Timestamps are in GMT/BST.
| 00:10:00 | zoomber_laptop | hey karamazovapy: you there? |
| 00:18:00 | | koda Quit (Remote host closed the connection) |
| 00:18:00 | | koda has joined |
| 00:20:00 | raptor | wiki editing is still broken :( |
| 00:21:00 | Zoomber | nooo |
| 00:21:00 | watusimoto | wiki is working |
| 00:21:00 | raptor | i was even in the mood to update a bunch of development pages.. |
| 00:21:00 | raptor | reallY? |
| 00:21:00 | raptor | let me try agian.. |
| 00:22:00 | watusimoto | I just implemented Sam's fixes |
| 00:22:00 | watusimoto | I just edited two different pages |
| 00:22:00 | raptor | excellent |
| 00:22:00 | watusimoto | @sam -- finally made your edits to the wiki. Seems to work! |
| 00:22:00 | watusimoto | Thanks!!!! |
| 00:23:00 | raptor | it works! |
| 00:23:00 | raptor | ok, i'm going to add a page to development code style... |
| 00:27:00 | raptor | watusimoto: mercurial now can handle symlinks over all three platforms |
| 00:27:00 | raptor | this makes checking in frameworks for mac feasible now |
| 00:27:00 | raptor | like we do with .lib for windows |
| 00:27:00 | raptor | I could get rid of a lot of source code in our repo if I checked in a couple frameworks instead |
| 00:28:00 | raptor | what do you think? |
| 00:28:00 | raptor | (I know some people say to never check in libraries - things should build on the fly from sources only...) |
| 00:29:00 | Zoomber | it only takes 40 seconds for you to compile anyways? |
| 00:29:00 | raptor | on linux |
| 00:29:00 | Zoomber | oooh |
| 00:29:00 | Zoomber | have you timed mac? |
| 00:30:00 | raptor | takes like 3 minutes |
| 00:30:00 | raptor | (in a VM) |
| 00:30:00 | raptor | maybe 4 |
| 00:30:00 | Zoomber | i see.... |
| 00:30:00 | Zoomber | that cant be.... |
| 00:30:00 | Zoomber | it takes my mac about that time |
| 00:30:00 | Zoomber | unless you dedicate less resources to your vm.. |
| 00:30:00 | raptor | well, that is for debug code |
| 00:30:00 | raptor | my VM has two processors and 1.0 GB RAM |
| 00:30:00 | Zoomber | oh |
| 00:31:00 | Zoomber | then thats about right |
| 00:31:00 | Zoomber | damn, you can actually compile bitfighter AND play it at the same time |
| 00:33:00 | raptor | oh my goodness, the wiki is riddled with SPAM link inside of articles... |
| 00:35:00 | watusimoto | it is? |
| 00:35:00 | raptor | oh yeah |
| 00:35:00 | watusimoto | when does that date from? |
| 00:35:00 | raptor | since april |
| 00:35:00 | watusimoto | we were getting stuff like that for a while |
| 00:35:00 | watusimoto | but then we linked the logins to player logins |
| 00:35:00 | raptor | most on june 28 |
| 00:35:00 | watusimoto | really |
| 00:35:00 | watusimoto | is there a player with the same name? |
| 00:35:00 | raptor | but we can sign up for wiki normally, still, right? |
| 00:35:00 | watusimoto | I don't think so |
| 00:36:00 | raptor | i'm getting a list of contributers still... then i'll check against forum users.. |
| 00:37:00 | raptor | one was named 'Wikiadmin' |
| 00:40:00 | raptor | i don't have admin rights, so I can't delete these users from the wiki... |
| 00:40:00 | raptor | ready for a list of users? |
| 00:40:00 | watusimoto | oh, I'm ready |
| 00:41:00 | raptor | here are the 10 offenders: http://pastie.org/2265894 |
| 00:41:00 | raptor | they all made minor edits where they inserted links at the end of sections in normal pages |
| 00:41:00 | watusimoto | so the question is how did they get in? |
| 00:42:00 | raptor | so they are found in the phpbb admin user search |
| 00:42:00 | raptor | if i register for the wiki, does that register me for the forums? |
