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[2023-02-01 12:06:07] <Z-Man> delinquent: What's E:D? No, "The Captain", mostly a point-and-click adventure with space exploration and combat elements. Interestingly, very deterministic; you can see prices in stores across the universe and in combat, your enemy follow fixed patterns entirely visible to you. So it all is more a puzzle than strategy.
[2023-02-01 12:06:31] <Z-Man> 'twas free on Epic a short while ago.
[2023-02-01 12:06:55] <delinquent> Oh I see. I'll have to give it a look, see if they have a non-epic/steam/origin version
[2023-02-01 12:07:51] <delinquent> E:D is Elite:Dangerous. Kinda buggy game but its an incredible premise, you have first person control of a ship in realtime space, with a fairly close to accurate representation of 0g physics and six degrees of movement
[2023-02-01 12:08:02] <delinquent> combat in that game is something else
[2023-02-01 12:08:10] <delinquent> https://www.youtube.com/watch?v=u9CXcnvCBwE
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[2023-02-03 18:07:29] <Z-Man> Ah right, I have Elite Dangerous, too, just the base game and whatever of the expansions are free with it now. Just dipped my toe in. I should get back to it some time and play it porperly. I did play the predecessor "Frontier: Elite 2" quite a bit.
[2023-02-03 18:08:44] <Z-Man> A problem with me and those open ended games is that I tend to just find a boring, repetetive, low effort and low risk way to make good money, then I do that five times, then I get bored.
[2023-02-03 18:10:09] <Z-Man> Smuggling slaves was it for me in Frontier. Buy them cheap where they are legal, sell them where they are outlawed. Don't forget to install a life support system, learned that the hard way.
[2023-02-03 18:11:02] <Z-Man> Well, hard for the slaves, anyway. For me, just a bit expensive :)
[2023-02-03 18:16:08] <Z-Man> I would like to think my ethics have improved since then.
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[2023-02-03 19:46:21] <delinquent> There's (or at least there *was*) a substantial amount of PvP in the game, as well as anti-xeno combat (fighting thargoids, since they're currently invading human space), and even mucking around with the background stuff, like creating and bolstering player factions, taking over other systems, etcetera. The real money maker, though, is massacre missions in wings. Two or three hours doing those, and you have enough credits to purchase,
[2023-02-03 19:46:21] <delinquent> fit, and engineer practically any ship in the game
[2023-02-03 19:47:25] <delinquent> there's still some organised pvp happenign too. Wyrd wednesdays (unsurprisingly run by Warriors of Wyrd) still happens, I think. You get matched up by ship and rough skill level into wings, and then those wings try to make opposing wings go boom.
[2023-02-03 19:47:59] <delinquent> Or there's mining, which can be quite relaxing
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[2023-02-05 17:21:13] <Z-Man> That kind of PvP is completely not my thing. I'll presumably stick to the single player stuff. I'd even prefer it completely offline, but I'll take what I can get.
[2023-02-05 17:22:58] <Z-Man> Eve would very, very definitely not be my thing. Love reading stories about it, but won't touch it with a ten foot pole.
[2023-02-05 17:41:47] <Z-Man> Finished my first run of "The Captain". It is quite good. Only the last mission is on the weak side, both with its puzzles and writing,which is a bummer. Made by only two people, apparently, not counting Kevin McLoud :)
[2023-02-05 17:46:00] <Z-Man> I'll probably do a second run without combat to uncover the missing sub-adventure endings;most I just forgot to do right away. But I appear to even have missed an entire sub-adventure. I have a rough idea about what may be in it, based on unused stuff on the ship, but no idea how to trigger it.
[2023-02-05 18:08:37] <delinquent> you might enjoy starfire, then. It was originally a tabletop game, but there are two strategy-esque video games from the early 80's that did pretty well. There's a whole mess of books too, which are absolutely fantastic reads
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[2023-02-08 18:00:01] <zmanuel> Lucifer_arma, guru3: Any thoughts on the EE Advertising Lady Email? I'll just answer directly.
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[2023-02-10 03:00:02] <Lucifer_arma> zmanuel: well, I did answer the email earlier. I was at work and didn't want to take too long to think over what I thought was an obvious response. But my main thought was: Can we talk them into funding for awhile?
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[2023-02-12 16:14:49] <zmanuel> Lucifer_arma: The thought about grabbing some moneys from them did cross my mind, after my response :) But really, if they go through with it, we do benefit enough, I think. They're paying to get their brand and our game in front of people.
