IRC log for #bzflag on 20190716

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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
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12:57.18tuponeblast007: did you have stencil enabled ? (Just to focus on the code)
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15:01.14blast007I can't recall.  I'll check when I get home.
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18:05.47Samson1Hello, 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?
18:06.28blast007needs to be the same .wav encoding
18:07.05Samson1Ah, okay.
18:07.10Samson1Thanks.
18:08.18blast007I was thinking there's somewhere that we describe what it needs to be.. let me see if I can find that info
18:08.28Samson1Thanks.
18:10.28blast007can't see to locate it, but try PCM audio, 16-bit, 22050 Hz sample rate
18:10.42Samson1Okay, thanks!
18:28.15tuponeshock.wav: RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, stereo 22050 Hz
18:30.18The_NoahIf that isn't documented anywhere (although I think it is) it should be.
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18:55.55tuponeblast007: macsforme: Fixed the lighting. I needed to clamp color between 0 and 1 :)
19:00.36The_Noahtupone: if you need anyone else testing the new OpenGL stuff I would be happy to help, just let me know.
19:12.35tuponegreat. I need testing.
19:13.17tuponeVisual and performance
19:14.28The_NoahIs this the correct repo? https://github.com/atupone/bzflag/tree/GL2.0
19:14.33tuponeyep
19:14.37The_NoahOkay.
19:18.31The_NoahShould I do Debug or Release build for testing?
19:19.53tuponerelease should be ok
19:21.08The_NoahOkay.
19:22.30The_NoahWhere do I get glm?
19:25.03tuponewhat OS ?
19:25.10The_NoahWindows 10
19:25.24tuponeI don't know how to build there :/
19:25.35tuponehttps://glm.g-truc.net/0.9.9/index.html
19:25.40tuponethat is glm.
19:25.54tuponeBut windows build I don't know how it work
19:26.30The_NoahOkay.
19:39.21The_NoahDid you remove the medium and low tank models?
19:41.27blast007The_Noah: you could just dump the 'glm' directory into our include/ directory and it should find it
19:41.52The_NoahYa I did that and it works.
19:41.58blast007yay :)
19:42.19The_NoahThe medium and low tank models are still in the VS project.
19:42.46tuponeThe_Noah: I removed it
19:42.59blast007The_Noah: yeah, you'll need to fix some stuff like that as tupone is gonna be on linux
19:43.08The_NoahOkay.
19:43.31blast007I suppose this is where macsforme should come in and say "premake would solve that"  ;)
19:43.44The_NoahYup :)
19:44.02The_NoahSo... I get this and I have clue what it means other then my build is completely broken. https://pastebin.com/wMSpFtNS
19:44.43blast007there's probably new files you need to add to the windows project
19:44.56The_NoahOh ya...
19:46.05blast007a 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
19:47.36The_NoahThank you.
19:48.18tuponeThe_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
19:48.41The_NoahOkay.
19:49.36tuponewhen you are ready just ask
19:49.57tuponeVBO_Handler.h and VBO_Handler.cxx you need
19:50.40tuponethese should fix the majority of the warning
19:54.20tuponeblast007: 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
19:55.13blast007yeah, I will try it again with the Debian Stretch packaged glm
19:56.44The_NoahWhere does the VS projects include stuff from 'include'? is it just directly in each project?
19:56.55blast007I 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
19:57.52blast007The_Noah: you mean where in the project settings does it define where includes should be found?
19:58.08The_NoahI think so?
19:59.10blast007I guess I'll flip the question around.  What are you trying to do that would be helped with that info?
20:00.18tuponewell, I add VBO_Handler.h in the Makefile.am but it is only for packaging
20:00.24The_NoahSo 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.
20:00.35tuponedon't need
20:00.52The_NoahOh, okay.
20:01.21The_NoahAh I see. I'm still new to how compiling C/C++ programs work.
20:02.04The_Noahsrc\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?
20:02.32tuponeno
20:02.42tuponeDon't know where it come from
20:04.50blast007The_Noah: try just commenting out that #include and see if it builds
20:05.11The_Noah"This header is Linux specific" - https://stackoverflow.com/questions/28680323/the-execinfo-h-header-file-does-not-exist
20:05.25tuponeglibc :)
20:05.40The_NoahIs that another thing I need to download?
20:06.10The_NoahIf I comment it out I get "'backtrace': identifier not found" and "'backtrace_symbols': identifier not found"
20:06.14tuponediagnostic
20:06.18tuponeremove it
20:06.27The_NoahOkay.
20:06.30tuponetrace_and_abort
20:06.37The_Noah?
20:06.43The_NoahOh ya.
20:06.53tuponeleave only the abort
20:07.19The_NoahYay that is fixed.
20:09.00The_NoahDoes 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.
20:09.24tuponeyou don't have libSDL ?
20:09.34The_NoahI believe I do.
20:09.43The_NoahBut commenting it out doesn't break anything.