| 00:43:00 | raptor | looks like they registered for the wiki - I remember seeing some of their names on the 'newest member' list of the forums |
| 00:44:00 | raptor | registered through the wiki, i mean |
| 00:44:00 | zoomber_laptop | i may have spent too much time on a single map |
| 00:44:00 | watusimoto | hmmmm... any idea how to delete users? |
| 00:44:00 | raptor | yep, I can do it from the admin console |
| 00:44:00 | raptor | but |
| 00:45:00 | raptor | we need to prevent signing up through the wiki |
| 00:46:00 | raptor | i didn't add anti-bot custom questions to the wiki sign up |
| 00:47:00 | raptor | oh wait... |
| 00:50:00 | raptor | well this is odd - the sign-up on the wiki does redirect to the forums |
| 00:50:00 | raptor | but all these users only posted in the wiki |
| 00:53:00 | | zoomber_laptop Quit (Quit: zoomber_laptop) |
| 00:56:00 | raptor | ok deleted |
| 00:56:00 | raptor | now to cleanup the wiki... |
| 00:57:00 | watusimoto | maybe there's another way to create accounts? |
| 00:57:00 | raptor | they do something tricky to prevent the deletion of edits: they make a minor edit, then they edit the same one again changing a style color |
| 00:58:00 | raptor | that way you can't delte the first major one because another edit depends on it |
| 00:58:00 | raptor | watusimoto: i'm thinking they may be exploiting old mediawiki problems... |
| 00:59:00 | watusimoto | quite possibly |
| 01:00:00 | raptor | man, they're even inserting links on the same line as other links... |
| 01:00:00 | raptor | as other valid ones |
| 01:01:00 | raptor | take a look here: http://bitfighter.org/wiki/index.php?title=Building_Bitfighter |
| 01:01:00 | raptor | second sentence under SVN (obsolete) |
| 01:02:00 | karamazovapy | chollacholla |
| 01:05:00 | karamazovapy | I also found marmot jackets there. |
| 01:05:00 | karamazovapy | seven shady links |
| 01:05:00 | karamazovapy | wow |
| 01:06:00 | raptor | ok, i think i got them all |
| 01:06:00 | karamazovapy | I see three links for UGGs |
| 01:07:00 | raptor | still? |
| 01:07:00 | karamazovapy | but I just deleted them |
| 01:07:00 | raptor | ok thanks |
| 01:07:00 | karamazovapy | that's what I get for never reading the wiki |
| 01:07:00 | karamazovapy | all this time, I could've been rolling in cheap UGGS |
| 01:10:00 | raptor | man, i have no initiative to do my actual edits now... |
| 01:12:00 | | watusimoto Quit (Ping timeout: 260 seconds) |
| 01:33:00 | raptor | would it be worth it if i got bitfighter compiling in mingw for windows? |
| 01:34:00 | sam686 | mingw? |
| 01:34:00 | raptor | it's the unix-like environment for windows - uses gcc and family |
| 01:41:00 | karamazovapy | I had no idea that "You must submit: |
| 01:41:00 | karamazovapy | (1) Level of any Gametype that uses no more than TWO of any item." was so confusing |
| 01:42:00 | raptor | haha |
| 01:42:00 | karamazovapy | I mean, I'll let textitems slide because they don't impact gameplay at all, and you kind of HAVE to have barriers, so they shouldn't count |
| 01:42:00 | | zoomber_laptop has joined |
| 01:42:00 | karamazovapy | but besides that... |
| 01:43:00 | zoomber_laptop | back |
| 01:44:00 | sam686 | polywall is the same as barriers, is not an item, it simply can be shaped differently.. |
| 01:44:00 | karamazovapy | agreed |
| 01:44:00 | Zoomber | I think by now, all my items are two of besides barriers and spawns |
| 01:44:00 | raptor | polywalls are great! |
| 01:45:00 | raptor | this was my first level since i tried back when i joined bitfighter in like november |