[2023-02-12 16:17:12] <zmanuel> That is probably worth more to the community than any direct funding. We should get them to place readable links to the games they present, nothing huge, but big enough that people can ask themselves, "what is this weird game, let me pause the video and check it out"
[2023-02-12 16:18:30] <zmanuel> I'm not so sure whether their plan to let real people play the games for real and film them is going to work out. People use actors predending to play prerecorded videos for a reason.
[2023-02-12 16:19:37] <zmanuel> Maybe their plan is to pick random people on the street, put them on a laptop, let them play the games, and afterwards they reveal they have been playing over that great mobile internet the whole time. That could work.
[2023-02-12 16:20:46] <zmanuel> For me, progress on the game isn't even about lack of time so much any more :( It's now lack of motivation. The codebase sucks.
[2023-02-12 16:21:51] <zmanuel> And have you noticed that now even 0.2.9 and sty+ct+ap have become unmergable?
[2023-02-12 16:23:06] <zmanuel> They accidentally did some huge reformat, I think. That means that whatever I do, does not make it to 99% of active servers.
[2023-02-12 16:30:00] <zmanuel> Godot 4.0 is in the release candidate phase. I have been continuously testing it since the early alphas, writing a small app that connects to the web service I'm building at work.
[2023-02-12 16:31:55] <zmanuel> Nothing too complex. You have to do some HTTP requests, send and receive binary and JSON data. There are bits of UI, a tree view, text input fields, check boxes, combo boxes, all dynamically genreated in an instant from the data the service sends.
[2023-02-12 16:32:46] <zmanuel> Then there is an image viewer and a 3D model viewer with camera controls.
[2023-02-12 16:35:14] <zmanuel> Too bad I don't yet get decent 3D model data from the service. I'm planning to sneakily do this during actual work, because a) I think it's genuinely useful and b) I'm essentially writing a testing app for free, so in exchange I'm entitled to some personal project coding time.
[2023-02-12 16:35:28] -!- zmanuel changed nick to Z-Man
[2023-02-12 16:36:25] <Z-Man> Anyway, it has been generally a very pleasant experience. A couple of times running with the head against the wall, as is to be expected while learning.
[2023-02-12 16:38:03] <Z-Man> My biggest gripe with Godot is that the debugging experience is not very good. Mostly, the variable inspector can only show builtin types.
[2023-02-12 16:41:58] <Z-Man> That includes numbers and strings, obviously, but also arrays and dictionaries. Anything else just gets shown with an ID.
[2023-02-12 16:43:08] <Z-Man> You can inspect what's in there by clicking on the ID, but that is shown in a separate docking window that only can show one object at a time.
[2023-02-12 16:45:21] <Z-Man> I should try working with VS Code there. I haven't used it much for debugging anything yet, but it could have a more consistent interface.
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[2023-02-12 21:08:01] <Lucifer_arma> Well, it wouldn't surprise me if someone like 2020 or eddiefantastic is behind this. :)
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[2023-02-13 15:13:19] <Z-Man> Oh yeah, the marketing thing sounds vaguely 2020-ish :)
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[2023-02-18 11:31:35] <Z-Man> Lucifer_arma: I feel like I'm done with cerritos adaptions: https://github.com/davefancella/cerritos/pull/5
[2023-02-18 11:31:35] <Z-Man> It's a bit of a mess. CMake docs are all like "if you want a, do this, if you want b, do that, and so on" but the reality is IF YOU DO ANYTHING OTHER THAN d things are going to fail on some system.
[2023-02-18 11:31:35] <Z-Man> For me, building now works out of the box on macOS and Linux, the examples mostly run as intended. I don't have the font you are testing anywhere, so dunno about that.
[2023-02-18 11:31:35] <Z-Man> On macOS and Windows, the dadsteroids sample does not compile, both because destructors are called explicitly in a fishy way. Maybe you can get them reproduced if you switch to clang from GCC.
[2023-02-18 11:31:37] <Z-Man> On Windows, the Conan step is required. The main CMakeList.txt is set up so it uses the output of conan if it is there, otherewise it is ignored. What conan does is that it fetches the dependencies, then puts appropriate FindXXX.cmake files into the build directory, which CMake then is instructed to use first. What builds/runs without Conan also builds/runs with conan.
[2023-02-18 11:31:38] <Z-Man> Exception: dadsteroids on Linux with Conan does not find its data files. I can help sort that out once it compiles everywhere.
