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IRC Log for 2011-06-20

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00:30:00koda Quit (Quit: k thx bai)
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02:24:00raptorwow, playing at 1000 frames per second is cool
02:31:00raptorcontrails: http://96.2.123.136/upload/snapshot37.png
02:33:00sam686i am not sure if it is suppose to go higher then 1000, as thats less then 1 millisecs, and time ticks might go zero with integer millisecs. Might be mis-calculation of FPS?
02:33:00raptoryeah - my system went to 1280 - i think milliseconds need to be changed to nano or microseconds for better tick time anyways
02:35:00sam686one problem with too high FPS is the dots from flames from ships creates too much dots..
02:35:00raptoryep
03:10:00sam686i did push about 30 minutes ago... maybe logbot is ignoring it?
03:47:00raptor Quit (Remote host closed the connection)
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04:14:00zoomberWhY HELLO there
04:14:00sam686hi
04:14:00zoomberi want to see if i can build a master server on OSX
04:15:00zoomberif i can get it to wokr
04:15:00zoomberill create a new xcode project that builds master on osx
04:16:00zoomber(have just pulled and updated to tip of bitfighter, a commit you made a few hours ago)
04:16:00sam686maybe... i have build master before in windows with mysql and phpbb3 (i have both in windows).
04:17:00zoomberare the phpbb3 and mysql frameworks included in the bitfighter folder?
04:17:00zoomberif they arent, can you put them up on your computer for downlaod?
04:17:00zoomberthat would save me alot of time
04:18:00sam686it is not required to build master (if you don't define ...)
04:18:00zoomberok
04:19:00sam686if you don't define BF_WRITE_TO_MYSQL you don't need mysql / phpbb3...
04:19:00zoombergood to know
04:19:00sam686phpbb3 is only used for verify names (underline names)
04:19:00zoomberok
04:20:00sam686mysql is both verify names (phpbb3 uses mysql) and for stats tracking...
04:20:00raptor has joined
04:20:00ChanServ sets mode +o raptor
04:21:00zoomberhello raptor
04:21:00raptorhi
04:21:00FlynnnHi :)
04:21:00-barjavel.freenode.net- *** Looking up your hostname...
04:21:00-barjavel.freenode.net- *** Checking Ident
04:21:00-barjavel.freenode.net- *** No Ident response
04:21:00-barjavel.freenode.net- *** Couldn't look up your hostname
04:21:00BitfighterLogBot has joined
04:21:00Topic is 'Latest release 015a http://bitfighter.org | Forums: http://bitfighter.org/forums/ | GC Project: http://code.google.com/p/bitfighter/'
04:21:00Set by raptor!~raptor@unaffiliated/greenmachine on Sat Apr 30 22:51:58 PDT 2011
04:21:00-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
04:22:00zoomberi understand, Bitfighterlogbot
04:22:00raptorsam686: what on earth is ghostConnection class for?
04:23:00zoombersam: are there any arguements i should specify at make level?
04:23:00sam686i don't quite understand why it is named ghostConnection, it is part of TNL.. i don't know everything in TNL...
04:24:00sam686what arguments?
04:24:00zoomberok so im good
04:30:00zoombersam: where is #define BF_WRITE_TO_MYSQL? Can I instead just // out line 37 in database.h? (#include mysql++.h)
04:30:00zoomberoh, did i just answer my own question?
04:30:00sam686you can just add a preprocessor definisions...
04:31:00zoomberok
04:31:00sam686i will show you where it is using a screenshots...
04:31:00zoomberok
04:32:00sam686http://96.2.123.136/bitfighter/defines.png (yours will probably be different...)
04:33:00zoombermine is different, but i can do that
04:34:00sam686if you do define BF_WRITE_TO_MYSQL, you will need to compile mysql++
04:42:00zoomberhmmm
04:45:00zoomber has left
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04:56:00zoombergoogle seems very slow for me right now
04:56:00zoomberits taken me 3 minutes so far just to clone 1/4
04:57:00sam686maybe your internet a little slow?
04:57:00zoomberseems like
04:58:00zoomberping for every bitfighter server 200 and up
05:03:00raptorthis idle loop is crazy - there are two separate times calculated for loop delay, nuts!
