's probably new files you need to add to the windows project |
19:44.56 | The_Noah | Oh ya... |
19:46.05 | blast007 | a good way to check for additions/removals would be looking at the Makefile.am files here: https://github.com/BZFlag-Dev/bzflag/compare/2.4...atupone:GL2.0 |
19:47.36 | The_Noah | Thank you. |
19:48.18 | tupone | The_Noah: if you happen to fix the build on windows you can change my tree so when I eventually merge with the mai ntree is all ok |
19:48.41 | The_Noah | Okay. |
19:49.36 | tupone | when you are ready just ask |
19:49.57 | tupone | VBO_Handler.h and VBO_Handler.cxx you need |
19:50.40 | tupone | these should fix the majority of the warning |
19:54.20 | tupone | blast007: you read that I fixed it for glm-0.9.8 ? And maybe now is faster as I use an almost empty shader for shadow |
19:55.13 | blast007 | yeah, I will try it again with the Debian Stretch packaged glm |
19:56.44 | The_Noah | Where does the VS projects include stuff from 'include'? is it just directly in each project? |
19:56.55 | blast007 | I have a variety of system at home that I could try on. nVidia 1660 and 980 Ti, AMD Radeon 2400 XT and some HD 3000 or 4000 card, older Intel 4500MHD in my X200 |
19:57.52 | blast007 | The_Noah: you mean where in the project settings does it define where includes should be found? |
19:58.08 | The_Noah | I think so? |
19:59.10 | blast007 | I guess I'll flip the question around. What are you trying to do that would be helped with that info? |
20:00.18 | tupone | well, I add VBO_Handler.h in the Makefile.am but it is only for packaging |
20:00.24 | The_Noah | So there are some new files in the include folder, however I can't figure out how to add them like the other files in the include folder are. |
20:00.35 | tupone | don't need |
20:00.52 | The_Noah | Oh, okay. |
20:01.21 | The_Noah | Ah I see. I'm still new to how compiling C/C++ programs work. |
20:02.04 | The_Noah | src\geometry\vbo_handler.cxx(17): fatal error C1083: Cannot open include file: 'execinfo.h': No such file or directory - is 'execinfo.h' another file you added or something else? |
20:02.32 | tupone | no |
20:02.42 | tupone | Don't know where it come from |
20:04.50 | blast007 | The_Noah: try just commenting out that #include and see if it builds |
20:05.11 | The_Noah | "This header is Linux specific" - https://stackoverflow.com/questions/28680323/the-execinfo-h-header-file-does-not-exist |
20:05.25 | tupone | glibc :) |
20:05.40 | The_Noah | Is that another thing I need to download? |
20:06.10 | The_Noah | If I comment it out I get "'backtrace': identifier not found" and "'backtrace_symbols': identifier not found" |
20:06.14 | tupone | diagnostic |
20:06.18 | tupone | remove it |
20:06.27 | The_Noah | Okay. |
20:06.30 | tupone | trace_and_abort |
20:06.37 | The_Noah | ? |
20:06.43 | The_Noah | Oh ya. |
20:06.53 | tupone | leave only the abort |
20:07.19 | The_Noah | Yay that is fixed. |
20:09.00 | The_Noah | Does ogl/Shader.cxx need SDL? Because when I try to compile it it gives me an error but if I comment only it out is is completely fine. |
20:09.24 | tupone | you don't have libSDL ? |
20:09.34 | The_Noah | I believe I do. |
20:09.43 | The_Noah | But commenting it out doesn't break anything. |
20:10.12 | tupone | ok. Maybe there is a better include of libsdl in some headers |
20:10.23 | The_Noah | And I get this warning, but it still compiles. glew32s.lib(glew.obj) : warning LNK4099: PDB 'glew_static.pdb' was not found with 'glew32s.lib(glew.obj)' or at 'bzflag-GL2.0\MSVC\build\bzflag_Win32_Release\glew_static.pdb'; linking object as if no debug info |
20:10.31 | The_Noah | Not sure if that means anything. |
20:11.30 | The_Noah | Do I need to download glew too because the DLL is missing in the final build. |
20:12.32 | tupone | If you already build bzflag 2.4 you should have glew too |
20:12.46 | tupone | it does not work without |
20:12.57 | blast007 | the latest bzflag-dependencies (2.4 branch) should have glew |
20:13.21 | The_Noah | Hmm I do have it but there is no DLL output of it. |
20:15.02 | The_Noah | Well this is strange. When I open the EXE I get a popup saying that it couldn't find glew32.dll, but in other builds there is no glew32.dll and it works just fine. |
20:21.52 | The_Noah | Well I copied a prebuild glew32.dll and now it doesn't give me that popup, but when I run it nothing happens. If I run it from VS I get a popup with "No fonts found (the -directory option may help). Exiting" |
20:22.52 | tupone | don't know how to help :/ |
20:22.57 | blast007 | rebuild the dependencies because it should generate the glew dll |
20:23.03 | The_Noah | That's fine, I will figure it out. |
20:23.08 | The_Noah | Okay. |
