00:01.01 | CBG | I'm thinking, have a mesh facing out of the base. Have it drivethrough at first so tanks can drive in and out. Once the team collect some flags, their base is "upgraded" and the mesh faces change so they are not drivethrough anymore. They can still drive out of their base, because the mesh face is facing out... but the enemy now can't drive into the base. :) |
00:01.58 | JeffM | I could get tricky and add team params to drive thru and shoot thru ;) |
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00:04.52 | CBG | That'd be even better! :D |
00:04.54 | CBG | JeffM: you da man. :) |
00:04.56 | CBG | ~JeffM++ |
00:05.12 | JeffM | have to turn it into a bitmask, but tha'ts not too bad |
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01:44.18 | Macrosoft|AFK | individual team object params? |
01:44.25 | Macrosoft|AFK | ~JeffM++ |
01:44.54 | CBG | Heck yeah. |
01:44.56 | CBG | ~JeffM++ |
01:44.59 | AAA_awright | Another useless addition for the bwc format, brought to you by (Sorry, I am just joking) |
01:45.22 | Macrosoft|AFK | ~AAA_awright-- |
01:45.40 | AAA_awright | Oh, come on |
01:46.32 | Macrosoft|AFK | i sense a wave of awesome maps coming out when the next release is done |
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01:48.42 | AAA_awright | I am inclined to say physics is the best thing that has happened to bzw, I don't know how much conditional physics will affect |
01:49.25 | A_Heart_Attack | has anyone every heard of a player who used to play about 3 years ago called "checkme" |
01:50.45 | Macrosoft|AFK | it would be nice to have physics that could be set to pull toward or push away from a certain (x, y, z) point in the map |
01:51.13 | CBG | Already possible... |
01:51.39 | Macrosoft|AFK | in 2.0.9? |
01:51.49 | Macrosoft|AFK | or 2.1? |
01:52.13 | L4m3r | in 2.0.9 with clever mapping |
01:52.24 | L4m3r | well, in two dimensions, anyway. Z is a bit tricky. |
01:52.26 | CBG | 2.0 |
01:52.29 | CBG | yeah |
01:52.47 | L4m3r | use your brain |
01:53.08 | L4m3r | it's not very difficult to change linear physics into radial physics ;) |
01:54.37 | Macrosoft|AFK | the phys always moves the tank in the same direction |
01:55.45 | Macrosoft|AFK | it direction of the force is always the same |
01:55.54 | Macrosoft|AFK | *the direction |
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01:57.35 | Macrosoft|AFK | that means i cant have a phys driver that pulls the tank towards one point in the map independent of which side of the phys the tank is on |
01:58.11 | Macrosoft|AFK | i would have to make phys drivers for different sides |
02:01.52 | CBG | Yes. |
02:02.08 | L4m3r | now get to work :P |
02:02.11 | CBG | But the end result you want is achievable. |
02:03.05 | Macrosoft|AFK | so theres no chance of there being a pull x, y, z parameter for phys anytime soon? |
02:03.27 | CBG | ~pw |
02:03.28 | ibot | extra, extra, read all about it, patches welcome is a common response by maintainers of Open Source products. It's roughly means "We don't have much time on our hands, so if you write that feature and send it to us we will likely roll it in. If you don't have the time to write it, we don't either. Stop asking for it." |
02:03.41 | L4m3r | 2.2 isn't "anytime soon", so no |
02:04.05 | Macrosoft|AFK | ~i gots no skilz |
02:04.06 | ibot | You gots no skilz? |
02:04.18 | L4m3r | Adding a radial value to the rotational physics attribute doesn't sound like a terrible idea, but it breaks protocol |
02:05.05 | Macrosoft|AFK | rotation? i was talking more like gravity |
02:05.44 | L4m3r | oh, 3D will probably not happen, ever |
02:05.48 | AAA_awright | I recall some maps having rotation, It was probably just lots of directional pie slices |
02:05.51 | Macrosoft|AFK | example make box at point 0, 0, 0. make phys drvr with pull 0, 0, 0. |
02:06.09 | Macrosoft|AFK | ...tanks get sucked toward box |
02:06.17 | AAA_awright | Friction would have to be set non-zero |
02:06.19 | L4m3r | AAA_awright: rotation is possible |
02:06.20 | Macrosoft|AFK | from any side of it |
02:06.49 | AAA_awright | Even when jumping, it accelerates to the point? |
02:06.51 | L4m3r | there's just no radial dimension to it... you can go around in circles, but not any closer or further from the center |
02:07.04 | CBG | Macrosoft|AFK: we know. It can be done now, with existing objects... |
02:07.26 | L4m3r | Macrosoft|AFK: physics currently work on surfaces only. Volumetric physics have been shot down, iirc. |
02:07.28 | Macrosoft|AFK | CBG: but not with just ONE phys drvr |
02:07.59 | L4m3r | the only way you get vertical physics is by bouncing the tank, or launching it downward off something (yes, this is possible) |
02:08.39 | L4m3r | gravitating tanks toward a point isn't gonna happen unless the tank is sitting on some surface |
02:09.04 | Macrosoft|AFK | :( |
02:09.29 | L4m3r | and in that case, you can slice up the surface and use linear physics, at least for the time being |
02:10.10 | Macrosoft|AFK | does linear phys work on drivethrough objects? |
02:10.16 | L4m3r | nope |
02:10.41 | L4m3r | physics works on surfaces, not in space. if you can't land on the surface, no physics. :P |
02:11.04 | L4m3r | though, iirc, death physics work on drivethrough objects, when you hit the surface |
