00:01.20 | *** join/#bzflag swigg (n=Default@bzflag/player/Swigg) |
00:08.46 | Allejo | can anyone help me compile plugins? i am completely clueless... |
00:09.50 | blast007 | use the newplug.sh script and then replace the sample files with your plugin files (and add lines to each of the files that the script mentions) |
00:10.09 | trepan | joevano: congrats, qwerty / dvorak? |
00:11.19 | spldart | Pogo is threatening to learn dvorak. I'm from old school Typing class ala late 70's early 80's qwerty |
00:11.58 | trepan | and Pogo is? |
00:12.57 | spldart | Pogovina.... Wife... for a little longer.... Thought that was common knowledge... sry |
00:13.25 | spldart | ..... the wife part. |
00:13.34 | trepan | you could let her know that 'colemak' is another layout she might considerne to look at |
00:13.41 | JefferyM | trepan, is the returned postion from checkHit a world postion? |
00:13.42 | trepan | s/ne to*// |
00:13.58 | CIA-64 | BZFlag: 03wyk3d * r20082 10/branches/gsoc_bzauthd/m4/openldap.m4: Added better checks for openldap. |
00:14.07 | trepan | JefferyM: um, maybe? |
00:14.12 | trepan | ah, it returns a float |
00:14.15 | trepan | so that a time |
00:14.15 | JefferyM | k, I'll dig into it |
00:14.20 | trepan | s/that/that's |
00:14.21 | spldart | I'll try to remember trep |
00:14.26 | JefferyM | sorry meant the postion param |
00:14.36 | JefferyM | I'll see what it does, was just curious if oyu knew off your head |
00:14.49 | SpazzyMcGee | Was the material feature to automatically swap out denied textures hierarchically ever made? |
00:15.01 | JefferyM | I have something that I'll try testing tonight to see if it's a similar hit volume |
00:15.20 | SpazzyMcGee | I remember it getting discussed eons ago, but I'm guessing it never made it past discussion |
00:15.31 | JefferyM | after I find out where bzfs/lua/Double.cxx went :) |
00:15.35 | trepan | spldart: it's much closer to qwerty, so easier to learn |
00:15.49 | trepan | JefferyM: it's gone to never-never land |
00:15.54 | JefferyM | k |
00:16.01 | spldart | interesting... What's it's advanatages? |
00:16.04 | trepan | guess i forgot to update the MSVC files |
00:16.06 | spldart | err... n/m |
00:16.11 | spldart | maybe to OT |
00:16.16 | trepan | spldart: it's roughly on par, from what i've read |
00:16.29 | trepan | (in terms of finger travel distance, alternation, etc...) |
00:16.34 | JefferyM | well they were never updated for lots of things, I'm doing it now |
00:16.43 | spldart | ic |
00:17.59 | trepan | spldart: and one last note :) the ZXCV keys are in the same spot as qwerty; handy for common windows keyboard shortcuts -- see http://colemak.com/ |
00:19.05 | spldart | air keyboards a bit and realizes that colemak isn't to far off. |
00:20.12 | spldart | Funny how many people have walked up to me while I'm typing and my hands continue to finishe a sentence and my face has already turned and listening to them. |
00:20.25 | spldart | Even with the typo's :) |
00:23.57 | trepan | SpazzyMcGee: not that i know of |
00:24.16 | SpazzyMcGee | okay |
00:24.23 | trepan | easy to do, not like bz's ever going to support multitexturing ;) |
00:25.15 | SpazzyMcGee | It would be useful for places like mofo, where we have images that can't be hosted on images.bzf.org that we host on our own server |
00:25.38 | SpazzyMcGee | we could put up a 'censored' replacement if it gets denied |
00:25.51 | trepan | http://my.bzflag.org/w/V3RCChecklist -- 'really nice' features |
00:26.06 | trepan | haven't even looked at it yet though |
00:26.16 | trepan | feel free to submit a patch ;) |
00:26.32 | SpazzyMcGee | heh, someday, trepan, someday :p |
00:26.56 | trepan | same goes for the autoJoin feature |
00:27.09 | trepan | i thinking i'll just set the defaut to 'allow *' |
00:28.35 | trepan | there, that was easy ;-) |
00:31.40 | joevano | trepan: Dvorak... giving it a shot, but it ain't easy.. yet |
00:32.14 | joevano | i do like the feel of it though, very solid |
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00:47.18 | *** mode/#bzflag [+o TimRiker] by ChanServ |
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00:58.18 | randomparticle | ok, sussed it |
00:58.55 | randomparticle | the moment i stopped thinking about it and concentrated on chocolate, that's when the solution popped into my head |
00:59.14 | JefferyM | swept volume intersections? |
00:59.17 | randomparticle | i forgot to trim out some code from the new SegmentedShotStrategy.cxx |
00:59.53 | randomparticle | the original code has this weirdological 0.99f multiplier in it, for no apparent reason |
01:00.05 | randomparticle | but also a test that always evaluates to true |
01:00.17 | randomparticle | which is an odd test to have :) |
01:00.19 | CIA-64 | BZFlag: 03JeffM2501 * r20083 10/trunk/bzflag/MSVC/build/ (bzflag.sln bzfs.vcproj): lua, good for the soul. |
01:00.47 | randomparticle | what i'm referring to is this: if (closestPos.lengthSq() < radius2) { |
01:01.10 | randomparticle | at that point in the code that test can only be true, unless i'm mistaken |
01:01.24 | JefferyM | it's just a sanity check IIRC |
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01:02.19 | randomparticle | that's what i trimmed in my original mod, but i also trimmed out the 0.99 multiplier that was passed into the sphere intersection test |
01:02.41 | JefferyM | that's a fudge factor |
01:02.47 | randomparticle | i feel a bit queasy about that 0.99f |
01:02.47 | JefferyM | helps mask small ammounts of lag |
01:02.52 | JefferyM | but yeah we don't need it |
01:03.20 | JefferyM | by making it smaller visualy you will always see the shot go INTO the radius where if it was 1.0 it could skim it |
01:03.27 | randomparticle | anyway, the patch as pastebinned before, with this seems to work now: if (1 || closestPos.lengthSq() < radius2) { |
01:03.29 | JefferyM | but since the shot is treated as a point it's moot |
01:03.47 | randomparticle | but i haven't tested it as thoroughly as i did last feb when i gave it a real going over |
01:03.54 | JefferyM | well trepan does have plans to replace all the hit logic with swept shape inersactions at some point |
01:04.06 | JefferyM | I am looking at various shot volume for gameplay now |
01:04.08 | randomparticle | of course if (1 || closestPos.lengthSq() < radius2) { can be eliminated, that's just a quick hack |
01:04.26 | randomparticle | great |
01:04.28 | JefferyM | I don't think we need the patch now that you've been able to explain the problme clearly and we understand it |
01:04.38 | randomparticle | any solution, as long as it works, better than what we have now |
01:05.17 | JefferyM | it'll need playtesting |
01:05.20 | randomparticle | will be interesting to see what you guys come up with |
01:05.34 | JefferyM | well at first it'll just be a small mod of what we have now |
01:05.38 | JefferyM | similar to your patch |
01:05.52 | JefferyM | incase a better soluttion is not writen before release |
01:06.35 | randomparticle | was thinking about computational complexity (informal sense of the words) of the various possibilities |
01:07.03 | randomparticle | i would have thought a box test would be simpler than the sphere test, perhaps less elegant |
01:07.16 | randomparticle | i.e., the work out which side from 6 thing |
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01:07.28 | JefferyM | it's all wraped in classes so from a code standpolint it's all "simple" :0 |
01:07.29 | JefferyM | :) |
01:07.33 | randomparticle | :) |
01:07.44 | JefferyM | you just do a rotation into the boxes CS and then check axes |
01:07.51 | JefferyM | if it's outside all axes it's outsdie the box |
01:07.57 | randomparticle | ah |
01:08.30 | JefferyM | what I'm not sure of is if guided and segmented strats need to have duped code |
01:08.52 | randomparticle | yeah. i was a bit worried when someone mentioned gm the other day :) |
01:08.58 | JefferyM | or if a "check hit segment" method can be put into the base class and have everyopne call that |
01:09.05 | randomparticle | there's that and narrow i haven't really looked at |
01:09.11 | randomparticle | laser too i guess |
01:09.20 | JefferyM | narrow uses a box test |
01:09.21 | JefferyM | it'll be fine |
01:10.55 | randomparticle | hmm.. i noticed the cursor had changed in 2.99... i wonder, is raw mouse data used now? |
01:11.16 | randomparticle | i should say pointer rather than cursor |
01:11.19 | JefferyM | no, just the cursor was changed :) |
01:11.31 | JefferyM | at some point I want to just remove it |
01:11.32 | randomparticle | ah, ok |
01:11.33 | CIA-64 | BZFlag: 03JeffM2501 * r20084 10/trunk/bzflag/src/clientbase/SegmentedShotStrategy.cxx: |
01:11.33 | CIA-64 | BZFlag: initial test of box based hit volume for normal shots. |