05:04:00zoomber Quit (Read error: Connection reset by peer)
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05:10:00raptorbeen reading here: http://opentnl.sourceforge.net/doxydocs/classTNL_1_1GhostConnection.html
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05:26:00raptorok good night
05:26:00raptor Quit (Remote host closed the connection)
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05:52:00FlynnnI think I want to try and tackle issue 101
05:56:00zoombersam686 : you there?
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16:01:00raptorgood morning!
16:02:00sam686hi
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16:29:00raptorhi watusimoto
16:30:00raptorlong time no see...
16:52:00watusimotohi
16:52:00raptorhi
16:53:00raptorhow have you been?
16:53:00watusimototired!
16:53:00watusimotoBut I just now solvved a bf bug that has been troubling me for a week
16:54:00raptorwith the editor? I haven't looked at the editor for two weeks...
16:54:00watusimotoyou're not missing much
16:54:00watusimotobut
16:54:00sam686there is a problem with editor, it won't load team colors, and it won't save gameType..
16:55:00watusimotook, then I'll need to fix that
16:55:00sam686it does save, but it save with missing gameType..
16:55:00watusimotoUndo is now working by saving copies of the entire object database
16:55:00watusimotowhich kind of makes sense
16:56:00watusimotoit's the most logical way to take a snapshot of the editor state
16:56:00watusimotonow that everything is in the database
16:56:00watusimotothere was a bug where some objects were being incorrectly copied
16:56:00raptori noticed when starting bitfighter i see several lines of 'creating database xxxxx'
16:56:00watusimotoI thiught it was a problem with the copy constructor for objects
16:56:00watusimotoyes, we can delete those
16:57:00watusimotothat was helping me track the lifecycle of a database
16:57:00raptoris there much RAM usage with the database copies?
16:58:00watusimotoI don't know
16:58:00raptorthings we can profile after a while, iguess...
16:58:00watusimotoshould be less than other ways of storing snapshots
16:58:00BitfighterLogBot - Commit 3aa8c0293129 | Author: sam8641 | Log: fix simulateKeyDown, simulateKeyUp, to get joystick buttons to work
16:58:00sam686so copy constructor missing in LineItem? (its commented out)
16:59:00watusimotoI don't think we need copy constructors
16:59:00watusimotoI just removed a straggler from a previous attempt and that fixed a big problem
17:00:00watusimotoa shallow copy (which is what we get without copy constructors) works for everything excpet for the object geometry itself
17:00:00watusimotoI really don't want to write copy constructors for all our objects
17:00:00raptoryuk
17:01:00watusimotobut I think we won't have to
17:01:00Flynnn has joined
17:01:00watusimotoanyway, it seems to be working now
17:01:00watusimotoI'm committing
17:01:00raptorok
17:01:00raptori have two things on my plate:
17:02:00raptor1. rewrite input class and make joystick use SDL events (shoudl get rid of lots of platform specific code..
17:02:00watusimotoI have two things on my plate as well: find a moving company and finish the sand-set pavers in my backyard before the painter comes tomorrow
17:02:00raptor2. clean up the main idle() thread to be simpler and use uniform sleeping
17:02:00watusimotore the joysticks
17:03:00watusimotoit would be nice to allow users to specify which axes correspond to move and fire
17:03:00watusimotoso any way you can see to generalize the joystick stuff would be good
17:03:00watusimotoI would like all the joystick definitions to be stored in the INI rather than hardcoded
17:03:00raptoryeah... i'm still working it out in my head
17:03:00BitfighterLogBot - Commit c89d5d8e963e | Author: watusim...@bitfighter.org | Log: SDL fixes -- fixed ascii chars, window name no longer changes after opening
17:03:00BitfighterLogBot - Commit 965e4dcc3198 | Author: watusim...@bitfighter.org | Log: Fixed the object copying bug that prevented turrets from attaching to walls in editor
17:03:00BitfighterLogBot - Commit 126806be24e0 | Author: watusim...@bitfighter.org | Log: Merge
17:04:00watusimotooh, and I started adding a SDL window icon
17:04:00watusimotowithout much success or followthrough
17:04:00watusimotowhich you'll see when you next fire up the game
17:04:00sam686mac joystick is a mess... so yes if it can get rid of platform specific..
