00:00.41 | Wyk3d1 | the library/dll was compiled by mingw and i'm trying to link to MSVC if that's what you're asking |
00:05.58 | JeffM_ | yeah that would be the issue |
00:06.05 | JeffM_ | you can't mix/match usualy |
00:06.11 | JeffM_ | build the DLL with VC |
00:06.17 | Lukstr|Laptop | That's good to know |
00:06.22 | Wyk3d1 | it doesn't build with VC |
00:06.31 | Wyk3d1 | without huge changes |
00:06.37 | JeffM_ | then change it ;) |
00:06.44 | JeffM_ | it would pobalby load if you called loadlibrary |
00:06.48 | JeffM_ | isntead of the static |
00:07.01 | JeffM_ | but basicly they are not the same compilers and can have "issues" |
00:07.42 | JeffM_ | calling load lib sucks tho cus you have to call getProcAddr for every functions |
00:09.02 | JeffM_ | I know that you can get mingw to load VC dlls with some work, but I've never heard of the other way |
00:09.10 | Wyk3d1 | do you know any tool i could check if the import address table is damaged or something ? in the import lib |
00:09.40 | JeffM_ | no |
00:09.45 | JeffM_ | I'd just get it to build under VC |
00:09.47 | JeffM_ | it's a LOT easier |
00:09.58 | JeffM_ | then you can have that dll link the runtimes in dynamic |
00:10.06 | JeffM_ | makes it simpler |
00:10.11 | JeffM_ | what errors do you get in VC? |
00:12.10 | Wyk3d1 | i don't have them right now, i have to create a project for it again |
00:13.47 | DTRemenak | if you want to mix and match, don't link it, use LoadLibrary and GetProcAddr |
00:14.18 | JeffM_ | isn't that what I said ;) |
00:14.27 | DTRemenak | meh, I didn't read anything you said |
00:14.29 | DTRemenak | :) |
00:14.32 | JeffM_ | bastage |
00:14.57 | DTRemenak | and you can't use c++ across the boundary, the mangling routines are different |
00:15.07 | DTRemenak | so export everything as procedural methods |
00:15.09 | Wyk3d1 | but does mingw simply not use the right format for that to work or is this a bug ? |
00:15.43 | DTRemenak | treat them like two different languages. like you'd written the library in pascal or something. |
00:16.09 | Wyk3d1 | i can tream them like that .. but that's not the point of mingw .. or ? |
00:17.05 | DTRemenak | the way they handle link libraries is very different. their symbol mangling is different. their calling procedures can be different (though they usually shouldn't be if your code is good) |
00:17.42 | DTRemenak | the point of mingw is to provide a Free way to build native windows programs |
00:17.49 | DTRemenak | not to interoperate with vc |
00:18.04 | DTRemenak | you'd have the same problems trying to use openwatcom, or borland's compiler, or any others |
00:18.29 | DTRemenak | possible exception of intel's, 'cause they put a LOT of work into interoperability |
00:19.56 | DTRemenak | coincidentally it's not a windows-specific problem. gcc and sunwpro have their own set of interoperability problems on solaris, for instance. |
00:20.23 | JeffM_ | probably had similar issues with mpw and codewarrior on the mac too |
00:22.04 | DTRemenak | and it's worse on os/2, where there are two different (incompatible) variants of gcc in addition to ibm's and borland's compilers |
00:22.12 | JeffM_ | nice... |
00:22.20 | DTRemenak | yeah, that makes things fun |
00:22.43 | JeffM_ | Wyk3d1, I can help you get it building on VC if oyu want |
00:22.55 | JeffM_ | what project is it? |
00:23.13 | Wyk3d1 | openldap |
00:23.36 | Wyk3d1 | first compile issue #include "portable.h" |
00:23.47 | Wyk3d1 | there is no such file, it probably replaces that with something at compile time |
00:24.29 | Wyk3d1 | and if you remove "portable"-ness from the code that can't be good news ;) |
00:25.19 | DTRemenak | portable.h is usually generated by configure (or something) |
00:25.28 | JeffM_ | it can't be good "portable" then |
00:25.46 | DTRemenak | check their configure script or see if they ship a portable-win32.h or something that you can rename |
00:25.47 | Wyk3d1 | it does build fine with both cygwin and mingw |
00:27.20 | Wyk3d1 | wonders why there was no portable.h last time he searched .. |
00:27.32 | Wyk3d1 | found it now actually .. |
00:28.33 | Wyk3d1 | or yeah, maybe that's why i didn't find it .. if it's generated by configure |
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00:28.50 | JeffM_ | and they didn't have a vc project? |
00:28.54 | Wyk3d1 | nope |
00:29.05 | a_temp_dist | Hiding flags on the HUD shouldn't hide the team flags |
00:29.34 | DTRemenak | they had one years ago, but dropped it |
00:29.58 | JeffM_ | fun |
00:30.25 | DTRemenak | loading at runtime is probably the best way to go about it |
00:31.04 | a_temp_dist | the WG flag should be part of the same class of flags that makes the label white in the scoreboard |
00:32.06 | L4m3r | there is no "class" iirc. it's just an if statement in the scoreboard renderer. |
00:32.30 | a_temp_dist | probably a pretty easy change |
00:34.47 | JeffM_ | what other flags are white now? |
00:34.58 | DTRemenak | assigns http://sourceforge.net/tracker/index.php?func=detail&aid=1935515&group_id=3248&atid=303248 to JeffM_ |
00:35.01 | a_temp_dist | GM, L, G I think |
00:35.26 | JeffM_ | what does white mean? |
00:35.48 | a_temp_dist | I always took it to mean a more dangerous superflag |
00:35.52 | JeffM_ | DTRemenak, sounds fair nuf |
00:36.13 | DTRemenak | description looked good, didn't look much at the code though |
00:36.26 | BulletCatcher | a_temp_dist: When I hide flags in the HUD it is to clear my view for sniping. Not hiding the team flag could defeat that benefit. |
00:36.27 | DTRemenak | figured you knew more of how things were supposed to work |
00:36.34 | Flash | a_temp_dist: should add SW if it isn't already |
00:36.54 | a_temp_dist | BulletCatcher, good point |
00:37.07 | a_temp_dist | Flash, just checked, SW is white as well |
00:37.43 | JeffM_ | I'll have to get a clean dir |
00:38.01 | Flash | JeffM_: I know it's been hacked a bit since you wrote it, but I'm trying to understand the *intended* logic behind "reloading" fonts in FontManager |
00:38.11 | DTRemenak | ah. if you think it looks good I can check it in. |
00:38.14 | Flash | First, why would it ever be necessary |
00:38.55 | JeffM_ | Flash, when the GL context becomes invalid |
00:39.02 | JeffM_ | anytime you minimise BZ |
00:39.14 | Flash | so the fonts are intrinsically tied to the GL context? |
00:39.15 | JeffM_ | that invlaidates the GL context and blows out the gextures |
00:39.22 | JeffM_ | they use textures |
00:39.28 | JeffM_ | and textures are tied to the context |
00:39.32 | Flash | ok |
00:39.51 | Flash | something is still broken. If I start windowed and go full screen, everything works |
00:40.01 | Flash | but from full-screen to windowed, the fonts are whacked |
00:40.20 | JeffM_ | fun |
00:40.21 | Flash | I'm pretty sure I didn't do it, but if I read it correctly, there's a lot of questionable logic there |
00:41.01 | JeffM_ | such as? |
00:41.44 | Flash | the rebuild() function calls clear() then preloadSize() for each size |
00:41.54 | Flash | but clear deletes the memory and sets the pointer to 0 |
00:41.59 | JeffM_ | ok |
00:42.01 | Flash | and preloadSize bails if the pointer is 0 |
00:42.07 | Flash | so it looks kind of pointless |
00:42.19 | JeffM_ | probalby a holdover |
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00:42.44 | JeffM_ | it should bail if it's NOT zero |
00:43.02 | Flash | it doesn't load the font if it is 0 |
00:43.13 | JeffM_ | I think that should be ! 0 |
00:43.49 | Flash | I was thinking it would make more sense to load the font after the clear... |
00:45.01 | JeffM_ | can't |
00:45.24 | JeffM_ | we shodn't have to load it |
00:45.26 | Flash | there's a higher-level clear that iterates over every face and deletes all sizes except 26. Not sure what that's about |
00:45.30 | JeffM_ | cus we have the FTGL class |
00:45.35 | JeffM_ | we just need to init again |
00:45.55 | Wyk3d1 | libldap - 0 error(s), 402 warning(s) :) |
00:46.04 | Flash | Oh... so th FTFont isn't actually invalidated, it just needs to be kicked in the pants |
00:46.11 | JeffM_ | yeah |
00:46.25 | JeffM_ | basicly the texture is invalid, but the rest of it is fine |
00:46.45 | JeffM_ | the TTF info is fine, etc... |
00:46.45 | Flash | so back to where I was thinking originally.... I can't see any reason to ever delete an FTFont once it's been loaded |
00:47.08 | Flash | Is Advance() what jumpstarts the texture? |
00:47.13 | JeffM_ | probably not |
00:47.17 | JeffM_ | don't remember |
00:48.31 | Flash | It looks like the calls made on the font are UseDisplayList(), FaceSize(), and Advance() [as part of initialization] |
00:49.18 | JeffM_ | it's probably simpler to just kill it and reload it |
00:49.24 | JeffM_ | try it and see :) |
00:49.56 | Flash | well, I think that's what the code is trying to do. At the end of FontManager::reload() is a call to load the fonts from files |
00:50.26 | JeffM_ | use a debuger and step thru |
00:50.48 | Flash | time to liberate the wife's laptop again, I guess |
00:51.32 | JeffM_ | you need a laptop to debug? |
00:51.37 | JeffM_ | oh mac |
00:51.39 | JeffM_ | fullscreen |
00:51.45 | JeffM_ | *snicker* |
00:51.53 | Flash | The problem is demonstrated in full-screen to windowed |
00:52.22 | Flash | Hey, if I had infinite resources, I'd have a solaris box too ;-) |
00:52.57 | JeffM_ | my VC dosn't have that issue ;) |
00:53.26 | Flash | no, but you HAVE to use Windows. That's bad enough |
00:53.36 | JeffM_ | at least it works ;) |