02:11.06 | Macrosoft|AFK | so no BZAsteroids map anytime soon :p |
02:11.19 | Macrosoft|AFK | ...tanks in space |
02:11.28 | L4m3r | tanks in space has been done |
02:11.38 | Macrosoft|AFK | is it still hosted? |
02:11.55 | Macrosoft|AFK | ...or available on forums? |
02:11.57 | L4m3r | Louman has two maps, iirc, both should be on norang somewhere |
02:12.43 | Macrosoft|AFK | he has lotsa maps, you remember the names of the two? |
02:13.01 | L4m3r | bzflag3.norang.ca:5156 for Gamma Quadrant |
02:13.26 | L4m3r | bzflag2.norang.ca:4406 for Babylon IV |
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03:20.27 | Macrosoft|AFK | ? what do x and y coord.s do in angular phys? |
03:23.11 | Macrosoft|AFK | ...hello? |
03:28.09 | AAA_awright | Macrosoft|AFK: Sorry |
03:47.12 | Macrosoft|AFK | ok, ive tried: angular 0.1 0 0 angular 0.1 5 0 and angular 0.1 0 5 |
03:47.29 | Macrosoft|AFK | and i dont notice any difference |
03:48.04 | Macrosoft|AFK | what do the other two params do? |
03:53.21 | Macrosoft|AFK | oh... its they're the coords for the axis of rotation. |
03:55.38 | Macrosoft|AFK | nobody talks back, it must be "join irc but dont say anything" day |
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04:48.05 | Constitution | brlcad or JeffM: ping? |
04:48.21 | JeffM | ? |
04:48.30 | Constitution | hi... I have a question about the font manager |
04:48.38 | JeffM | ok |
04:49.40 | Constitution | FontManager::getFaceID() seems to be called by FontManager::load() with the full path to the font in question at times, but at other times called with the raw font name |
04:50.04 | Constitution | and somehow this generates debug output that I can't quite tell whether it's intentional or not |
04:50.09 | Constitution | http://bzflag.pastebin.ca/657883 |
04:50.40 | Constitution | that's a bunch of junk from my debugger... hope you can decipher it |
04:50.51 | Constitution | you can see that "font" is sometimes the full path, and other times is the raw font name |
04:51.05 | Constitution | and there's weird output in between... I have 3x -d |
04:51.47 | Constitution | so my question is... is the "Requested font %s not found, using first font loaded" normal output, or does it signify problematic code? |
04:52.00 | JeffM | not sure |
04:52.37 | Constitution | it appears to be brlcad's code |
04:52.55 | JeffM | yeah it's his new stuff |
04:54.28 | JeffM | I'm trying to see how it is geting the full path |
04:54.38 | JeffM | it's suposed to just use the shortname |
04:54.55 | Constitution | bzflag.cxx around line 1007 |
04:56.00 | JeffM | the bzdb isn't suposed to have the full path |
04:56.14 | JeffM | it will call load all with the path |
04:56.29 | JeffM | but getFaceID is called with the bzdb var |
04:56.33 | JeffM | and that is the short name |
04:56.41 | Constitution | yeah |
04:57.10 | Constitution | I backtraced it... the "Requested font %s not found" stuff is on the fm.loadAll() line |
04:57.10 | JeffM | ahh I see what your saying |
05:00.00 | Constitution | it just looks so intentional that if the font in question is not in faceNames (even during the load process), that it spits out the error... that's what I'm stuck on |
05:00.15 | JeffM | yeah it's wrong |
05:00.52 | CIA-23 | BZFlag: 03JeffM2501 * r14891 10/trunk/bzflag/src/3D/FontManager.cxx: when checking to see if the font is loaded use the font NAME, not the font path. |
05:00.55 | JeffM | there |
05:01.07 | JeffM | that should prevent double loads of some fonts |
05:01.57 | JeffM | actualy I need to change it again |
05:03.20 | CIA-23 | BZFlag: 03JeffM2501 * r14892 10/trunk/bzflag/src/3D/FontManager.cxx: don't call getFaceID when checking to see if a font is loaded, since we can't deal with the first font. |
05:03.32 | JeffM | there, THAT is the correct thing to do |
05:03.52 | Constitution | ah, that makes sense |
05:05.11 | JeffM | that should also NOT load a font till it's used :) |
05:08.38 | Constitution | http://bzflag.pastebin.ca/657894 |
05:10.26 | JeffM | that still from load? |
05:10.44 | Constitution | dunno... that was straight output... I'll run it through the debugger again |
05:13.53 | JeffM | I think I know what it is |
05:16.27 | Constitution | it's at bzflag.cxx:1009, fm.getFaceID(BZDB.get("consoleFont")) |
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05:19.00 | JeffM | that should not do it |
05:19.04 | JeffM | but the reload may |
05:19.21 | JeffM | I need to redo what was done, it's not going to do it right :( |
05:20.47 | Constitution | full debugger output: http://bzflag.pastebin.ca/657899 |
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05:27.44 | Constitution | also for what it's worth, the font in the client appears to be have changed to LuxiMono |
05:30.49 | JeffM | yeah that's what I'm fixing now |
05:30.58 | JeffM | making it use the correct fonts |
05:31.48 | ruskie | hmm thanks for reminding me... need to switch the font for the console to the one I like more... |
05:36.07 | CIA-23 | BZFlag: 03JeffM2501 * r14893 10/trunk/bzflag/ (include/FontManager.h src/3D/FontManager.cxx): |
05:36.07 | CIA-23 | BZFlag: fix the font system to do a sane, non wastefull context reset. |
05:36.07 | CIA-23 | BZFlag: don't load dupe fonts. |
