IRC logs of Freenode #BZFlag for Tuesday, 2019-07-16

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tuponeblast007: did you have stencil enabled ? (Just to focus on the code)12:57
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blast007I can't recall.  I'll check when I get home.15:01
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Samson1Hello, I'm trying to use a custom shock.wav file but it's not sounding. I've checked it's the same length but still nothing. Can anyone help?18:05
blast007needs to be the same .wav encoding18:06
Samson1Ah, okay.18:07
Samson1Thanks.18:07
blast007I was thinking there's somewhere that we describe what it needs to be.. let me see if I can find that info18:08
Samson1Thanks.18:08
blast007can't see to locate it, but try PCM audio, 16-bit, 22050 Hz sample rate18:10
Samson1Okay, thanks!18:10
tuponeshock.wav: RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, stereo 22050 Hz18:28
The_NoahIf that isn't documented anywhere (although I think it is) it should be.18:30
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tuponeblast007: macsforme: Fixed the lighting. I needed to clamp color between 0 and 1 :)18:55
The_Noahtupone: if you need anyone else testing the new OpenGL stuff I would be happy to help, just let me know.19:00
tuponegreat. I need testing.19:12
tuponeVisual and performance19:13
The_NoahIs this the correct repo? https://github.com/atupone/bzflag/tree/GL2.019:14
tuponeyep19:14
The_NoahOkay.19:14
The_NoahShould I do Debug or Release build for testing?19:18
tuponerelease should be ok19:19
The_NoahOkay.19:21
The_NoahWhere do I get glm?19:22
tuponewhat OS ?19:25
The_NoahWindows 1019:25
tuponeI don't know how to build there :/19:25
tuponehttps://glm.g-truc.net/0.9.9/index.html19:25
tuponethat is glm.19:25
tuponeBut windows build I don't know how it work19:25
The_NoahOkay.19:26
The_NoahDid you remove the medium and low tank models?19:39
blast007The_Noah: you could just dump the 'glm' directory into our include/ directory and it should find it19:41
The_NoahYa I did that and it works.19:41
blast007yay :)19:41
The_NoahThe medium and low tank models are still in the VS project.19:42
tuponeThe_Noah: I removed it19:42
blast007The_Noah: yeah, you'll need to fix some stuff like that as tupone is gonna be on linux19:42
The_NoahOkay.19:43
blast007I suppose this is where macsforme should come in and say "premake would solve that"  ;)19:43
The_NoahYup :)19:43
The_NoahSo... I get this and I have clue what it means other then my build is completely broken. https://pastebin.com/wMSpFtNS19:44
blast007there's probably new files you need to add to the windows project19:44
The_NoahOh ya...19:44
blast007a good way to check for additions/removals would be looking at the Makefile.am files here: https://github.com/BZFlag-Dev/bzflag/compare/2.4...atupone:GL2.019:46
The_NoahThank you.19:47
tuponeThe_Noah: if you happen to fix the build on windows you can change my tree so when I eventually merge with the mai ntree is all ok19:48
The_NoahOkay.19:48
tuponewhen you are ready just ask19:49
tuponeVBO_Handler.h and VBO_Handler.cxx you need19:49
tuponethese should fix the majority of the warning19:50
tuponeblast007: you read that I fixed it for glm-0.9.8 ? And maybe now is faster as I use an almost empty shader for shadow19:54
blast007yeah, I will try it again with the Debian Stretch packaged glm19:55
The_NoahWhere does the VS projects include stuff from 'include'? is it just directly in each project?19:56
blast007I have a variety of system at home that I could try on. nVidia 1660 and 980 Ti, AMD Radeon 2400 XT and some HD 3000 or 4000 card, older Intel 4500MHD in my X20019:56
blast007The_Noah: you mean where in the project settings does it define where includes should be found?19:57
The_NoahI think so?19:58
blast007I guess I'll flip the question around.  What are you trying to do that would be helped with that info?19:59
tuponewell, I add VBO_Handler.h in the Makefile.am but it is only for packaging20:00
The_NoahSo there are some new files in the include folder, however I can't figure out how to add them like the other files in the include folder are.20:00
tuponedon't need20:00
The_NoahOh, okay.20:00
The_NoahAh I see. I'm still new to how compiling C/C++ programs work.20:01
The_Noahsrc\geometry\vbo_handler.cxx(17): fatal error C1083: Cannot open include file: 'execinfo.h': No such file or directory - is 'execinfo.h' another file you added or something else?20:02
tuponeno20:02
tuponeDon't know where it come from20:02
blast007The_Noah: try just commenting out that #include and see if it builds20:04
The_Noah"This header is Linux specific" - https://stackoverflow.com/questions/28680323/the-execinfo-h-header-file-does-not-exist20:05
tuponeglibc :)20:05
The_NoahIs that another thing I need to download?20:05
The_NoahIf I comment it out I get "'backtrace': identifier not found" and "'backtrace_symbols': identifier not found"20:06
tuponediagnostic20:06
tuponeremove it20:06
The_NoahOkay.20:06
tuponetrace_and_abort20:06
The_Noah?20:06
The_NoahOh ya.20:06
tuponeleave only the abort20:06
The_NoahYay that is fixed.20:07
The_NoahDoes ogl/Shader.cxx need SDL? Because when I try to compile it it gives me an error but if I comment only it out is is completely fine.20:09
tuponeyou don't have libSDL ?20:09
The_NoahI believe I do.20:09
The_NoahBut commenting it out doesn't break anything.20:09