01:11.33 | CIA-64 | BZFlag: TODO: playtest and then commonize with other shots in the base class. |
01:11.48 | JefferyM | it dosn't have any real bearing on a screen postion, and you never click on anything |
01:12.03 | JefferyM | better to do a real axis UI element that just shows your input axes and current speeds |
01:12.09 | JefferyM | then it would work for mouse, keys, and sticks |
01:12.46 | JefferyM | I'll work on that code a bit more when I get home |
01:12.49 | JefferyM | ponders the dinner |
01:13.03 | randomparticle | i had it working with raw mouse input using directinput before |
01:13.08 | spldart | BK ftw |
01:13.14 | spldart | dollar menu |
01:13.16 | JefferyM | there is no BK around here |
01:13.20 | spldart | on |
01:13.22 | spldart | oh |
01:13.22 | JefferyM | I'd have to to to Simi |
01:13.23 | spldart | sry |
01:13.26 | JefferyM | I'll live |
01:13.34 | spldart | Chinese? |
01:13.37 | JefferyM | I could go to In-N-Out if I want a burger |
01:13.43 | spldart | orange chicken |
01:13.45 | JefferyM | eww |
01:13.51 | KingRobot | Taco Bell |
01:13.55 | spldart | Mongolian beef? |
01:13.57 | JefferyM | double eww |
01:14.05 | spldart | I'm just lose for lose |
01:14.06 | JefferyM | TB == a night in the bathroom |
01:14.29 | KingRobot | YC's Mongolian Grill |
01:14.35 | spldart | hrm |
01:14.39 | JefferyM | bbl |
01:14.42 | randomparticle | cu |
01:14.42 | KingRobot | :) |
01:14.52 | spldart | tB crunchy taco's never hurt me to bad.. |
01:14.55 | spldart | oh.. done |
01:14.57 | KingRobot | me either |
01:15.02 | KingRobot | oh well |
01:15.15 | KingRobot | maybe the tb's are especially bad in his part of town |
01:15.15 | spldart | ... fire sauce |
01:15.26 | spldart | his part of country.. :) |
01:15.31 | KingRobot | the Denny's around there are horrible. |
01:15.52 | spldart | prepares to jump on kawi.... |
01:16.03 | spldart | ... for din din. |
01:22.15 | JBdiGriz | Dinner is easier when the company provides it. |
01:23.31 | KingRobot | Where do you work? ;) |
01:25.06 | JBdiGriz | nvidia |
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01:53.57 | *** mode/#bzflag [+o JeffM] by ChanServ |
02:21.25 | trepan | does not think that Player::getDimensions() means what you think it means ;) |
02:21.43 | JeffM | inconceivable! |
02:22.17 | trepan | ~JeffM++ |
02:22.37 | trepan | but you might want to remove that 0.5f factor |
02:22.55 | JeffM | at the end? |
02:23.08 | trepan | for anything that uses tank.size.x/y |
02:23.11 | JeffM | is not happy with his code and is redoing it all in a better way |
02:23.22 | trepan | still going to use the radius as the width? |
02:23.32 | JeffM | I was gonna try that |
02:23.38 | JeffM | if its' not too big |
02:24.12 | trepan | i'd set it to exact tank dimensions, and setup a 3d margin bzdb var |
02:24.35 | JeffM | I'm worried about the exact size being too small |
02:25.10 | JeffM | I don't think we should extend it under the tank at all but around in XY and + in Z is probably a good idea |
02:25.34 | JeffM | should default it to at least a shot rad in X and Y I think |
02:25.36 | trepan | http://ibot.rikers.org/%23bzflag/20060310.html.gz -- search OOB, and old related convo |
02:26.07 | trepan | but setting it to exact dimensions with a 3d bzdb var for configurable margins is flexible |
02:26.14 | JeffM | yeah I agree |
02:26.24 | JeffM | I just don't have to deafult the margin to 0 :) |
02:26.30 | trepan | could even do something as simple as x & y get padded with shotRadius if you'd prefer |
02:27.16 | trepan | but then shotRadius is used for visuals, so that'd suck in its own special way |
02:27.17 | JeffM | I'm making a PointShotStrat class that GM and regular shots use, and putting the checkhit in there, because it's nearly identical code |
02:28.15 | JeffM | I'll start with a var then, that'll help with testing too, we can tweak it with rebuild and see how it plays |
02:28.57 | trepan | BZDB_fvec3 can be used |
02:29.02 | CIA-64 | BZFlag: 03trepan * r20085 10/trunk/bzflag/ (14 files in 6 dirs): |
02:29.02 | CIA-64 | BZFlag: * fixed WallObstacle IDs (add them before OBSTACLEMGR.makeWorld() is called) |
02:29.02 | CIA-64 | BZFlag: * added some lua junk from the client-side stuff |
02:29.08 | JeffM | ok cool |
02:29.38 | trepan | note that the BZDB_ types should usually be used as static vars |
02:29.50 | trepan | (to avoid a bunch of callback register/unregister crap) |
02:29.56 | JeffM | k |
02:30.19 | JeffM | yeah I see that for the debugShotSegments, I'll do that the same way |
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02:31.46 | trepan | heh, looks like i added debugTankDraw in r20073 |
02:33.24 | trepan | thought that i was still holding on to that one, locally |
02:33.38 | JeffM | sleep commits |
02:33.40 | trepan | if you do decide on the box hitzone, the box drawing code is already in there |
02:33.57 | trepan | (currently commented, in favour of the sphere code) |
02:34.10 | spldart | oh crap |
02:34.15 | spldart | !JeffM++ |
02:34.21 | JeffM | it build? |
02:34.22 | spldart | ~JeffM++ |
02:34.25 | spldart | my bad |
02:34.26 | spldart | no |
02:34.33 | JeffM | what error? |
02:34.36 | spldart | the "princess bride: |
02:34.42 | JeffM | oh heh |
02:35.01 | spldart | Actually that commit froma while ago brought it way closer |
02:35.13 | spldart | but I don't have tha info in front of me atm |
02:36.54 | trepan | and, if you throw in margins, don't forget to bump up the bbox size in LocalPlayer.cxx (or BaseLocalPlayer.cxx, but I'd prefer the former, as that's where the ShotCollider data is being setup) |
02:37.33 | spldart | Testing build again too ;) |
02:37.41 | trepan | actually, should probably just adjust collider.size right there ... |
02:37.56 | spldart | ooOOoo.. no on that |
02:38.35 | JeffM | so you are saying that instead of computing the volume inside the strat to have it send in with the collider and just use it form there? |
02:39.23 | JeffM | ohh yeah I have to do it to the AABB too |
02:39.28 | JeffM | not just the OBB |
02:39.30 | JeffM | yeah |
02:42.09 | spldart | http://pastebin.bzflag.bz/m499734f6 |
02:42.40 | JeffM | I don't have that problem |
02:43.39 | JeffM | my code has MAXFLOAT |
02:43.42 | JeffM | not FLT_MAX |
02:43.46 | JeffM | you sure you have current code? |
02:45.12 | spldart | me? I'm 20085. But in windows I've not been the most stable build...oh well. lemme try wimux |
02:45.32 | JeffM | it's not your build system |
02:45.36 | JeffM | you don't have current code |
02:45.42 | JeffM | your svn up did not up |
02:46.01 | spldart | oh wow.... I did it twice |
02:46.08 | JeffM | open up Extents.h, what do you have on line 55? |
02:46.10 | spldart | but... in gui of course |
02:47.22 | JeffM | hmm _collisionFudge? ;) |
02:48.12 | JeffM | _shotProximty |
02:48.14 | spldart | is looking |
02:48.38 | spldart | btw linux is up to 20085 as well... sourceforge behind? |
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02:50.42 | spldart | Oh geeeeez |
02:50.56 | bryjen | hmm, fudge |
02:50.56 | spldart | It's a race between windows search and updatedb |
02:51.13 | randomparticle | might be better under os x than gettimeofday: http://devworld.apple.com/qa/qa2004/qa1398.html |
02:51.14 | JeffM | the file is in /include, just open it ;) |
02:51.22 | bryjen | slocate is faster, no animated dog ;) |
02:52.38 | randomparticle | there's an issue with gettimeofday(..) if the system clock is reset during play |
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02:52.56 | spldart | maxs.x = maxs.y = maxs.z = -MAXFLOAT; |
02:52.58 | JeffM | gettimeofday shoudln't be used for anything important |
02:53.04 | JeffM | not when playing |
02:53.13 | JeffM | I belive we get our game times from SDL |
02:53.23 | TheMacGuy | Hello. I have a Mac here with Leopard 10.5.7. I have a USB gamepad and it doesn't seem to work correctly in BZFlag: It's detected properly (says 0 - Logitech Gamepad) but X and Y axes are N/A and can't be changed. |
02:53.24 | JeffM | spldart: then that is not the file your error was building |
02:53.36 | TheMacGuy | Does anybody know what I should do? Other games work fine with the X and Y axes on this gamepad |
02:54.07 | JeffM | IIRC we just use SDL joystick to check for game devices, if it can't see it I'm not sure what we can do about it. |
02:54.26 | trepan | const float dt = float(TimeKeeper::getTick() - prevTime); // from guiplaying.cxx |
02:54.32 | trepan | TimeKeeper uses gettimeofday() |
02:54.36 | JeffM | ahh |
02:54.36 | trepan | SDL probably does too |
02:55.03 | randomparticle | does queryperformancecounters under windows use the chip tick counter? |
02:55.04 | spldart | just rebuilds all |
02:55.31 | JeffM | randomparticle: on some chips yes, but we have code that looks for loops and cycle changes IIRC |
02:55.40 | randomparticle | ok |