| 01:45:00 | Zoomber | haha |
| 01:45:00 | raptor | been scared of the editor since... |
| 01:45:00 | Zoomber | oh yes, i remember when you first took a look at the mac xcode project |
| 01:46:00 | karamazovapy | yeah, polywalls are pretty fantastic |
| 01:46:00 | karamazovapy | soooooo much better than trying to get barrierwidth right to create proper squares or fill without gaps |
| 01:46:00 | Zoomber | a general question, if i put in an itemspawn, i should probably have two of those too? |
| 01:47:00 | karamazovapy | yes |
| 01:47:00 | karamazovapy | otherwise, you would only have one |
| 01:47:00 | Zoomber | heheh, ill be right back |
| 01:48:00 | Zoomber | ooh, i am not that good at graphing from text |
| 01:54:00 | sam686 | i have speed up my compiling to 2 min 5 sec by compiling only a few cpp file that each includes lots of other cpp files, before it took 6 minutes |
| 01:54:00 | raptor | wow |
| 01:54:00 | raptor | i believe it |
| 01:55:00 | raptor | but i think keeping them separate is better for maintainability... |
| 01:55:00 | sam686 | though makes it harder to manage projects that way, but i can do it due to my slow computer.. |
| 01:56:00 | raptor | was it easy to combine? |
| 01:57:00 | sam686 | i have to fit each of it in at the right combination to avoid static problem, mostly the main problem was a static filVector being used everywhere until i changed that.. |
| 01:58:00 | raptor | ah, that's why you did that |
| 01:58:00 | sam686 | having just one global fillVector instead of lots of seperate static fillVector reduces runtime memory |
| 01:58:00 | zoomber_laptop | @karamazovapy i have finalized my level |
| 01:59:00 | karamazovapy | hip |
| 01:59:00 | zoomber_laptop | ive quadruple checked it now, so it must be fine now |
| 02:00:00 | sam686 | as of now, the editor is having trouble saving turrets and forcefields.. |
| 02:01:00 | zoomber_laptop | when i place turrets and forcefields in 016, they appear like they are next to walls, but when opened in 015a, they are all in the center 0,0 of the map |
| 02:02:00 | sam686 | when testing level in 016 with editor having forcefield, it got put near (0,0) |
| 02:02:00 | sam686 | the 016 editor appear to save all turret and forcefield to (0,0) |
| 02:03:00 | raptor | sounds like a feature! |
| 02:12:00 | raptor | ok mingw will require work... |
| 02:13:00 | raptor | probably not worth it yet - maybe when we get open source evangelistic windows developers |
| 02:14:00 | karamazovapy | I have 5 levels for the contest server so far, counting Cubical |
| 02:14:00 | zoomber_laptop | great! |
| 02:16:00 | karamazovapy | so if you're feeling ambitious, we have one retrieve, two hold the flag, one capture the flag, and one rabbit |
| 02:16:00 | zoomber_laptop | oh man, i have been neglecting again |
| 02:16:00 | zoomber_laptop | i forgot to remove the mines in my level |
| 02:16:00 | zoomber_laptop | i have 24, when i should only have 2 or 0 |
| 02:16:00 | karamazovapy | lol |
| 02:17:00 | karamazovapy | I didn't even bother reading the code |
| 02:17:00 | karamazovapy | but I see that now |
| 02:17:00 | raptor | tht bots are stupid on level 'blocky' |
| 02:17:00 | zoomber_laptop | yes, it is a bit long |
| 02:22:00 | karamazovapy | blocky? |
| 02:33:00 | raptor | i can't believe i played that whole level... |
| 02:33:00 | karamazovapy | I'd rather wear a sock on my nuts for the rest of the night than play another game of that |
| 02:34:00 | sam686 | i wonder why zoomber play that level most of the time? |
| 02:35:00 | karamazovapy | I can't remember the last time I played an engineer level and thought "well that was fun!" |