tuponeok. Maybe there is a better include of libsdl in some headers20:10
The_NoahAnd I get this warning, but it still compiles. glew32s.lib(glew.obj) : warning LNK4099: PDB 'glew_static.pdb' was not found with 'glew32s.lib(glew.obj)' or at 'bzflag-GL2.0\MSVC\build\bzflag_Win32_Release\glew_static.pdb'; linking object as if no debug info20:10
The_NoahNot sure if that means anything.20:10
The_NoahDo I need to download glew too because the DLL is missing in the final build.20:11
tuponeIf you already build bzflag 2.4 you should have glew too20:12
tuponeit does not work without20:12
blast007the latest bzflag-dependencies (2.4 branch) should have glew20:12
The_NoahHmm I do have it but there is no DLL output of it.20:13
The_NoahWell this is strange. When I open the EXE I get a popup saying that it couldn't find glew32.dll, but in other builds there is no glew32.dll and it works just fine.20:15
The_NoahWell I copied a prebuild glew32.dll and now it doesn't give me that popup, but when I run it nothing happens. If I run it from VS I get a popup with "No fonts found (the -directory option may help). Exiting"20:21
tuponedon't know how to help :/20:22
blast007rebuild the dependencies because it should generate the glew dll20:22
The_NoahThat's fine, I will figure it out.20:23
The_NoahOkay.20:23
blast007or wait about an hour and I can just build and zip the dependencies20:23
blast007oh, you could try this: https://github.com/BZFlag-Dev/bzflag-dependencies/releases/download/v2.4.16/bzflag-dependencies-2.4.16-VC15-x86.7z20:24
BZNotifybzflag: atupone synchronized pull request #148 "Use of Vertex Buffer Objects instead of Client Arrays" (https://git.io/vhCKr)20:29
tuponeOk. I fixed in the tree VBO_Handler and Shader, for Windows build. And go to bed20:31
The_NoahI rebuilt the deps, and still no glew32.dll and even if I add a prebuilt one I still get no window or anything.20:36
The_NoahEven that link with the built stuff doesn't have glew32.dll.20:37
The_NoahNot even my official install of BZFlag has glew32.dll, so I don't know why it thinks it needs it.20:38
blast007maybe it doesn't build a .dll since it's only used by the client.. might just staticly link it there20:47
blast007yeah, looks like a static build20:48
The_NoahSo why does it think it needs a DLL?20:50
The_NoahWait, glew is built into a DLL in MSVC\build\bzflag_Win32_Release20:52
blast007build a fresh set of dependencies and make sure the environment variable is pointed to where they are located20:56
blast007BZ_DEPS or whatever it's called20:56
The_NoahI have.20:59
The_NoahEverything builds fine, but when I go to run it it's just a invisible window for a second then closes.21:00
blast007does it work when you build the normal bzflag client?  maybe it's just some GL 2.0 setup stuff on Windows that isn't working21:06
The_NoahIt did last time I tried (sometime this year)21:12
blast007let me try it here21:13
The_NoahOkay.21:14
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blast007The_Noah: were you getting any error box?21:46
The_NoahFor glew missing?21:47
blast007other than that, which you shouldn't be getting anyway21:47
blast007(since we don't use a DLL version of glew)21:47
The_NoahThe only other error box was from the data folder not being found since it isn't copied on build.21:48
blast007getting a 'glsl file for shader playing not found' here21:48
The_NoahDid you add all of the new files to the projects?21:50
blast007it builds fine. that's a runtime error.21:51
The_NoahOh.21:51
The_NoahI just did a build of 2.4 (some time from May) and it starts fine.21:53
blast007seems it's finding the file, but failing to compile the shader21:54
The_NoahDoes BZFlag then crash?21:54
blast007no, just exists21:54
The_NoahDo you ever get the window?21:54
blast007it flashes up for a second then goes to the error box21:54
The_NoahStrange, I don't get an error box.21:55
blast007are you able to press F12 to close the client even though it's a black screen?21:55
The_NoahDid you do fullbuild or bzflag?21:55
The_NoahIt's not black, it's transparent/void/idk.21:55
The_NoahAnd it closes itself after a second.21:55
blast007I just did bzflag21:56
The_NoahSame here.21:56
blast007I am doing a debug build, but I had to tweak a lot of double/float/int conversions to get it to build without warnings21:57
blast007are you doing a release build?21:57
The_NoahYa, release.21:57
blast007I'll try that21:57
blast007with a release build it just fails on the HUD shader :)22:02
blast007https://gist.github.com/blast007/937412bb981e1eae67d2b61f097da35d22:12
blast007The_Noah: if you have git bash, run bzflag from bash and you should get stdout/stderr output then22:13
The_NoahOkay.22:13
The_NoahOkay something on my PC is broken.22:15
The_NoahIf I double-click the EXE, same issue. If I run it from Git Bash, it works, but is an older version with my custom textures which are not with the GL2.0 version.22:16
The_NoahOh, I bet it is getting it from PATH.22:16
The_NoahYa, when I run ./bzflag.exe I get "Segmentation fault"22:17
The_NoahSame if I do a Debug build.22:18
The_NoahI have to go for probably the rest of the day, but I will be around tomorrow.22:19
blast007not getting a segfault here.  tomorrow you might want to try with a clean clone and apply the patch from my gist.22:19
blast007is the output "Segmentation fault" even a Windows thing?22:21
The_NoahI have no clue.22:30
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