17:04:00watusimotoyes
17:04:00watusimotothat would be great
17:05:00raptori am still trying to wrap my head around the whole keyCode architecture and how it works with the joystick
17:06:00raptorso i started on cleaning the idle() loop last night
17:06:00raptorbut i need some information... do any of you know why there is a separate integerTime and sleepTime?
17:06:00sam686joysticks use input.cpp and some platform specific osxinput.cpp winjoystick.coo linuxinput.cpp
17:07:00sam686joystick buttons all go through simulateKeyDown / up
17:07:00watusimotook, I wrote the keycode stuff
17:08:00sam686linuxinput seems to be the simplest of all platform specific joystick, but its button mapping is different from windows.
17:08:00watusimotothe idea was to put normal keys, special keys (which glut handles differently), modifiers (ctrl, shift), and joystick buttons on the same plane
17:08:00raptori was having a hard time handling modifiers with SDL since SDL modifiers are a different object
17:08:00watusimotoso that we could just have one input handling routine in each UI class that handled all input events
17:08:00watusimotorather than a different one for each type of key
17:09:00watusimotoas was the case in zap
17:09:00sam686get the shift working so i can type the following: _ ? " +
17:10:00raptorhaha, yeah
17:10:00raptorkeyCode has a giant enum
17:10:00raptorwith KEY_K
17:10:00raptorand KEY_CTRL
17:10:00raptoretc
17:10:00raptorso...
17:10:00watusimotoso when SDL detects a shift key down, it should convert it to a keyCode value
17:10:00raptorthe question is
17:10:00watusimotoand BF should only worry about those keycodes
17:11:00raptordo we want KEY_CTRL_K, KEY_SHIFT_K, KEY_CTRL_SHIFT_K
17:11:00watusimotono
17:11:00watusimotowe want KEY_K and KEY_CTRL
17:11:00watusimotoand to detect ctrl-K, we do KEY_K && KEY_CTRL
17:11:00sam686don't forget ALT KEY_CTRL_ALT_SHIFT_K ?
17:11:00watusimotounless...
17:12:00watusimotoit might make it easier to define keys with modifiers if we had all the combinations
17:12:00watusimotoright now you can't define a function to be ctrl-a
17:13:00watusimotooh, and Windows-K
17:13:00watusimotosorry WINDOWS_K
17:13:00raptorwindows/mac = META
17:13:00raptorMETA_K
17:13:00watusimotoand WINDOWS_SHIFT_CTRL_ALT_K
17:13:00raptorexactly
17:13:00watusimotothat's a lot of combinations
17:14:00raptoryes, but still enumerable
17:14:00watusimotoso maybe it does make sense to keep the modifiers separate from the underlying keys
17:14:00watusimotoenumerable, yes
17:14:00watusimotowell, what do we use the keys for?
17:14:00watusimoto1) controling events in game
17:14:00raptorand this is the issue i was running into - how to adapt the keyCode system to use modifiers
17:14:00watusimoto2) typing chat messages
17:14:00watusimoto3) typing other stuff
17:15:00watusimotofor 1) we care about mofifiers
17:15:00watusimotoso a full enum might work well
17:15:00raptor2 we do
17:15:00raptorcapitalization
17:15:00watusimotofor 2&3, we only really care about ascii values
17:15:00watusimotowhich, as of my most recent checkin, are now working ok
17:15:00watusimotofor the ascii values, we don't care about modifiers directly
17:16:00watusimotoand we don't need keycodes
17:16:00watusimotomost of our input routintes are passed a keycode and an ascii values
17:16:00watusimotoand they query the state of the modifiers as needed
17:16:00raptorwhat is 'ascii value' ?
17:17:00watusimoto0-128
17:17:00raptorok
17:17:00watusimotominus some of the non-printable chars
17:17:00raptorI can enumerate all combos... i am good with regex :)
17:17:00watusimotowe have a function somewhere that reduces input to the values we care about
17:18:00sam686maybe get number pad to work in SDL? (at least for typing in a chat / other stuff) number pad did work in GLUT
17:18:00watusimotoone drawback to using fully enumerated values is that we will no longer want to track a key down event for modifier keys like ctrl
17:18:00raptorexplain
17:18:00watusimotothat means that we won't be able to map modifier keys to actions; such as making ctrl activate the module menu
17:19:00watusimotoctrl in itself will not be interesting if we are waiting fo rthe user to press "K"
17:19:00watusimotohow will we know if they are pressing ctrl, or getting ready to press ctrl-K?
