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IRC Log for 2011-06-09

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01:26:00watusimoto Quit (Ping timeout: 255 seconds)
03:20:00raptor has joined
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03:20:00ChanServ sets mode +o raptor
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03:37:00zoomberhi
03:37:00raptorhi
03:42:00raptorhey.. we just passed 2000 revisions in bitfighter code
04:10:00zoomber Quit (Quit: zoomber)
04:16:00zoomber has joined
04:16:00zoomberum
04:16:00zoombertwo thousand?
04:19:00raptoryep. my first commit was revision 607 in mid november
04:20:00raptorsam686's first was 690 in december
04:25:00watusimoto has joined
04:25:00zoomberwow
04:26:00zoomberi wonder when my first was, although i haven't made many
04:26:00zoomberand my very old fixes for xcode back in 012 and 011 i would send to watuismoto
04:27:00raptorthose would be hard to find..
04:27:00zoomberin other words, my first commit on hg
04:34:00zoomberhey raptor, why did you delete your clones?
04:34:00raptori had already merged in the changes
04:34:00raptori have another i'm working on now: SDL
04:38:00zoomberok
04:38:00zoomberwait
04:38:00zoomberwhen clones are merged you must create a new one?
04:39:00raptornope
04:39:00raptori just like to
04:39:00zoomberoh ok
04:39:00raptori could do branches within the main repository, but I kinda like to keep things ordered this way in my head
04:40:00raptorif i'm going to do a big change to bitfighter (like SDL) then i'll create a clone and work off of that for a while
04:40:00zoomberso i see
04:46:00zoomberhg started on jan 16, 2011
04:47:00raptorwow, it's been almost 6 months..
04:49:00zoomberfirst zap copy revision 2 years ago
04:50:00zoomberso far, there are 779 pages with differences between bitfighter and zap
04:53:00zoomberback then, they used editor interface on xcode to bulid a menu and included a file called MyOpenGLView that would be adjusted on a menu that would be zap
04:55:00zoomberim going to update back to that revision and see what happens
04:57:00raptoroh boy...
04:58:00raptori tried to build a xib/nib file once for bitfighter to have menus. i failed miserably
04:58:00raptorwatusimoto: i found an SDL note about needing to reengineer ZapJournal
04:59:00zoomberi might be able to do that
04:59:00zoomberbut yes, thats how bitfighter used to be aparently
04:59:00zoomberoh
04:59:00zoomberit was based on the tnltest app
04:59:00zoomberthats right
05:00:00zoomberbitfighter source code folder has only 18 files and takes a second to svn
05:00:00zoomberoh man
05:00:00zoomberstill have to build all frameworks manually
05:01:00zoomberoh
05:01:00zoombercant even
05:01:00raptorhaha
05:01:00raptoryeah, and i bet it crashes
05:01:00zoomberim not even going to touch it
05:02:00zoombernope
05:02:00zoomberno more
05:02:00zoombernot going to even look at it
05:02:00raptorhaha, good choice :]
05:03:00zoomberbut bitfighter with menus doesnt seem like a terrible choice
05:03:00raptori agree
05:04:00zoomberi have to reclone though b/c i deleted the 010 source in a hot second
05:04:00zoomberlol
05:04:00raptorthe naev code is so clean and well documented - it's really helping me figure out some problems
05:04:00zoombernice, bitfighter: 991/2045 thats ALOT OF CHANGES
05:05:00zoombernaev?
05:05:00zoomberis this this 2d action/rpg space game?
05:05:00raptornaev.org
05:05:00raptoryeah, that's it
05:05:00raptori package for them
05:05:00zoomberah
05:06:00zoomberi shall take a look
05:06:00raptorand they use SDL with OpenGL graphics on three platforms - just like we want to do
05:06:00zoomberso does tron I *think*, if you want to look at that well-maintained source-code (Sorta)
05:06:00raptorarmagetron?