00:53.51 | Flash | does it? can you check for me? |
00:54.11 | JeffM_ | I meant full screen debuging |
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01:10.17 | JeffM_ | catay, what's your real name? |
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01:11.22 | SpazzyMcGee | Jeff, modeltool exports all materials on a different mesh? |
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01:11.39 | SpazzyMcGee | Is there a way to stop this? |
01:11.49 | JeffM_ | SpazzyMcGee, nope |
01:11.54 | SpazzyMcGee | gah |
01:11.59 | spldart | Sry.. tinkering with switch |
01:12.33 | SpazzyMcGee | When I export it with the wings exporter, I get faces that the tank gets stuck moving onto. |
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02:10.15 | spldart | My eyes! They bleed! No mas No mas! |
02:18.01 | Flash | spldart: http://www.guuui.com/images/20020924.gif |
02:26.23 | spldart | :-D |
02:26.44 | spldart | good one.. But I'm suffereing from applicationus evaluatus |
02:27.12 | spldart | thus far I'm just making tiny private notes though hehe |
02:29.58 | Flash | I did consider the possibility that you were playing with electricity and your eyes were actually bleeding, but freenode doesn't have 911 |
02:30.45 | AAA_awright | Flash: Awesome |
02:32.53 | Lukstr|Laptop | how many apps you guys got? |
02:33.07 | spldart | several ;-) |
02:33.22 | spldart | More than a few and less than legion |
02:41.10 | Flash | is that question like "how many cows do you have?" |
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02:44.19 | Lukstr|Laptop | how many applicants that you've actually spoken too are there? :P |
02:45.28 | Flash | ohhh... I thought you were asking about applications (programs) |
02:45.54 | Flash | I'm thinking, "enough, but I could always have a cron job to download random ones" |
02:47.38 | Flash | can anyone point me to where screen resolution changes (F1)? I don't think the FontManager is getting notified |
02:51.09 | spldart | Lukstr.. I'm not sure if I will even bother speaking to an applicants.. there are those that are far more qualified imho. I'm just goin to add my 2 cents and they can consider or dismiss as they see fit. |
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03:04.32 | Mets | hey, I'm having a post-compile problem when I try to start the client in debian. I'm getting this error: http://pastebin.ca/973438 - can anybody take a look? |
03:05.07 | Flash | is clueless |
03:05.13 | Flash | video driver issue? |
03:05.30 | Mets | well, if I use apt and install bzflag that way it works |
03:05.36 | Mets | but that's the baby way |
03:06.00 | AAA_awright | Could someone critique this test website? The Wiki and Forum are totally functional, but not fully designed yet. http://aaa.busyflag.org/page/Main_Page |
03:06.04 | Flash | I can't help you, but I didn't want you to think no one cares |
03:07.16 | Flash | AAA_awright: the grass could stand mowing, but the web site looks nice to me |
03:08.05 | Mets | :) thanks flash |
03:08.28 | Flash | if I search, the results aren't too helpful |
03:08.35 | Mets | little slow on the load time |
03:08.46 | Flash | A bunch of checkboxes don't tell me how to get to the page(s) |
03:09.21 | Mets | always been partial to the search box being in the top-right corner myself |
03:09.40 | Flash | I don't see tabs for edit/discuss/(whatever else) on the wiki pages |
03:09.52 | Mets | also on the search page, the white box doesn't go down to the bottom |
03:10.30 | Mets | so you have the grey Navigation, Search and Toolbox on the grey background, and the check boxes on the white background |
03:10.41 | Mets | graphics look cool though, i think the general theme is nice |
03:11.27 | Mets | it's pretty intuitive to use and navigate, just needs a little tweaking |
03:11.28 | Flash | oh.. I found the wiki links, but they are too far to the left |
03:11.40 | Flash | they should be lined up with the page they modify |
03:11.58 | Flash | since you have that big navigation pane, it throws off the alignment |
03:14.41 | AAA_awright | Flash: The website design is by Winny, I adapted it to MediaWiki and phpBB |
03:15.15 | AAA_awright | Hm, alright |
03:18.03 | Mets | is this to replace the current page AAA? |
03:18.22 | Mets | err, current homepage or current wiki? |
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03:24.18 | Winny | om nom nom nom |
03:26.35 | Flash | observes Winny speaks an odd dialect |
03:26.40 | Winny | ;) |
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03:28.50 | AAA_awright | Mets: I am testing different stuff that could end up replacing the website and list server |
03:29.30 | Mets | ah i see, replacing the list server with? |
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03:31.08 | AAA_awright | Mets: A new better list server which still must be decided upon. |
03:31.43 | Mets | cool, yeah listserv needs work |
03:33.45 | Flash | AAA_awright: are you working on the list server? |
03:34.17 | AAA_awright | I am investigating different ways to do it at this point |
03:34.21 | AAA_awright | Nothing official |
03:34.47 | Mets | well, to start we could put it on a different box so it doesn't crash all the time |
03:34.48 | Flash | I've seen some of the discussion, and I was just curious if you had compiled a list of everything it is supposed to do |
03:34.52 | Mets | :) |
03:35.34 | AAA_awright | I need to investigate a distributed database server |
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04:15.50 | AAA_awright | Too bad all the c++ gurus are already working for BZFlag |
04:16.00 | Lukstr|Laptop | brlcad, other mentors: if there's any more details or specifics you'd like to see in the proposal let me know |
04:16.13 | AAA_awright | I have this really neat project I took over: http://masterbot.sourceforge.net |
04:26.20 | Flash | AAA_awright: that sounds like a backhanded request for help |
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04:52.57 | AAA_awright | Flash: Yes, it is |
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05:15.02 | AAA_awright | ~AAA_awright |
05:15.03 | ibot | PHP Wizard |
05:16.40 | Lukstr|Laptop | eh? |
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06:11.19 | CIA-32 | BZFlag: 03JeffM2501 * r16916 10/trunk/bzflag/ (5 files in 3 dirs): Add API methods to support the report channel. Patch 1935515. thanks Catay |
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06:21.23 | Tupone | http://i29.tinypic.com/10gidzr.jpg |
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08:12.58 | brlcad | Lukstr|Laptop: will be commenting more tomorrow |
08:14.03 | brlcad | er, later today |
08:16.03 | Manu | good morning brlcad :) |
08:16.08 | Manu | or night.. :) |
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08:20.50 | brlcad | true day |
08:21.00 | brlcad | and true dat |
08:21.15 | brlcad | returns from a pleasant evening |
08:23.01 | Manu | pleasant evening..! sounds good ;) |
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08:51.07 | Lukstr|Laptop | brlcad, okey |
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09:08.28 | Saturos | L4m3r, donny_baker : nice photos :) |
09:08.32 | Saturos | is there a central place where we collect those? |
09:08.39 | L4m3r | no idea |
09:10.29 | Saturos | Are there more? I just saw your shots so far. |
09:10.33 | L4m3r | enblend is bringing my desktop to its knees... poor thing must be thrashing like crazy |
09:11.05 | L4m3r | I don't think there are any more, other than jeff's photos |
09:11.18 | Saturos | ok |
09:11.35 | L4m3r | I'm thinking of cropping my picture and submitting it to that coppermine site |
09:11.42 | L4m3r | since the one of me on there is ancient :P |
09:11.47 | Saturos | is enblend better than photoshop? |
09:12.03 | Saturos | (photomerge) |
09:12.08 | L4m3r | no idea |
09:12.18 | L4m3r | they're not really the same thing |
09:12.24 | L4m3r | enblend does not do stitching |
09:12.33 | L4m3r | only blending :P |
09:12.35 | Saturos | ah, ok |
09:12.45 | Saturos | photomerge always worked quite well for me |
09:13.03 | L4m3r | I'm doing a 360 with... 19 photos? |
09:13.08 | L4m3r | 29* |
09:13.15 | L4m3r | and they're each 10MP |
09:13.23 | Saturos | I did a 160° with six, each 7 MP |
09:13.36 | L4m3r | I'm not sure if photomerge was designed for that |
09:13.45 | L4m3r | but I have not tried it |
09:13.51 | L4m3r | I should get a CS3 demo or something |
09:14.24 | L4m3r | for now hugin + enblend works well enough (and free to boot) |
09:15.06 | L4m3r | this is a smaller test rendering of what the computer is grinding out now: http://temp.l4m3r.net/pano_don1_small.jpg |
09:15.35 | Saturos | looks good |
09:15.43 | L4m3r | thx :) |
09:15.45 | Saturos | http://saturos.de/s/pano.jpg <- I once made this with photomerge |
09:15.59 | L4m3r | full res will tell whether or not there are any serious stitching errors :P |
09:16.10 | L4m3r | nice shot |
09:16.29 | Saturos | if she just hadn't closed her eyes :D |
09:16.57 | Saturos | k, breakfast time |
09:17.06 | L4m3r | cya |
09:17.11 | Saturos | cu later |
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09:43.14 | whodaman- | Is it possible to limit a usergroup to only talk in observer? |
09:43.53 | whodaman- | So unregistered people could only talk in observer while on a match server? |
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10:19.44 | catay | whodaman-: it would be possible with a plugin i think |
10:19.56 | whodaman- | Yeah, Constitution is testing something |