| 02:35:00 | raptor | i thought it was fun the first few times |
| 02:35:00 | raptor | novelty has wore off, though... |
| 02:35:00 | karamazovapy | so did I, in 2006 |
| 02:36:00 | Zoomber | why does sam686 think i always play that level? |
| 02:37:00 | karamazovapy | do you? |
| 02:37:00 | sam686 | i often see zoomber wanting to play that level by voting, with only me and zoonber for a few month ago. |
| 02:37:00 | Zoomber | i did, back when i first found out about it |
| 02:37:00 | Zoomber | that was probably when i first played the map |
| 02:38:00 | sam686 | my engineer level is better then castle: shown in this video: http://www.youtube.com/watch?v=MMKgT6DEMjU |
| 02:38:00 | Zoomber | 3 point stars? |
| 02:38:00 | sam686 | though might be a way to set up traps in triple point stars, but still very difficult and takes more then 3 resources |
| 02:39:00 | karamazovapy | I still don't remember the last time I thought playing an /eng level was fun |
| 02:39:00 | karamazovapy | as opposed to irritating |
| 02:39:00 | karamazovapy | every time, it just feels like the engineering is a huge distraction that ruins the gameplay |
| 02:39:00 | Zoomber | i like to view a kid that placed 10 turrets in front of me a challange, rather than a complaint or something annoying. the harder, the more I can learn to control and balance my modules |
| 02:40:00 | karamazovapy | dude, that's bullshit |
| 02:40:00 | Zoomber | the bigger problem i'm having is that engineer makes most maps unplayable |
| 02:40:00 | karamazovapy | control and balance modules against a crapton of engineered turrets? no way. |
| 02:40:00 | Zoomber | and how long does it take for him to make those turrets? |
| 02:40:00 | Zoomber | forgetting engery packs |
| 02:41:00 | karamazovapy | and forgetting suicide? |
| 02:41:00 | Zoomber | oh |
| 02:41:00 | raptor | suicide is a great option if i am the designated engineer! |
| 02:41:00 | Zoomber | ok, youve changed my view |
| 02:41:00 | Zoomber | i was totally neglecting that |
| 02:41:00 | sam686 | forcefields is sometimes bad, engineer forcefield is often worse, have to shot at one tiny projector from the whole forcefield distance... |
| 02:43:00 | karamazovapy | in my opinion - and other people are welcome to disagree - I think it changes the objective of the game from whatever gametype it is, to building and destroying as many engineered items as possible |
| 02:43:00 | karamazovapy | although maybe that's just because people feel the need to add "plenty" of resource items to encourage that type of gameplay |
| 02:43:00 | sam686 | spawning with too little energy will fix suicide to gain energy problem, but makes spawn killing easy unless there an auto spawn shield |
| 02:43:00 | raptor | well i think that my ice cream sandwich is tasty |
| 02:43:00 | Zoomber | i completley agree; i just forgot about the fact that they can just kill themselves |
| 02:44:00 | karamazovapy | if Castles only had six resource items, it would play a lot differently |
| 02:45:00 | Zoomber | it still has all those already-placed turrets and forcefields.. |
| 02:45:00 | karamazovapy | I'm not talking about the modified version |
| 02:45:00 | raptor | so i changed this page since most was irrelevant: http://bitfighter.org/wiki/index.php?title=Development_roadmap |
| 02:45:00 | karamazovapy | lol |
| 02:46:00 | Zoomber | ok |
| 03:03:00 | raptor | still impressed by the new star trek movie... |
| 03:03:00 | karamazovapy | yeah, that surprised me. I wasn't expecting much. |