[2023-02-18 11:31:40] <Z-Man> Oh, right, probably important: spriteTest compiles everywhere, but crashes everywhere. Here is a backtrace: https://pastebin.com/T5k1FJpv
[2023-02-18 11:31:42] <Z-Man> Also important: You seem to have noticed that filesystem::path has different internal string representations on Windows and everything else. Your solution was to define strings differently depending on the system... that is probably a bad idea, evidenced by the torrent of compiler errors I got :) Since std::wstring naturally has no easy conversion to/from char * strings, that means every user has to be aware of that difference in almost
[2023-02-18 11:31:44] <Z-Man> eveny string operation...
[2023-02-18 11:31:46] <Z-Man> What I did in the last commit, easy to just leave out if you don't want it, is to define std::string as the string to use every time, and use explicit conversion from path to utf8 strings where that was required. I'd personally probably just keep conversions to a minimum; just have functions that want a Dirpath ultimately accept only a Dirpath, and functions that return a Dirpath from storage return a Dirpath. Urgh. It's all filesystem::
[2023-02-18 11:31:49] <Z-Man> path's fault.
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[2023-02-19 21:27:16] <Lucifer_arma> Z-Man: filesystem::path and the string class are both pretty immature. What I'm after with strings is that externally, when reading/writing files, and when passing strings over the network, etc, utf8 is standard. I'd probably prefer utf16, actually, but I don't want to write a string class for that
[2023-02-19 21:27:48] <Lucifer_arma> so I did the little thing I did hoping it would make everything work correctly, and also because the stdc++ docs said to do that (with some help from stacktrace)
[2023-02-19 21:28:32] <Lucifer_arma> filepath needs to be able to take a string, but it doesn't matter what the internal representation is as long as it can be parsed with the standard operations, and whatever's on disk can be accessed correctly
[2023-02-19 21:29:29] <Lucifer_arma> I'm willing to write a string wrapper class that provides the same interface everywhere in cerritos but provides the appropriate platform-specific stuff as needed, I just have bigger fish to fry
[2023-02-19 21:30:16] <Lucifer_arma> sprite and everything associated with it is currently deprecated, but I haven't had a chance to go in there and mark it as such, so don't worry about it
[2023-02-19 21:31:26] <Lucifer_arma> any chance you've tested the conan stuff in wine? *IF* it's something you could do in like a few minutes and just see how it compares, that would be useful to me, because I have wine, and if the build can be done in wine for windows, and the build system for wine is the same as windows, then I can work on that without needing a windows system I don't possess
[2023-02-19 21:32:15] <Lucifer_arma> I've had terrible luck with wine recently, though, so I'll readily understand if you don't have the "few" minutes to look at it :)
[2023-02-19 21:33:20] <Lucifer_arma> I haven't tried dadsteroids since the last time my son worked on it, so it's possible he did something janky. He was coming in from a python background and having a hard time wrapping his head around constructors/destructors
[2023-02-19 21:34:21] <Lucifer_arma> when I get back to it, I'm probably going to delete all existing examples and start with new ones, except for maybe the hello, world one. Next on my plate are two things:
[2023-02-19 21:35:20] <Lucifer_arma> 1. Download the source for sdl_mixer and just add it to cerritos, c++'ing it up and cerritos'ing it up in the process. I'd use sdl_mixer directly if it didn't have the silly limitations it has, but it's mit-licensed, like cerritos, so no reason I can't just use it as a base for a cerritos engine
[2023-02-19 21:36:18] <Lucifer_arma> 2. GUI. The first apps I intend to write need a functional object library. Even the first games (I want to bring "text adventure" games to Android). So I want to eliminate the openAL dependency and get an actual game written.
[2023-02-19 21:36:41] <Lucifer_arma> but first, my "hello, World!" app is an alarm clock, and I need a new fucking alarm clock
[2023-02-19 21:41:00] <Lucifer_arma> but before all that, my programming project is back to the stock market. I've had a new epiphany that's going to move that project forward quite a bit and get me closer to a working model, while establishing a working cluster.