05:07:00zoomberwell maintianed but slow i think
05:07:00zoomberyes
05:07:00zoomberi dont know
05:07:00zoomberi havent looked at that code for a while
05:08:00zoomberbut the minute i told them i compiled it on the mac the irc chatroom seemed to stop. aparently theres maybe only 1 mac armagetron user...somewhere out there in space
05:08:00raptorha
05:08:00zoomberok good clean
05:08:00zoomberawesome everything pulls normally
05:09:00zoomberok now
05:10:00zoomberum
05:10:00zoomberok good i see you fixed the alure framework the right way
05:11:00raptor:)
05:15:00watusimotowell, I got one wall to sort of load from a file
05:16:00raptordefine 'sort of load'
05:17:00watusimotohard to explain. It's probably progress, but I'm not sure
05:17:00raptorhehe, ok
05:17:00raptori won't ask more then.. :]
05:17:00zoombersomething missing in xcode?
05:17:00zoomberah yes
05:18:00zoomberwhat else but beautiful..COLORS
05:18:00zoomber.cppf
05:18:00zoomberand .h
05:18:00raptorah yes, thanks - haven't fixed the project since I created that
05:18:00zoomberwait a second
05:18:00zoomberdid you
05:18:00zoomberdid you
05:18:00zoomberno way
05:18:00raptor:)
05:19:00zoomberGDP RUNS
05:19:00zoomberGDB RUNS
05:19:00zoomberAUTOMATICALLY
05:19:00zoomberno more manually loading!
05:19:00raptoroh yes - i finally got debugging to work in one of those revisions somewhere...
05:19:00zoomberyou must love me
05:19:00zoomberif i ever wanted to use gdb before, i had to manually load the executable file
05:19:00zoombernow...it just loads
05:20:00zoomberand..logging
05:20:00raptoroh yeah, i fixed that too..
05:20:00raptorno logging was driving me insane
05:20:00zoomberinteresting
05:21:00zoomberok do you want me to put up this change on my clone or are you going to do it yourself sometime later?
05:22:00zoomberLOL
05:23:00raptoryou can probably put up the change if wanted - but to be honest, i won't be looking at Xcode and Mac for a while
05:23:00zoomberok
05:23:00zoomberwell if youd like
05:23:00zoomberi can just keep the mac xcode list up to date untill you do want to look at it
05:24:00zoomberbeethovens fifth at the startup of bitfighrer
05:24:00raptori was waiting for someone to notice...
05:24:00raptor:]
05:26:00zoomberim going to take the music from minecraft. no i dont play it, just ilke the music this guy makes. great relaxing sounds, and theyre ogg files too
05:26:00zoombercan bitfighter support more than one ogg file in the music folder yet?
05:26:00watusimotocould it be that my problem was using scoped_ptr where I should have used a regular pointer???
05:26:00raptorwatusimoto: yes!
05:26:00raptorzoomber: i can't remember
05:27:00raptorlet me look real quick
05:27:00zoomberwell ill find out now!
05:27:00raptori think it will just loop through all the music files it finds
05:27:00watusimotonot my only problem, but definitely one of teh problems'
05:27:00zoomberok
05:27:00watusimotostupid pointer was deleting my object when it went out of scope, removing it from the database
05:28:00raptorha!
05:28:00raptorthe dark side of scoped objects
05:28:00watusimotoyes
05:31:00raptorthese SDL tutorials are pretty good... once I decided I needed to read them :]
05:34:00zoomberyes, oggs are looping
05:35:00watusimotook, walls are loading and undoing wall edits seems to be working
05:35:00watusimotobut it's super duper slow
05:35:00zoomberhey sam686: are you on?
05:36:00raptorduper super slow?
05:36:00watusimotoI'll get spawns working next, then attack the speed problem
05:36:00watusimoto5 seconds to undo
05:36:00watusimotomaybe longer
05:36:00zoomberbitfighter is my new itunes for ogg files!
05:36:00watusimotoI think it's recomputing everything in a factorial manner
05:36:00watusimotoor the walls, at least
05:37:00raptorwow, that's worse than exponential
05:37:00watusimotoI want to restore the ability to load levels for you, regardless of the performance
05:37:00watusimotoyou meaning everyone who might want to use the editor to test anything
05:38:00raptori'm knee deep in SDL at the moment
05:38:00watusimotoright
05:38:00raptorso i won't be using the editor for a while :]
05:39:00raptorzoomber: good, i'm glad the music continuation is working
05:45:00zoomberi have to go
05:45:00zoomberi will see everyone in the morning
05:45:00raptorgood night!