05:36.08 | CIA-23 | BZFlag: don't return the default font when we are just checking for fonts |
05:36.08 | CIA-23 | BZFlag: only load a GL font when it's first drawn |
05:36.08 | CIA-23 | BZFlag: use case-sensitive font names. |
05:36.27 | JeffM | that should do a lot of good things |
05:39.07 | ruskie | hmm but of course I can't generate a font with TextTool as that seems to be w32 only... :( |
05:39.25 | JeffM | ruskie, you don't have to for 2.1 |
05:39.29 | JeffM | it uses ttf files |
05:39.32 | ruskie | yeah |
05:39.36 | ruskie | but I need to for 2.0 |
05:39.38 | ruskie | :) |
05:39.53 | JeffM | your prety much screwed if you can't get windows then |
05:42.11 | Constitution | ~JeffM++ |
05:42.15 | Constitution | thanks a lot |
05:43.16 | ruskie | Maybe someone else could generate the required files for me then? --> AerialMono from here http://www.users.bigpond.net.au/gavindi/ttf-arkpandora-2.04.tgz |
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06:23.12 | CIA-23 | BZFlag: 03l4m3rthanyou * r14894 10/branches/gsoc_irc/bzflag/src/bzfs/ircControl.cxx: Assorted fixes and tweaks... trying to get BZFS to connect to IRC. Currently in the process of debugging. |
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10:24.44 | CIA-23 | BZFlag: 03daxxar * r14895 10/trunk/bzflag/src/bzrobots/ (8 files): |
10:24.44 | CIA-23 | BZFlag: Added DeathEvent / onDeath |
10:24.44 | CIA-23 | BZFlag: Added list of to-be-implemented events (?) |
10:24.44 | CIA-23 | BZFlag: Fixed a format-bug ({1} instead of %s) |
10:24.44 | CIA-23 | BZFlag: Now link with python-config's flags. |
10:24.44 | CIA-23 | BZFlag: Added files that will house the PythonLoader. |
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11:00.59 | daxxar | Yay |
11:01.09 | daxxar | Cross-language polymorphism is supported by SWIG/Python |
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13:04.28 | CIA-23 | BZFlag: 03daxxar * r14896 10/trunk/bzflag/src/bzrobots/ (6 files): |
13:04.28 | CIA-23 | BZFlag: Implemented Python interpreter, loads the script and calls "create" when we try to instanciate. Ignores retval atm. |
13:04.28 | CIA-23 | BZFlag: svn:ignore *.pyc (compiled python modules) |
13:04.29 | CIA-23 | BZFlag: Added TestRobot.py (simple "hello world" for .py's) |
13:04.29 | CIA-23 | BZFlag: Register PythonLoader as a ScriptLoader for py |
13:04.30 | CIA-23 | BZFlag: (This has some warnings when compiling, because python-config --cflags outputs C-specific flags. Don't know how to work around atm.) |
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13:44.39 | Winny | someone wanna delete this? http://my.bzflag.org/bb/viewtopic.php?t=11318 |
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14:07.57 | wanda | hi ... JeffM ... thanks for your advice yesterday .. i upgraded xorg, mesa etc. and the fonts are readable now ...... |
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15:07.18 | CIA-23 | BZFlag: 03chaos-dev * r14897 10/trunk/bzwgen/ (lexer.l parser.y): Preliminary import of flex and bison files for the ruleset parser. |
15:10.51 | Epyon | Is there a pragma in VC to turn off _all_ warnings? |
15:11.11 | TD-Linux | that sounds evil. |
15:11.57 | Epyon | TD-Linux, I get a lot of warnings in flex and bison generated files, and I'd like to turn them off :P |
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15:33.22 | JeffM | brlcad, you arround? |
15:35.51 | A_Heart_Attack | menotume, ping |
15:36.57 | JeffM | and did anyone try the font changes I made last night? |
15:44.31 | Epyon | JeffM, is there a pragma for VC to ignore all warning in a given file? |
15:44.43 | JeffM | all warnings, not that I know of |
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15:45.50 | JeffM | let me check something |
15:48.31 | JeffM | you should be able to set the warning level per file |
15:48.38 | JeffM | right click on the file, go to properties |
15:48.43 | JeffM | hit the C++ item |
15:48.44 | JeffM | then general |
15:48.51 | JeffM | then change the warning level |
16:00.30 | Epyon | Thanks JeffM, it worked :) |
16:00.35 | JeffM | cool |
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16:11.30 | CIA-23 | BZFlag: 03chaos-dev * r14898 10/trunk/bzwgen/ (bzlgen.vcproj lexer.l): Fix to the lexer and inclusion in project. Makefile anyone? :P |
16:12.02 | daxxar | Hey Epyon :-) |
16:12.17 | daxxar | Hmkay, time to add my SWIG-stuff to the project. |
16:12.31 | Epyon | Hey daxxar :) |
16:12.47 | Epyon | I just survived a decimating blow to my work :/ |
16:13.41 | JeffM | hey, there's the guy with the attribute stuff that made the API break :) |
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16:14.44 | daxxar | Oh? |
16:14.47 | daxxar | Hi JeffM ;- |
16:14.48 | daxxar | ;-) |
16:14.57 | daxxar | As far as I knew, it should've worked on all platforms. |
16:15.12 | daxxar | It used preprocessor conditionals to check for support :-S |
16:16.32 | JeffM | it does not work INSIDE the plug-ins |
16:16.53 | JeffM | plug-ins don't use config.h |
16:17.10 | JeffM | does it need any additional headers or defines or whatnot? |
16:17.15 | daxxar | Aha. |
16:17.49 | daxxar | common.h, only |
16:17.59 | JeffM | anything done in bzAPI.h has to be self contained |
16:18.28 | JeffM | you'll notice that API.h does not include any other BZ headers |