10:20.09 | ts | yep, someone(tm) would have to come up with a plugin for that |
10:20.19 | ts | and plugins can crash the server |
10:21.46 | catay | ts didn't you implement server side pause in trunk ? |
10:22.03 | ts | catay: Yes, I did kind of |
10:22.23 | ts | catay: Could have been better done but I didn't had the time for it |
10:22.54 | catay | so , you can freeze all players at any time ? |
10:23.32 | ts | catay: ah, you mean that kind of pause..that is something I didn't do |
10:23.52 | ts | catay: I implemented a timer that checks that player doesn't pause too soon. |
10:24.26 | catay | ah, i see |
10:25.03 | whodaman- | catay, ts, we want the unregistered people/ people not in the gu.league usergroup, to be able to only talk in teamchat |
10:25.05 | catay | Would be cool tho if the server could pause all players :) |
10:25.27 | whodaman- | BUt they shouldn't be able to spawn |
10:25.30 | ts | whodaman-: I know (and I think it's a stupid idea) |
10:25.46 | whodaman- | people in the gu.league group can spawn/talk eveywhere |
10:25.49 | whodaman- | ts, why's that? |
10:26.17 | whodaman- | it'd be quite practical. |
10:26.50 | ts | whodaman-: It can crash the server and it'll be the same questions over and over again. I prefer a good servermessage explaining. If people can't read, why should I waste my time for them? |
10:27.23 | catay | a good plugin rarely crashes the server |
10:27.27 | whodaman- | Exactly |
10:27.45 | catay | I never had any crashes with my plugins when they are well tested |
10:27.58 | whodaman- | If all plugins would crash the server, nobody would use plugins :) |
10:28.17 | catay | the 1vs1 plugin at 1vs1 league never caused any issues |
10:28.28 | Manu | catay: never? ;) |
10:28.33 | catay | and it's used for quite some time now :) |
10:28.34 | whodaman- | ts, what if a newb joins, and misses the server message? You expect him to do shift+F3 ? |
10:28.38 | ts | catay: The point is that they can crash. That particular kind of plugin suggest just doesn't offer much profit on the other side. |
10:28.43 | catay | Manu: not that I recall :) |
10:28.52 | whodaman- | Direct communication has always been better than leaving some short directions |
10:29.13 | catay | ts: the server without plugins can crash too :) |
10:29.26 | Manu | catay: true, but not due a plugin ;) |
10:29.30 | ts | catay: Hehe, yes but less high chance |
10:29.32 | whodaman- | ts, Of course it does, you can have them talk in observer, ask questions, without disturbing the game. |
10:29.53 | whodaman- | If you're not in the mood to waste you're time, don't. |
10:30.52 | ts | What kind of questions could they have? |
10:31.06 | whodaman- | "y can't I spawn on dis server" |
10:31.10 | ts | 1st: How can I play |
10:31.13 | whodaman- | "how can I register" |
10:31.23 | whodaman- | "whats guleague?" |
10:31.28 | ts | That's in the servermessage |
10:31.34 | whodaman- | Not really |
10:31.50 | whodaman- | and even so, what if you don't know what the servermessage is for, and you miss it? |
10:31.59 | catay | well, I just said it's possible, not that it makes sense for GU to do it :) |
10:32.19 | whodaman- | Once again, _direct_ communication > leaving some directions |
10:32.21 | Manu | whodaman-: every thing is possible if someone implements it :) |
10:32.25 | catay | sometimes it's a blessing some people can't talk :) |
10:32.35 | whodaman- | Manu, Constitution and I were just testing a beta. |
10:32.49 | Manu | whodaman-: I don't feel the need of it ;) |
10:32.50 | ts | Manu: Show me comparision based sorting faster than nlogn :) |
10:33.00 | Manu | I don't like those restrictives thingies |
10:33.04 | whodaman- | catay, if we don't want the GU league to end like pb or duc, then you have to talk |
10:33.51 | Manu | whodaman-: I consider two important things, one is the freedom, and second is the education |
10:34.02 | catay | I doubt that's the reason why pb/duc are not really active |
10:34.19 | whodaman- | There's always a reason ;) |
10:34.22 | catay | activity on ducati is not a recent problem |
10:34.31 | catay | it is there already for 2 years |
10:35.03 | catay | a lot of people tried to make the leagues more attractive but in the end it are the players that have to do it |
10:35.24 | catay | it has nothing to do with restrictions imho |
10:36.04 | whodaman- | meh, I'd like to give new people a chance to ask questions |
10:36.07 | catay | a lot of oldschool duc players stopped playing |
10:36.25 | whodaman- | But I guess others would just like to give them the good old -srvmsg |
10:36.38 | Manu | catay: it always happened, not only now |
10:37.35 | ts | gotta go, bye |
10:37.37 | Manu | catay: why did they stop playing? :) |
10:37.41 | catay | yup. I lost interest alos a b it in playying the game :) |
10:37.43 | Manu | tshuess ts |
10:37.55 | catay | Manu: they got babies , got married , got a gf , stuff like that :) |
10:38.09 | catay | the real life :) |
10:38.17 | Manu | catay: I'm married, have kids and continue playing ;) |
10:38.38 | catay | hehe, there are always exceptions :) |
10:39.09 | Manu | you know noobs killed the old good players ;) |
10:39.16 | Manu | I know a lot of them left because the noobs |
10:39.23 | catay | well, I also don't play that much anymore as I used to do |
10:39.23 | Manu | they got bored |
10:39.38 | catay | hehe |
10:40.08 | whodaman- | So, you have to keep new people coming |
10:40.11 | catay | yeah, same here, i also got a bit bored with the game lately |
10:40.25 | whodaman- | meh, playing with taz rocks |
10:40.45 | Manu | catay: is not fun to kill vs noobs ;) |
10:40.52 | Manu | to play* |
10:41.13 | catay | and it's also no fun for noobs to play against skilled players |
10:41.19 | catay | thats why they easily drop out of leagues |
10:41.27 | Manu | true.. that's why sometimes I play anon ;) |
10:41.51 | Manu | and let them to kill him ;) |
10:41.55 | catay | i remember my first GU match ... we lost 15-0 |
10:42.02 | whodaman- | catay, I always thought it was exciting to play against the pros |
10:42.15 | whodaman- | Only way to get better. |
10:42.18 | catay | well, i never bothered much about losing |
10:42.23 | catay | but some people do |
10:42.34 | catay | and can't handle it and get upset |
10:42.46 | Manu | whodaman-: yes, you are right, but some players get bored of being killed continuosly |
10:43.06 | whodaman- | Manu, it doesn't take too long until you can hold your own agains them |
10:43.13 | Manu | skilled players also were noobs ;) |
10:43.14 | whodaman- | no, orbit, skit and snick do not count |
10:43.22 | whodaman- | ;) |
10:43.36 | Manu | well, it's fun to play vs mikkel, snick.. |
10:43.58 | whodaman- | :D |
11:02.02 | Wyk3d | damnit .. VC is so lame .. warning C4013: 'strcasecmp' undefined; assuming extern returning int .. that is actually not declared at all but it shows up as link error instead of a compile error .. it must be some config option in the project gone wrong cause this normally works but .. still lame :-/ |
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11:03.37 | catay | doesn't windows use stricmp or something? |
11:05.29 | Wyk3d | well it doesn't matter |
11:05.33 | Wyk3d | i could replace that with asdfsad |
11:05.46 | Wyk3d | and it still compiles fine |
11:05.53 | Wyk3d | damn link error |
11:06.19 | Wyk3d | openldap uses strcasecmp .. |
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11:47.25 | whodaman- | ~Constitution++ |
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11:49.13 | Foo_man_choo | hehe |
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14:14.51 | Winny | Is it possible to get the replay server to list the _last_ 20 replays, instead of the first 20 (or however many it does)? |
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15:49.46 | basketballplayer | hey |
15:51.49 | catay | hi |
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16:20.24 | basketballplayer | . |
16:20.27 | basketballplayer | .. |
16:20.42 | basketballplayer | 1 |
16:20.47 | KTL | if you have a question then ask it |
16:21.02 | KTL | bzchitchat better goes to #bzchat |
16:21.14 | basketballplayer | hey |
16:21.18 | KTL | hi |
16:22.45 | R3laaX | Can someone approve my images - images.bzflag.org/submitimages/ |
16:23.17 | basketballplayer | hey |
16:23.41 | Winny | basketballplayer: can we help you? |
16:23.41 | KTL | you need to give a real url for those images, your url only works for you |
16:24.02 | basketballplayer | help with wut? |
16:25.34 | catay | play basket ;) |
16:26.12 | basketballplayer | where |
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17:47.00 | Winny | Chanserv! Nooo.. |
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17:50.52 | spldart | meh.. now I"m rested up enough my freaking lagstats are sucking to bad.. 417ms last I checked.. all my neighbors must be downloading porn or something |
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18:12.58 | Winny | mm.. turkey sammich |
18:13.02 | Lukstr|Laptop | nom |
18:13.17 | jwir3 | spldart: lol |
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18:17.43 | spldart | had roast beef sammiches again Win |
18:17.49 | spldart | om nom nom nom |
18:17.55 | spldart | But I'm still hungry |
18:18.10 | spldart | must be cuz of the wrench turning on the wifes car |
18:18.19 | spldart | is currently reading more applications |
18:19.49 | Lukstr|Laptop | spldart, getting hammered over the weekend? |