17:19:00watusimotowe'll just have to ignore the ctrl until something else comes along
17:19:00watusimototo be modified
17:20:00watusimotothat's not a huge drawback
17:20:00raptorhmmm....
17:20:00sam686theres a number pad at the right side of keyboard (some keyboard don't have number pad..)
17:20:00watusimotoand we kind of have that problem already, as we've mapped ctrl-Q to be snapshot
17:20:00watusimotoif someone grabs ctrl and binds it to something, that mucks up ctrl-Q
17:20:00sam686i will need to go, i may be back in about 5 hours..
17:21:00watusimotobye sam
17:21:00watusimotoso I say we enumerate everything
17:21:00raptorbye
17:21:00watusimotoand ignore modifier keys by themselves
17:21:00watusimotothat's going to be one big enumeration
17:22:00watusimotothat will simplify the UI input routines
17:22:00watusimotoand make them easier to read
17:22:00raptorhmmm.... ok
17:23:00watusimotodo you agree?
17:23:00raptorhow will that affect the diagnostics screen
17:24:00watusimotoI guess we'll just display ctrl-K, instead of ctrl and k separately
17:25:00watusimotothat screen is a tool, not something we need to maintain compatibility with
17:25:00raptorok
17:25:00raptori'm just thinking of everything it will affect
17:25:00watusimotook
17:25:00watusimotowhat if the user is pressing ctrl in order to prepare for a ctrl-Q
17:25:00raptorhow will it affect possible loadout saving? like with KEY_CTRL_1
17:26:00watusimotothey will lose their ability navigate
17:26:00watusimotoif their navigateion keys aren't bound to ctrl-A
17:26:00watusimotobut rather A
17:26:00watusimoto(if that makes sense)
17:26:00watusimotoit will make loadout saving marginally easier
17:26:00watusimotoI think
17:27:00watusimotowe'll just check for the key ctrl-1 and if we see it, we save
17:27:00raptorloss of navigation...
17:27:00raptorthat doesn't sound like a good side effect
17:28:00watusimotono
17:29:00watusimotowe could pass a modified keycode (KEY_Ctrl_K), and unmodified one (KEY_K), and an ascii valuye ("k")
17:29:00watusimotoand if the modified value isn't mapped to anything, we try the unmodified value
17:30:00watusimotoso that would let you differentiate between ctrl-1 and 1, but if the user hadn't bound ctrl-A to something, pressing A with the ctrl key down would be just like pressing an unmodified A
17:30:00watusimotothough we probably wouldn't use that in the editor
17:30:00raptormayeb we should just pass modifiers around with each keycode
17:33:00watusimotomaybe... but if you read the editor code where we differntiate between R, ctrl-R, ctrl-shift-R, it's kind of messy
17:33:00watusimotofully modified keycodes would clean that up
17:34:00raptorthe loss of the independent modifier seems like its a big problem to me..
17:34:00watusimototo tell if hte user just pressed "R" you need to verify there are no modifiers down
17:35:00watusimotowhy?
17:35:00raptori don't know - feels like a loss of control
17:35:00watusimotowell, you could still query on the state of a modifier if you want, as we do now
17:36:00watusimotoso really, the only change is doing what we do now, plus including a fully modified keycode
17:36:00raptoryou mean like CTRL_ALT_SHIFT_META_K in the enum
17:36:00raptorand all its varients
17:37:00watusimotoyes
17:37:00watusimotoso the sig would go from:
17:37:00watusimotovoid EditorUserInterface::onKeyDown(KeyCode keyCode, char ascii)
17:37:00watusimototo
17:38:00watusimotovoid EditorUserInterface::onKeyDown(KeyCode keyCode, KeyCode baseKeyCode, char ascii)
17:38:00watusimotohow many modifiers does sdl support?