| 03:03:00 | Zoomber | since my one of my vps is struggling, I'm going to host two of the same server, one on each server, incase one fails. also, if someone doesn't want to play with players on that server or that level, they can go to other server |
| 03:04:00 | raptor | http://www.theonion.com/video/trekkies-bash-new-star-trek-film-as-fun-watchable,14333/ |
| 03:04:00 | karamazovapy | hah...I remember reading that |
| 03:06:00 | Zoomber | speaking of movies..ive been on a comedy movie marathon this day |
| 03:06:00 | Zoomber | i just saw "accepted" again, and year one |
| 03:06:00 | karamazovapy | I'm about to watch Andy's Funhouse |
| 03:06:00 | Zoomber | oh hah |
| 03:06:00 | Zoomber | joe dirt |
| 03:18:00 | sam686 | part of the wiki spam problem was that registering in phpbb forum will immediately allow access to editing wiki, even if email activating phpbb is not done yet |
| 03:18:00 | sam686 | there is a fix, http://www.mediawiki.org/wiki/Extension:PHPBB/Users_Integration#Community_Contributions |
| 03:18:00 | raptor | AH HA! |
| 03:18:00 | raptor | that's it! |
| 03:18:00 | raptor | that is more likely than mediawiki security exploit |
| 03:19:00 | sam686 | i might have fixed it a few days ago, but not sure if the fix is already in the bitfighter.org.. |
| 03:19:00 | raptor | nice catch |
| 03:37:00 | raptor | sam686: |
| 03:37:00 | raptor | bug maybe? |
| 03:37:00 | raptor | when you teleport into a loadoutzone, it doesn't update your loadout |
| 03:38:00 | sam686 | thats probably a problem, which can be fixed.. |
| 03:40:00 | | zoomber_laptop Quit (Quit: zoomber_laptop) |
| 03:53:00 | sam686 | i think we can delete Colors.cpp, as colors.h looks better that way, and with no chances of having something like black test in menus due to different linking order. |
| 03:53:00 | raptor | oh yeah... was that ever fixed? |
| 03:53:00 | sam686 | do you see any black text right now? |
| 03:54:00 | raptor | compiling... |
| 03:55:00 | raptor | projectile.cpp:60:32: error: ‘Zap::fillVector’ was declared ‘extern’ and later ‘static’ |
| 03:55:00 | raptor | actually, i'll be back in about an hour to test... |
| 03:58:00 | sam686 | a long time ago, i fixed it with a small change, through the use of MainMenuUserInterface *gMainMenuUserInterface_pointer; and #define gMainMenuUserInterface (*gMainMenuUserInterface_pointer) |
| 03:58:00 | sam686 | but now the menu is redesigned, that _pointer isn�t really needed anymore.. |
| 04:11:00 | | zoomber_laptop has joined |
| 04:30:00 | | watusimoto has joined |
| 04:34:00 | Zoomber | hi watusimoto |
| 04:38:00 | | zoomber_laptop Quit (Quit: zoomber_laptop) |
| 05:01:00 | watusimoto | hi |
| 05:09:00 | raptor | good evening |
| 05:09:00 | karamazovapy | GENTLEMEN |
| 05:09:00 | raptor | now to tackle those compile errors again.. |
| 05:09:00 | Zoomber | YES kind sir |
| 05:10:00 | karamazovapy | just by way of greeting |
| 05:10:00 | Zoomber | so i see |
| 05:10:00 | Zoomber | maybe i can return the favor by saying, fancy a match on kserv? |
| 05:13:00 | raptor | sam686: still on? |
| 05:13:00 | sam686 | ! |
| 05:13:00 | raptor | line 60 projectile.cpp |
| 05:13:00 | raptor | how does that fillVector fit in with your refactor? |
| 05:14:00 | sam686 | removes static fillvector, so we are using only one fillVector, provided we be careful not to let it conflict.. |
| 05:14:00 | raptor | ok, i'll remove it.. |
| 05:15:00 | raptor | yep, i see colors in menus and color.cpp is not needed |
| 05:15:00 | raptor | i'll get rid of it |
| 05:16:00 | raptor | although, isn't that essentially creating each color in every include? |