16:18.40 | daxxar | I can copy the stuff from common.h |
16:18.42 | daxxar | It's pretty small |
16:18.56 | JeffM | it's just to get a warning right? |
16:19.01 | daxxar | Yep |
16:19.02 | JeffM | is it realy needed that much? |
16:19.06 | JeffM | sounds minor |
16:19.09 | daxxar | Nah, it's just handy. |
16:19.21 | JeffM | it made the header hella ugly |
16:19.25 | daxxar | Found a bug in botplaying.cxx thanks to it, though ;-) |
16:19.28 | JeffM | I threw it into a some #defs |
16:19.44 | JeffM | and just didn't define them for windows |
16:21.03 | daxxar | If I commit something now, can you test compiling it on win32? |
16:21.08 | daxxar | So we'll catch it rapidly if it fails |
16:21.09 | JeffM | yes |
16:21.40 | CIA-23 | BZFlag: 03daxxar * r14899 10/trunk/bzflag/include/bzfsAPI.h: bit more compatible __atribute__ printf-format-stuff |
16:23.48 | Epyon | aTTribute? :P |
16:26.00 | JeffM | is it a gcc only thing? |
16:26.46 | JeffM | and just FYI, in general we don't put dev names in comments |
16:27.34 | daxxar | Epyon: It's kinda hard to correct typoes in commitmesssages. ;-P |
16:27.37 | daxxar | JeffM: Oh, okay. |
16:27.44 | daxxar | JeffM: Yes, AFAIK it's a GCC extension. :-) |
16:28.00 | Epyon | ATribute to SpellChecking :D |
16:28.36 | daxxar | Hurr Hurr |
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16:45.44 | JeffM | daxxar, I'll test it in a sec, I have PC issues and must do a couple reboots |
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17:21.36 | JeffM | daxxar, I'm testing now |
17:23.05 | JeffM | I have made some changes to the API myself and have to get them to compile :) |
17:24.51 | JeffM | yeah that last change looks good |
17:25.06 | daxxar | Great |
17:26.18 | a_meteorite | JeffM: Is there a way to keep the score board font from being anti-aliased in the latest BZ that uses ftgl and freetype (I love ProType)? |
17:26.32 | a_meteorite | Or maybe it's not using ProType like I specify... |
17:26.40 | a_meteorite | Whatever it's doing is making it look blurry. |
17:27.18 | JeffM | how old is your code? |
17:27.27 | a_meteorite | since yesterday afternoon |
17:27.32 | JeffM | get latest |
17:27.35 | a_meteorite | k |
17:27.44 | JeffM | I made changes to the font system as of last night |
17:28.05 | a_meteorite | ok |
17:28.17 | JeffM | but we always generate aliased fonts at screen res |
17:28.22 | JeffM | what res do you run? |
17:28.40 | a_meteorite | 1440x900, native |
17:28.53 | JeffM | and what font size are you set to? |
17:29.03 | a_meteorite | lemme check |
17:29.46 | daxxar | Meeh, configure.ac is a pain to update ;Åå |
17:29.46 | daxxar | ;P |
17:31.00 | a_meteorite | JeffM: config.cfg says 24, GUI settings says it's the same as cpanelfontsize which is 2. |
17:31.16 | a_meteorite | set consoleFontSize 24, set cpanelfontsize 2 |
17:31.25 | JeffM | well try current stuff |
17:31.30 | a_meteorite | alright |
17:31.35 | JeffM | I'll add a min size for texture fonts |
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17:39.23 | A_Heart_Attack | a_meteorite, may i pm you? |
17:39.36 | a_meteorite | A_Heart_Attack: Yes, you don't have to ask... |
17:39.43 | A_Heart_Attack | ok :) |
17:45.23 | CIA-23 | BZFlag: 03JeffM2501 * r14900 10/trunk/bzflag/src/3D/FontManager.cxx: add support for the BZDB var "MinAliasedFontSize" to swap to a bitmap font if the requested real size is under some limit |
17:45.39 | JeffM | get that code, and try doing a set MinAliasedFontSize 10 and see if that helps out |
17:45.55 | JeffM | that will convert any font under 10 points final size to a bitmap font |
17:46.04 | JeffM | and those should not be smoothed. |
17:46.33 | JeffM | you can play with the number to change what sizes it converts |
17:49.40 | a_meteorite | k |
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17:57.42 | a_meteorite | "FontManager.cxx:89: warning: deleting 'void*' is undefined" That sounds particularly dangerous. :) |
18:04.06 | KTL | i got a coding problem: my prog hangs sometimes without using cpu and without any sleep calls. |
18:04.42 | KTL | not sure where even, after some seconds it just continues |
18:05.28 | KTL | i simply don't know how to handle this kind of problem |
18:07.44 | JeffM | does it do it in the same place? |
18:07.54 | JeffM | and do you have ANY sleep calls anywhere? |
18:08.02 | KTL | i disabled all sleep calls |
18:08.02 | JeffM | the OS could be ganking your cycles |
18:08.08 | JeffM | that's not good :) |
18:08.17 | JeffM | you have to play nice with the OS |
18:08.30 | KTL | in a part of the loop it calls opengl/sdl |
18:08.47 | JeffM | does it always lock in the same place? |
18:09.00 | KTL | i have no clue on how to know the place where it hangs :) |
18:09.02 | JeffM | you should do some loging/debugin and see |
18:09.13 | JeffM | you may have a call that blocks and takes some time |
18:09.24 | KTL | i should output the current time and see where it makes jumps |
18:10.10 | KTL | still ... it are all calls to boost or to opengl |
18:10.27 | JeffM | welll depending on the call to GL it can take some time |
18:10.47 | JeffM | but I'm guessing it's probably just the OS grabing back time, cus your too greedy |
18:12.40 | KTL | mmm it is multitasking ... holding it for 4/5 seconds is a bit radical |