02:55.50 | JeffM | laptops got screwey when they went into low power mode untill we fixed that |
02:56.27 | randomparticle | i'm not sure how resilient mach_absolute_time would be |
02:56.33 | randomparticle | i might give it a try |
02:56.42 | JeffM | how long does gettimeofday take to reset? |
02:57.29 | spldart | hurumph... those darn "Error 61 error C2065: 'FLT_MAX' : undeclared identifier" |
02:57.39 | spldart | ;~) |
02:57.46 | randomparticle | i'm not quite sure what you mean. but i do know that ntpd can reset the system clock quite frequently |
02:57.55 | randomparticle | the default os x ntpd settings aren't very good |
02:58.03 | JeffM | so it's not a count since app started or anything? |
02:58.06 | JeffM | oh it's real clock |
02:58.08 | JeffM | that sucks |
02:58.09 | randomparticle | yeah |
02:58.34 | randomparticle | i found this out because: i was in a game a made a huge jump. like 5 times higher than a normal jump |
02:58.51 | JeffM | trepan: got a better name then, TANKSHOTPROXIMITY ? |
02:58.51 | randomparticle | so i went to the logs on a hunch and there it was. at that exact time the clock had been reset by ntpd |
03:00.53 | trepan | JeffM: works for me |
03:01.00 | TheMacGuy | Okay so I just tested. It works okay in SuperTux (an SDL game I believe). However. In BZFlag I go forward/backward (up/down) and nothing happens. Left puts me in a perpetual forward-moving left-turning circle. Right does the reverse (a backwards-moving perpetual left-turning circle). There is nothing I can do? |
03:01.07 | trepan | randomparticle: you may also want to look at clock_gettime (and friends) |
03:01.23 | randomparticle | ok, thanks |
03:01.36 | TheMacGuy | There are not a whole lot of search results for just BZFlag Gamepad on bing.com. :( |
03:02.08 | JeffM | TheMacGuy: if we don't see it that means that the library we use for gamepads dosn't see it |
03:02.12 | JeffM | not much we can do |
03:02.33 | JeffM | on the mac we don't directly access the gamepad device IIRC. |
03:02.40 | TheMacGuy | Okay so I should find out what's wrong with SDL and try to find out if there's a way to fix it? |
03:02.53 | JeffM | if it bugs you that much, sure |
03:03.04 | TD-Linux | iirc ntpd changes system time by slowing down or speeding up clock |
03:03.26 | trepan | it's usually gradually (drift), but sometimes it kicks like a mule ;) |
03:03.34 | TheMacGuy | It bugs me because I can't play BZFlag with my gamepad. Okay. |
03:03.42 | JeffM | ok |
03:03.48 | JeffM | whatever floats your boat :) |
03:04.13 | TheMacGuy | :) |
03:04.43 | JeffM | ShotCollider.length is the lengh of the extrusion, isn't it? |
03:05.06 | trepan | i have no idea what that's supposed to be |
03:05.19 | JeffM | cus there is also .size |
03:05.34 | JeffM | goes to see how it's built up |
03:06.26 | JeffM | nope it's bzdb tank length |
03:07.04 | JeffM | size is getDimensions() |
03:07.07 | trepan | i know what it's set to, just not what it's supposed to be used for :) |
03:07.21 | JeffM | yeah, it was only used in the narrow test |
03:07.30 | JeffM | to test a box 1 shot wide by 1 tank long |
03:07.34 | randomparticle | TheMacGuy: which gamepad do you have? |
03:07.44 | JeffM | why they can't get that from dimensions, I dunno |
03:07.47 | TheMacGuy | randomparticle: It's a Logitech Precision gamepad |
03:07.55 | randomparticle | ok |
03:08.13 | JeffM | dimensions should be the size of the tank's obb right? |
03:08.20 | trepan | yup |
03:08.22 | JeffM | k |
03:08.40 | trepan | in halfX/halfY/fullZ format |
03:08.45 | trepan | (like bzw boxes and crap) |
03:08.52 | TheMacGuy | randomparticle: It is USB and I bought it a while back on Newegg.com. I'm sure they still have it because one of my friends liked it and bought one for herself. :) |
03:08.55 | JeffM | ahh ok, so no need to mult that by .5 |
03:09.04 | JeffM | the tankLengh is full IIRC |
03:09.09 | trepan | ya, that's what i was hinting at :) |
03:09.26 | JeffM | well I was using len with .5, and that's full |
03:09.31 | JeffM | wasn't using dims yet |
03:09.46 | JeffM | is it bad when mnt Dew "game fuel" starts to taste good? |
03:11.44 | trepan | fwiw, the tank looks better with _tankWidth 3.5 (or something bigger than 2.8) |
03:12.02 | trepan | note that track marks were recently fixed for adjusted tank sizes ... |
03:17.32 | JeffM | is X or Y the tank's "lenght"? |
03:17.38 | JeffM | finds his mesh |
03:18.10 | trepan | model is set at 0 degrees, so x |
03:18.25 | JeffM | should the Y pad be added to the narrow width? |
03:18.31 | JeffM | or just leave it as a fixed shot rad? |
03:19.53 | trepan | probably just shot rad, but somebody will complain no matter what you do :) |
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03:24.06 | JeffM | hah, GM didn't even do the test to see if the shot was inside the bbox |
03:33.43 | JeffM | trepan: text for fvec3 in bzdb is x,y,z ? |
03:33.53 | JeffM | or space? |
03:35.28 | JeffM | nm, found it, spaces |
03:40.01 | JeffM | goes to find another PC to test with |
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03:52.59 | Mets | oh dear... |
03:53.28 | Mets | I update trunk, tell msvc to build, and it says there are 335 errors :-/ |
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03:55.20 | JeffM | good for it |
03:55.31 | TheMacGuy | Mets: I think they're actively working on it. |
03:55.32 | JeffM | when did you get code? |
03:55.48 | Mets | updated 30 seconds ago |
03:55.51 | TheMacGuy | From what I can tell anyway. Besides, most trunks are broken, that's why you get trunk: to help make the code better... |
03:55.53 | JeffM | what compiler? |
03:56.05 | JeffM | actualy trunk should build fine |
03:56.08 | Mets | I'm using msvc 2008 |
03:56.17 | JeffM | what is one of the errors? |
03:56.24 | TheMacGuy | Mets: You have the Windows SDK, yes? |
03:56.42 | Mets | yeah all is setup well, it built fine three days ago |
03:57.00 | Mets | JeffM: I'll post my buildlog |
03:57.04 | JeffM | no |
03:57.08 | Mets | ok |
03:57.08 | JeffM | just tell me ONE of the errors |
03:57.24 | Mets | 2>guiplaying.obj : error LNK2001: unresolved external symbol "class ControlPanel * controlPanel" (?controlPanel@@3PAVControlPanel@@A) |
03:57.40 | JeffM | did you do a rebuild solution or just build solution? |
03:57.48 | JeffM | and what target are you using? debug or release? |
03:58.06 | Mets | just build, and debug, want me to rebuild? |
03:58.15 | JeffM | yeah a lot moved, do a rebuild |
03:58.19 | Mets | k |
04:04.02 | Mets | JeffM: getting a bunch of these: "error C2065: 'FLT_MAX' : undeclared identifier" still rebuilding though |
04:04.11 | JeffM | odd |
04:04.24 | JeffM | mayhaps EE sucks |
04:05.37 | JeffM | what version of the platform SDK do you have? |
04:06.26 | Mets | platform sdk for windows server r2003, directx sdx nov 2008 |
04:06.52 | JeffM | does it have a float.h? |
04:07.29 | Mets | really not sure never looked |
04:07.34 | JeffM | look |
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04:13.25 | Mets | yeah float.h |
04:13.38 | Mets | in C:\Program Files\Microsoft Platform SDK for Windows Server 2003 R2\src\crt |
04:14.00 | Mets | 22 succeeded, 2 failed, 1 skipped |
04:14.30 | JeffM | open that file, in there does it define FLT_MAX ? |
04:15.21 | Mets | #define FLT_MAX 3.402823466e+38F /* max value */ |
04:15.39 | AppleGuy | I got the gamepad to work in BZFlag. All I had to do was install XCode. |
04:15.39 | AppleGuy | O_o |
04:15.52 | AppleGuy | So thank you all and wish me luck! |
04:15.56 | AppleGuy | goes off to play |
04:16.02 | JeffM | something with ee is not compiling correctly then |
04:17.12 | Mets | is there a newer SDK? |
04:17.25 | JeffM | your SDK is fine, you just said it was defined |
04:17.30 | JeffM | so how could it be undefined :) |
04:17.46 | Mets | eh, I know, but solving problems on windows usually consists of rebooting or updating something |
04:17.53 | JeffM | no it dosn't |
04:18.07 | Mets | lol, I'm joking :) |
04:19.06 | JeffM | open include/win32.h |
04:19.28 | JeffM | does it say, #ifndef MAXFLOAT at the top? |
04:20.16 | Mets | nope no maxfloat anywhere |
04:21.08 | Mets | actually there's no win32.h, just win32.mak |
04:21.20 | JeffM | ok, well say THAT first |
04:21.40 | JeffM | this would be in your bzflag/include dir |
04:21.46 | JeffM | not your platform SDK |
04:22.15 | Mets | yeah just opened the first win32 file, took me a second to see it wasn't source |
04:23.02 | Mets | k yup for maxfloat |
04:23.51 | JeffM | change FLT_MAX to 3.402823466e+38F |
04:24.41 | Mets | ok done |
04:24.50 | JeffM | that shoudl compile |
04:24.57 | JeffM | also do you have a float.h anywhere in your bzflag dir? |
04:26.23 | Mets | there's a float.h there |
04:26.27 | JeffM | where? |
04:26.43 | Mets | \src\bzfs\lua |
04:26.49 | JeffM | hmm ok |
04:27.07 | JeffM | that may be the problem |