20:23.46 | blast007 | or wait about an hour and I can just build and zip the dependencies |
20:24.58 | blast007 | oh, you could try this: https://github.com/BZFlag-Dev/bzflag-dependencies/releases/download/v2.4.16/bzflag-dependencies-2.4.16-VC15-x86.7z |
20:29.15 | BZNotify | bzflag: 03atupone 11synchronized pull request #148 "Use of Vertex Buffer Objects instead of Client Arrays" (06https://git.io/vhCKr) |
20:31.09 | tupone | Ok. I fixed in the tree VBO_Handler and Shader, for Windows build. And go to bed |
20:36.55 | The_Noah | I rebuilt the deps, and still no glew32.dll and even if I add a prebuilt one I still get no window or anything. |
20:37.31 | The_Noah | Even that link with the built stuff doesn't have glew32.dll. |
20:38.13 | The_Noah | Not even my official install of BZFlag has glew32.dll, so I don't know why it thinks it needs it. |
20:47.56 | blast007 | maybe it doesn't build a .dll since it's only used by the client.. might just staticly link it there |
20:48.30 | blast007 | yeah, looks like a static build |
20:50.49 | The_Noah | So why does it think it needs a DLL? |
20:52.59 | The_Noah | Wait, glew is built into a DLL in MSVC\build\bzflag_Win32_Release |
20:56.45 | blast007 | build a fresh set of dependencies and make sure the environment variable is pointed to where they are located |
20:56.57 | blast007 | BZ_DEPS or whatever it's called |
20:59.54 | The_Noah | I have. |
21:00.41 | The_Noah | Everything builds fine, but when I go to run it it's just a invisible window for a second then closes. |
21:06.32 | blast007 | does it work when you build the normal bzflag client? maybe it's just some GL 2.0 setup stuff on Windows that isn't working |
21:12.59 | The_Noah | It did last time I tried (sometime this year) |
21:13.38 | blast007 | let me try it here |
21:14.55 | The_Noah | Okay. |
21:35.02 | *** join/#bzflag Boombala (~Boom@107.173.140.115) |
21:46.58 | blast007 | The_Noah: were you getting any error box? |
21:47.11 | The_Noah | For glew missing? |
21:47.40 | blast007 | other than that, which you shouldn't be getting anyway |
21:47.47 | blast007 | (since we don't use a DLL version of glew) |
21:48.13 | The_Noah | The only other error box was from the data folder not being found since it isn't copied on build. |
21:48.35 | blast007 | getting a 'glsl file for shader playing not found' here |
21:50.29 | The_Noah | Did you add all of the new files to the projects? |
21:51.50 | blast007 | it builds fine. that's a runtime error. |
21:51.57 | The_Noah | Oh. |
21:53.03 | The_Noah | I just did a build of 2.4 (some time from May) and it starts fine. |
21:54.11 | blast007 | seems it's finding the file, but failing to compile the shader |
21:54.26 | The_Noah | Does BZFlag then crash? |
21:54.32 | blast007 | no, just exists |
21:54.40 | The_Noah | Do you ever get the window? |
21:54.51 | blast007 | it flashes up for a second then goes to the error box |
21:55.08 | The_Noah | Strange, I don't get an error box. |
21:55.32 | blast007 | are you able to press F12 to close the client even though it's a black screen? |
21:55.35 | The_Noah | Did you do fullbuild or bzflag? |
21:55.53 | The_Noah | It's not black, it's transparent/void/idk. |
21:55.59 | The_Noah | And it closes itself after a second. |
21:56.42 | blast007 | I just did bzflag |
21:56.57 | The_Noah | Same here. |
21:57.28 | blast007 | I am doing a debug build, but I had to tweak a lot of double/float/int conversions to get it to build without warnings |
21:57.34 | blast007 | are you doing a release build? |
21:57.46 | The_Noah | Ya, release. |
21:57.52 | blast007 | I'll try that |
22:02.28 | blast007 | with a release build it just fails on the HUD shader :) |
22:12.07 | blast007 | https://gist.github.com/blast007/937412bb981e1eae67d2b61f097da35d |
22:13.05 | blast007 | The_Noah: if you have git bash, run bzflag from bash and you should get stdout/stderr output then |
22:13.15 | The_Noah | Okay. |
22:15.42 | The_Noah | Okay something on my PC is broken. |
22:16.27 | The_Noah | If I double-click the EXE, same issue. If I run it from Git Bash, it works, but is an older version with my custom textures which are not with the GL2.0 version. |
22:16.46 | The_Noah | Oh, I bet it is getting it from PATH. |
22:17.04 | The_Noah | Ya, when I run ./bzflag.exe I get "Segmentation fault" |
22:18.15 | The_Noah | Same if I do a Debug build. |
22:19.08 | The_Noah | I have to go for probably the rest of the day, but I will be around tomorrow. |
22:19.58 | blast007 | not getting a segfault here. tomorrow you might want to try with a clean clone and apply the patch from my gist. |
22:21.15 | blast007 | is the output "Segmentation fault" even a Windows thing? |
22:30.01 | The_Noah | I have no clue. |
23:42.04 | *** join/#bzflag guest930 (b51f99e6@181.31.153.230) |