IRC logs for #opendune on OFTC at 2010-05-03
⏴ go to previous day
12:19:05 <TrueBrain> gooooooood morning :)
12:25:00 <glx> hmm #40 and #41 are quite similar
12:26:16 <TrueBrain> yeah, he should have added #41 at #40
12:26:22 <TrueBrain> either way, the backtrace is kind of useless ...
12:27:06 <glx> we already knew it was in pic loop ;)
12:27:23 <TrueBrain> that is aborts in the pic_run is not that odd
12:27:33 <TrueBrain> the chances that happening at any time, is pretty big
12:27:59 <TrueBrain> basicly, there are 2 threads: interrupt handler and main game
12:28:07 <TrueBrain> if the main game gets in an infinite loop, the mouse nad stuff still works
12:28:20 <TrueBrain> no, not dead lock at all
12:28:34 <TrueBrain> it just does exactly what you would expect if you would do a while (true) {}
12:28:43 <TrueBrain> given you allow the OS to call the interrupt :)
12:28:48 <TrueBrain> which the overlay lucky enough does :)
12:30:31 <TrueBrain> what the backtrace also shows, which suprises me, is that the mainloop is working fine
12:30:36 <TrueBrain> as palette animation is working
12:30:47 <TrueBrain> (that is, those functions are called)
12:31:05 <glx> so something related to overlay loading?
12:31:20 <TrueBrain> so I really need this problem reproduced at my local computer in order to make any real sense out of this :p
12:31:24 <TrueBrain> no, nothing like that
12:31:38 <TrueBrain> I think for one reason or another, the main loop is just no longer doing anything useful
12:31:43 <glx> I sometime have hangs too
12:31:58 <TrueBrain> like if a timer wraps
12:32:12 <TrueBrain> of got overwritten by a random value
12:32:26 <TrueBrain> then is this exactly what I expect the game to do
12:39:40 <TrueBrain> there, made building free
12:39:43 <TrueBrain> should also made it instant :p
12:41:17 <TrueBrain> ordered for 10k at the starport within the first 2 minutes :)
12:41:29 <TrueBrain> I never cheat :) I just understand the concept of modifications :p
12:46:02 <TrueBrain> lol, owh, I did piss them off :)
12:51:16 <TrueBrain> forgot to build a repair thingy ...
12:53:50 <TrueBrain> in result, total failure :)
13:01:59 <TrueBrain> haha, I have a carry-all which is follownig a harvaster, but it can't pick it up :p
13:02:09 <TrueBrain> mostly as the carry-all i snot empty
13:02:13 <TrueBrain> still a bit bugged, glx :)
13:04:26 <TrueBrain> bah, 2 missiles, both direct hits ..
13:04:32 <TrueBrain> I think I will lose this battle :p
13:04:54 <TrueBrain> but more important, no freeze ...
13:04:56 <glx> hack the missile hitpoints ;)
13:05:41 <TrueBrain> better yet, make it shoot at itself :)
13:06:26 <TrueBrain> there, a few more modifications
13:06:28 <TrueBrain> should give an intersting game
13:15:28 <TrueBrain> insta-build 5 ornis :)
13:15:40 <TrueBrain> gives a good defense :)
13:17:07 <TrueBrain> I have 12 of them already :p
13:19:57 <TrueBrain> just they do not attack structures when they are defending
13:19:59 <TrueBrain> making them a bit useless :p
13:22:55 <TrueBrain> src/house.c, line 162
13:22:58 <TrueBrain> perfectly valid segfault
13:24:05 <TrueBrain> I also don't get that piece of code ..
13:25:25 <DorpsGek> SVN: truebrain (r1115) -Fix: possible segfault with reinforcements
13:26:32 <glx> I often forgot some checks
13:27:00 <TrueBrain> this was not in the original code
13:27:07 <TrueBrain> in other words ... it randomly wrote when it couldn't do this :)
13:27:22 <TrueBrain> there, made my units impossible to damage :)
13:33:42 <TrueBrain> ornis are VERY useful if you can't kill them
13:39:12 <TrueBrain> wow, cool, I had some distrortion on my screen
13:39:15 <TrueBrain> but after a while it was gone :p
13:42:39 <TrueBrain> but this way I never get a freeze ....
13:44:25 <glx> I think it jumps to right after the div
13:44:59 <glx> and the other one jumps to the goto
13:45:12 <glx> but we can't do that by hand
13:45:29 <TrueBrain> I ahve the crash bin, so I will resolve it a bit later :)
13:45:32 <TrueBrain> first I have people to kill
13:45:52 <TrueBrain> 2 sonars and 1 siege to attack
13:45:59 <TrueBrain> 3 other siges to defend
13:46:17 <TrueBrain> I forgot about the worms ...