[2023-02-19 21:41:56] <Lucifer_arma> Because of recent crap with my son (I asked him to clean up after himself, so he moved out, and it's a bit of a story), I now have all three of my raspis available for the cluster
[2023-02-19 21:43:05] <Lucifer_arma> So I'm going to make the AI stuff work over the cluster, setup my three nodes (I've got all the hardware I need for that, too!), and get the stockanalyst analyzing. I don't need to narrow it down to the "right" AI right now, because I've got three 4-core nodes to work with
[2023-02-19 21:43:52] <Lucifer_arma> I *need* to get it downloading stock market data everyday and analyzing it. Since I'm not all over this, and it's taking some time, I should have it downloading the data, analyzing it, and making predictions, using the various bot configurations I'm testing
[2023-02-19 21:44:14] <Lucifer_arma> that way, next time I get back to looking at it, I'll have a history of predictions to compare to actual stock market movement.
[2023-02-19 21:44:41] <Lucifer_arma> so I'm at "build the cluster, because if you build it, they will come"
[2023-02-19 21:49:01] <Lucifer_arma> Oh yeah, last thing about strings, I'm trying to make sure that the string class will support il8n when the time comes to build that into cerritos. So it's a case of YouWillNeedThis, and I don't want to ignore that in favor of expediency right now.
[2023-02-19 21:49:34] <Lucifer_arma> It's frustrating that libstdc++ doesn't provide a cross-platform string class that takes care of all these issues. Except maybe it does and I used it incorrectly.
[2023-02-19 21:51:03] <Lucifer_arma> But if you happen to have knowledge on how to integrate boost without having to download the 500MB of dependencies, I'm all ears. I've tried once using cmake build files, and went down a rabbit hole on it
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[2023-02-20 13:47:42] <Z-Man> There is no right way to use strings, only different ways to get them wrong :) On Unix, your system functions use utf8, represented as char * or std::string. On Windows, you have two sets of system functions: Those accepting plain old ascii (with support for other encodings like latin1) as char * or std::string or CString. These functions end with A. Then you have unicode enabled functions ending in B that use utf16, represented as wchar *,
[2023-02-20 13:47:42] <Z-Man> std::wstring (or u16string?( or CWString (I think). Then, depending on whether you set your project to have Unicode support or not, they have, for example, a #define that maps GetObject to GetObjectA or GetObjectB. Because it's a #define, it also messes up your symbols, which is always fun, because it even breaks their "Go to definition"; use that on a GetObject call somewhere and it will always just find the stupid macro. .NET uses utf16
[2023-02-20 13:47:42] <Z-Man> consistently.
[2023-02-20 13:48:29] <Z-Man> I'm rather confused myself right now. The reference for the filesystem::path constructors https://en.cppreference.com/w/cpp/filesystem/path/path say:
[2023-02-20 13:49:08] <Z-Man> If you pass in a std::wtring, the input is interpreted as native wide and no conversion happens on Windows. However,
[2023-02-20 13:49:49] <Z-Man> if you pass in a std::u16string, the input is interpreted as UTF-16.
[2023-02-20 13:55:58] <Z-Man> Which seems to imply that Windows is not using UTF-16 at all, but just plain 16 bit unicode with higher code points just not available? I deal with those things all of the time, but I have not encountered characters requiring more than 16 bits, so I don't really know.
[2023-02-20 13:57:33] <Z-Man> Either way: If you prefer all strings to be UTF-16, just use that! Making std::u16string your default string class seems to be the way to go for that.
[2023-02-20 13:59:26] <Z-Man> You then just don't use any functions accepting plain "char const *", but "char16_t const *", probably also typedef'd to cChar or something.
[2023-02-20 14:00:45] <Z-Man> Everyone writing string literals has to use the "u" prefix: https://en.cppreference.com/w/cpp/language/string_literal on any system, so there will be no surprise compilation fails.
[2023-02-20 14:01:54] <Z-Man> And everyone who wants to convert a file path back to a string has to use the explicit u16string() conversion function, implicit conversions work for nobody. Again, no surprises when switching systems.
[2023-02-20 14:03:58] <Z-Man> "No surprises, but also maximum convenience for everyone" is only possible if you write wrappers for both file paths and strings, because only then you can define suitable implicit conversions that do the right thing.
[2023-02-20 14:06:00] <Z-Man> (Reminds me to rant some more about Windows, where there is an implicit conversion from BSTR, which is UTF-16 or whatever, to CString, which is 8 bit, and it only works if the source is representable in ASCII. Both classes are controlled by Microsoft. Also, CString is not move semantics enabled. Rant over. For now.)
[2023-02-20 15:07:19] <Z-Man> OOOH wchar_t is 32 bit on Linux, so std::wstring uses 32 bit characters there. Definitely go with u16string and char16_t for UTF-16 everywhere.