04:27.09 | JeffM | ponders |
04:27.57 | Mets | what exactly is lua? |
04:28.18 | JeffM | a scripting language |
04:28.25 | Mets | oh an old plugin? |
04:28.30 | JeffM | no |
04:28.35 | JeffM | it's a scripting language |
04:29.15 | Mets | alright well shall I give her a go? |
04:29.19 | JeffM | no |
04:29.23 | JeffM | it has to be fixed |
04:33.09 | Mets | alright, well I changed the float from flt_max |
04:33.21 | JeffM | throw that file away |
04:33.32 | Mets | float.h in \lua? |
04:33.39 | Mets | *\src\bzfs\lua |
04:33.39 | JeffM | no |
04:33.42 | JeffM | the one you edited |
04:34.19 | Mets | \include\win32.h gone |
04:35.33 | CIA-64 | BZFlag: 03JeffM2501 * r20086 10/trunk/bzflag/ (7 files in 2 dirs): change Float to LuaFloat so it dosn't conflict with the windows file of the same name. |
04:35.45 | JeffM | get that |
04:36.21 | Mets | got it |
04:37.09 | JeffM | build it |
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04:45.34 | Mets | mmm no I'm afraid, still showing same error count |
04:45.44 | JeffM | sucks to be you then |
04:46.01 | Mets | haha |
04:46.08 | Mets | in this department it does :P |
04:46.19 | JeffM | it is development code |
04:46.28 | JeffM | are the errors the same ? |
04:46.37 | Mets | I totally understand, some days it compiles, some days it doesn't |
04:46.46 | Mets | mostly the following error: error LNK2001: unresolved external symbol |
04:46.53 | JeffM | so no, they are not |
04:46.58 | JeffM | what is the symbol? |
04:47.13 | Mets | there's a lot of different ones |
04:47.20 | JeffM | ok, what is ONE of them |
04:47.24 | JeffM | I can't read your mind man |
04:47.24 | Mets | class ControlPanel |
04:47.36 | Mets | I know, don't want to post everyone |
04:47.48 | Mets | private: static class LocalPlayer * LocalPlayer::mainPlayer |
04:47.57 | JeffM | but one is better then 0 ;) |
04:48.02 | Mets | last one is in mainmenu.obj |
04:48.31 | JeffM | odd |
04:48.46 | Mets | a good chunk, maybe half, are form guiplaying.obj |
04:49.02 | Mets | all are related to .obj files |
04:49.25 | Mets | and all are either LNK2001 or LNK2019 |
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04:50.27 | JeffM | what .sln file did you open? |
04:50.33 | JeffM | bzflag.sln or fullbuild.sln? |
04:51.36 | Mets | I don't recall doing anything with a .sin file actually |
04:51.54 | JeffM | how did you open bzflag in the IDE? |
04:52.04 | Mets | bzflag.vcproj |
04:52.18 | JeffM | that may be the problem |
04:52.34 | JeffM | in the solution explorer does it have a list of stuff? |
04:52.38 | JeffM | or just bzflag? |
04:52.45 | Mets | list of everything |
04:52.59 | JeffM | including plugins? |
04:52.59 | Mets | 25 projects it says |
04:53.03 | JeffM | k |
04:53.09 | JeffM | so it openend the .sln |
04:53.24 | JeffM | just so you know you are suposed to open the .sln not the vcproj |
04:53.32 | JeffM | a vcproj just has one part of an app in it |
04:53.58 | Mets | oh, my bad, I can try doing that |
04:54.07 | JeffM | it probalby won't matter |
04:55.33 | Mets | I don't even see any .sin files |
04:55.41 | CIA-64 | BZFlag: 03JeffM2501 * r20087 10/trunk/bzflag/MSVC/build/clientbase.vcproj: don't use unicode, use mulitbyte. |
04:55.45 | JeffM | keep scrolling ;) |
04:56.06 | CIA-64 | BZFlag: 03JeffM2501 * r20088 10/trunk/bzflag/MSVC/build/ (bzflag.vcproj fullbuild.sln): bzflag needs clientbase in fullbuild too |
04:56.07 | Mets | where would it be? trunk\bzflag\MSVC\build? |
04:56.17 | JeffM | bzflag.sln, bzfs.sln, bzrobots.sln, and fullbuild.sln |
04:56.18 | JeffM | yep |
04:56.26 | JeffM | same place as the vcproj |
04:56.43 | Mets | oh got it |
04:56.58 | Mets | tragic |
04:57.30 | Mets | I didn't learn programing in c/c++ in msvc to say the least :P |
04:58.05 | Mets | fullbuild loads 58 projects |
04:58.13 | JeffM | yep |
04:58.22 | JeffM | that would be the "full" part of it ;) |
04:58.41 | Mets | :) |
04:59.01 | Mets | wonders what he was even buildilng... |
04:59.51 | JeffM | client, server, and bzadmin |
05:01.23 | CIA-64 | BZFlag: 03JeffM2501 * r20089 10/trunk/bzflag/MSVC/build/bzflag.sln: fullbuild is used for distro builds, so don't bother trying to do the man pages with the dev build. |
05:09.07 | Mets | wow, jeff that cut it from 335 to 2 in the error department |
05:10.13 | Mets | c1xx : fatal error C1083: Cannot open source file: '..\..\src\clientbase\PointShotStrategy.cxx': No such file or directory |
05:10.13 | Mets | BSCMAKE: error BK1506 : cannot open file '.\bzflag_debug\PointShotStrategy.sbr': No such file or directory |
05:10.28 | JeffM | crud |
05:10.38 | JeffM | well that makes my choice easy |
05:11.37 | JeffM | that's my bad |
05:11.47 | JeffM | I was fixing .vcproj things but forgot it would pick up my new file |
05:11.57 | JeffM | so now we get the joy of untested shot code :) |
05:12.08 | CIA-64 | BZFlag: 03JeffM2501 * r20090 10/trunk/bzflag/ (14 files in 3 dirs): |
05:12.08 | CIA-64 | BZFlag: consolodate the shot code into PointShotStrategy |
05:12.08 | CIA-64 | BZFlag: make the hit test be a volume with a margin pulled from the bzdbvar _TankShotProximity |
05:12.12 | Mets | sounds exciting |
05:14.08 | JeffM | I can't really test it solo anyway |
05:14.34 | Mets | happy to give it a run for you |
05:15.56 | JeffM | naw I'm too tired to test it tonight |
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05:17.56 | Mets | no worries, just p-ing me if need a crash test dummy, I should be around |
05:20.26 | Mets | I see what happened, and now were back to the start: .\bzflag_debug\bzflag.exe : fatal error LNK1120: 197 unresolved externals |
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06:12.44 | CIA-64 | BZFlag: 03trepan * r20091 10/trunk/bzflag/src/clientbase/GuidedMissleStrategy.cxx: * renamed a shadowed variable, PointShotStrategy::segment |
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08:39.44 | quantumdot | ~seen uso |
08:39.44 | ibot | uso <n=uso@84-72-8-253.dclient.hispeed.ch> was last seen on IRC in channel ##guleague, 435d 6h 48m 28s ago, saying: 'he did get caught in a range ban from nightmare, I unbanned the range so he should be able to play again on the public servers'. |
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08:48.51 | Marzipan | query ibot |
08:48.54 | Marzipan | ups |
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09:36.39 | brad | can anyone remember how to grab a list of people in a bzbb group? there was a hidden file somewhere iirc |
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11:51.14 | blast007 | brad: key word is "was" |
11:51.16 | blast007 | ;) |
11:51.26 | brad | bah! |
11:51.38 | blast007 | I didn't migrate that over when I upgraded to phpBB3 |
11:51.49 | brad | ahh, right |
11:52.04 | brad | is there another easyish way to get a list then? |
11:52.23 | blast007 | nope |
11:52.36 | brad | :-( |
11:52.44 | brad | thanks anyway# |
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12:22.14 | _WarPig_ | Something is still broken. Did svn up, autoconf, configure, make. Got: http://pastebin.com/d533c53ad |
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13:01.23 | BulletCatcher | _WarPig_: What version of "libtool" do you have? A "libtool --version" command will give the answer. |
13:02.10 | CIA-64 | BZFlag: 03wyk3d * r20092 10/branches/gsoc_bzauthd/m4/openldap.m4: Added even better checks for openldap. |
13:02.17 | _WarPig_ | ltmain.sh (GNU libtool) 1.5.26 Debian 1.5.26-1ubuntu1 (1.1220.2.493 2008/02/01 16:58:18) |
13:03.24 | BulletCatcher | That version works. Give me half an hour to check out something else. |
13:04.06 | _WarPig_ | no rush, thanks |
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13:39.13 | BulletCatcher | _WarPig_: It works for me when I compile curl. |
13:39.15 | BulletCatcher | Does a "/root/wrk/bzflag/src/other/curl/libtool --version" command also show version 1.5.26? |
13:40.31 | _WarPig_ | yes, same version |
13:41.41 | BulletCatcher | Hmm. It might be easiest to install the libcurl3-dev package, then you won't need to compile curl at all. |
13:42.16 | _WarPig_ | kk - I'll try that. thanks |
13:43.33 | BulletCatcher | After installing it, do a "make distclean", then configure, then make. |
13:45.10 | _WarPig_ | make running now |
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15:47.07 | blast | Wyk3d: Hello :) What are you working on today? |
15:51.44 | CIA-64 | BZFlag: 0374.190.7.133 07http://my.bzflag.org * r6528 10/w/Hix: /* Description */ |
16:09.30 | Wyk3d | blast: hi, just finishing off the freebsd port, these checks have been giving me a hard time |
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16:13.41 | Wyk3d | had some bad typos and it's hard to debug as it takes a long time to autogen + configure |
16:15.22 | Wyk3d | plus other complications like the tests working on my local linux vmware but failing on freebsd's version because they refuse to use only integers in version constants .. |