05:45:00zoomberngiht
05:45:00zoombernight
05:45:00zoomber Quit (Quit: zoomber)
05:55:00watusimotook, spawn points are loading... next (and last?) is polywalls
05:55:00raptorhooray!
06:24:00raptorwatusimoto: i found an SDL note about needing to reengineer ZapJournal
06:24:00raptorshoudl I ignore that for now?
06:27:00watusimotoyes -- that's so far broken I think we'll just end up deleting that
06:27:00watusimotoit's a cool debugging tool, but hard to maintain
06:27:00raptorit looks like its a way to track every input to the game?
06:27:00watusimotoand makes less sense with scripting
06:27:00watusimotoyes
06:27:00raptoror something like that..
06:27:00watusimototo replay a game
06:27:00raptorinteresting
06:27:00watusimotobut if you have a script with random elements, you won't be able to replay it
06:28:00watusimotosame inputs yield different results
06:28:00watusimotoand bots with random elements
06:28:00watusimotoso yeah, I think it's defunct, sadly
06:28:00raptorcould such a script write to the journal on output?
06:29:00raptorso keep track of events that occur instead of those that are triggered
06:29:00raptor(but I'll just ignore it for now anyways...)
06:31:00watusimotomaybe... but how much trouble is it worth?
06:31:00raptordepends if we become millionaires from bitfighter... :)
06:31:00watusimotocount on it
06:36:00raptorso GLUT worked with callbacks for events?
06:37:00raptoris that what the 'TNL_IMPLEMENT_JOURNAL_ENTRYPOINT' did?
06:38:00watusimotoI think so, if I understand the question and remember right
06:38:00raptori guess it's two parts...
06:38:00raptorglut used callbacks
06:38:00watusimotoyes
06:39:00watusimotosdl doesn't, I don't think
06:39:00raptorand to implement callbacks you used the TNL_IMPLEMENT_JOURNAL_ENTRYPOINT function?
06:39:00watusimotoonly because we were writing everything to a journal
06:39:00raptorno it doesn't
06:39:00watusimotobut we just decided that we could break that
06:39:00raptorok
06:39:00watusimotowell, it does when the journal is activated
06:39:00raptorthen a-breaking-i-shall-go!
06:42:00raptordedicated server is going to be soooo broken after this..
07:22:00raptoralmost got the inputs set up properly with SDL..
07:23:00watusimotogreat
07:46:00raptorwhat is 'passivemotion'?
07:48:00watusimotocontext?
07:49:00raptorahhh, i found it:
07:49:00raptorhttp://www.opengl.org/documentation/specs/glut/spec3/node51.html
07:49:00raptorthere are two functions for glut: one with a pressed key, one without
07:50:00raptori think only one exists in SDL
07:50:00watusimototerrible system
07:50:00watusimotoonly one should exist
07:52:00watusimotospelling question
07:52:00watusimotogetIsDatabasable or getIsDatabaseable
07:52:00raptori before e
07:52:00raptorhaha
07:52:00raptorwhat?
07:52:00watusimotowhich is right?
07:53:00watusimotoI think the first is correct, but the 2nd looks better
07:53:00raptorparseable or parsable
07:53:00watusimoto2nd
07:54:00raptorreleasable
07:54:00raptornot releaseable
07:54:00watusimotoit means can be inserted into a database, btw
07:54:00raptorgetIsDbInsertable
07:55:00watusimotoblech
07:55:00watusimotoisInsertable
07:55:00watusimotoexcept it's vague
07:55:00raptorabbreviations really make vars ugly
07:55:00raptordatabasable is less vague
07:55:00raptoralthough invented...
07:55:00raptor:)
07:57:00watusimotoI'm creative
07:59:00raptorone group of errors left!
07:59:00raptorbut time for bed
07:59:00raptorhave a good night
07:59:00watusimotogood night
08:00:00raptor Quit (Remote host closed the connection)
08:39:00BitfighterLogBot - Commit ed543a097bdf | Author: watusim...@bitfighter.org | Log: All levels should now load in editor; not well tested yet
08:39:00BitfighterLogBot - Commit c7bdd3b29872 | Author: watusim...@bitfighter.org | Log: Merge
08:39:00BitfighterLogBot - Commit e624e1cc44c8 | Author: watusim...@bitfighter.org | Log: double->float
08:59:00watusimoto Quit (Ping timeout: 240 seconds)
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15:49:00watusimoto@r: my editor text is black
15:49:00raptorha!