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18:21.16 | spldart | No.. I'm running myself up to buzzed but productive and then doin stuff like tinkering with code, tinkering with wife's car and looking over applications which I fell behind on. |
18:21.56 | spldart | Work has been very fast paced these last 3 weeks and so I've not been quite as on the ball as I'd like |
18:23.32 | Lukstr|Laptop | Er |
18:23.34 | Lukstr|Laptop | I meant |
18:23.39 | Lukstr|Laptop | getting hammered <with applications> |
18:23.40 | Lukstr|Laptop | :P |
18:23.41 | brlcad | enjoys a massive greek salad |
18:23.48 | spldart | Hehe |
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18:24.04 | Lukstr|Laptop | my mind and my fingers often disagree on specifics. |
18:24.04 | brlcad | spldart: hopefully not playing with the break lines |
18:24.07 | spldart | Ok.. hammered by apps.. and hammering on the car using a 'pickel fork' and yeah |
18:24.34 | spldart | brl< no.. Why do you wonder? Did I do something wrong? :-x |
18:25.14 | brlcad | more wondering if she did something wrong ;) |
18:25.44 | spldart | Wife? With her car? YES! I'm not the most happy. |
18:26.03 | spldart | but not breaks |
18:26.07 | spldart | err brakes |
18:26.13 | brlcad | :) |
18:26.23 | spldart | I had to re-replace the passenger cv shaft |
18:26.24 | brlcad | uh huh -- tell that to the detective |
18:27.00 | brlcad | files away his irc logs as evidence |
18:27.19 | spldart | lol |
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18:53.33 | marzipan_ | i got a question to the koth plugin |
18:53.55 | marzipan_ | is it possible to specifie how many players need to be in the koth area ? |
18:54.17 | marzipan_ | and if so, can it be dynamic |
18:54.34 | marzipan_ | let's say there are 6 playres on 3 on each team |
18:55.08 | marzipan_ | and 2 of the team need to be in the koth area... is that possible ? |
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19:13.30 | CIA-32 | BZFlag: 03blast007 * r16917 10/trunk/web/submitimages/templates/queue.tpl: Escape the filename and author name in a few areas. |
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19:24.34 | Lukstr|Laptop | packs up to go back to school |
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19:41.06 | donny_baker | ~F687s++ |
19:41.51 | donny_baker | never realized we already had a solution to the quantum mechanics flag, but you are right :P |
19:44.15 | F687s_cgi | Wooh! |
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19:49.31 | Flash | brlcad: I was talking to JeffM and he said that when you resize the GL context is invalidated and all the fonts need to be reinitialized |
19:49.43 | Flash | but I'm pretty sure that message isn't getting to the FontManager |
19:50.37 | Flash | I've noticed that if you go full screen (either at startup or F1) then go windowed, *all* the fonts render bogusly |
19:50.50 | Flash | I'm suspecting the GL context thingy as the culprit |
19:51.14 | Flash | but I'm way over my head with the bowels of graphics programming |
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19:52.40 | brlcad | it was all working, last I checked fontmanager was getting notified -- so either it's no longer rebuilding (i.e. no longer getting a resize) or rebuilding is broken |
19:52.54 | Flash | I mean rebuilding isn't even called |
19:53.42 | Flash | I was wonderinging where that linkage is supposed to be established |
19:54.01 | brlcad | there's several ways it can be wired up |
19:54.12 | Flash | Does FontManager need to implement a resize callback like the visual elements do? |
19:54.13 | brlcad | it was direct at one point, it was set up as a callback at another |
19:54.43 | brlcad | the resize callback may have been removed while investigating/isolating the destructor problem |
19:55.07 | Flash | ok |
19:55.21 | brlcad | there should be no reason for clear() to crash -- so long as it does, you can't reliably rebuild for resizing regardless |
19:55.28 | Flash | I'm curious what the nature of the dtor problem was; since this is a singleton, why was it ever destructed? |
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19:56.05 | brlcad | it's destructed on application exit, just a matter of releasing all allocated resources |
19:56.22 | brlcad | it's cheating now just letting the OS take care of it, hence no crash |
19:56.49 | Flash | yes, it is "cheating", but it works, doesn't it? |
19:56.56 | Flash | avoids another pedantic argument |
19:57.13 | brlcad | it's just hiding some other bug |
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19:58.42 | brlcad | which is what I was more referring to earlier about the herring -- it's not clear that the problem is *actually* in FontManager -- my tests showed the stack was hosed before the font manager singleton was instantiated so it could very well be a bug elsewhere |
19:59.03 | brlcad | needs some valgrind, efence, memory debugging love |
19:59.05 | Flash | since I have your attention, can I persuade you to look at my latest patch? I'm trying to make incremental-sized changes |
19:59.46 | brlcad | i saw it, but i'm reviewing gsoc apps today -- deadline is approaching |
19:59.52 | Flash | ok |
20:00.36 | Flash | I've almost got the first caller using BZFontFace instead of doing the lookups |
20:00.53 | Flash | just need to fix some scoping issues with things currently in FontManager |
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20:02.01 | brlcad | scope? |
20:02.21 | Flash | things that belong to FontManager that need to be visible to BZFontFace |
20:02.30 | brlcad | ah |
20:02.56 | Flash | getPulseColor, underlineColor, dimUnderlineColor, dimFactor, darkness |
20:04.30 | Flash | do you happen to know why font size 26 is specially excluded from "clear" |
20:09.27 | brlcad | oh, that was test code |
20:09.40 | spldart | Meh.. the wind has left my sales |
20:09.57 | Flash | spldart: time to sell your sails |
20:10.00 | CIA-32 | BZFlag: 03brlcad * r16918 10/trunk/bzflag/src/3D/FontManager.cxx: oops, remove test code |
20:11.05 | spldart | I can't spell either... geez |
20:11.16 | spldart | to many words! no mas!! |
20:13.02 | brlcad | Flash: so you know the 200 size limit was in-part just a simplification to help debug the rebuild/destructor bug, getting rid of the former stl-based containers |
20:13.37 | Flash | ok |
20:13.45 | brlcad | i mean the O(1) access time is certainly nice, but it's not the intent to leave it that way once everything is working |
20:14.03 | brlcad | (but probably shouldn't change *until* it's all working) |
20:14.19 | Flash | I had thought of having a map because the arrays are VERY sparse, but the memory cost isn't relevant |
20:14.28 | brlcad | it was a map |
20:14.56 | Flash | also, if I'm right, the lookup can be elided entirely |
20:14.57 | brlcad | debugging random memory errors with stl containers is a royal PITA |
20:15.18 | Flash | yes, I've walked the rbtree quite a few times |
20:15.20 | brlcad | with the array, it became clear the problem is elsewhere |
20:17.47 | brlcad | Flash: looking at your patch: Advance() loads and renders the font to texture, so you can save lots of time by preloading all characters |
20:18.08 | Flash | I don't think I changed that functionality |
20:18.18 | Flash | the calls to advance are as they were |
20:18.19 | brlcad | you didn't, just responding to your comment |
20:18.29 | brlcad | as it's in your patch |
20:18.34 | Flash | oh... yes, I've been digging a bit into the fonts since then ;-) |
20:19.22 | brlcad | a lot of the "unrolling" you're doing is actually how things originally were |
20:19.31 | brlcad | er, re-rolling/wrapping |
20:19.34 | Flash | lol |
20:19.43 | brlcad | they were unrolled as part of the debugging |
20:19.50 | brlcad | it really is all kinda moot until that bug is found |
20:19.51 | Flash | I promise, it will work when I'm done ;-) |
20:20.22 | brlcad | the patch doesn't apply |
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20:21.51 | Flash | perhaps because of the change you just made? |
20:22.21 | brlcad | nope, it's a fairly big section |
20:22.22 | Flash | I moved the iteration over the sizes into BZFontFace_impl |
20:22.25 | brlcad | looks like you're working out of sync |
20:22.28 | Flash | you changed a line I deleted |
20:22.43 | Flash | I didn't think so; I reverted before making that patch |
20:22.59 | brlcad | revert only restores to your local checkout, you have to svn up to latest |
20:23.01 | Flash | except for the change you just made |
20:23.22 | Flash | I svn up before the last patch |
20:23.33 | brlcad | try svn revert src/3D && svn up src/3D then try applying your patch |
20:24.14 | Flash | blushes in shame |
20:24.21 | Flash | what's the apply patch command again? |
20:24.48 | brlcad | patch -p0 < your patch |
20:25.53 | Flash | is it because my patch is against r16915 and you just created r16918? |
20:25.54 | brlcad | ahh, svn revert -R |
20:26.26 | brlcad | perhaps, like I said, seems like you were a few revisions out of date |
20:26.40 | Flash | should be just that one |
20:26.50 | brlcad | heh |
20:26.55 | Flash | I did an svn up after you committed and had to resolve that |
20:27.01 | brlcad | should be doesn't change the fact that it doesn't apply :) |
20:27.06 | brlcad | so something isn't right :) |
20:27.12 | Flash | well it DID |
20:27.17 | brlcad | try applying it yourself |
20:27.25 | spldart | This convo totally brings up a query.. How would I apply a patch I find to my current code in order to try it out? |