17:38:00raptorhttp://sdl.beuc.net/sdl.wiki/SDLMod
17:39:00watusimotoshift+ctrl+alt+meta
17:40:00watusimotothat's 15 * the number we have now
17:40:00raptoryep
17:42:00raptornow the tricky part: making a key + mod into KeyCode without a giant crazy switch statement
17:43:00watusimotohmmm.... good point!
17:43:00watusimotowhat if we set the enum values in such a way that you can do base_keycode * modifiers = modified_keycode
17:46:00watusimotoi think that would work well
17:47:00watusimotoso if we only had two keys (for simplicyt)
17:47:00watusimotoA B shift-A shift-B ctrl-A ctrl-B
17:47:00raptorwould we want to include modifiers with mouse and joystick KeyCode?
17:47:00watusimotoI suppose we'd have to to make the above system work
17:47:00watusimotounless we added the mouse keys to the end
17:48:00raptorwe might want CTRL+click
17:48:00watusimotobut ctrl-alt-button-1 doesn't really make sense
17:48:00raptorbut not CTRL_RIGHT_JOYSTICK
17:48:00raptortha'ts true
17:48:00watusimotoctrl=left click is the mac's way of doing right-click
17:49:00raptoror maybe we could do away with KeyCode altogether, and just pass around the SDLKey and SDLMod
17:49:00watusimotoso at least in the editor we'd need that
17:49:00raptor:)
17:49:00watusimotoand shift-click for selecting
17:50:00raptori've been reading the naev code on how they handle inputs: it looks like they just pass the SDLKey and SDLMod around and use that instead of a separate enum
17:51:00watusimotokeycode was useful becuase glut didn't support everything we needed
17:51:00watusimotoand glut fragmented "special keys" and "normal keys"
17:54:00watusimotobut then if the user binds ctrl-L to a function, how will we store that in the INI file?
17:55:00watusimotothat's the value of the full enum
17:55:00watusimotothough I suppose there are ways around that
17:55:00watusimotowe could create a pseudo enum for INI purposes
17:55:00raptora key+mod combo
17:56:00watusimotolet's do this then, because we need a decision
17:56:00watusimotopass the SDL key and mod state around, as you suggested
17:56:00watusimotowe can add a modified enum later if we want one
17:56:00watusimotothe key + mod state is very similar to what we do now
17:57:00watusimotoexcept we don't pass they mod state, we just let users query on it
17:57:00watusimotoor rather the game just queries the modifier staet
17:57:00watusimotobut it will be easy to convert
17:57:00raptoryes
17:57:00watusimotobe sure to include the ascii key too, as we have today
17:57:00raptorusing the keyToAscii() function
17:57:00raptor?
17:58:00raptorso now, we're looking at:
17:58:00raptorEditorUserInterface::onKeyDown(SDLKey key, SDLMod mod, char ascii)
17:59:00watusimotoyes
18:01:00watusimotoif the user binds ctrl-L to a function, how will we store that internally?
18:02:00watusimotowill each function need a key code and a modifier state?
18:02:00raptorprobably
18:03:00watusimotomaybe we'll create a struct to hold them together in one object
18:03:00raptoryes, that.
18:03:00raptorwait
18:03:00raptorhttp://sdl.beuc.net/sdl.wiki/SDL_keysym
18:03:00raptoralready done for us
18:05:00raptorthe superstructure for SDLKey looks perfect
18:05:00watusimotook, we can create a keysym to string function for the INI
18:05:00raptoryes!
18:05:00raptorthis is looking better...
18:05:00watusimotoI've already written a unicode to ascii function
18:06:00watusimotoI feel that we might want to add ascii to that struct, or create a large struct that holds keysym and ascii
18:07:00watusimotoor perhaps holds keysym and a function for creating ascii
18:07:00watusimotolike a getAscii function
18:07:00raptoryou mean that creates a string from the code?
18:08:00watusimotothat creates a char from unicode
18:08:00raptorwe already have that
18:08:00watusimotoyes
18:08:00raptorkeyToAscii
18:08:00watusimotoyes
18:08:00watusimotobut are you proposing passing a keysym and ascii to the UI functions?
18:08:00raptordo we need ascii still?