15:50:00raptormake sure you link Colors.obj last
15:50:00raptorc++ and global static variables don't get a long very well
15:51:00watusimotonot sure I can do that
15:52:00watusimotoI'm not sure vc++ lets you specify link order
15:53:00sam686maybe it is a different problem and not linking order?
15:53:00raptorwe may have to make Colors non-static
15:53:00raptorsam686, the problem is using static global vars in c++
15:56:00watusimotoodd
15:56:00watusimotologprintf("White = %f,%f,%f", Colors::white.r, Colors::white.g, Colors::white.b);
15:56:00watusimotoprints 1,1,1
15:56:00raptorstatic global variables sort of break the Object-Oriented architecture a little
15:56:00raptorwatusimoto: yes - it is a linking problem
15:57:00raptorwhen linked together
15:57:00watusimotobut when running, if I'm seeing 1,1,1, I should get white
15:58:00raptorwhen linked some functions won't see static globals because the linker doesn't think it needs them yet
15:58:00sam686does it happen in both debug / release mode?
15:58:00sam686compile mode..
15:58:00raptorthe solution may be to remove the static and just define them in the header directly
15:58:00raptorbut then there would be a copy of each Color for each class that uses it
15:59:00sam686can you just use a const Color white(1,1,1)?
15:59:00raptorexactly sam686
15:59:00raptorand remove the .cpp
15:59:00watusimotobut it's not all instances of white, only some that are black
16:00:00raptoryes - because of linking, some functions will see the white defined already and some won't
16:00:00sam686maybe compiler get confused and only looks at .h file seeing only "static Color;"
16:01:00raptoryes that is exactly the problem
16:01:00raptorglobal static variables need to be instantiated in a .cpp, but defined in .h
16:02:00raptorbut when linking all the classes together, you need to make sure that all the classes can see the global static vars
16:02:00raptori may be using the word 'defined' wrong
16:02:00sam686that could cause the compiler to create multiple different address of "static Color" where only one of the address is white and other address is black..
16:03:00raptorglobal statics have to be like this in .h: static const Class var;
16:03:00raptorin .cpp: var = Class(something);
16:03:00sam686that sould be inside a class/struct?
16:04:00sam686if it is not inside a class/struct maybe don't use static?
16:04:00raptorso they must be declared in the .cpp
16:04:00raptorbut if they aren't declared before other classes when linking, the other class just see the 'static const Class var'
16:05:00watusimotothis is the problem:
16:05:00watusimotostatic const Color DOCK_LABEL_COLOR = Colors::white;
16:05:00watusimotoDOCK_LABEL_COLOR is 0,0,0
16:05:00watusimotowhite is 1,1,1
16:05:00raptorwatusimoto: yes, that is exactly the same problem
16:05:00watusimotoso this assignment happens before the Colors.cpp is run
16:05:00raptorcorrect
16:06:00watusimotowell, in this case, I'm getting rid oof DOCK_LABEL_COLOR
16:06:00sam686maybe that because of DUCK_COLOR_LABEL get initalized first while white is 0,0,0 then Color::white get set to 1,1,1?
16:06:00watusimotoit's only used once
16:06:00watusimoto@s : exactly my conclusion
16:06:00watusimotothat fixed it
16:07:00raptori think linking problems are the worst in c++
16:10:00watusimotothey can be pretty annoying
16:15:00raptorso i just noticed that we really don't use modifier keys much...
16:16:00watusimotoI want to use them to save presets
16:16:00sam686Modifier keys is mostly only used in editor, but there is ctrl_M for chat ctrl_Q for screenshooter, shift_/ for console in-game
16:16:00watusimotoatl-1 to save preset
16:16:00watusimotoctrl-1 to load preset
16:16:00raptori found ctrl_q
16:16:00raptorin main.cpp
16:16:00raptorwhere are the others/
16:16:00watusimotoalso, in editor, I want to map all keys that insert items to ctrl-XXX
16:16:00raptor?