16:24.59 | cygal | if you compile a lot consider installing ccache |
16:26.49 | blast | Wyk3d: what features do you have left to implement? |
16:26.59 | blast | I know the group membership stuff works now (yay!) |
16:27.16 | blast | and the linux/freebsd build system is pretty close to being functional |
16:27.20 | blast | if not already |
16:29.06 | CIA-64 | BZFlag: 0374.190.7.133 07http://my.bzflag.org * r6529 10/w/Hix: /* Hix Tricks */ |
16:30.18 | Wyk3d | as for basic features bzid is the only one i think |
16:30.35 | Wyk3d | cygal: i'm not compiling a lot :) |
16:30.38 | CIA-64 | BZFlag: 0374.190.7.133 07http://my.bzflag.org * r6530 10/w/Hix: /* Pyramid Passes */ |
16:30.46 | Wyk3d | i'm autogen + configure - ing a lot |
16:30.49 | Wyk3d | * was |
16:31.57 | blast | if the build system is too much trouble right now, I'd rather have you work on the BZID feature |
16:32.29 | blast | and if you run out of features to implement, I have some ideas ;) |
16:32.37 | Wyk3d | it's important to have it up on bzflag.bz so myself and others can test it easily |
16:33.04 | blast | does it build on linux? |
16:33.34 | blast | cuz I could always set it up on my dedicated server if the issue is currently with the freebsd build |
16:33.47 | Wyk3d | sure on linux it built long ago, just had to port it to freebsd too, had some compiler errors those i fixed pretty fast what kept me was that it was failing to detect openldap |
16:34.07 | blast | when I get done with work today, I will get it set up on my linux server |
16:34.16 | blast | then we'll have a system we can test against |
16:34.25 | blast | the registration still needs some stuff added to it |
16:34.31 | Wyk3d | naw, notice i keept talking in past tense :) |
16:34.33 | blast | (email address, for instance) |
16:34.35 | Wyk3d | *keep |
16:34.40 | blast | k |
16:36.36 | CIA-64 | BZFlag: 03wyk3d * r20093 10/branches/gsoc_bzauthd/m4/openldap.m4: Fixed openldap detection on FreeBSD |
16:36.46 | Wyk3d | .. and there it goes, just had to check that it builds, and it does |
16:37.16 | blast | so basically the things I see that are left: BZID, email address (with email verification), some kind of ban system |
16:37.28 | blast | the bzauthd app does logging, right? |
16:37.56 | Wyk3d | logging could be better i guess |
16:38.01 | blast | ok |
16:38.12 | Wyk3d | i does log but not to a file and some more things could be logged |
16:38.43 | blast | I'm assuming that listing servers still uses the PHP based list server? |
16:38.48 | Wyk3d | yes |
16:39.13 | Wyk3d | that needs changes to work with LDAP for the auth part |
16:39.15 | blast | that's probably something that would stay there, right? it changes quite often, so replication would be a nightmare |
16:39.20 | blast | could* |
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16:39.41 | Wyk3d | naw, the plan is to eventaully integrate that into the same bzauthd daemon |
16:39.45 | blast | ok |
16:39.57 | Wyk3d | but whether it uses ldap or still mysql, that's another question |
16:40.06 | blast | ah, sounds good |
16:47.53 | blast | so what's your thought about how to implement the BZID? gonna go with a UUID? |
16:51.19 | Wyk3d | no the problem with uuid was that you cannot assign multiple names to them |
16:51.30 | Wyk3d | e.g if you want to keep a history of what a person's names are |
16:51.34 | Wyk3d | or have alternate names |
16:51.38 | Wyk3d | *callsigns |
16:51.40 | JefferyM | cygal, ok, so I checked in code last night that I haven't fully tested, I got sidetracked on some MSVC changes and ended up commiting part of my changes with them, so I had to do them all |
16:51.46 | Wyk3d | you can use the same bzid for all of those |
16:52.01 | blast | ok |
16:52.32 | blast | however, could that not go into a custom field in that user object? |
16:53.06 | blast | (their old names, that is) |
16:53.41 | Wyk3d | doesn't have to |
16:53.53 | Wyk3d | each user object will have a uid |
16:54.05 | Wyk3d | if you have one user, you can search for all others with the same uid |
16:54.21 | Wyk3d | no need to optimize that, it's not a frequent query |
16:54.29 | blast | would someone else be able to register one of their old names? |
16:54.37 | Wyk3d | that's the idea |
16:54.38 | Wyk3d | no |
16:55.11 | JefferyM | cygal, it's for shot hit tests, it would help me out if you could try it out and make sure that shots still blow people up :) |
16:55.49 | Wyk3d | so you don't have to wonder if you see the same name whether it's the same person |
16:56.22 | blast | hmm |
16:56.45 | JefferyM | Wyk3d, blast, are you guys talking about being able to have more then one name associated with a single "account"/user ? |
16:56.50 | blast | no |
16:56.56 | JefferyM | damn :( |
16:57.07 | JefferyM | cus we totaly need that :) |
16:57.08 | Wyk3d | actually that is also a possibility |
16:57.08 | blast | that was just when changing names |
16:57.26 | blast | Wyk3d: ah |
16:57.28 | Wyk3d | yes the immediate discussion above refers to that |
16:57.30 | JefferyM | multiple callsigns per player would be sweet |
16:57.40 | Wyk3d | but the feature of common bzids for multiple callsigns |
16:57.56 | Wyk3d | could be used just as easily for multiple callsigns for the same user |
16:58.29 | Wyk3d | each callsign will either be active or inactive |
16:58.50 | Wyk3d | so if you "change" your name, a new callsign is created and the old one is set inactive |
16:59.01 | Wyk3d | if you "add" a new name, the same thing but it remains active |
16:59.56 | blast | that would be very neat :) |
17:03.56 | blast | I definately like that someone couldn't use your old name |
17:05.05 | blast | that current is possible, and certain people take advantage of it for malicious acts |
17:05.09 | blast | currently* |
17:17.42 | _WarPig_ | Old names would expire after a while? |
17:17.51 | _WarPig_ | ...if unused |
17:19.02 | JefferyM | we manualy delete them sometimes |
17:19.07 | JefferyM | if they are never activated |
17:29.25 | *** join/#bzflag temp_work (n=temporal@bzflag/serverop/TemporalDistraction) |
17:38.05 | blast | JefferyM: think he was talking about the above discussion |
17:38.25 | blast | _WarPig_: that would be possible |
17:41.53 | JefferyM | ahh |
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19:57.19 | blast | hi KingRobot |
20:02.28 | *** join/#bzflag krisfeidt (i=krisfeid@dslb-088-066-031-096.pools.arcor-ip.net) |
20:02.58 | *** join/#bzflag krisfeidt (i=krisfeid@dslb-088-066-031-096.pools.arcor-ip.net) |
20:04.01 | KingRobot | hello blast |
20:17.16 | *** part/#bzflag KingRobot (n=mathew@unaffiliated/kingrobot) |
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20:34.59 | CIA-64 | BZFlag: 03will07c5 * r20094 10/trunk/bzworkbench/ (19 files in 8 dirs): implemented the ability to assign materials to objects in the GUI |
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20:36.54 | mrapplecomputer1 | hey quick question when i type /usr/games/bzfs -conf /path/to.conf & |
20:37.05 | mrapplecomputer1 | i get a process id, and then the server appears to be running |
20:37.16 | mrapplecomputer1 | but its not when i try to connect in bzflag |
20:37.19 | mrapplecomputer1 | ideas? |
20:39.42 | randomparticle | you could try a 'ps -aux' just before you run bzflag |
20:39.48 | randomparticle | just in case it quit on an error |
20:40.04 | mrapplecomputer1 | thanks ill try that |
20:42.58 | mrapplecomputer1 | wait.. that gives me a list of what? |
20:44.33 | randomparticle | that's a list of running processes |
20:44.45 | mrapplecomputer1 | ah i figured out the error |
20:44.51 | mrapplecomputer1 | dumb thing on my part |
20:44.53 | mrapplecomputer1 | oops |
20:44.59 | mrapplecomputer1 | :) |
20:51.57 | AAA_awright | Don't append the & to debug? |
20:52.24 | mrapplecomputer1 | randomparticle: do you have to use a seperate bzfs for each server you run? or can you point them all towards one |
20:53.05 | mrapplecomputer1 | AAA_awright: what? remove the & and maybe add a -d to the conf? |
20:53.46 | randomparticle | i think it's one per server, but you need a bzfs expert to confirm that |
20:54.08 | mrapplecomputer1 | anyone here a bzfs expert? |
20:54.10 | mrapplecomputer1 | xD |
20:55.10 | KingRobot | You can run as many instances of bzfs as your server can handle |
20:55.21 | KingRobot | However, they need to each run on a different port |
20:55.37 | KingRobot | bzfs -p 5154 |
20:55.38 | mrapplecomputer1 | KingRobot: it doesnt appear that way, i am running 3 servers 5154, 5155, and 5156 and only the first one starts |
20:55.49 | mrapplecomputer1 | im using -conf |
20:56.03 | mrapplecomputer1 | o wait never mind |
20:56.18 | KingRobot | mrapplecomputer1: I'm on a server right now that is running about 5 instances of bzfs |
