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12:30 AM
Anyone doing Ludum Dare?
 
I might try to whip something simple up in a few hours
don't have the weekend open, unfortunately
 
I think I'm going to give it at least a medium go.
My weekend is increasingly less open, but...
 
yeah, I figure if I keep saying "I'll do the next one since I have no time this time" I'll never do it
oh... that starts in 27 minutes. I should eat dinner.
 
Good call.
 
1:03 AM
The Theme for Ludum Dare 41 is: Combine 2 Incompatible Genres https://ldjam.com #LDJAM
 
Sie
@PearsonArtPhoto Can I nominate Paladins?
 
Has to be made in the next 48-72 hours.
 
@PearsonArtPhoto Looks like nutella and pickles... "incompatible" is for some people who never frequented a pregnant woman....
 
Sie
I know. I was making a dank may may as the kids call it.
 
 
3 hours later…
3:45 AM
@StephaneHockenhull :D
 
 
1 hour later…
5:08 AM
Networked key-tossing
 
 
2 hours later…
7:35 AM
when u fix a bug and dont know how exactly u fixed it
 
7:47 AM
you pat yourself on the back for a job well done
 
It was a really wierd issue with PlayOneShot()
I'm using it for playing step sounds and as it happens my water steps had about 9s of silence after the step sound
so after a while of stepping in water either the water steps would cut out or some other random audio sources would cut out
based on the priority of the audio source. I was under the impression that PlayOneShot destroys the previous clip playing if you cann it again. Apparently it stacks all the sounds and only destroys them after they have finished.
All theese years working with Unity and only just found this out.
 
8:10 AM
ahhh heh
I had an issue with the Wii U where PlayOneShot would not play sound on the main GamePad, ended up refactoring not using PlayOneShot at all cuz of that
 
user92578
8:47 AM
I started digging through SDL's DirectX renderer and I think I've figured out the cause bug
 
user92578
Now I'm debating if it's worthwhile for me to try to patch this (no DirectX experience) and rebuild SDL myself
 
user92578
I also kinda started wondering if this could be intended behaviour since SDL sends out SDL_RENDER_TARGETS_RESET and SDL_RENDER_DEVICE_RESET events, with comments like "the render targets have been reset and their contents need to be updated"
 
sounds scary
 
user92578
For some reason DirectX basically invalidates everything on focus lost
 
user92578
That requires textures to be recreated, and when doing that, SDL looks up the interpolation mode from the global hint that is used to set it, but instead (at least IMO) it should use the existing assigned mode
 
user92578
9:03 AM
This is not an issue with OpenGL because OpenGL is smart and doesn't burn the house down when the window is minimized
 
ah real, is that why fullscreen DirectX takes forever when alt-tabbing?
 
user92578
Yup.
 
(compared to borderless windowed mode)
lol shame
thanks microsoft
 
 
2 hours later…
user92578
10:42 AM
trying to get SDL to link properly now
 
😬
 
user92578
I've never done stuff like this before where I build a library that I use from the same solution as the game
 
@Tyyppi_77 Trying that for fun or you have modified SDL code to fix or adjust something?
 
user92578
@AlexandreVaillancourt I want to try to fix the bug I found myself
 
user92578
not really breaking stuff for fun, all though I've occasionally thought that it might be a good idea do this so that I can freely modify the source if I need to
 
user92578
10:55 AM
Do you guys know about this stuff? I now build the SDL DLL, PDB and LIB files to the Debug/ folder of my project
 
user92578
I added Debug/ to Additional Library Directories and Additional Dependencies has SDL2.lib in it
 
user92578
What am I missing?
 
nwp
What makes you think you are missing something? Does it not link?
 
user92578
> 1>Game.obj : error LNK2019: unresolved external symbol _SDL_CustomStuff_REAL referenced in function "public: __thiscall CGame::CGame(void)" (??0CGame@@QAE@XZ)
1>E:\Devel\Workspace\Visual\C++\GunHeroRemake\GunHeroRemake\Debug\GunHero.exe : fatal error LNK1120: 1 unresolved externals
 
user92578
That's just the new thing I added though... so I guess it's linking all the other stuff okay
 
nwp
10:59 AM
Well, time to research where _SDL_CustomStuff_REAL is supposed to be defined and why the linker doesn't find it.
 
user92578
It's there with all the other stuff with the same function signature
 
user92578
okay works fine if I call the function inside the SDL code, so I assume it's something to do with exporting the function to the DLL
 
user92578
ah SDL does some export magic
 
user92578
well I don't need to add public API stuff anyways
 
11:29 AM
@Tyyppi_77 Yeah, it sucks when you need to get to that point :/
 
user92578
this is actually a much trickier fix than I assumed, I'm not really used to working with C and I kinda want to write a clean fix that could submit myself
 
user92578
11:54 AM
all right I think I fixed it, not a very clean fix though as I had to add an additional void pointer to the texture struct
 
1:12 PM
I DID IT! I BEAT MORROWIND! I survived Red Mountain! I fought Dagoth Ur! I destroyed the Heart! I rode the Hasselhoff, and I came back!
(That last part was a Spongebob reference)
 
user92578
1:43 PM
aww yeah linux build works, i can submit levels from there
 
2:15 PM
Cool
 
 
2 hours later…
3:59 PM
annnnnd maybe I'm done with the Tech Demo. Waiting on last testing from colleagues. Cross your fingers they dont find anything haha :D
 
 
6 hours later…
Nah, that's not opinion-based. The answer is Yes
 
It's a bad question however
 
 
2 hours later…
11:45 PM
 
11:57 PM
@PearsonArtPhoto Is that what you're working on for the Ludum Dare?
 

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