[2023-02-20 15:20:05] <Lucifer_arma> Well, I did use filesystem::path for expediency. There's no technical reason to use it, other than it has all the path operations I need built in, but that means there's no reason that code can't be rewritten and made part of Path, using cerritos' own string class
[2023-02-20 15:22:34] <Lucifer_arma> Path is required, though, because one thing I learned from Python, there's still no cross-platform way to find files on the hard drive. SO it's basically a c++ version of a python module I've been copying back and forth from one project to the next for like 15 years :)
[2023-02-20 15:25:54] <Lucifer_arma> there is a point where I may create separate python modules for cerritos stuff that can be distributed separately from cerritos, because Path is just too useful. On the other hand, there's an argument for just taking my pure python path module and turning that into a distributable package
[2023-02-20 15:28:07] <Lucifer_arma> but at some point, Path needs to be more generalized, so it can support any arbitrary directory structure. that'll be needed for android/ios support, and probably for xbox and playstation support in the future.
[2023-02-20 15:28:28] <Lucifer_arma> and of course any new gaming platforms that come out that don't use an underlying posix directory tree
[2023-02-20 17:14:51] <Z-Man> Yeah, I figured things were still in flux, it was just that the path/string issue was what broke compilation in the here and now.
[2023-02-20 17:14:51] <Z-Man> Shame about sprites being deprecated. They are the one thing explicitly game related that I saw working :) (Well, and input.) I did not bother turning up my speakers to check if sound was working...
[2023-02-20 17:14:51] <Z-Man> About testing in Wine, I'll probably try some time. Somehow, the CPU upgrade left me with all of my virtual machines inoperable. Instructions would be different, apparently winget does not work in wine, and you probably also would rather use something less bloated than Visual Studio.
[2023-02-20 17:14:51] <Z-Man> Speaking of bloat, yeah, boost can be a problem there. There is a boost package in conan with options that let you omit many sub-libraries. It still may download the whole thing first, though; I have not tried.
[2023-02-20 17:18:49] <Z-Man> Ah! I just have to disable 3D acceleration and the VMs work.
[2023-02-20 17:21:59] <Z-Man> That may even be unrelated to the CPU change. I switched to Gnome on Wayland a couple of weeks earler because FVWM and X11 suddenly got choppy as hell.
[2023-02-20 17:22:21] <Z-Man> s/earler/earlier/
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[2023-02-21 15:09:48] <Lucifer_arma> well, boost is nominally designed to be a bunch of headers you can drop into your project and use them. And it does that just fine. The problem is all the interdependencies and getting cmake to work with them
[2023-02-21 15:10:30] <Lucifer_arma> so I should be able to, theoretically, just grab ASIO and the signal2 headers and use them, but they both require a couple of other modules that in turn require other modules
[2023-02-21 15:11:05] <Lucifer_arma> the concept of sprites aren't deprecated, just that specific implementation. It's a bit janky and unreliable.
[2023-02-21 15:12:24] <Lucifer_arma> my laptop doesn't have an ethernet plug
[2023-02-21 16:21:26] <Z-Man> That counts as janky :) Stupid flat things.
[2023-02-21 16:34:33] <Z-Man> I haven't gotten around to building in Wine, mostly because I can't be bothered to install the simple dependencies manually. I'm completely spoiled by now having such crazy things as package managers even on Windows, heh. But!
[2023-02-21 16:38:23] <Z-Man> Using mostly well documented procedures on the conan sites, I got it cross compiled from Linux with mingw to Windows. With the usual problem that dadsteroids does not find its data, and some manual dll copying is required. The result works fine in wine and real Windows. Only apparently, the resulting exes are console programs, so they will always open a console window. I bet that can be fixed.
[2023-02-21 16:43:21] <Lucifer_arma> yeah, it's a directive to mingw. I don't remember what it is exactly, but for some reason windows recognizes a difference
[2023-02-21 16:44:46] <Lucifer_arma> I have a wifi-ethernet bridge I need to plug into an ethernet port to configure :/
[2023-02-21 16:45:54] <Lucifer_arma> I think I'm going to skip it for now and setup my pi cluster to use wifi, for now
[2023-02-21 16:48:40] <Z-Man> The disadvantage of cross compilation is, of course, the lack of easy debugging. If you ship a cross compiled exe, you better debug that, and I have not found out how to do that. If you build in Wine, however, with the same tools you would use in native Windows, you can use them to debug.