18:12.58 | JeffM | depends on the OS |
18:13.01 | JeffM | if your app isn't kind |
18:13.10 | KTL | 2.6.16-2-em64t-p4-smp |
18:13.23 | JeffM | and takes 100% of the CPU for a while, the OS grabs back some and has a LOT to do |
18:13.31 | JeffM | so it dosn't return to you after a while |
18:13.43 | KTL | it is dual core, the other cpu was as good as idle |
18:14.20 | JeffM | it's still the OS |
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18:15.59 | JeffM | it's not used to processes taking up it all |
18:16.12 | JeffM | if it's a game like app that does a frame loop, you want to call some sleep every frame |
18:16.19 | JeffM | just to keep the OS happy |
18:16.31 | JeffM | ether that your you have dualcore timer issues |
18:17.19 | KTL | 21 seconds in between, not in the opengl part |
18:17.19 | KTL | ok thanks, maybe it could help if i give it a higher priority |
18:17.27 | KTL | not too high or i get into trouble |
18:17.29 | JeffM | you should not have to |
18:17.34 | JeffM | BZ dosn't |
18:17.42 | JeffM | but we do call a small sleep every frame |
18:18.02 | KTL | how can i do a shorter sleep then 1 second? |
18:18.03 | JeffM | I mean geting more FPS then the update of your display is pointless, so may as well sleep :) |
18:18.05 | JeffM | sure |
18:18.19 | JeffM | I usualy do 0.001 or something |
18:18.20 | KTL | Sleep(int miliseconds) aha |
18:18.25 | JeffM | I think you can even put in 0 |
18:18.26 | a_meteorite | ;) |
18:18.33 | JeffM | and that does an os defined "quick" check |
18:18.42 | KTL | nice! |
18:22.29 | KTL | the Sleep milliseconds is from a windows api |
18:22.45 | wanda | JeffM: upgrading xorg and MESA finally fixed my font problems ... but i got other problems now ... glBegin(GL_LINE_LOOP) does not draw all lines .. |
18:22.47 | KTL | time to grep bz :) |
18:23.07 | JeffM | wanda, still using DRI? |
18:23.12 | daxxar | Is worldEventManager a server-side class? |
18:23.13 | wanda | yes |
18:23.36 | JeffM | are real ATI drivers available for your chipset? |
18:23.45 | wanda | no .. |
18:24.54 | JeffM | I mean there isn't much we can do for drives that arn't glCompliant. |
18:25.38 | wanda | that is ok ... i dont want you to fix my problems :-) ... |
18:26.29 | CIA-23 | BZFlag: 03JeffM2501 * r14901 10/trunk/bzflag/ (include/FontManager.h src/3D/FontManager.cxx): |
18:26.29 | CIA-23 | BZFlag: make sure we always use the correct FTGL font class when destructing. |
18:26.29 | CIA-23 | BZFlag: cast FTGL font void pointer to the FTFont base class when calling it's methods. |
18:26.34 | JeffM | it's the driver that is broken |
18:26.59 | JeffM | tho mesa is suposed to be a prety good GL implemenation, even if it is slow |
18:27.18 | JeffM | a_meteorite, that commit should fix that warning ( and prevent badness ) |
18:27.29 | wanda | when substituting GL_LINE_LOOP with subsequent GL_LINES, i get all lines.. should i look for another libGL or do you thinks that it is still the driver? |
18:27.32 | a_meteorite | k |
18:27.46 | daxxar | wtf |
18:27.55 | JeffM | wanda, it's most likley the driver |
18:27.59 | daxxar | Linking with libGame gives me an unresolved symbol for ../bzflag/defaultBZDB.cxx\ |
18:28.03 | daxxar | ../bzflag/defaultBZDB.h\ |
18:28.03 | daxxar | eep, mispaste |
18:28.06 | JeffM | DRI atempts to do SOme hardware accelrations |
18:28.19 | daxxar | Linking with libGame gives me an unresolved symbol for worldEventManager, which seems to be defined by bzfs. |
18:28.20 | JeffM | so it's proably using mesa for the stuff it dosn't handle |
18:28.28 | daxxar | ImportError: ./_bzrobot.so: undefined symbol: worldEventManager |
18:28.30 | JeffM | in this case it's trying to handle it and failing. |
18:28.50 | daxxar | Isn't libGame both for server and client? How does the client get around the worldEventManager reference? |
18:28.52 | JeffM | game is calling world events? |
18:28.57 | JeffM | yeah it should not do that |
18:29.07 | daxxar | Well, bzflag and bzrobots compiles. |
18:29.10 | JeffM | what file has the call to it? |
18:29.15 | daxxar | (and runs) |
18:29.28 | daxxar | This is for a new shared lib I'm making, which is the SWIG API-stuff |
18:29.48 | JeffM | ahh it's the net handler stuff |
18:29.56 | daxxar | Yep |
18:30.15 | JeffM | hmm that's not good |
18:30.22 | JeffM | I must ponder |
18:30.34 | daxxar | I think it's because I'm dynamically (and not statically) linking in my own .so |
18:30.36 | JeffM | I'll have to install another callback, one sec |
18:30.47 | JeffM | yeah, no es bueno |
18:30.59 | JeffM | #def it out for now |
18:31.02 | daxxar | "that's no good"? |
18:31.04 | JeffM | I'll fix it when I get back |
18:31.15 | JeffM | I need to do it difrently |
18:31.23 | JeffM | like I did for log messages |
18:31.29 | JeffM | I have to go feed tho |
18:31.33 | JeffM | so be back in an hour |
18:31.37 | daxxar | Okay |
18:31.52 | daxxar | What def should I check for? Does bzfs-compiling def something I can trigger on? |
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18:32.30 | JeffM | oh just comment it out for now :) |
18:32.54 | daxxar | ok |
18:35.26 | KTL | sorry but i just got another issue : *** glibc detected *** ./mas: double free or corruption (out): 0x0000000000826130 *** and beneath it some sort of backtrace |