20:27.26 | Flash | I see that it's failing |
20:27.41 | spldart | No commit just try it out |
20:28.07 | brlcad | spldart: almost always exactly what I just mentioned: patch -p0 < file.patch |
20:28.28 | brlcad | the -p option is how many path levels it needs to prune |
20:28.36 | spldart | thanks... Sometimes I'd like to try out the patches on sourceforge just to test |
20:28.39 | brlcad | so you read file.patch and look at the paths |
20:28.47 | spldart | ah ok |
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20:29.08 | brlcad | if they're "proper" they should refer to files like src/bzfs/bzfs.cxx (instead of bzflag/src/bzfs/bzfs.cxx or ./bzfs.cxx, etc) |
20:29.30 | spldart | ooOOoo.. me makes mental note |
20:29.37 | brlcad | if it were bzflag/src/bzfs/bzfs.cxx, you'd use -p1 -- if it was just bzfs.cxx, you'd just apply a -p0 to the file directly |
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20:30.13 | brlcad | if it was /usr/home/username/bzflag-8.12.3/src/bzfs/bzfs.cxx, you'd use -p4 |
20:30.39 | jack|Argon | hi, I'm building bzflag 2.0.10 under linux, and for some reason, it doesn't actually build the client (and configure tells me this), just bzadmin and bzfs |
20:31.14 | jack|Argon | does anyone know why this happens? |
20:31.20 | spldart | You should have some info from the ./configure |
20:31.30 | catay | some things are probably not installed |
20:31.43 | Flash | missing SDL or GL are obvious candidates |
20:31.45 | spldart | You need 3d working |
20:32.38 | jack|Argon | hmm, it did report any errors. I have SDL I know, what would the GL package be? |
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20:33.50 | spldart | What was that gl.h file that always gives me problems when setting up a linux build platform hrmmm |
20:34.53 | spldart | is researching a bit |
20:35.06 | spldart | You you have other 3d games working fully? |
20:35.07 | Manu | jack|Argon: you probably need to install mesa devel, libsdl devel and your graphic card devel package |
20:35.20 | spldart | what distro? |
20:45.06 | spldart | *crickets* |
20:46.04 | JeffM | sdl-dev usualy gets most of what is needed |
20:46.29 | spldart | has done a fresh checkout of 2.0.x and has his config.log open for troubleshooting purposes.. debian |
20:46.38 | spldart | :) |
20:46.47 | JeffM | did you install c++? |
20:46.54 | jack|Argon | spldart: srry, foresight linux 64 bit |
20:47.06 | JeffM | that's the most common thing not installed |
20:47.39 | jack|Argon | JeffM: it compiles and installs fine, but without the client, only bzfs and bzadmin |
20:47.56 | JeffM | ahh |
20:47.59 | spldart | G++ |
20:48.12 | JeffM | bzfs wold not build without C++ |
20:48.20 | JeffM | what video card? |
20:48.48 | jack|Argon | JeffM: does it matter for building? 8600GT, nvidia driver 169.12 |
20:49.01 | JeffM | jack|Argon, cus that determines what GL package you need ;)( |
20:49.11 | JeffM | nvidia has a dev package for the driver |
20:49.14 | spldart | was that a non-free driver or one off nvidia website? |
20:49.18 | spldart | oh |
20:49.20 | jack|Argon | could it need mesa devel or freeglut? |
20:49.20 | JeffM | it has the nvidia extended gl headers |
20:49.26 | jack|Argon | off nvidia's site |
20:49.32 | JeffM | glut no |
20:49.45 | JeffM | but if your package manager dosn't have an nivida dev package |
20:49.49 | JeffM | then yes, mesa dev |
20:49.57 | Manu | said it earlier |
20:50.04 | spldart | yep |
20:50.10 | JeffM | manu is a smart man ;) |
20:50.36 | Manu | nah, simply I have compiled bzflag in a lot of linux distros ;) |
20:50.50 | spldart | That's it! Mesadev messed up my prepackaged nvidia dev pachage.. couple of times |
20:51.00 | JeffM | yeah if you have nvidia dev use that |
20:51.04 | JeffM | if not, then mesa dev |
20:51.06 | spldart | I think I've learned my lesson though |
20:51.09 | JeffM | but only if you use an nvidia card |
20:51.16 | JeffM | if you are on ATI, then mesadev is fine |
20:51.17 | jack|Argon | I already have mesa-dev |
20:51.29 | JeffM | then it's probably a prefix thing |
20:51.40 | JeffM | there should be a config log that tells you exactly what failed |
20:51.50 | JeffM | the "gl.h header is missing" is a generic error |
20:52.07 | JeffM | we throw that anytime one of the config samples fails to compile for any reason |
20:52.10 | Manu | has installed libmesagl-dev and nvidia-dev :) |
20:52.33 | jack|Argon | yeah, it is that error |
20:53.04 | jack|Argon | I do have gl.h though. It fails for both 2.0.8 and 2.0.10 for the same thing |
20:53.12 | Manu | JeffM: I got once an error about gl.h and the true problem was I haven't installed g++ ;) |
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20:53.13 | *** mode/#bzflag [+v Tupone] by ChanServ |
20:53.40 | JeffM | yeah go and check the actual configure log, not just the terminal output it will have more detailed info |
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20:53.47 | JeffM | the terminal output is rather generic |
20:54.12 | JeffM | Manu, that's why I also said that not installing c++ is common |
20:54.27 | JeffM | but if bzfs built then c++ is installed |
20:54.40 | Manu | yes, the error is very informative.. </irony > :) |
20:54.49 | JeffM | yeah |
20:55.04 | JeffM | like I say we throw that up for ANY problem compiling the samples |
20:55.08 | JeffM | has to go home |
20:55.49 | jack|Argon | my gl.h is at /usr/include/GL/gl.h, also /usr/include/FL/gl.h |
20:55.59 | jack|Argon | is that unusual/the cause of the problem? |
20:56.13 | spldart | I seem to recall a bug others have experienced where the mesa header replaces or interferes with the nvidia header for gl and bam! instant headache |
20:56.56 | spldart | Mines @ /usr/include/GL/gl.h |
20:57.17 | spldart | don't see how the other copy would hurt things |
20:57.20 | jack|Argon | and you built sucessfully or installed w/ package manager |
20:58.06 | *** join/#bzflag Epyon (n=Epyon@90-156-93-82.magma-net.pl) |
20:58.09 | spldart | I built and installed... package manager? |
20:58.27 | Epyon | re all :) |
20:58.36 | Manu | hi Epyon |
20:58.55 | Epyon | Manu, had an occasion to look at my apps? |
20:59.05 | Manu | yes, but not in deep |
20:59.11 | Epyon | Any comments? |
20:59.16 | Manu | not yet |
20:59.20 | spldart | BTW on debian I grabbed autoconf automake libtool libncurses5-dev libsdl1.2-dev libcurl3-openssl-dev g++ make and of course the non-free nvidia drivers |
20:59.21 | Epyon | kk |
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21:02.15 | Lukstr | is back |
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21:21.54 | CIA-32 | BZFlag: 03brlcad * r16919 10/trunk/bzflag/ (include/FontManager.h src/3D/FontManager.cxx): |
21:21.54 | CIA-32 | BZFlag: apply flash's sf patch 1935733 ( Continuing Encapsulation in FontManager ) with |
21:21.54 | CIA-32 | BZFlag: ongoing hope retained that he'll get to an actual functionality enhancement/fix |
21:21.55 | CIA-32 | BZFlag: at some point too :) patch makes strides towards using a class instead of an |
21:21.55 | CIA-32 | BZFlag: integer identifier. |
21:22.22 | *** join/#bzflag JeffM (n=Jeff@pool-71-109-218-124.lsanca.dsl-w.verizon.net) |
21:23.55 | Flash | brlcad: you are so kind |
21:24.17 | JeffM | what'd he do? |
21:24.26 | Lukstr | heh |
21:24.26 | spldart | He's one of the close nit crew of hard workers :) |
21:24.29 | JeffM | did he send you some of his home made fudge? |
21:24.30 | spldart | And there's another one |
21:24.30 | Flash | 15:21 < CIA-32> BZFlag: ongoing hope retained that he'll get to an actual functionality enhancement/fix |
21:24.38 | JeffM | his fudge is awesome |
21:24.52 | JeffM | oh yeah.. fix a bug |
21:24.55 | JeffM | seriously ;) |
21:26.29 | spldart | darnit.. now I'm craving brownies |
21:26.32 | brlcad | Flash: all in good fun :) |
21:26.37 | spldart | But not brownie points |
21:26.45 | Flash | I know |
21:26.56 | brlcad | bacon |
21:27.00 | Flash | it's hard to make substantive changes AND keep patch sizes small |
21:27.37 | spldart | ooOOoo.. bacon cut up into tiny bits and put in a can of bushes baked beans with a bit of bold and spicy bbq sauce added |
21:27.39 | JeffM | my sugestion to you is, cleanup the code as you fix bugs/add features. instead of just cleaning up for the sake of OO |
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21:27.47 | JeffM | makes it a lot easier |
21:27.51 | brlcad | Flash: yep, I know -- so just keep at it :) commits should be succint like that regardless too |
21:28.23 | Flash | JeffM: I actually want to elminate the font lookup entirely (which OO will support) |
21:28.38 | JeffM | Flash: yes but that dosn't fix a bug for add a feature ;) |
21:28.48 | Flash | should be faster |
21:28.59 | JeffM | so an optimisation |
21:29.15 | Flash | right now every single text rendering is multiple font lookups ;-) |
21:29.20 | JeffM | honestly, I'd start with more important things |
21:29.30 | JeffM | how much faster will it be in the overall scheeme of things? |
21:29.41 | brlcad | dubious claim, and even if faster -- whether it is actually measurably signficant is unknown |
21:29.41 | Flash | I'm easy. I started there because it was crashing my app |
21:30.01 | spldart | :-) And JeffM asks that question fairly across the board :~D |
21:30.09 | brlcad | the crashes don't have anything to do with int id's :) |
21:30.10 | spldart | sry |
21:30.14 | spldart | I'll shut up now |
