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Between 2020-01-09 00:00:00Z and 2020-01-10 00:00:00Z
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What's the issue with VS?
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VS is the issue
12:55
if i try to compile with 'cl', standard c headers aren't found
12:55
like "stdlib.h"
13:01
i tried clang now, but it doesn't seem supported by tw
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ChillerDragon 2020-01-09 13:01:39Z
What vs do you use!
13:01
?*
13:02
yes, in the guide it says 2017, the gh-actions workflow run on 2019
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ChillerDragon 2020-01-09 13:02:32Z
Yea for me it mostly works with 2019 community
13:02
Did you install c++ desktop development?
13:04
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yes i installed it
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When you use the developer command prompt it should find the headers. Just make sure that you use the same version, which you used for compiling bam (x86 vs x64). You could also try cmake. For me it even works with clang + msvc headers.
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clang tells me this:
13:13
bam.exe: error: 'other/icons/teeworlds_srv_clang.rc' does not exist and no way to generate it
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I think bam + windows + clang does not work
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i wonder why, clang is explicitly noticed in the bam.lua
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cmake can use clang-cl. It has the same interface like the cl from visual studio
13:16
I think the clang in bam is for Linux and mac
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take a look at this line, shouldn't clang be supported with bam and windows?
13:17
A retro multiplayer shooter. Contribute to teeworlds/teeworlds development by creating an account on GitHub.
13:18
wait lol
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In theory. I doubt this was ever tested 😅
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I am known to break everything <.<
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@Assa please report a bug for -Winconsistent-missing-override
13:20
warnings are rarely a good sign
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@heinrich5991 this warning was due to the introduction of "-std=c++11" in my mod and because i used the override annotation
13:21
I didn't want to use the annotation everywhere where you didn't
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ah, I see
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@heinrich5991 you know why cmake uses all the cpack variables but generated the script with custom commands instead of using the cpack generator?
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it can also use the cpack generator
13:24
try make package
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Yeah but at least for mac it won't generate a dmg
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hm
13:26
I'm usually on linux, maybe I didn't get it to work on mac
13:26
cross-compilation from linux to mac and windows works though 😛
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Cpack has a generator for creating bundles, but this requires some more setup
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we should fix it though
13:26
I see
13:26
does the non-cpack version work for you?
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Well I don't have a mac 😅 Just noticed that while setting up the gh actions stuff
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what is 'windres'?
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sounds like a way to provide icon data for executables on windows
13:31
but I don't know the name, that's just a guess rn
13:31
oh yea, it is
13:31
$ cat other/icons/teeworlds_srv_cl.rc 50h ICON "teeworlds_srv.ico"
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build\icons\teeworlds_srv_clang.coff : fatal error LNK1112: Modul-Computertyp "x86" steht in Konflikt mit dem Zielcomputertyp "x64".
13:33
shit
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mixing targets? ^^
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i don't understand why this is happening on every compiler
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have you cleaned everything (deleted the build directory) between every attempt?
13:36
i learned that the hard way
13:36
deleting build directory and config.lua every time
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afk
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it's always the link step <.<
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is there a flag to tell bam to use x64?
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arch=x86_64
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thank you, but didn't help
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use 64 bit everything, build bam with 64 bit, start the msvc 64 bit command prompt and it should use the right headers
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i already checked everything
13:59
except of visual studio itself, everything should be 64 bit
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it get's more and more interesting:
14:25
  • mingw64 compiles and links, but crashes immideatly when starting
14:25
  • cl doesn't find the standard c++ headers
14:25
  • clang gives me an LNK2019
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that's so 2019
14:39
which symbol is missing?
14:39
for clang?
14:41
i managed to get the opposite error now
14:41
build\icons\teeworlds_srv_clang.coff : fatal error LNK1112: Modul-Computertyp "x64" steht in Konflikt mit dem Zielcomputertyp "x86".
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[quakenet] fstd BOT 2020-01-09 14:42:28Z
i18n'ed error messages are literally hitler
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good think they include a error ID, fstd
14:43
so it's not so bad
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[quakenet] fstd BOT 2020-01-09 14:43:12Z
true
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Are you using bam master or 0.5.1?
14:43
There was some issue with win64 in 0.5.1
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cmake doesn't work for you, either, Assa?