16:17:00watusimotonow, to insert teleport, you press t (I think)
16:18:00watusimotoI want to remap that to ctrl-t
16:18:00watusimotoso all unmodified keys will take an action
16:18:00watusimotoctrl-something will insert an object
16:19:00watusimotoshift-somehting will strenghen the underlying action
16:21:00sam686ok... in Colors.h could have it like this: namespace Zap { namespace Colors { const Color red(1,0,0); ... }}
16:22:00sam686and no colors.cpp when using that way in colors.h
16:22:00raptorthat would work much better, but you wouldn't have the memory savings anymore
16:22:00raptorwhich may not be a big deal
16:24:00watusimotoif that works, lets do that
16:24:00watusimotoI've fixed my immediate problem via a lesser good mechanism
16:24:00sam686seems to work, but i am buzy compiling..
16:24:00watusimoto:-)
16:25:00watusimotoI'm using pointers in the editor to get the color
16:25:00raptorit would be much better - there are lots of static consts lying around that coudl use such a change
16:25:00raptorbut we've been lucky to not run into this problem with them because they weren't used as much as Colors
16:25:00watusimotoagreed
16:26:00sam686i still get a black text in main menu, that was the same before and after "const color" changes.
16:27:00raptoryou did a full recompile?
16:27:00sam686yes.
16:27:00raptorhuh
16:27:00raptorthat should have worked..
16:28:00sam686only the main menu is black, the rest is ok..
16:35:00sam686whats this? color yellow is (0,0,0)? http://96.2.123.136/bitfighter/color_wrong_debugger.gif
16:36:00raptorloks like same problem still
16:38:00sam686could be something to do with UIMenus.cpp line 586 getting initalized first then colors?
16:38:00raptoryup
16:38:00sam686the use of gMainMenuUserInterface might not be a good idea..
16:38:00raptori think there may be linker flags to get around this problem...
16:38:00raptorsomewhere
16:40:00raptorthis is collectively known as the 'static initialization order fiasco' in case you want to do google searches
17:07:00watusimoto Quit (Ping timeout: 268 seconds)
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18:40:00raptor3 errors left!
18:51:00raptorman, i keep coming across a ton of XBOX stuff
18:51:00raptordo we care about that?
18:56:00raptorinteresting: we've never been using hardware video memory
19:01:00watusimotoxbox -- I don't know
19:01:00watusimotoI've been keeping it in place, but it's never posed a problem before
19:01:00raptori'v enever touched it iether
19:05:00raptorwe might have to abandon window position coordinate saving...
19:05:00raptoraparaently it's a problem with SDL
19:05:00raptoron Windows
19:22:00raptormoment of truth...
19:26:00watusimotothat's why I stopped working with SDL!
19:26:00watusimotoI thought there was a fix for that now
19:27:00raptorwell - there are a lot of popular games on SDL and none of them use windows position saving
19:27:00raptorsooo... do we really need it?
19:30:00watusimotoone place where I use it is with my kids playing split screen
19:30:00watusimotoI have a bat file that launches two instances specifying where each goes
19:30:00watusimotosee twoplayer.bat
19:31:00raptoryeah - that will not work
19:31:00raptorhmmm
19:34:00watusimotoSDL_VIDEO_WINDOW_POS
19:34:00watusimotoold
19:34:00watusimotohttp://www.gamedev.net/topic/507986-sdl-setting-window-pos/
19:35:00watusimotomaybe that first var combined with this code?
19:35:00watusimotoYou can center the SDL+OpenGL window with following code:
19:35:00watusimoto//-----------------------------------------------------------
19:35:00watusimotoputenv(strdup("SDL_VIDEO_CENTERED=1"));
19:35:00watusimoto//-----------------------------------------------------------
19:35:00watusimoto(call above BEFORE you call SDL_SetVideoMode)
19:35:00raptorwell, that will have to be worked on a bit later - i finally got it to compile
19:35:00raptorand it crashes!