21:30.46 | JeffM | Flash: what we are trying to judge is what your intenetions are. Are you just trying to apply your opinons on code design to the project, or are you actualy intrested in fixing bugs, adding features and making the project better? |
21:31.06 | JeffM | or at least that is what I am trying to judge |
21:31.13 | JeffM | cleaning up as you go.. that's fine |
21:31.17 | JeffM | everyone SHOULD do that |
21:31.32 | Flash | more the latter. Getting started is always a challenge |
21:31.45 | JeffM | but changing sections of code just because the design dosnt "smell right" dosn't really fly |
21:31.50 | JeffM | well we'll see |
21:31.54 | Flash | in my experience, you start somewhere and branch out from there |
21:32.24 | brlcad | hence my "ongoing hope retained" .. that you branch into a feature enhancement/fix ;) |
21:32.54 | brlcad | no problems with what you're doing so far, just waiting to see where you go with it :) |
21:33.48 | AHA | whats the groupfile argument to have the say command not give the users name after? |
21:34.02 | Flash | JeffM: I fully understand that the core devs absolutely need to focus on features/bugs etc. But is there any harm in free labor doing code cleanup? |
21:34.16 | JeffM | Flash: never said there was harm |
21:34.27 | Winny | AHA, that's a plugin |
21:34.28 | JeffM | as brlcad said, just trying to see where you go |
21:34.30 | Winny | anonsay.so |
21:34.38 | AHA | oh? |
21:34.40 | AHA | okay |
21:34.45 | me1 | its a plugin |
21:34.51 | JeffM | Flash: but yes, there can be harm |
21:34.56 | Winny | If you're on our server, it's in /bzflag/builds/2.0.x/lib/anonsay.so |
21:34.59 | Winny | IIRC |
21:35.01 | JeffM | if the code changes a lot and the other devs don't or can't follow it |
21:35.13 | JeffM | that can cause devs who do real bugs to stop working on code they no longer understand. |
21:35.25 | JeffM | so it has to be balanaced |
21:35.27 | Flash | sure |
21:38.09 | JeffM | man do I ever want 4 cores and a copy of incredidbuild :( |
21:40.20 | Tupone | wonders when he realized about balancing code changes :/ |
21:40.42 | JeffM | right after I saw people leave because of them ;) |
21:41.21 | JeffM | my balance point is probably not the same place as yours tho |
21:41.52 | JeffM | I would consider modularising code to be a feature |
21:42.45 | CIA-32 | BZFlag: 03JeffM2501 * r16920 10/trunk/bzflag/ (13 files in 10 dirs): Patch 1936173: cleanups of spelling issues and inconsistencies int he API. Thanks Catay |
21:44.58 | JeffM | back to the joy of shots :/ |
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21:47.55 | spldart | Now.. during the lull. Jeff does often seriously ask "What is the speed increase in the grand scheme of code" .. Just to clarify my comment cuz it has come to my attention several times lately that my intention hasn't been as clear as I mean for it to be. |
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21:49.38 | Flash | spldart: you still aren't clear ;-) |
21:49.51 | blast007 | but I am! |
21:49.54 | blast007 | grabs CL |
21:49.56 | spldart | Figures |
21:50.03 | spldart | grabs ST |
21:50.20 | JeffM | just tells the server to kill everyone |
21:50.25 | blast007 | hehe |
21:51.19 | TD-Linux | starts the trunk bzfs server, because it has a tendacy to do that automatically |
21:51.21 | spldart | hehe.. he SW's with a blast radius of invinity |
21:51.33 | Flash | JeffM: you are probably the best one to answer this. I don't think FontManager is getting notified of resize events. Can I put it in MainWindow:;resize()? |
21:52.03 | JeffM | it shoudl not need to be specificly notified on a resize should it? |
21:52.15 | Flash | it doesn't know that the resolution has changed |
21:52.26 | JeffM | why doe sit care? |
21:52.29 | Flash | didn't you tell me the GL context is invalidated and all the fonts need to be recreated? |
21:52.42 | JeffM | yes, but that's via the global context init system |
21:53.00 | JeffM | if resizing invalidates the GL context then font manager isn't the only thing that needs to know |
21:53.11 | Flash | ok. then I don't have a clue why the fonts go whacked when you go from full screen to windowed |
21:53.45 | JeffM | perhaps on your platform that invlaidates the context |
21:54.02 | Flash | currently, the rebuild() logic is not invoked anywhere |
21:54.13 | Flash | I was assuming it existed because it was needed |
21:54.44 | JeffM | I can dupe that it's not getting invalidated on a minimise here |
21:54.51 | JeffM | let me look at it |
21:57.48 | brlcad | Flash: it used to work and have resize callback events registered -- read through the history of the FontManager.cxx file to see examples |
21:58.03 | Flash | ok |
21:58.16 | JeffM | look at how the texture manager handles it's invalidations, everyone should handle it via the same invalidation handler |
21:58.33 | brlcad | yeah |
21:58.50 | JeffM | the display list manager shoudl do that too |
22:04.43 | Epyon | brlcad, JeffM, had a moment to look at my apps? |
22:05.09 | JeffM | I was going to read them after the deadline |
22:05.18 | JeffM | all of them |
22:05.19 | brlcad | paatience :) |
22:05.28 | JeffM | get some popcorn, etc.. |
22:05.34 | Epyon | xP |
22:05.37 | brlcad | has been reading and commenting *all* day (6 hours non-stop now) |
22:05.38 | JeffM | we can ask for comments and edits after |
22:05.59 | Epyon | Oh, and btw, what about the patch? |
22:05.59 | JeffM | and yeah he's better at it then I |
22:06.06 | JeffM | what about it? |
22:06.08 | JeffM | you make one? |
22:06.15 | Epyon | Well, any suggestions? xP |
22:06.23 | brlcad | you know what is valued |
22:06.26 | Epyon | I tried the bug/rfe database |
22:06.38 | JeffM | yeah we shoudl not suggest, the point is to make you do it ;) |
22:07.18 | Epyon | But most of the stuff is either completely beyond my specialization, or would require a lot time. |
22:07.49 | Epyon | i.e. time that does not neccessary lead to success (bug hunting) |
22:08.11 | Epyon | I had two ideas of my own, but neither of them is "normal" |
22:08.30 | JeffM | Epyon: that's also the point to get you out of your comfy zone |
22:08.36 | JeffM | just fix a bug |
22:08.56 | JeffM | one of your applications is for a code re-org, that is totaly going to be all over the code |
22:09.09 | JeffM | so you should be able to show us that you can fix a bug prety much anywhere |
22:09.10 | Epyon | The first one was to do some refactoring in a non-critical part of code (moving out Explosions into a singleton from playing.cxx came to mind) |
22:09.16 | JeffM | or at least a general fix |
22:09.37 | Epyon | and the second one is addition of a basic in-code profiler |
22:11.14 | JeffM | did you read the bug list? |
22:11.21 | JeffM | the BUGS file not the SF database? |
22:11.31 | Epyon | Yes, both in the file and the sf database |
22:11.52 | JeffM | and there is not a single thing you want to do in there? |
22:11.52 | brlcad | fix the fontmanager bug *cough* |
22:12.02 | brlcad | if it is even a fontmanager bug |
22:12.07 | brlcad | i'm still not convinced it is |
22:12.08 | JeffM | I mean I see a bunch of butt simple ones |
22:12.19 | JeffM | - idbans do not respect the antiban permission |
22:12.25 | JeffM | - Observer movement controls seems to get locked-up in Hunt mode. |
22:12.27 | Flash | is still baffled by the reload logic |
22:12.40 | Epyon | JeffM, I don't even understand the first one :P |
22:12.41 | JeffM | - client side bots don't even show as tanks. |
22:12.49 | JeffM | Epyon: then you go learn |
22:12.53 | JeffM | ain't hard |
22:13.05 | brlcad | Flash: just think of it as destroying all loaded fonts, and reloading them (all) |
22:13.06 | JeffM | or ask.. "what does an ID ban mean?" |
22:13.23 | Flash | I get that... I don't know what is supposed to trigger it |
22:13.24 | brlcad | that's where that seemingly unused "rebuildFonts" function comes from |
22:13.45 | Flash | I looked at texture manager and can't find where it's reload is called (except from the /retexture command) |
22:13.50 | Epyon | *sigh* I have some free time now so I guess I'll take another look. |
22:13.55 | brlcad | track back through the commit history for fontmanager |
22:14.09 | Flash | I will |
22:14.33 | brlcad | probably have to go back days/weeks/maybe months |
22:15.46 | spldart | In windows how do you apply a patch for testing.. I just noticed it's different *embarrassed* |
22:17.09 | brlcad | spldart: you install cygwin and run patch? :-) |
22:17.25 | brlcad | there are gui patchers |
22:17.32 | spldart | cygwin?! I've had a te3rrible experiences with that |
22:17.45 | JeffM | tort can apply a patch |
22:17.46 | spldart | ;) I'll continue in linux the |
22:17.47 | Wyk3d | recommends tortoiseSVN |
22:17.55 | spldart | Ah.. good.. tort it is |
22:17.57 | JeffM | yeah it does it very well |
22:18.03 | JeffM | just put the patch in the root of the source tree |
22:18.06 | JeffM | right click on it |
22:18.12 | Epyon | Okay, I'll take a look at the font rendering issues then |
22:18.13 | JeffM | and hit "apply patch" |
22:18.23 | spldart | thanks |
22:19.37 | Wyk3d | hmm i never had to put the patch in the source .. |
22:19.40 | brlcad | Epyon: see the FIXME in the destructor |
22:19.44 | Wyk3d | *source tree |
22:19.51 | brlcad | that's the crux of the issue right now |
22:20.06 | spldart | BTW... to unpatch do I do some sort of svn revert? |
22:20.12 | JeffM | yes |
22:20.16 | spldart | okies |
22:20.34 | JeffM | svn revert in the root will tell you what files are moded, and you can revert the specifc ones you want to |