18:35.45 | a_meteorite | hehe |
18:35.46 | KTL | never seen this before |
18:38.20 | KTL | after removing the only delete in my program i doubled that same error :D |
18:39.27 | daxxar | Hrrm. libGame depends on libObstacle which depends on some 3d-stuff? :-S |
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18:41.29 | daxxar | Or, perhaps not. |
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18:50.32 | KTL | is it really common that while running valgrind the tool reports about a small set of recurring problems in popular libs? lib/ld libc libGLcore ... ? |
19:01.03 | KTL | that error list is just growing while nothing else changes ah panic |
19:01.19 | KTL | don't blame me |
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19:53.20 | TD-Linux | w000000000000000000000000000000t |
19:53.29 | TD-Linux | I made a python script that starts a bunch of bzfs servers. |
19:53.36 | TD-Linux | with boring options. |
19:54.28 | CIA-23 | BZFlag: 03JeffM2501 * r14902 10/trunk/bzflag/ (3 files in 3 dirs): |
19:54.28 | CIA-23 | BZFlag: take out calls to world event manager from net handler |
19:54.28 | CIA-23 | BZFlag: add a virtualised callback system for network data loging |
19:54.28 | CIA-23 | BZFlag: install a network data logger in BZFS that makes a copy of the data and call the API events |
19:54.28 | CIA-23 | BZFlag: this prevents game from needing the API. |
19:54.57 | JeffM | daxxar, that should fix your problems with the world event manager |
19:55.04 | JeffM | and yes game needs obstacle for spawns |
19:55.12 | JeffM | and yes it it needs GL |
19:55.16 | JeffM | the server links to GL :( |
19:55.30 | JeffM | it never calls any GL so you don't need a context but it needs the lib |
19:57.29 | CIA-23 | BZFlag: 03JeffM2501 * r14903 10/trunk/bzflag/src/bzfs/bzfs.cxx: fix some bad typos from a bad paste right before the last commit |
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20:06.35 | CIA-23 | BZFlag: 03JeffM2501 * r14904 10/trunk/bzflag/ (include/FontManager.h src/3D/FontManager.cxx): make sure everyone can and will call the deleteGLFont that is in the class |
20:08.51 | Constitution | ~JeffM++ |
20:09.10 | JeffM | for what? |
20:09.17 | Constitution | for the work |
20:10.59 | CIA-23 | BZFlag: 03JeffM2501 * r14905 10/branches/v2_0branch/bzflag/ (3 files in 3 dirs): |
20:10.59 | CIA-23 | BZFlag: take out calls to world event manager from net handler |
20:10.59 | CIA-23 | BZFlag: add a virtual callback system for network data logging |
20:10.59 | CIA-23 | BZFlag: install a network data logger in BZFS that makes a copy of the data and call the API events |
20:12.12 | Winny | http://xkcd.com/303/ :P |
20:14.23 | tannerld | love that |
20:22.26 | JeffM | no, you must remember THIS one |
20:22.27 | JeffM | http://xkcd.com/292/ |
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21:11.38 | gsnedders | Manu: do we still have jitterkick? what's the max? |
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21:15.20 | Manu | gsnedders:25 ms. 2 warns |
21:15.40 | gsnedders | Manu: thanks. that's just about the only part of the new rules draft that's outdated after 1.5 years |
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21:45.13 | JeffM | think that it's an acceptable limit to only allow 62768 objects of each type? |
21:46.21 | CBG | OMFG!! Only 62768?! That'll limit my maps way too much! |
21:46.28 | JeffM | per object |
21:46.32 | CBG | </sarcasm> It seems fine, JeffM. :) |
21:46.48 | JeffM | cus if this work, I may be able to do your drive thru thing |
21:56.10 | delusional_ | >svn2.0.9 |
21:56.19 | delusional_ | ~svn2.0.9 |
21:56.44 | JeffM | the wiki has it |
21:57.08 | delusional_ | thanks jeff |
21:57.36 | JeffM | http://my.bzflag.org/w/BZFlag_SVN |
21:58.15 | CBG | The wiki is coming along real nice now. I don't think I've looked and not found something there in ages. |
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22:00.41 | CIA-23 | BZFlag: 03JeffM2501 * r14906 10/trunk/bzflag/ (26 files in 3 dirs): |
22:00.41 | CIA-23 | BZFlag: store a type id, name, and list id with each world object. |
22:00.41 | CIA-23 | BZFlag: make the API access world objects using a GUID system |
22:00.41 | CIA-23 | BZFlag: make API functions to find world objects by name, and by collision |
22:00.41 | CIA-23 | BZFlag: fill out info on solid world objects returned from the API. |
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22:00.47 | JeffM | hope that works |
22:01.21 | JeffM | "techincaly" that now allows for server side players to see if they would hit anything if they drove around too |
22:02.10 | delusional_ | ooh, nice.. then you keep the names with world save too. How many times would I have found that helpful? about a thousand |
22:02.28 | JeffM | nope |
22:02.31 | delusional_ | aww |
22:02.37 | JeffM | it has nothing to do with the client |
22:02.51 | JeffM | tho we can pack them up now if we wanted |
22:02.56 | JeffM | so it would be the first part of that |
22:03.03 | JeffM | I didn't change the packing |
22:08.38 | delusional_ | cbg. yeah the wiki might even deserve an "awesome" adjective at this time. You can send a newb there for just about anything. |
22:08.52 | delusional_ | I still forget to use it sometimes though |