20:56.43 | mrapplecomputer1 | KingRobot: ok, but only 1 of mine appeared in the list sever.... hummm looks like a problem on my end ill go check everyinthg LD |
20:56.45 | mrapplecomputer1 | :D |
20:57.16 | randomparticle | KingRobot: I thought he might have been using the informal sense of the word "server", where "server" = bzfs isntance |
20:57.39 | randomparticle | but your usage is more correct |
21:07.11 | blast | mrapplecomputer1: make sure you give the port in the -publicaddr as well |
21:07.56 | blast | -p sets the port it will listen on, and -publicaddr would be the port that is accessable from the outside world (typically they are the same) |
21:08.08 | mrapplecomputer1 | blast: i never do that, but i figured it out. changed my dns hostname, dont worry that was the problem |
21:08.21 | blast | you never do what? |
21:08.29 | blast | you never include the port on the publicaddr? |
21:09.12 | mrapplecomputer1 | never include the port in publicaddr |
21:09.16 | mrapplecomputer1 | :) |
21:09.18 | blast | you need to |
21:09.42 | blast | if you run on a non-default port, anyway |
21:09.59 | blast | which based on your comment above, you are |
21:10.09 | blast | 5154, 5155, and 5156 |
21:10.16 | mrapplecomputer1 | ahh is that the problem? XD |
21:10.29 | mrapplecomputer1 | so -publicaddr domain:port |
21:10.33 | blast | if you don't include the port when you specify the publicaddr, it will advertise them all on port 5154, thereby replacing each other |
21:11.13 | mrapplecomputer1 | ahh blast your so smart thanks again, |
21:11.20 | mrapplecomputer1 | would perish without blast |
21:11.57 | mrapplecomputer1 | lol haha bye blast xD |
21:12.14 | Bambino | watches mrapplecomputer1 perish |
21:12.40 | mrapplecomputer1 | shouldnt be talking cause hes perished now, but o well. |
21:12.48 | _WarPig_ | watches Bambino watch mrappl perish |
21:12.53 | mrapplecomputer1 | thinks bambino wants him dead |
21:13.13 | Bambino | has a /me war with _WarPig_ and mrapplecomputer1 |
21:13.16 | mrapplecomputer1 | think warpig also wants him dead and gone |
21:13.24 | _WarPig_ | lol |
21:13.26 | mrapplecomputer1 | is winning |
21:13.36 | JefferyM | children, please, that's more for the chat channel |
21:13.37 | mrapplecomputer1 | has a high score of 6 |
21:13.43 | Bambino | thinks we should stop before JeffM calls us children |
21:13.44 | mrapplecomputer1 | sorry |
21:13.49 | mrapplecomputer1 | haha lol xxD |
21:14.36 | JefferyM | Bambino, call em like they are |
21:14.37 | Bambino | my god..I timed that just right |
21:14.37 | _WarPig_ | There's a chat channel? |
21:14.37 | JefferyM | your god had nothing to do with it |
21:14.37 | JefferyM | yes |
21:14.37 | JefferyM | bzflag-chat |
21:14.37 | mrapplecomputer1 | ha warpig xD |
21:14.37 | Bambino | #bzflag-chat |
21:14.37 | _WarPig_ | :) |
21:14.37 | JefferyM | this is the development channel |
21:14.52 | mrapplecomputer1 | thinks jeffm wants him to leave and go to the chat channel :) |
21:15.21 | JefferyM | no I just want you to stop acting like a child |
21:15.31 | mrapplecomputer1 | will do :) |
21:16.04 | JefferyM | has anyone tried the windows build after my last set of project changes? |
21:16.28 | mrapplecomputer1 | i will if you want me too |
21:16.49 | mrapplecomputer1 | would that help or just be a pain? |
21:17.05 | Bambino | help... |
21:17.08 | KingRobot | will try to build it. |
21:18.10 | mrapplecomputer1 | will also try to build it in a race to beet kingrobot but will probably fail due to his ignorance of bzflag svn |
21:18.39 | JefferyM | mrapplecomputer1, please just STOP using /me |
21:18.41 | JefferyM | seriously |
21:18.45 | JefferyM | act like an adult |
21:19.07 | mrapplecomputer1 | ok |
21:19.26 | JefferyM | if you can not, then please don't come here. |
21:19.42 | JefferyM | you are getting somewhat anoying, and I don't want it to get so bad that we have to force you not to come here. |
21:20.06 | *** part/#bzflag bryjen (n=bryjen@63.147.94.149) |
21:21.52 | randomparticle | how does one go about setting up bzflag to use different functions for different operating systems? |
21:22.08 | randomparticle | i don't understand this autoconf or whatever it's called system |
21:22.13 | JefferyM | that's the platform system |
21:22.15 | JefferyM | for most things |
21:22.24 | JefferyM | it generaly depends on what function you are talking about |
21:22.35 | JefferyM | if it's the time stuff that's all done with #defs in timekeeper |
21:22.43 | randomparticle | i think there will be some hash defines in there soemwhere |
21:22.44 | JefferyM | since that's used by more then the client |
21:22.48 | JefferyM | there are |
21:23.02 | JefferyM | if it's video/sound/etc it's done with the platform system |
21:23.11 | JefferyM | and there is a class for each platform |
21:23.11 | randomparticle | but suppose you don't know for sure a certain linux system will have the functino |
21:23.19 | randomparticle | and you want to use getttimeofday as a fallback |
21:23.25 | JefferyM | then that is what you use the build system for |
21:23.28 | JefferyM | that's what configure does |
21:23.38 | randomparticle | how does one configure configure? |
21:23.42 | JefferyM | it sets up #defs for what is available, then writes out what oyu need in the config.h |
21:23.46 | JefferyM | with autoconf |
21:23.55 | randomparticle | that's what i can't get my head around |
21:23.59 | JefferyM | it has the ability to check for specific functions on the OS when its' run |
21:24.07 | JefferyM | that's what all the _HAVE defines are for |
21:24.11 | randomparticle | ok |
21:24.14 | JefferyM | to check if the OS has specific stuff |
21:24.39 | JefferyM | bassicly it writes a little C file with the functon or feature and tries to compile it |
21:24.46 | JefferyM | if it works, it asusmes it has it, if it fails, no |
21:24.49 | randomparticle | a came across this a while back. i wanted to add an os x framework to the build |
21:24.56 | randomparticle | couldn't figure out how to do it |
21:25.25 | randomparticle | ended up just editing one of the generated makefiles by hand |
21:25.43 | JefferyM | you'd chagne the autogen.sh and config.ac files IIRC |
21:25.50 | randomparticle | ok |
21:26.05 | randomparticle | does someone have some sort of automated system set up to do that? |
21:26.10 | randomparticle | or is it a vi job? |
21:26.19 | JefferyM | there is also makefile.am that's may need changes to act on what you do in the config. |
21:26.32 | JefferyM | the automake files are hand writen |
21:26.38 | randomparticle | ok |
21:26.39 | JefferyM | it's bassicly a script to the automake |
21:29.41 | JefferyM | I'm not an expert on the syntax, I just know a general idea of what it does. |
21:35.13 | *** join/#bzflag Think_Differentl (n=fatass__@bzflag/player/ThinkDifferent) |
21:36.07 | *** join/#bzflag MindstormsKid (n=msk@Wikipedia/MindstormsKid) |
21:36.44 | KingRobot | JefferyM: r20091: ========== Build: 56 succeeded, 0 failed, 2 up-to-date, 0 skipped ========== |
21:36.48 | *** join/#bzflag spldart (n=spldart2@bzflag/contributor/spldart) |
21:36.48 | *** mode/#bzflag [+v spldart] by ChanServ |
21:36.57 | *** part/#bzflag randomparticle (n=xell@about/essy/snick/randomparticle) |
21:37.02 | KingRobot | (Using a clean build from fullbuild.sln) |
21:37.10 | JefferyM | do you have the EE version of VC or the full version? |
21:37.30 | KingRobot | EE |
21:37.53 | KingRobot | EE 2008, at that |
21:38.07 | KingRobot | I have VS 2003 full around here somewhere, but EE 08 works just as well for everything I need. |
21:38.34 | JefferyM | that's good enouh,thanks |
21:38.42 | JefferyM | that's the version otehrs were having problems with last night |
21:38.55 | JefferyM | so if it works for you I can tell them to just fo a full rebuild and they should be fine |
21:39.27 | *** join/#bzflag Allejo (n=alllejo@adsl-69-234-143-127.dsl.irvnca.pacbell.net) |
21:39.37 | spldart | oh? |
21:39.39 | spldart | hehe |
21:39.51 | CIA-64 | BZFlag: 03will07c5 * r20095 10/trunk/bzworkbench/ (3 files in 3 dirs): physics drivers can now be assigned to objects |
21:40.31 | Will07c5 | ok now I can finally get started on optimization |
21:40.34 | JefferyM | spldart, so do a full rebuild :) |
21:40.49 | spldart | already started |
21:41.03 | JefferyM | cool |
21:50.05 | spldart | Rebuild All: 23 succeeded, 0 failed, 0 skipped with 57 warnings |
21:52.39 | JefferyM | cool |
21:52.42 | JefferyM | all is ell then |
21:52.48 | JefferyM | well even |
21:53.15 | JefferyM | now to just get some people to see if shots still kill |
21:55.28 | *** join/#bzflag Yassen (n=chatzill@c-24-16-60-208.hsd1.wa.comcast.net) |
21:55.44 | mrapplecomputer1 | ill play! |
21:55.54 | JefferyM | you have a trunk client? |
21:56.13 | mrapplecomputer1 | whenever i type svn up it says skipped "." |