22:20.35 | spldart | is thinking of testing some of the submitted patches |
22:20.47 | JeffM | if it works apply it ;) |
22:20.48 | spldart | Just for fun |
22:21.05 | spldart | Ok... I may after touching base |
22:21.06 | brlcad | and isn't questionable :) |
22:21.13 | JeffM | yeah if it's a fix I mean |
22:21.13 | Epyon | Oh my.... I just found a brilliant source for potential fixes :D |
22:21.16 | brlcad | there are a few that are questionable, havne't weened in a while |
22:21.23 | spldart | I will be very VERY careful |
22:21.31 | Epyon | grep FIXME *.* :P |
22:21.32 | brlcad | some are only still there because they are good ideas, but out-of-date patch-wise |
22:21.44 | spldart | oh |
22:23.19 | spldart | is getting up to date and testing the build first |
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22:31.36 | spldart | I'lll assume the tort message Patch file doesn't match dir but tort has found a better match relates to the brlcad references to well written patches and the -p0 1 or whatever switch thingy hehe |
22:32.44 | catay | JeffM: I wonder if it would make sense if eventTime was moved to the bz_EventData baseclass? |
22:33.02 | catay | as every event as an eventTime in theory |
22:42.12 | brlcad | spldart: it's usually easy to see if you look at the paths in the patch file itself |
22:44.18 | spldart | I'm actually having an issue applying the first patch in the list already.. it either isn't applying or something else is goin on cuz VC8 isn't showing any work during the build process |
22:45.06 | spldart | tries another just incase |
22:49.21 | spldart | *grumble*... It seems like I'm applying but the build isn't acting like anything has changed |
22:49.41 | spldart | NM!@!!!! |
22:50.23 | spldart | I'm cooking with gas now |
22:50.30 | Lukstr|Laptop | mm |
22:50.35 | Lukstr|Laptop | cooking |
22:50.38 | spldart | with gas |
22:50.44 | Lukstr|Laptop | delicious |
22:50.52 | spldart | actually the wife is making lasagna tonight |
22:50.57 | Wyk3d | and very flammable |
22:51.01 | brlcad | you say you have gas? |
22:51.10 | spldart | In my Char-Broil |
22:51.23 | Lukstr|Laptop | char-broiled lasagna? |
22:51.27 | spldart | no |
22:51.30 | Lukstr|Laptop | :( |
22:51.40 | spldart | is testing patches :~D |
22:52.44 | Lukstr|Laptop | So wait, has anyone actually seen the new tank explosions yet? |
22:52.47 | catay | spldart: hmm lasagna ... are we invited? :) |
22:53.11 | Flash | envisions a large orange cat diving into the pan |
22:53.31 | Lukstr|Laptop | Flash, seen garfield without garfield? |
22:53.38 | catay | hehe |
22:53.43 | Flash | hun? |
22:53.57 | Flash | is that an Arthur Dent thing... tea and no tea? |
22:54.10 | Lukstr|Laptop | http://garfieldminusgarfield.tumblr.com/ |
22:54.47 | spldart | Oh snap.. I tested the first patch listed on sourceforge and crashed after attempting to relist servers by ping.. gotta reboot windows now cuz my vid card is humped LOL |
22:55.02 | Lukstr|Laptop | haha |
22:55.18 | spldart | funny thing is vc8 is reporting all is fine |
22:55.34 | spldart | maybe I should have clicked quit instead of ignore |
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23:00.39 | spldart | So.. uhm... patch testing can be a dangerous thing ;-) |
23:00.50 | Winny | hehe |
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23:01.09 | spldart | bring on the next patch! |
23:03.17 | KTL | compiles because of that new tank explosion rumor |
23:04.00 | Winny | I bet it's actually a rickroll |
23:05.27 | spldart | Nah.. but btw.. it does resort server by ping. Or so it seems to successfully.. but I got a crash in debug build after hitting ignore to a warning while running client |
23:06.11 | Winny | Hey.. where'd the VC9 project go? |
23:06.49 | CBG | i ate it |
23:08.07 | spldart | under msvc? |
23:08.12 | spldart | dir |
23:08.15 | Epyon | Winny, buggy, hene removed |
23:08.26 | Epyon | hence* |
23:08.26 | Winny | bah |
23:08.33 | Winny | I guess I'll use the VC8 project |
23:11.26 | KTL | it all compiles on debian 64 bit |
23:11.50 | Lukstr|Laptop | KTL: it's not a very good new tank explosion. |
23:12.01 | Lukstr|Laptop | KTL: you might not notice the difference. |
23:12.07 | KTL | i cant see it since i'm single player, maybe with -solo |
23:12.35 | KTL | bots -> thrown out by server |
23:13.23 | JeffM | Winny: it went away |
23:13.28 | Winny | KTL, gimmie a sec |
23:13.29 | KTL | i might have crashed spldarts server |
23:13.29 | Winny | compiling |
23:13.31 | JeffM | yeah just use th3e VC8 |
23:13.38 | JeffM | VC9 wasn't updated |
23:13.45 | JeffM | and 8 should work just fine |
23:13.53 | Winny | It did :) |
23:14.09 | JeffM | catay: that sounds fine |
23:14.24 | JeffM | you can also init it from a timekeeper in the constructor |
23:14.30 | KTL | JeffM's server says: jumping allowed and in practice it is not |
23:14.42 | JeffM | wierd |
23:14.43 | Winny | KTL, which server? |
23:14.56 | spldart | I think you did hehehe |
23:14.58 | KTL | for us to join? i will go to metropolis |
23:15.02 | Winny | kk |
23:15.03 | spldart | I'm checking now |
23:15.39 | Wyk3d | JeffM: should I look for some bug to fix aswell or do those two crash fixes I submitted count ? |
23:16.00 | spldart | Yep: Segmentation fault |
23:16.03 | JeffM | Wyk3d: if you've submited a patch, that's probalby good |
23:16.09 | Flash | yay! Adding the GL context calls back in works |
23:16.13 | JeffM | we just want to make sure you can like get SVN etc.. |
23:16.26 | JeffM | Flash: who took them out? |
23:16.43 | Flash | I hate to say (glances at brlcad ) |
23:17.00 | JeffM | everyone makes mistakes |
23:17.03 | JeffM | he probalby didn't intend to |
23:17.08 | brlcad | it wasn't a mistake |
23:17.13 | JeffM | ahh |
23:17.13 | brlcad | it was intentional |
23:17.18 | JeffM | why? |
23:17.25 | brlcad | as was all of the rest of the unraveling |
23:17.27 | JeffM | cus of the crash? or you don't think we need them? |
23:17.38 | brlcad | trying to isolate the crash |
23:17.44 | JeffM | ahh |
23:17.48 | JeffM | cus we do need them :) |
23:17.53 | brlcad | sure do |
23:17.54 | Winny | blast007: your server lags right now |
23:17.58 | Flash | nods |
23:18.33 | Flash | One change I did have to make was not to delete the font family, only the specific font (sizes) |
23:18.49 | JeffM | yeah, all you have to do is kill the FTLG classes |
23:18.58 | JeffM | so it reinits the textures and bitmaps |
23:19.55 | Winny | Is this what you're currently trying to fix, or is it something different? http://bzfusion.net/bzflag/bzfi1174.png |
23:20.06 | JeffM | yeah |
23:20.09 | brlcad | that (along with dozens of other variations) will still crash at least if you free everything allocated in the destructor |
23:20.12 | JeffM | don't change resoultions or minimise |
23:20.22 | Winny | JeffM: k :p |
23:20.35 | KTL | wtugliness |
23:20.40 | JeffM | brlcad: want to go back to the old manager for now? |
23:20.45 | brlcad | not really |
23:20.49 | JeffM | k |
23:21.07 | brlcad | like I said, I'm really not even convinced it is actually *anything* to do with the font manager |
23:21.16 | JeffM | ahh |
23:21.18 | brlcad | i isolated it all the way down to a very simple bit of code |
23:21.25 | brlcad | after removing just about everything |
23:21.38 | JeffM | valgrinding helping at all? |
23:21.41 | brlcad | it still crashes on destruction and has a bad stack very early on |
23:21.48 | brlcad | haven't valground it |
23:21.53 | brlcad | that's the next step |
23:22.23 | *** join/#bzflag javawizard2539_ (n=javawiza@c-24-10-227-207.hsd1.co.comcast.net) |
23:23.34 | Flash | actually, I think the erase in clear() may very well have honked you up royally |
23:24.19 | KTL | in metropolis it bugs me that the radar does not show the street pattern while being street level |
23:24.19 | KTL | but i see why it is and dont see an immediate solution |
23:24.19 | brlcad | Flash: that code has changed a dozen times over |
23:24.24 | brlcad | so looking at it as-is now doesn't really say much |
23:25.11 | brlcad | i traced the pointers through in the debugger, even with no erase() calls, there is pointer corruption -- there is stack corruption even before fontmanager exists |
23:25.14 | spldart | I'm not actually seeing the difference in operation after applying the Locale character directories patch |
23:25.21 | spldart | but operation is stable |
23:25.34 | JeffM | spldart: that is the one that adds the locale thing to main? |
23:26.12 | spldart | in relation to vc2k5 |
23:26.25 | brlcad | that was the whole point of stripping out all the stl containers, the callback, various other self-calls -- with a very simple test case, things aren't right |
23:26.35 | JeffM | it's a one line change from one of the SoC applicants right? |
23:26.46 | spldart | yes |
23:27.01 | spldart | Paul_PL |
23:27.03 | JeffM | spldart: yeah apply that |
23:27.09 | JeffM | you won't see any diffs |
23:27.14 | spldart | ah |
23:27.16 | blast007 | Winny: which server? trunk? |
23:27.16 | JeffM | you don't have a polish character in your username |
23:27.20 | JeffM | :) |
23:27.20 | Winny | yeah |
23:27.25 | blast007 | that's not my server |
23:27.25 | spldart | Ok will apply err commit |
23:27.37 | Winny | oh :) |
23:27.37 | blast007 | that's bzfs being buggy |
23:27.37 | spldart | LOL |
23:27.37 | JeffM | it's when there is an extended character in your config path |
23:27.53 | JeffM | yay.. down to 66 errors :) |
23:27.54 | blast007 | I always get like 2 or 3 seconds lag on my server |