18:08:00watusimotoyes
18:08:00watusimotobut we could create it locally where needed from the keysym struct
18:09:00watusimotoit's basically just some bitwise operations on the unicode value
18:09:00raptorwhy not just use the unicode from now on?
18:09:00watusimotobecause we can't create opengl renderable strings from unicode chars, can we?
18:10:00raptorahh... I hadn't though of that... let me look real quick
18:11:00watusimotoI think for the moment, at least, we need to continue using ascii where we use it
18:11:00raptori say we just pass the keysym struct around, then convert to ascii when we need it
18:12:00watusimotook, that's fine
18:12:00raptori'll be back in about 1/2 hour... meeting
18:12:00raptorsorry
18:12:00watusimotook
18:12:00FlynnnBye, raptor :(
18:13:00watusimotoone last thing; perhaps we should move keyToAscii() onto UI so that it's more of a "local" function
18:13:00watusimotolater
18:13:00FlynnnWatusimoto, I have an idea for issue 101 which is a bit difficult to pull off, but I think beneficial in the long run.
18:13:00FlynnnI'm thinking bots should check the code they have been given *before* they enter into the world
18:15:00FlynnnHaving the bots enter and immediately exit is a little messier than having them right off the bat state that they have an error
18:16:00FlynnnAfk here..
18:35:00watusimotohow would they know if their code is valid?
18:41:00watusimotoout for a while
18:45:00FlynnnBy loading it into Lua before the bot gets added to the world. My thinking is that they will be in the world by the time the code actually gets run
18:45:00raptorback
18:45:00FlynnnUnless of course the code is invalid, in which case, they won't even run
18:45:00FlynnnHi, raptor, welcome back! :)
18:46:00watusimoto Quit (Ping timeout: 264 seconds)
19:00:00raptorsam686: ship.cpp:1825 has the following error:
19:00:00raptorship.cpp:1825:65: warning: passing NULL to non-pointer argument 1 of ‘TNL::Vector<T>::Vector(TNL::U32) [with T = unsigned int, TNL::U32 = unsigned int]’
19:00:00raptorwait, i know how to fix..
19:14:00BitfighterLogBot - Commit 99b4f930e4bd | Author: buckyballreaction | Log: Fix compiling on linux
19:35:00Flynnn Quit (Quit: Leaving)
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21:23:00watusimoto has joined
21:27:00raptorlook what else i found: http://sdl.beuc.net/sdl.wiki/SDL_GetKeyName
21:33:00watusimotowhat does that return?
21:33:00watusimotocommon name?
21:34:00raptorA
21:34:00raptora
21:34:00raptor1
21:34:00raptorReturn
21:34:00raptorBackspace
21:34:00raptorCapsLock
21:34:00raptorF4
21:34:00raptorRight
21:35:00raptorKeypad 6
21:35:00watusimotostuff in the common name column of the linked page
21:35:00watusimotohttp://sdl.beuc.net/sdl.wiki/SDLKey
21:35:00raptornot quite - i'm looking at the SDL source
21:36:00watusimotoif there is an inverse function, that could be the core of our key-to-string fn
21:36:00raptorlooks pretty clost, though
21:36:00raptoronly capitalization differences
21:37:00raptorhttp://www.libsdl.org/tmp/SDL/src/events/SDL_keyboard.c
21:37:00raptorloko for SDL_scancode_names
21:39:00watusimotogot it
21:39:00raptorsooo... looks liek we can remove lots of code from zap/
21:40:00watusimotolike what?
21:40:00raptorkeyCodeToString
21:40:00watusimotoyes
21:41:00watusimotoprobably some other stuff too
21:41:00raptoroh man, KeyCode is everywhere...
21:42:00watusimotoyes, it is
21:42:00watusimotook, gotta get back to my paver project
21:42:00raptorbye
21:42:00watusimotolater
21:47:00watusimoto Quit (Ping timeout: 240 seconds)
23:16:00raptor Quit (Remote host closed the connection)
23:18:00watusimoto has joined
23:33:00zoomber has joined
23:33:00zoombersam:
23:33:00zoombercannot see sam 's server
23:33:00zoomberdid it crash?
23:33:00zoombertrying /connect
23:34:00sam686its still there... it happens because of sending stats too big when game ends with 100 bots
23:34:00zoomberoh

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