22:09.12 | JeffM | the API and world docs are weak |
22:10.28 | CIA-23 | BZFlag: 03JeffM2501 * r14907 10/trunk/bzflag/ (include/bzfsAPI.h src/bzfs/bzfsAPI.cxx): |
22:10.28 | CIA-23 | BZFlag: compute the correct count for the world objects in the API |
22:10.28 | CIA-23 | BZFlag: fully fill out world object lists for the API with all solid objects |
22:10.28 | CIA-23 | BZFlag: todo: Add in teleporters to the list as solids. |
22:11.19 | JeffM | sadly you can only get the AABBox of each object :( |
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22:32.17 | *** mode/#bzflag [+o TimRiker] by ChanServ |
22:35.16 | A_Heart_Attack | TimRiker, may i pm you? |
22:41.58 | A_Heart_Attack | is there anyway to resend a validation email? |
22:42.05 | JeffM | not really |
22:42.14 | JeffM | we can manualy activate an account tho |
22:42.23 | A_Heart_Attack | thats why i need tim |
22:42.28 | A_Heart_Attack | are you still able to do it? |
22:42.29 | JeffM | umm I can do it |
22:42.32 | JeffM | many can |
22:42.33 | A_Heart_Attack | oh :P |
22:42.49 | JeffM | blast, L4m3r , DTRemenak / Erroneous , a bunch of people |
22:43.17 | L4m3r | don't forget donny :) |
22:43.26 | JeffM | indeed |
22:44.19 | *** mode/#bzflag [+v Erroneous] by ChanServ |
22:46.34 | CIA-23 | BZFlag: 03JeffM2501 * r14908 10/trunk/bzflag/ (19 files in 3 dirs): start using a byte for drive and shoot thru so we can get ready for team masks |
22:47.40 | CIA-23 | BZFlag: 03JeffM2501 * r14909 10/trunk/bzflag/ (4 files in 2 dirs): setup server side management of overridden Intangibility |
22:47.42 | *** join/#bzflag Suspect (n=Suspect@68-114-71-106.dhcp.plt.ny.charter.com) |
22:47.49 | JeffM | best manager file name EVER. |
22:49.12 | JeffM | ServerIntangibilityManager::instance().isWorldObjectTangable(id); for some reason I find that hilarious |
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22:50.50 | jude- | hello all |
22:50.54 | JeffM | sup |
22:51.59 | jude- | JeffM: I need your advice |
22:52.04 | JeffM | on? |
22:52.11 | jude- | user-friendliness |
22:52.19 | jude- | last time you tried BZWB, you didn't like it's UI |
22:52.23 | jude- | what do you recommend I change? |
22:52.30 | JeffM | give it real menus |
22:52.32 | JeffM | dialogs |
22:52.34 | JeffM | buttons |
22:52.38 | JeffM | stuff with icons |
22:52.40 | JeffM | that is intutive |
22:52.48 | jude- | how do you define "real"? |
22:52.56 | JeffM | that show up all the time |
22:53.05 | JeffM | and arn't tied to middle click |
22:53.15 | JeffM | people expect apps to have some basic features |
22:53.20 | JeffM | menu bars are one of them |
22:53.27 | jude- | already have one |
22:53.35 | jude- | also added buttons |
22:53.42 | JeffM | then all the stuff that is int he middle click menu should be in them |
22:53.53 | jude- | kk |
22:54.01 | JeffM | click menus should be just the stuff that is context senstive on the thing you click on |
22:54.07 | jude- | ahh |
22:54.13 | jude- | I guess that makes more sense |
22:54.20 | JeffM | people don't think to click to SEE |
22:54.31 | JeffM | they click to know MORE, but not click to see |
22:54.44 | JeffM | so it's click to know more about or do more to what you can see |
22:54.48 | JeffM | even the main menus follow that |
22:54.57 | JeffM | you can see the top level items, and you click to open them and get MORE stuff |
22:59.55 | jude- | JeffM: have you seen the dialogs? |
22:59.58 | JeffM | nope |
23:00.07 | JeffM | I wasn unable to make it not crash |
23:00.17 | jude- | which OS? |
23:00.57 | Erroneous | he had trouble getting osg-ish stuff to work right iirc |
23:00.59 | JeffM | XP |
23:01.02 | JeffM | indeed |
23:01.28 | Erroneous | worked for me, after sufficient beatings. I can build binaries tonight if you'd like. |
23:01.41 | Erroneous | err...s/build/try to build/ :) |
23:01.41 | jude- | that'd be cool |
23:02.26 | jude- | the Windows version will probably ship as binary |
23:02.48 | Erroneous | "probably"? :) |
23:03.00 | jude- | ...unless the OSG developers can get their act together :) |
23:03.30 | Erroneous | you have to ship a binary anyway. windows users will not compile stuff. |
23:03.44 | Erroneous | same on the mac |
23:04.10 | JeffM | you said you had to build an OSG, I was unable to do so |
23:04.18 | JeffM | I belive cus I had VC6 |
23:04.34 | JeffM | yeah you'll HAVE to ship as a binary |
23:04.41 | JeffM | well not you, but it will have to |
23:04.47 | jude- | doesn't VC6 have issues with STL? |
23:04.52 | JeffM | indeed |
23:04.57 | JeffM | I was not using VC6 |
23:05.05 | JeffM | I was using 7.1 |
23:05.53 | JeffM | but I have 6 installed |
23:05.58 | jude- | IIRC, Erroneous used VC8 |
23:06.06 | JeffM | and OSG decided to use the most wacky build system |
23:06.15 | JeffM | and it kept trying to use parts of VC6 and 7.1 |
23:06.31 | jude- | O.o |
23:06.34 | JeffM | indeed |
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23:07.48 | Erroneous | the osg build system is totally whacked |
23:08.44 | Winny | anyone know of good software to make an image of a harddrive |
23:08.50 | Erroneous | dd |
23:09.31 | L4m3r | yeah, dd rocks |
23:09.51 | jude- | it can take a while if you have a BIG hard drive, but it's a bit-for-bit image |