20:10.12tuponeok. Maybe there is a better include of libsdl in some headers
20:10.23The_NoahAnd 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
20:10.31The_NoahNot sure if that means anything.
20:11.30The_NoahDo I need to download glew too because the DLL is missing in the final build.
20:12.32tuponeIf you already build bzflag 2.4 you should have glew too
20:12.46tuponeit does not work without
20:12.57blast007the latest bzflag-dependencies (2.4 branch) should have glew
20:13.21The_NoahHmm I do have it but there is no DLL output of it.
20:15.02The_NoahWell 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.
20:21.52The_NoahWell 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"
20:22.52tuponedon't know how to help :/
20:22.57blast007rebuild the dependencies because it should generate the glew dll
20:23.03The_NoahThat's fine, I will figure it out.
20:23.08The_NoahOkay.
20:23.46blast007or wait about an hour and I can just build and zip the dependencies
20:24.58blast007oh, you could try this: https://github.com/BZFlag-Dev/bzflag-dependencies/releases/download/v2.4.16/bzflag-dependencies-2.4.16-VC15-x86.7z
20:29.15BZNotifybzflag: 03atupone 11synchronized pull request #148 "Use of Vertex Buffer Objects instead of Client Arrays" (06https://git.io/vhCKr)
20:31.09tuponeOk. I fixed in the tree VBO_Handler and Shader, for Windows build. And go to bed
20:36.55The_NoahI rebuilt the deps, and still no glew32.dll and even if I add a prebuilt one I still get no window or anything.
20:37.31The_NoahEven that link with the built stuff doesn't have glew32.dll.
20:38.13The_NoahNot even my official install of BZFlag has glew32.dll, so I don't know why it thinks it needs it.
20:47.56blast007maybe it doesn't build a .dll since it's only used by the client.. might just staticly link it there
20:48.30blast007yeah, looks like a static build
20:50.49The_NoahSo why does it think it needs a DLL?
20:52.59The_NoahWait, glew is built into a DLL in MSVC\build\bzflag_Win32_Release
20:56.45blast007build a fresh set of dependencies and make sure the environment variable is pointed to where they are located
20:56.57blast007BZ_DEPS or whatever it's called
20:59.54The_NoahI have.
21:00.41The_NoahEverything builds fine, but when I go to run it it's just a invisible window for a second then closes.
21:06.32blast007does 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
21:12.59The_NoahIt did last time I tried (sometime this year)
21:13.38blast007let me try it here
21:14.55The_NoahOkay.
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21:46.58blast007The_Noah: were you getting any error box?
21:47.11The_NoahFor glew missing?
21:47.40blast007other than that, which you shouldn't be getting anyway
21:47.47blast007(since we don't use a DLL version of glew)
21:48.13The_NoahThe only other error box was from the data folder not being found since it isn't copied on build.
21:48.35blast007getting a 'glsl file for shader playing not found' here
21:50.29The_NoahDid you add all of the new files to the projects?
21:51.50blast007it builds fine. that's a runtime error.
21:51.57The_NoahOh.
21:53.03The_NoahI just did a build of 2.4 (some time from May) and it starts fine.
21:54.11blast007seems it's finding the file, but failing to compile the shader
21:54.26The_NoahDoes BZFlag then crash?
21:54.32blast007no, just exists
21:54.40The_NoahDo you ever get the window?
21:54.51blast007it flashes up for a second then goes to the error box
21:55.08The_NoahStrange, I don't get an error box.
21:55.32blast007are you able to press F12 to close the client even though it's a black screen?
21:55.35The_NoahDid you do fullbuild or bzflag?
21:55.53The_NoahIt's not black, it's transparent/void/idk.
21:55.59The_NoahAnd it closes itself after a second.
21:56.42blast007I just did bzflag
21:56.57The_NoahSame here.
21:57.28blast007I am doing a debug build, but I had to tweak a lot of double/float/int conversions to get it to build without warnings
21:57.34blast007are you doing a release build?
21:57.46The_NoahYa, release.
21:57.52blast007I'll try that
22:02.28blast007with a release build it just fails on the HUD shader :)
22:12.07blast007https://gist.github.com/blast007/937412bb981e1eae67d2b61f097da35d
22:13.05blast007The_Noah: if you have git bash, run bzflag from bash and you should get stdout/stderr output then
22:13.15The_NoahOkay.
22:15.42The_NoahOkay something on my PC is broken.
22:16.27The_NoahIf 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.
22:16.46The_NoahOh, I bet it is getting it from PATH.
22:17.04The_NoahYa, when I run ./bzflag.exe I get "Segmentation fault"
22:18.15The_NoahSame if I do a Debug build.
22:19.08The_NoahI have to go for probably the rest of the day, but I will be around tomorrow.
22:19.58blast007not getting a segfault here.  tomorrow you might want to try with a clean clone and apply the patch from my gist.
22:21.15blast007is the output "Segmentation fault" even a Windows thing?
22:30.01The_NoahI have no clue.
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