21:56.22 | mrapplecomputer1 | after cding to folder |
21:56.29 | JefferyM | so is that a yes or a no? |
21:56.39 | mrapplecomputer1 | i think so i dont know |
21:56.43 | mrapplecomputer1 | what server? |
21:57.02 | JefferyM | when did you build last? |
21:57.06 | JefferyM | I can't play. I'm at work |
21:57.08 | mrapplecomputer1 | a while ago |
21:57.10 | JefferyM | I just need some people to try |
21:57.18 | JefferyM | how long is "a while"? |
21:57.23 | mrapplecomputer1 | a few days |
21:57.28 | JefferyM | so no, you don't |
21:57.35 | KingRobot | Well, rico's still kill, at least |
21:57.37 | mrapplecomputer1 | ok ill recompile then? ok? |
21:57.40 | JefferyM | that would not help |
21:57.46 | mrapplecomputer1 | darnit |
21:57.53 | JefferyM | KingRobot, I need to know if the shots still kill other tanks |
21:57.53 | KingRobot | I have pretty high lag to the norang servers |
21:57.55 | mrapplecomputer1 | you need someone to play now |
21:58.04 | JefferyM | I was unable to get it running on 2 machiunes at home |
21:58.08 | KingRobot | Well, I'm on norang, if anyway else can join... |
21:58.10 | JefferyM | I changed the code for hit test. |
21:58.21 | KingRobot | s/anyway/anyone/ |
21:58.27 | Yassen | I'll join once my client finishes building. |
21:58.36 | JefferyM | and I had to check it all in bevause I accedentaly checked in the prioject changes with fixes for the build. |
21:59.04 | mrapplecomputer1 | ill join too :) once mine finishes building |
21:59.08 | CBG | I suppose I could dust off my terminal... |
21:59.17 | JefferyM | it should now check for a box around the tank that's expanded by a bit |
21:59.21 | JefferyM | instead of a radius |
21:59.41 | JefferyM | and GM uses the same check as normal shots too |
21:59.45 | KingRobot | Ah, cool |
21:59.59 | KingRobot | No more mysterious edge kills, then :) |
22:00.17 | JefferyM | well I don't know |
22:00.22 | JefferyM | that's the problem |
22:00.22 | mrapplecomputer1 | client building..... |
22:00.26 | JefferyM | I think the code makes more sense now |
22:00.56 | JefferyM | trepan had the idea for having a bzdb var that can be used to modify the hit volume as well, so I added that in too |
22:01.22 | JefferyM | so a server can tighten it up or make it larger if they want |
22:01.53 | JefferyM | eventualy the hit code needs to be replaced with more accurate tests, but this should hopefully address most of the issues that randomparticle pointed out. |
22:02.28 | CBG | ~bzsvn |
22:02.29 | ibot | methinks bzsvn is http://my.bzflag.org/w/BZFlag_SVN and svn co https://bzflag.svn.sourceforge.net/svnroot/bzflag/trunk/bzflag bzflag |
22:06.42 | spldart | Oh really... /me boots another rig and prepares to tinker in trunk game play |
22:08.13 | *** join/#bzflag beanpole (n=Evan@ip68-99-22-196.om.om.cox.net) |
22:16.31 | spldart | I assume there was a shot/kill detection change in 20085 and 20095? |
22:17.29 | spldart | I can shoot beside the oppossing tank, a linux boxen, and it blows up without the shot contacting it. If my linux tank shoots at my windows client tank on either side it does not blow up. |
22:17.36 | spldart | both tanks facing head to head., |
22:17.51 | spldart | goes to update linux checkout and rebuild |
22:19.05 | mrapplecomputer1 | is building his client..............doesnt want to miss the action :) |
22:20.00 | spldart | no action at the moment.. I'm just doin some testing off and on |
22:20.12 | *** join/#bzflag think_tank (n=think_ta@unaffiliated/thinktank/x-168245) |
22:24.49 | mrapplecomputer1 | ok |
22:25.46 | *** join/#bzflag jcp (n=jw@unaffiliated/javawizard2539) |
22:26.39 | mrapplecomputer1 | can someone tell me whats wrong with this conf: http://pastebin.com/d593aa10a |
22:26.49 | mrapplecomputer1 | does anytning look wrong |
22:26.52 | Yassen | What's wrong with it? |
22:26.57 | mrapplecomputer1 | il ltry debugging it one sec |
22:27.30 | Yassen | Well, you don't have a badwords file so that could be the problem. |
22:27.36 | mrapplecomputer1 | :) |
22:27.58 | CBG | Still making. |
22:28.24 | mrapplecomputer1 | CBG: me too |
22:29.47 | mrapplecomputer1 | appears to be a problem with my router but i dont believe it |
22:29.48 | mrapplecomputer1 | one sec |
22:30.07 | *** join/#bzflag a_meteorite (n=a_meteor@unaffiliated/ameteorite/x-000000001) |
22:30.47 | spldart | is that a legit addy? |
22:31.02 | mrapplecomputer1 | lol it was a problem with my router |
22:31.07 | mrapplecomputer1 | rebooting..... |
22:32.02 | spldart | I can't resolve www.mrapple.homelinux.net/ |
22:32.17 | spldart | or http://mrapple.homelinux.net |
22:32.26 | spldart | or apple.homelinux.net:5156 |
22:32.44 | *** join/#bzflag mrapplecomputer1 (n=admin@c-69-180-173-220.hsd1.mn.comcast.net) |
22:32.55 | *** join/#bzflag Djpenguin (n=David@c-71-202-201-94.hsd1.ca.comcast.net) |
22:32.57 | CBG | I would be surprised if you could resolve either of the first two, spldart. |
22:32.59 | mrapplecomputer1 | lol my cpu is at 160 F |
22:33.07 | think_tank | quick, put ice on it |
22:33.22 | mrapplecomputer1 | think_tank: xD will do sir |
22:33.30 | mrapplecomputer1 | soak it in some water |
22:33.45 | mrapplecomputer1 | yay bzflag done building |
22:33.47 | mrapplecomputer1 | here i come! |
22:36.49 | mrapplecomputer1 | xcode is building....... |
22:38.34 | mrapplecomputer1 | spldart: its done. you on? |
22:39.34 | spldart | windows build is ready but linux build in progress.. I wanted to test the kill 'box' again |
22:39.41 | mrapplecomputer1 | ok im on |
22:39.54 | mrapplecomputer1 | what server |
22:39.57 | mrapplecomputer1 | map or other |
22:40.01 | mrapplecomputer1 | flag or map |
22:41.00 | mrapplecomputer1 | is happy to announce his new linux server is running at mrapple.homelinux.net. check it out if you want :) |
22:41.30 | spldart | ah.. linux done... I'm gonna test my two clients on random map.... please don't shoot my tanks till I've tested by shooting myself several times. |
22:41.48 | *** join/#bzflag Think_Differentl (n=fatass__@bzflag/player/ThinkDifferent) |
22:42.56 | *** join/#bzflag TimRiker (n=timr@211.155.168.68) |
22:42.56 | *** mode/#bzflag [+o TimRiker] by ChanServ |
22:43.40 | CBG | mrapplecomputer1: didn't see you on either server... |
22:45.54 | Yassen | Is BZFlag suppose to compile on Windows at this point in time? |
22:46.00 | KingRobot | Yes |
22:46.07 | KingRobot | Do a full clean build |
22:46.25 | Yassen | I've tried Debug_Dist and Release_Dist and both get linking errors... |
22:46.26 | blast007 | "rebuild solution" |
22:47.07 | Yassen | blast007: I tried that, no luck. |
22:47.11 | spldart | Yeah.. the kill box defenitely got fixed between 20085 and 20095.. BUT mrapple claims that while I was obese a shot didn't kill me that should have... will have to test that next |
22:47.36 | mrapplecomputer1 | spldart: ill try that right now w/ to macs |
22:47.38 | mrapplecomputer1 | one sec |
22:48.14 | Yassen | I get over 300 linking errors in the bzflag project. |
22:49.38 | KingRobot | Yassen: Perhaps try deleting your tree and downloading it again. At least three of us have successfully built the current revision. |
22:49.40 | JefferyM | Yassen, why do you do the distrobution? |
22:49.52 | *** part/#bzflag Allejo (n=alllejo@adsl-69-234-143-127.dsl.irvnca.pacbell.net) |
22:49.54 | JefferyM | also when you open it in VC, what do you click on? |
22:50.01 | *** join/#bzflag Allejo (n=alllejo@adsl-69-234-143-127.dsl.irvnca.pacbell.net) |
22:50.51 | Yassen | JefferyM: I click on the drop down box next to Win32 near the top then right click the bzflag solution and select "Build Solution". |
22:50.58 | Yassen | But I've tried rebuilding and had no luck. |
22:51.58 | JefferyM | no no, I mean when you first open VC |
22:52.07 | JefferyM | what FILE do you click on to open the project in VC? |
22:52.16 | JefferyM | bzflag.sln? or bzflag.vcproj? |
22:52.25 | JefferyM | or fullbuild.sln? |
22:52.50 | Yassen | This time I clicked on bzflag.vcproj IIRC, but it opens up the solution anyways. |
22:52.59 | JefferyM | no it dosn't |
22:53.08 | JefferyM | can you try for me using fullbuild.sln? |
22:53.24 | Yassen | So it makes a difference? I've had successful builds with both before. |
22:55.24 | blast007 | bzflag.vcproj just opens that individual project into a new solution |
22:55.33 | SpazzyMcGee | When I run ./autogen, I hit an infinite loop of: |
22:55.35 | SpazzyMcGee | ./autogen.sh: eval: line 830: unexpected EOF while looking for matching `"' |
22:55.35 | SpazzyMcGee | ./autogen.sh: eval: line 831: syntax error: unexpected end of file |
22:55.45 | blast007 | so it would only work if all the other projects had already been built and were up to date |
22:56.01 | JefferyM | Yassen, yeah I know but someone else had a similar problem last night and it changed by changing what they openened |