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bam master
14:48
i will try cmake now
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cmake worked instantly
14:57
i don't even know which compiler it used
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it tells you at the top
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that's msvc++
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can you tell me what the cmake-target is for the client?
15:00
i don't want to build everything
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I don't understand why bam+cl doesn't work, maybe you could bam -v to see where he's looking for headers?
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teeworlds
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bam -v gives me a crazy big log
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that's the point, it's verbose
15:04
it will tell you the commands it executes
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I don't get smart from the log, should i send it here?
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just look at one cl line
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cl /nologo /D_CRT_SECURE_NO_DEPRECATE /c /wd4244 /wd4577 /D "WIN64" /Od /MTd /Z7 /D "_DEBUG" -I"src" -I"src/engine/external/pnglite" -I"src/engine/external/wavpack" -I"build/src" -I"src/engine/external/zlib" -DCONF_DEBUG /Fobuild/x86_64/debug/objs/engine/shared/console.obj src/engine/shared/console.cpp
15:08
???
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ah right, this only shows custom headers, I'm being silly
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needed a grep to find this one
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[quakenet] Oy BOT 2020-01-09 15:11:27Z
does the 32bit version build?
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bam didn't find the headers so no
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[quakenet] Oy BOT 2020-01-09 15:12:10Z
odd
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i manged to compile everything 32 bit in MinGW except the client btw
15:12
*with
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[quakenet] Oy BOT 2020-01-09 15:12:26Z
what was the problem?
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weird linker problems with sdl2 and freetype
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[quakenet] Oy BOT 2020-01-09 15:13:10Z
u have an error message?
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give me a sec. I will lookup bash_history
15:14
No I don't, since it's still imited on 500 lines ...
15:16
build/x86_64/release/objs/engine/client/backend_sdl.o:backend_sdl.cpp:(.text+0xea): undefined reference to SDL_MinimizeWindow'
15:16
this is just the first, practically all calls to sdl2 failed
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[quakenet] Oy BOT 2020-01-09 15:17:23Z
it's 64bit u can't build it with normal mingw
15:18
make sure to build bam with make_win32_mingw
15:19
then do bam config forteeworlds
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makes sense
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[quakenet] Oy BOT 2020-01-09 15:19:24Z
and then try to force a recompile
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the bam i used was 64bit windows cl
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[quakenet] Oy BOT 2020-01-09 15:19:34Z
yeah
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Or use mingw-w64
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[quakenet] Oy BOT 2020-01-09 15:20:09Z
yeah
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i tried mingw-w64
15:20
the list above shows: compiling: yes; linking: yes; crashing: yes
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what about mingw32?
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see above
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did you build bam with make_win32?
15:25
but cmake is now working and I can compile the client
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can you tell me where the text width is calculated?
16:07
nevermind iam blind
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[quakenet] Oy BOT 2020-01-09 16:39:25Z
dunno, low values feel much smoother with the log scrollbar now, so it would be ok to keep them
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[quakenet] Oy BOT 2020-01-09 17:02:48Z
oh the pr broke the build
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oh, there are no more CI checks? that's not great
17:06
I foresee a lot of cmake breaking :p
17:07
or disabled by default warnings
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The workflow only triggers on push. It can also be enabled for pull requests
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[quakenet] Oy BOT 2020-01-09 17:28:39Z
yeah, should do that
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it's a oneliner in build.yaml: on: [push, pull_request]
17:49
ironicly the build is failing because the current master is failing in cmake
17:50
oy was faster 😮
17:55
I am in my own fork on github on master - i upload to my own branch changes - "Do you want to do a PR?" - I click yes - I PR to teeworlds/teeworlds - thx github
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Makes sense, you forked teeworlds/teeworlds
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man, those friendlist features are hidden as hell, I wouldn't find them for another 5 years if I didn't read about them in pull requests...
21:12
huh
21:13
gotta do some explicit conversion
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on the zCatch discord there is currently the holy war of dyn or not dyn going on. take part in it.
23:42
gn8
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[quakenet] rand BOT 2020-01-09 23:57:32Z
lulz
23:58
should be zoom or not zoom, since it's not (yet?) in official client :p
Exported 152 message(s)