23:10.22 | Epyon | Hmm anyone here familiar with VC's build process? |
23:10.39 | Epyon | Or with Bison? |
23:10.48 | Erroneous | dd was much faster (drive-to-drive) than partition magic was (for me at least) |
23:11.03 | Epyon | I have trouble making the bison generated file standalone :/ |
23:11.08 | Erroneous | the first, yes, the second, no |
23:11.32 | Erroneous | why is that? |
23:11.41 | Epyon | It produces a .c file, but no .h file (actually it does but only with constants) |
23:12.05 | Epyon | Usualy one makes the program around that bison generated file (the main () is in that file) |
23:12.15 | Epyon | But I want to use it as a "module" |
23:12.31 | Epyon | But I can't get the linker to find yyparse() from it :/ |
23:13.12 | Epyon | Tried adding the prototype to the .h file, but the linker still doesn't find it. I know that it compiles the file, because it shows warnings in it. |
23:13.45 | orthox | Winny: try g4u http://www.feyrer.de/g4u/, proabbly as slow as dd but can send disks and partitions to a remote ftp server |
23:14.29 | Epyon | Is there some secret on how VC distinguishes executable .c files from "module" files? (except for a main() func that is) |
23:16.57 | Epyon | "bzwgen.obj : error LNK2019: unresolved external symbol "int __cdecl yyparse(void)" (?yyparse@@YAHXZ) referenced in function _main" |
23:18.13 | Epyon | No ideas? :/ |
23:20.17 | JeffM | what is an executable C file? |
23:20.34 | JeffM | are you mixin c and c++ files? |
23:20.51 | Epyon | bison generates c files :/ |
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23:20.59 | JeffM | you can't mix em |
23:21.11 | JeffM | all C or all Cpp, or cxx |
23:21.12 | Epyon | But they compile o.O |
23:21.18 | JeffM | yeah but they won't link |
23:21.26 | JeffM | don't mix em |
23:21.45 | JeffM | and what is "bison"? |
23:21.48 | Epyon | you mean just change the extensions? |
23:21.51 | JeffM | yeah |
23:21.57 | Epyon | bison = yacc |
23:22.00 | JeffM | it uses the extension to tell what compiler to send it thru |
23:22.14 | JeffM | and it can't link stuff made with difrent compilers |
23:22.26 | JeffM | so it treats them seperately |
23:22.37 | Epyon | well that must be the problem then :) |
23:23.35 | JeffM | are you linking with a static lib that includes it's own main? |
23:23.50 | JeffM | cus it's looking for a function called "yyparse" |
23:24.03 | Epyon | I try to access that func |
23:24.10 | JeffM | where is that function? |
23:24.17 | Epyon | I think renaming will solve the problem. |
23:24.21 | Epyon | In a .c file :P |
23:24.27 | JeffM | and that file is in the project? |
23:24.33 | Epyon | Yep |
23:24.38 | JeffM | is the main in a c or cpp file? |
23:24.42 | Epyon | cxx |
23:24.49 | JeffM | then yeah, that is your issue |
23:25.21 | CIA-23 | BZFlag: 03JeffM2501 * r14910 10/trunk/bzflag/src/bzfs/ (bzfsMessages.cxx bzfsMessages.h): message subs for tangibility |
23:25.57 | CIA-23 | BZFlag: 03JeffM2501 * r14911 10/trunk/bzflag/src/bzfs/ (ServerIntangibilityManager.cxx ServerIntangibilityManager.h): call the message stubs for updates to players |
23:26.07 | Erroneous | ServerIntangibilityManager? |
23:26.12 | Erroneous | that's a kick-ass name |
23:26.15 | JeffM | indeed |
23:26.33 | JeffM | ServerIntangibilityManager::instance().isWorldObjectTangable(id); |
23:26.53 | Erroneous | s/tangable/tangible/g :) |
23:27.11 | JeffM | ahh |
23:27.26 | Erroneous | you got tangibility right though :) |
23:27.33 | JeffM | yeah I spellecheckd that one |
23:27.37 | Erroneous | heh |
23:27.45 | tannerld | heh |
23:28.29 | CIA-23 | BZFlag: 03JeffM2501 * r14912 10/trunk/bzflag/src/bzfs/ (ServerIntangibilityManager.cxx ServerIntangibilityManager.h): tangIble |
23:29.44 | Erroneous | hm, cool. I just had a collision between sourcesafe and visual studio...sourcesafe crashed :S |
23:29.58 | JeffM | heh |
23:30.04 | JeffM | VC > VS |
23:30.11 | tannerld | Erroneous: heh |
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23:33.37 | Epyon | Hmm any idea what <unistd.h> is? o.O |
23:36.06 | jude- | threads, timing, etc |
23:36.45 | JeffM | posix/unix std headers |
23:36.50 | Epyon | Now the funny question -- as I changed it to cxx the compiler cries he doesn't know what's free and malloc o.O |
23:37.09 | JeffM | do you include stdio? |
23:37.19 | jude- | and memory? |
23:37.38 | Epyon | seems as bison doesn't work out of the box -_- |
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23:44.04 | Epyon | Is it portable? |
23:44.10 | KTL | it's java |
23:44.25 | Epyon | Well that settles it, it's useless here ;] |
23:53.03 | Epyon | Any idea where this comes from : unresolved external symbol "int __cdecl isatty(int)" ? |
23:54.42 | blast007 | JeffM: are you sure bzfs still needs GL on trunk? |
23:54.56 | JeffM | somone did the work to remove the drawing code? |
23:55.08 | blast007 | I don't see a GL.h or gl.h (not sure which is the right casing) on my system, and I was finally able to build trunk |
23:55.08 | JeffM | Epyon, it can't find that function |
23:55.18 | blast007 | I know it didn't work at one point, failing at a missing gl.h |
23:55.27 | JeffM | blast007, mayhaps |
23:55.35 | jude- | Epyon: you're probably missing a lib or something |
23:58.18 | Epyon | JeffM, i know that, I was wondering what lib :/ ctype maybe? |