22:56.02 | spldart | can't hold the bad flag long enough.. but have a sneaking suspicion that obesity works fine |
22:56.04 | SpazzyMcGee | Never had that before... looked in autogen.sh, at that line, and around it. Seems fine... no missing " |
22:56.06 | blast007 | SpazzyMcGee: with the latest SVN trunk? |
22:56.10 | SpazzyMcGee | yeah |
22:56.11 | JefferyM | I'm not sure the dependencies build right |
22:56.21 | JefferyM | Yassen, I'd also like you to use just the debug target |
22:56.28 | JefferyM | not the debug_distrobution |
22:56.40 | Yassen | I'm doing fullbuild.sln with debug. |
22:56.43 | JefferyM | I have not verified the distrobution targets yet |
22:56.50 | JefferyM | and you did a reebuild solution right? |
22:56.57 | blast007 | SpazzyMcGee: my line 830 is a blank line |
22:56.58 | JefferyM | also when did you get code last? |
22:57.04 | blast007 | as in 831 |
22:57.08 | Yassen | I just checked the code out about an hour ago. |
22:57.11 | JefferyM | ok |
22:58.09 | SpazzyMcGee | My line 830 is ' eval "cd $dir" ' |
22:58.10 | JefferyM | I had kingrobot do a build of trunk about an hour ago, in VC9 ee and his worked, so I am pretty sure that we are good to go now after what I changed last night |
22:58.17 | JefferyM | but we'll see how yours works out |
22:58.33 | blast007 | I'll try a build here |
22:58.34 | mrapplecomputer1 | JefferyM: we tried shooting and it still works :) |
22:58.36 | blast007 | I have EE as well |
22:58.43 | JefferyM | mrapplecomputer1, and people died? |
22:58.47 | blast007 | mrapplecomputer1: which server did you join? |
22:58.49 | JefferyM | when they got shot? |
22:58.51 | mrapplecomputer1 | JefferyM: yep |
22:58.53 | JefferyM | cool |
22:58.57 | mrapplecomputer1 | it all worked |
22:59.02 | mrapplecomputer1 | just one problem |
22:59.08 | JefferyM | at some point I'd like to do some indepth looks at where the hit volume is |
22:59.12 | blast007 | mrapplecomputer1: which server did you join? |
22:59.19 | spldart | Hit volume? |
22:59.25 | mrapplecomputer1 | random map |
22:59.32 | blast007 | the norang one? |
22:59.36 | spldart | yeah.. we we |
22:59.37 | JefferyM | spldart, the 3d area where the tank knows to "explode" |
22:59.53 | mrapplecomputer1 | JefferyM: the only problem was spldart had obese, jumped and i shot him but he didnt "explode" |
22:59.54 | spldart | Oh.. that's what I was saying a bit ago.. |
22:59.58 | mrapplecomputer1 | blast007: yes |
22:59.59 | spldart | It's working better now |
23:00.01 | SpazzyMcGee | deleted autogen.sh, and got a new one with svn up. Still loops those lines. |
23:00.04 | JefferyM | jumps I odn't really care about |
23:00.13 | blast007 | SpazzyMcGee: what is on those two lines? |
23:00.14 | JefferyM | as that's confounded by DR |
23:00.18 | mrapplecomputer1 | JefferyM: he had obese though |
23:00.24 | JefferyM | mrapplecomputer1, so? |
23:00.34 | mrapplecomputer1 | JefferyM: i clearly shoot hiim |
23:00.39 | blast007 | could you shoot him with obese while he was on the the ground? |
23:00.41 | JefferyM | depending on lag and bad DR, his tank may not have seen the hit |
23:00.46 | mrapplecomputer1 | ok |
23:00.48 | JefferyM | we know DR has problems |
23:00.52 | spldart | a slightly older client was detecting hits when it shouldn't... the latest client is detecting in a way that seems appropirate to the current client. |
23:00.55 | JefferyM | and that I'm not concerened about now |
23:01.12 | mrapplecomputer1 | JefferyM: ok sounds good. glad i could help |
23:01.15 | spldart | current client = 2.0.x |
23:01.15 | JefferyM | yeah I didn't bump proto so it could be odd if oyu used an old client and new client |
23:01.32 | SpazzyMcGee | blast007: 830 is |
23:01.34 | SpazzyMcGee | <PROTECTED> |
23:01.48 | SpazzyMcGee | 831 is a blank line |
23:02.17 | spldart | so hit vol. seems better or perhaps fixed. |
23:02.24 | blast007 | hmm, guess my autogen didn't update or something |
23:02.26 | JefferyM | it's different |
23:02.40 | JefferyM | I'm not sure it's Fixed, it just works more consitently now I think |
23:02.42 | blast007 | ah, silly me, I was in the 2.0.x checkout |
23:03.26 | blast007 | SpazzyMcGee: run ./autogen.sh -v |
23:03.32 | spldart | ic |
23:03.43 | blast007 | it should output lines like "Protecting files from automake in blah" |
23:04.35 | blast007 | mine showed: Protecting files from automake in "/home/blast/bzflag-trunk/plugins" |
23:04.51 | blast007 | ah, guess it shows up in several places |
23:05.20 | blast007 | so I have several directories that are being protected from automake |
23:05.39 | SpazzyMcGee | blast: http://pastebin.com/m3a5d7f7b |
23:06.00 | SpazzyMcGee | shit, I know what it is |
23:06.12 | SpazzyMcGee | the file path contains a space |
23:06.12 | blast007 | *cough* |
23:06.21 | blast007 | (lang) :P |
23:06.31 | SpazzyMcGee | sorry |
23:06.31 | SpazzyMcGee | It's getting confused |
23:06.49 | blast007 | ok |
23:07.45 | SpazzyMcGee | okay, looks like it's working now |
23:08.19 | Yassen | JefferyM: The fullbuild with debug target compiled successfully. |
23:08.25 | SpazzyMcGee | It doesn't like spaces in file paths |
23:08.27 | JefferyM | ok good |
23:08.47 | JefferyM | now can you close that and open the bzflag.sln and try the debug target with that as a full build |
23:14.16 | *** join/#bzflag bryjen (n=bryjen@75.81.208.170) |
23:14.16 | *** mode/#bzflag [+v bryjen] by ChanServ |
23:20.51 | *** join/#bzflag TimRiker (n=timr@bzflag/projectlead/TimRiker) |
23:20.51 | *** mode/#bzflag [+o TimRiker] by ChanServ |
23:31.00 | *** join/#bzflag blast (i=475a244b@bzflag/developer/Blast) |
23:31.00 | *** mode/#bzflag [+v blast] by ChanServ |
23:31.01 | Yassen | The client died when I got shot: Vector subscript out of range. |
23:31.23 | blast | JefferyM: while getting shot with GM: http://pastebin.bzflag.bz/m399399b3 |
23:31.47 | JefferyM | cool |
23:31.50 | Yassen | Oh yes, that was with GM. |
23:32.03 | JefferyM | call it a feature and we can ship it :) |
23:32.06 | blast | it also didn't kill me |
23:32.15 | blast | (from the side) |
23:32.18 | JefferyM | guess the bbox isn't good enough |
23:32.22 | blast | crashed when I got shot from the front, at least |
23:32.24 | JefferyM | ponders |
23:32.30 | spldart | I'm sensing a renewed ferver in a release of a next revision client? |
23:32.35 | spldart | heheh |
23:32.46 | blast | "Hey it compiled... SHIP IT!" |
23:33.03 | spldart | hasn't gotten a crash.... yet... |
23:33.13 | blast | then come get shot with GM ;) |
23:33.15 | JefferyM | the old GM code didn't have the bbox test |
23:33.32 | JefferyM | I added it and uses the bbox of the current GM segment |
23:33.49 | JefferyM | I could move it outside the common code, but I'm not sure |
23:34.30 | JefferyM | I'll look at it tonight |
23:53.02 | SpazzyMcGee | What happened to the nice tank labels? |
23:53.27 | SpazzyMcGee | I seem to remember there were triangular markers at one point? |
23:53.49 | trepan | _forbidMarkers |
23:54.51 | SpazzyMcGee | why forbid them? |
23:55.04 | *** join/#bzflag swigg (n=Default@bzflag/player/Swigg) |
23:55.21 | JefferyM | the server may have many reasons to want to |
23:55.21 | CIA-64 | BZFlag: 03JeffM2501 * r20096 10/trunk/bzflag/src/clientbase/ (3 files): make the test for GM a little more like the old code ( skip the overall BBox test) |
23:55.55 | SpazzyMcGee | oh, it genuinely is a server variable :p |
23:56.02 | JefferyM | that's what _ means |
23:57.33 | SpazzyMcGee | heh, thought it could be some kind of a server-variable related joke. |
23:57.36 | CIA-64 | BZFlag: 03trepan * r20097 10/trunk/bzflag/src/game/global.cxx: * changed the _forbidMarkers default to 0 (i don't really care ;-) |
23:57.38 | trepan | SpazzyMcGee: there ya go |
23:57.50 | jcp | wait, if _ means a server variable, then what's the point of the localset command? |
23:58.00 | JefferyM | jcp, to set local vars |
23:58.06 | JefferyM | the ones that don't start with _ ;) |
23:58.11 | jcp | Exactly |
23:58.22 | jcp | oh wait, can you /localset server vars too? |
23:58.26 | JefferyM | no |
23:58.36 | SpazzyMcGee | that would kinda defeat the object |
23:58.40 | jcp | Then why not just have /set set vars locally if they don't start with an _? |
23:58.42 | JefferyM | /set is for globals, /localset is for locals |
23:59.03 | JefferyM | one could make a command that checks the var's security perms and does the right thing |
23:59.06 | trepan | also, _ is just a convention, not a requirement |
23:59.10 | JefferyM | but that's just not how it's writen |
23:59.10 | JefferyM | yeah |
23:59.12 | bryjen | blast: crashed that time |
23:59.17 | JefferyM | with /set you know EACTLY what happens |
23:59.24 | JefferyM | you are trying to set a global var |
23:59.54 | JefferyM | localset is kinda a backdoor, if anything is really important then it should have a UI item |