13:46:31 <glx> you can shoot rockets on them
13:46:50 <TrueBrain> lost 1 sonic and siege ... oops :)
13:47:26 <TrueBrain> I think I remove the restriction of building on concrete :p
13:47:57 <glx> if the worm lost half of its hitpoints it dies
13:48:15 <TrueBrain> I know glx, I know :)
13:48:16 <glx> ,...if (unit->hitpoints >= ui->hitpoints / 2) return false;
13:48:16 <glx> ,...if (unit->type == UNIT_SANDWORM) {
13:48:16 <glx> ,...,...Unit_SetAction(unit, ACTION_DIE);
13:49:02 <TrueBrain> eating 3 units owrks too :p
13:50:19 <TrueBrain> bah, they repair faster than a sonic + siege can destroy
13:51:20 <glx> you killed their harvesters?
13:51:34 <TrueBrain> doesn't really help, it cheats anyway :(
13:55:10 <TrueBrain> I build a strongfort around my CY :)
13:55:22 <TrueBrain> 20 rocket turrets :p
13:55:34 <TrueBrain> in a perfect square
13:56:01 <glx> rocket turrets can be dangerous for your own structures
13:56:13 <TrueBrain> not if nothing can come within the circle :)
13:56:48 <TrueBrain> I guessI should build a refinery :)
14:00:59 <TrueBrain> my cheats also works for the AI :)
14:04:47 <TrueBrain> even so I streched everything to the max
14:04:53 <TrueBrain> amount of units is through the roof at all times :p
14:15:31 <TrueBrain> not a single attack on the base itself :) Haha :)
14:15:46 <TrueBrain> haha, in 32 minutes .. lol
14:20:56 <TrueBrain> bah, JIT fucked up completely of course
14:22:18 <DorpsGek> SVN: truebrain (r1116) [JIT] -Add: one missing jump
14:22:29 <TrueBrain> then I removed the wrong memory dump
14:23:51 <TrueBrain> glx: can you do something for me .. with voices and sound enabled, load a savegame, then load another savegame
14:23:58 <TrueBrain> but when I try to fix it I get 100000 of new functions
14:24:16 <DorpsGek> SVN: truebrain (r1117) [JIT] -Fix: minor fixes for the JIT
14:25:17 <DorpsGek> SVN: truebrain (r1118) -Update (r1116, r1117): update decompiled code
14:25:34 <TrueBrain> no matter which savegame I load as second
14:26:25 <TrueBrain> only with voices enabled
14:26:33 <TrueBrain> Program Termination: jumped to 2649:0804, which is not decompiled.
14:26:35 <TrueBrain> The jump was triggered at decompiled/cs__2649.c:816
14:27:19 <glx> hmm voices not always init correctly for me
14:27:55 <TrueBrain> did a partly JIT run, see if that is sufficient
14:29:01 <glx> JIT and music/voices is not a good idea
14:29:13 <TrueBrain> that I tried telling you :p
14:29:33 <glx> I just restart until voices are enabled
14:29:46 <TrueBrain> I tihnk I got it :)
14:31:07 <DorpsGek> SVN: truebrain (r1119) [JIT] -Fix: loading other savegame with voices enabled caused a crash
14:31:27 <DorpsGek> SVN: truebrain (r1120) -Update (r1119): update decompiled code
14:31:33 <TrueBrain> now no longer any problem for me too :)
14:33:03 <glx> 79 ,... ,... case 0x44AF1CEE: emu_MPU_Interrupt(); break;
14:33:03 <glx> ,...79 ,...case 0xAB011CEE: emu_MPU_Interrupt(); break;
14:34:55 <TrueBrain> I reverted that ...
14:35:29 <TrueBrain> strangly enough, it all still works
14:35:58 <DorpsGek> SVN: truebrain (r1121) -Fix (r1120): somehow a bit too much was committed
14:36:27 <glx> hmm 2649:106A is about "HIMEM.SYS error %x -- %s"
14:37:35 <TrueBrain> even more as nothing crashed
14:38:23 <TrueBrain> but that function can be the JIT failing
14:38:37 <TrueBrain> as in JIT my crash.bin doesn't resume :)
14:42:07 <glx> somehow XMS failed in JIT
14:42:43 <glx> or JIT just found the calls
14:42:48 <TrueBrain> yes, as file handlers are not open and shit
14:42:58 <TrueBrain> so it then picks a route normally not taken :)
14:43:09 <TrueBrain> even worse: the whoel XMS block does not exist :p
14:43:26 <TrueBrain> (in resuming, the XMS is gone, so it can't do anything with it :p)
14:46:50 <glx> so it just some "garbage" ;)
14:50:07 <TrueBrain> every XMS request comes back with error codes
14:51:44 <glx> yes and in normal run that doesn't happen
continue to next day ⏵