23:27.57 | blast007 | trunk |
23:28.01 | blast007 | but it's fine on 2.0.x |
23:28.08 | blast007 | more like 50ms on 2.0 :) |
23:28.10 | Flash | FWIW, I put clear() back in the dtor and it doesn't crash |
23:28.21 | blast007 | Flash: what OS? |
23:28.26 | Flash | MacOS |
23:28.31 | blast007 | k |
23:29.40 | CIA-32 | BZFlag: 03bzspldart * r16921 10/trunk/bzflag/src/bzflag/bzflag.cxx: Apply Patch by Paul_PL for local character directories. |
23:29.46 | JeffM | ok, so for a GM, all the shots track to your current lock target right? what if you die? |
23:30.18 | JeffM | spldart: add his real name to the authors list too |
23:30.24 | spldart | me 2 blast007... and still with the server comm's |
23:30.28 | spldart | Ok. JeffM |
23:30.33 | JeffM | thanks |
23:30.44 | blast007 | the server comm error is (I think) when the server kicks people off for lag |
23:30.55 | blast007 | though I've had it other times as well, like after dropping a flag |
23:30.57 | JeffM | yeah the kick isn't clean |
23:31.03 | JeffM | I think there are issues with the lag comp |
23:31.07 | JeffM | lag calc |
23:31.11 | JeffM | I think the lag comp is working |
23:31.44 | spldart | Under core contriubtors 2k8 right? |
23:32.02 | JeffM | no |
23:32.12 | spldart | where at |
23:32.36 | spldart | oops... meant to say code contrib |
23:32.43 | JeffM | yeah code contrib |
23:32.46 | JeffM | you were right :) |
23:32.50 | spldart | sry |
23:32.57 | JeffM | no worries |
23:33.03 | spldart | Do we have his irc name? |
23:33.12 | JeffM | paul_pl |
23:33.32 | spldart | Ah.. should have went with my initial instinct ;-) |
23:33.46 | JeffM | it all should be in his application |
23:34.20 | brlcad | Flash: should know that the crash is intermittent and dependent on the amount of font/menu activity |
23:35.08 | CIA-32 | BZFlag: 03bzspldart * r16922 10/trunk/bzflag/AUTHORS: Add Paul Blokus to the Authors for his contributed patch |
23:35.13 | spldart | I'll get better and faster @ this |
23:35.21 | brlcad | woot |
23:36.19 | spldart | I'm having problems with the "Sort Server List By Ping" patch so I'm goin to leave that one |
23:36.41 | JeffM | you can bump your errors back to the student :) |
23:37.05 | spldart | Ah.. good idea.. I'll do then when I get back.. must go on a beer run |
23:37.34 | JeffM | so seriously, what's suposed to happen to a guided GM after you die? does it stay on track to the last command? end? go rouge untill you come back? what if you relock? |
23:38.02 | spldart | hypothetically? |
23:38.11 | JeffM | yes |
23:38.25 | KTL | euhm nowadays it does not turn anymore after the owner died |
23:38.26 | spldart | IMHO it should loose lock and travel straight and true til it reaches it's range |
23:38.28 | JeffM | it's all moving to the server, so I don't want to code it to how we do it now, but how we think it SHOULD work |
23:38.45 | JeffM | KTL: what if they respawn, pick up GM and relock? |
23:39.17 | spldart | I follow the train of thought, possibly cuz of current game play, that it's a wire guide missle and if you get shot before your missle hits it goes 'dumb' |
23:39.19 | JeffM | same goes for if they drop GM, then pick it up and relock |
23:39.30 | spldart | But if you go fire and forget then it should continue... |
23:39.36 | JeffM | is it wire guide? |
23:39.39 | JeffM | you don't steer it |
23:39.46 | spldart | good point |
23:39.48 | JeffM | it's more of a IFF radition lock as I see it |
23:39.58 | JeffM | you say "go for this signal" |
23:40.10 | JeffM | and you don't have to maintain lock do you? |
23:40.10 | spldart | That being the case it should stay true till impact |
23:40.18 | KTL | if you died then you ... "lost connection" with the thing and cant steer it later, one interpretation |
23:40.18 | spldart | no you don't |
23:40.38 | JeffM | KTL: well who is steering it? your tank or the missile itself |
23:40.51 | JeffM | the way I see it, the missile is dring, you just told who to go for |
23:40.51 | KTL | me because i usually lock on after firing |
23:40.55 | KTL | to shoot around buildings |
23:40.58 | JeffM | k |
23:41.03 | spldart | You can ignore as long as you don't relock.. seems smart not dumb wire guide |
23:41.03 | JeffM | so you sent it a signal after launch |
23:41.30 | JeffM | so is the 'lock code' to that missile tied to the flag? or just having GM? |
23:41.50 | JeffM | and you don't have to KEEP giving it lock info after you lock onece |
23:42.00 | JeffM | so why does it need you to be alive? |
23:42.10 | KTL | also, when the last missile is fired, the flag is thrown away but the system allows you to still steer the missile |
23:42.16 | spldart | I'm leaning towards it doesn't |
23:42.30 | spldart | hrm |
23:42.31 | spldart | wow |
23:42.31 | JeffM | KTL: yeah that is part of what I'm fixing |
23:42.40 | spldart | brb beer |
23:42.57 | KTL | well i like that last aspect otherwise i loose my last missile |
23:43.00 | JeffM | we have a lot of problems wiht shot limits |
23:43.06 | JeffM | client don't kow the shot limits |
23:43.18 | JeffM | so they can fire one or more shots intbetween the last shot and the drop message |
23:43.21 | JeffM | that I'm fixing |
23:43.54 | JeffM | but as part of this I'm basicly redoing GM tracking from the ground up |
23:44.42 | JeffM | so I'm trying to think of how it should work |
23:44.53 | JeffM | ok, so adding or changing a lock after lauch is a big thing |
23:44.55 | JeffM | gotta have that |
23:45.04 | KTL | a player can guide multiple gm's -> following that aspect: if you happen to loose the flag and get a gm again you should be able to control it again since they are still yours |
23:45.14 | JeffM | that means somehow we can send a signal to the missles in flight to change targets |
23:45.28 | JeffM | and each of them tries to get to the target in there own way |
23:46.05 | JeffM | ok, so then that means the GM flag is the ability not only to generate shots, but to update them |
23:46.10 | JeffM | that sounds valid |
23:46.20 | JeffM | well update the targert |
23:46.26 | KTL | i think ... in general one should be able to steer the missiles he spawned, the flag only allows him to spawn them |
23:46.28 | JeffM | so I don't see the tank "steering" each GM |
23:46.34 | JeffM | but just setting the target tank |
23:46.49 | JeffM | KTL: you never steer them |
23:46.53 | spldart | pogovina says go twisted metal with it.. rf guided and continues on last lock till impact or range LOL.. now I'm really gone |
23:46.57 | JeffM | you can not tell them arbitarialy "turn left" |
23:47.02 | JeffM | you can just say "get this guy" |
23:47.18 | JeffM | spldart: that's what I'm thinking |
23:47.21 | JeffM | last known lock frequency |
23:47.36 | KTL | steering like "follow this specific trajectory" is indeed a bit too far, i meant "set this target" |
23:47.49 | JeffM | KTL: yes, you can just set a target |
23:48.00 | JeffM | so in that case the missles could fly on last known target when you don't have the flag |
23:48.14 | JeffM | you would not be able to change the target |
23:48.18 | *** join/#bzflag Ps3 (n=181ef98f@gateway/web/cgi-irc/zeebrothers.net/x-81e71f5e47f3e3eb) |
23:48.23 | JeffM | cus you lost the equipment :) |
23:48.28 | JeffM | but they would still track |
23:48.38 | JeffM | so for that last GM, make sure it's locked before it leaves the barrel :) |
23:49.00 | KTL | this might be getting ... a problem since this reasoning leads to a gm that keeps locked after the owner died, and that is scary |
23:49.15 | JeffM | KTL: perhaps |
23:49.31 | JeffM | if we want to say that they go free, then we have to say there is some sort of "heartbat" |
23:49.34 | JeffM | to the firing tank |
23:49.36 | JeffM | that's fine |
23:49.50 | JeffM | but is that heartbeat tied to the GM flag, or the tank :) |
23:50.03 | JeffM | I'm just trying to make sure that our logic is consitent in all cases |
23:50.34 | JeffM | if we say it's tied to the tank then the last GM can be guided, and they go unguided when you die |
23:50.49 | KTL | and the disadvantage is? |
23:50.50 | JeffM | but that would also mean they could be guided again when you respawn if that is before they end |
23:51.01 | KTL | no problem with that |
23:51.13 | KTL | that would be nice :D |
23:51.18 | JeffM | if we tie to them to the flag then they go unlocked anytime you don't have the flag |
23:51.21 | JeffM | nice or mean? |
23:51.29 | KTL | that is a challenge more for a fast player :) |
23:51.40 | JeffM | I mean if the dude you shot at, kills you, he shoudl be rewarded |
23:51.51 | JeffM | by making the GMs go unguided |
23:52.01 | JeffM | think about it from both sides |
23:52.51 | KTL | well, they go unguided then the owner dies, go straight, the owner pops up again, gm still goes straight, respawned owner locks with it, gm goes to target |
23:53.22 | KTL | so in most cases the killed gm owner wont be fast and lucky enough to reguide his flying gm in time |
23:53.53 | KTL | but if he happens to be lucky and fast, aware enough of the situation, he can still save it's missile's course |
23:54.25 | KTL | that would be most evil no? |
23:55.24 | KTL | (i mean, challenging :D) |
23:56.22 | KTL | or am i dreaming somewhere? |
23:56.24 | *** join/#bzflag KingofCamelot (i=KingofCa@SCT-49-137.resnet.ucsb.edu) |
23:57.20 | KTL | ow my first "then" should be "when" |
23:59.05 | KTL | so the "destruction of the owner"- event should unguide his gm's, but the owner if he respawns can again set their target |