[2023-02-21 17:08:31] <Lucifer_arma> ah, but I don't need to worry about that quite yet. I just need to worry about getting it to compile in the first place :)
[2023-02-21 17:09:31] <Lucifer_arma> and obviously catching compiler errors with more development
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[2023-02-24 16:20:18] <Z-Man> OF COURSE THEY JUST RELEASED CONAN 2.0
[2023-02-24 17:07:57] <Z-Man> IS IT COMPATIBLE WITH 1.X CONFIGURATIONS? WANNA GUESS?
[2023-02-24 17:08:47] <Z-Man> (1.X is still available, of couse. I'll adapt the docs so it gets picked.)
[2023-02-24 17:51:57] <Z-Man> BUILDCEPTION: I discovered conan has a package named msys2 (it gets installed automatically in wine). It is a unix-like build environment for windows. With a package manager. Arch Linux's package manager. In that repository, there is a conan package. So you probably can install msys2 with conan, then conan with msys2 in conan, then msys2 with conan in msys2 in conan :) (Not going to try that...)
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[2023-02-25 05:30:07] <Z-Man> msys2 would be PERFECT for windows development for people used to Linux, it has all the usual libraries available as binary packages already. Unfortunately, it does not work in wine.
[2023-02-25 05:31:33] <Z-Man> Double unfortunate, I did not yet manage to get conan in wine to NOT use msys2 for compiling your dependencies.
[2023-02-25 07:11:38] <Z-Man> Well, that does it for that approach. I see no way to get conan to compile your dependencies in wine.
[2023-02-25 07:11:38] <Z-Man> Two approaches left:
[2023-02-25 07:11:38] <Z-Man> 1. Convince conan in wine to use the libraries compiled by the crosscompiler using conan
[2023-02-25 07:11:38] <Z-Man> 2. Just use w64devkit completely without conan. That one seems to work in wine. https://nullprogram.com/blog/2021/03/11/ https://github.com/skeeto/w64devkit One would use that like one would use a bare bones Linux system.
[2023-02-25 07:25:34] <Z-Man> And to my complete amazement, method 1 seems to work!
[2023-02-25 07:29:16] <Z-Man> Scratch that "seems"! It is completely mad, but it does work!
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[2023-02-27 16:16:29] <Z-Man> Lucifer_arma: new PR https://github.com/davefancella/cerritos/pull/6 Total of 8 ways to build, not all perfect. Windows development is hell. Unless you only develop for Windows, then it is just purgatory.
[2023-02-27 16:18:49] <Z-Man> I'm done for now;the cross compilation path should work for you for now well enough so you can fix most Windows related source problems the way you want to. Especially the string situation.
[2023-02-27 16:20:50] <Z-Man> When that is complete, I can come in again to try and fix the build postprocess issues. Make it so that files get moved to the correct place and stuff.
[2023-02-27 16:22:01] <Z-Man> the MSYS2 native Windows path for example visibly tries to do the right thing, but the commands fail. The Unixy build tools on Windows always have issues with Windows style paths.
[2023-02-27 16:23:10] <Z-Man> One neat thing about MSYS2 is that they have a GitHub Actions template that sets everything up; one can mash together a simple Windows build with that in no time: https://www.msys2.org/docs/ci/
[2023-02-27 16:26:05] <Z-Man> ANd yeah, it really is basically Arch Linux on Windows. Everything works like you would be used to. Until it does not :)
[2023-02-27 18:54:12] <delinquent> C# dev here. Can confirm, programming for windows is purgatory. Except for the compiler integration in VS, which is *shef's kiss*
[2023-02-27 18:54:36] <delinquent> Shef? apparently I can't type today
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DISCLAIMER: These logs of public chat may contain some content which may not be appropriate for all audiences. Use at your own risk.
Logs from 2006-2009 pulled from wrtlprnft
Format changes at: 2015-08-25, 2017-02-20, and 2020-03-23. Times (2015 and later) should be Eastern.
• Website was created by nelg
• Design:
» Layout is loosely based on an old design by Durf.
» Icons on the tools page were originally by Royce, new icons added will try to follow some of the design language.
» Various other icon selections include icons from Crystal, crystalsvg, oxygen, and breeze icon themes.
» Other icons: fontawesome
is a site that has tools, maps, and other various items. It orignally only existed as a server control panel, but I slowly began adding stuff such as a homepage and tools.