19:36:00watusimotolast on this for now:
19:36:00watusimotohttp://sdl.beuc.net/sdl.wiki/SDL_envvars
19:37:00watusimotoI think we can find a way to make it work
19:37:00raptoroooo
19:37:00raptoryeah
19:37:00raptorthat looks good
19:37:00watusimotoeven if we can't save the pos, if we can set it via cmd line, that may be enough
19:37:00watusimotowe can discuss when we get to that decision point
19:38:00raptorok
19:38:00watusimotolooks like we can set the video driver to use ascii art
19:40:00raptorhaha
19:45:00raptori don't understand what the 'changingInterfaces' boolean is supposed to do in
19:45:00raptorvoid actualizeScreenMode(bool changingInterfaces, bool first = false)
19:45:00raptor if(changingInterfaces)
19:45:00raptor UserInterface::prevUIs.last()->onPreDisplayModeChange();
19:45:00raptor else
19:45:00raptor UserInterface::current->onPreDisplayModeChange();
19:51:00watusimotoI think it means if you are going from, say the main menu to the editor -- there'd potentially be a screenMode change there
19:51:00watusimotoas we never have stretched mode in the editor
19:52:00raptorah ok
21:01:00raptorOH MY GOODNESS IT RUNS
21:04:00raptorlots of problems
21:04:00raptorbut it runs and draws
21:45:00raptorWow, i'm almost ready to merge
21:55:00watusimotoreally??
21:55:00raptoroh yeah
21:55:00raptorhttp://code.google.com/r/buckyballreaction-sdl/source/detail?r=cd795b77fbfad680baf2e8db974d6bf2cfad8720
21:56:00raptorbut i'll need to get the dlls/lib and frameworks for windows/mac set up
21:56:00raptorso you guys can compile :)
22:04:00watusimotoso what kind of problems?
22:04:00raptorright now, the two full screen modes don't really work
22:04:00raptorbut you can get out of them with ALT + ENTER
22:04:00raptorjoystick is probably broken (and may need to be rewritten)
22:05:00watusimotowell, I'd like to do that anyway to allow users to define their own joystick profiles
22:05:00sam686you could still use the old joystick code..
22:05:00raptoroh, and mouse movement in the menus isn't detected
22:05:00raptorand the cursor is invisible in the editor :)
22:06:00raptorbut the OpenGL text drawing works! (thanks to stolen freeglut code...)
22:06:00raptorand windowed mode works fine
22:06:00sam686does window mode resizing work?
22:06:00raptordidn't try yet...
22:07:00raptorit sure does!
22:07:00raptorbut only keeping the aspect ratio
22:07:00sam686the editor could be any ratio..
22:09:00raptori'd say this is progress!
22:11:00watusimotoyes
22:11:00watusimotoand fast
22:21:00raptordid the journal ever work for replaying games?
22:22:00sam686not sure... haven't tried it recently, but one problem with journal is it plays back too fast..
22:22:00raptorwell, i sure removed a lot of journal code
22:23:00raptorin main.cpp
22:23:00sam686probably should do some kind of replay system that allows rewind and pause..
22:28:00raptorok, going home - be back later tonight to tackle a couple of those bugs...
22:28:00raptor Quit (Remote host closed the connection)
22:45:00watusimoto@s that's a lot harder with scripts that could have random numbers in them
22:45:00watusimotoand that are loaded externally
22:46:00watusimotothough we could perhaps store the scripts themselves and the random number seeds in the replay journal
22:46:00watusimotobut that's all been broken forever
22:46:00watusimotoso we haven't in practice lost much
22:46:00watusimotoI beleive the original purpose was debugging -- that you could exactly reproduce an error condition by storing and replaying all your inputs
22:49:00sam686does a journal replay from windows playback in linux? and, it may need exact version - wrong version replay (015) won't play in 015a.
22:54:00watusimotoprobably, and yes
22:54:00watusimotobut journaling hasn't worked in years
22:56:00sam686i think it might work, i am sure i tried it for 014 or 013, it that no one use it. Starting journal need a startup command -journal? i don't remember..
22:56:00watusimotoyes -- it needs to record everything from the moment the app starts
22:56:00watusimotoevery mouse move, every keystroke, startup params, etc.
22:57:00sam686if it goes longer then ... 60 minutes, replay gets really big and long, it is better to do individual replay per game.
23:00:00karamazovapyjournaling broke shortly after the zap/bitfighter switch, and I haven't tried it since
23:00:00karamazovapyit was a really cool feature, though
23:00:00watusimotoit worked at one point in bitfighter
23:00:00watusimotobut it broke at one point and I never fixed it
23:01:00watusimotothe replay is mainly for debugging, not for recording games for future watching
23:01:00karamazovapyI thought it was a cool way to share game video
23:02:00sam686i wonder if you can do journal for dedicated server (you would be blind)

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