| 05:17:00 | raptor | or do we care |
| 05:17:00 | sam686 | not sure, some compiler is smart enough to inline some of const during optimization. |
| 05:19:00 | sam686 | not really sure what the compiler do, but makes it easier to read and edit Colors.h |
| 05:19:00 | raptor | ture |
| 05:19:00 | raptor | true |
| 05:21:00 | | BitfighterLogBot - Commit 51fd08593c48 | Author: buckyballreaction | Log: Fix compile error; Remove empty Colors class |
| 05:25:00 | raptor | so right now loadout zone tests if the ship collides with it |
| 05:25:00 | raptor | which means edges |
| 05:26:00 | raptor | well no... |
| 05:27:00 | raptor | so if i travel into the center of a loadout zone not using a teleport, and then switch loadout, it switches right away |
| 05:27:00 | raptor | but teleport into the middle and it doesn't |
| 05:28:00 | raptor | ah, it works if i change the loadout while in the zone |
| 05:28:00 | raptor | but only fails if i change it outside, then teleport in |
| 05:31:00 | raptor | wormholes don't animate in preview mode in editor anymore... |
| 05:35:00 | sam686 | in editor, pressing tab shows up a very tiny ship and tiny viwable area of ship if you looked hard. |
| 05:36:00 | raptor | WOW |
| 05:36:00 | raptor | you're right |
| 05:36:00 | raptor | i thought it was just gone |
| 05:44:00 | raptor | my brain isn't smart enough at the moment to solve the loadout problem tonight.. |
| 05:48:00 | Zoomber | haha |
| 05:49:00 | Zoomber | by the way raptor, what is with the screen that can be refereshed by wiping a window on the bintfighter window? |
| 05:49:00 | raptor | i don't know... |
| 05:51:00 | sam686 | what bitfighter window? |
| 05:53:00 | Zoomber | in OSX, viewing and clicking on links in window |
| 05:53:00 | raptor | i think Zoomber ran into a SDL hardware surface redraw issue |
| 05:53:00 | Zoomber | oops, i pressed enter |
| 05:54:00 | Zoomber | in OSX, viewing and clicking on links in windwod mode, would cause the screen to freeze white, but rubbing one window over it would show the screen again |
| 05:54:00 | Zoomber | like a refresh error.. |
| 05:54:00 | raptor | click links where? |
| 05:55:00 | Zoomber | remember the video i showed you? |
| 05:55:00 | sam686 | what video? |
| 05:55:00 | Zoomber | i can re-re-cord it |
| 05:55:00 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 05:55:00 | raptor | i remember seeing bitfighter turn white, but the video was such poor quality that i couldn't see much else |
| 05:55:00 | raptor | my question is this: what exactly make bitfighter turn white? |
| 05:56:00 | Zoomber | ok, i will shoot a video again |
| 05:56:00 | raptor | ok |
| 06:00:00 | Zoomber | ok, so now the white screen doesn't show up, but |
| 06:00:00 | raptor | was your CPU at the time, taxed? |
| 06:00:00 | Zoomber | its a bit glitchy with loading, and it moves the windows |
| 06:00:00 | Zoomber | i dont remember.. |
| 06:00:00 | Zoomber | i think the version i just ran was more up to date |
| 06:01:00 | raptor | ok |
| 06:01:00 | Zoomber | ok, i am very confused why my <gibbed> server is being hosted on 016 |
| 06:01:00 | raptor | take note if your CPU is taxed if you see it again... |
| 06:01:00 | Zoomber | ok |
| 06:03:00 | Zoomber | bitfighter.sytes.net/016wierd.mov |
| 06:04:00 | Zoomber | the window keeps popping to the center whenver i change menus |
| 06:05:00 | raptor | that's funny |
| 06:05:00 | raptor | i saw that... |
| 06:05:00 | sam686 | thats only when entering or exiting editor i think.. |
| 06:06:00 | | Flynnn has joined |
| 06:06:00 | Zoomber | editor, and editor menus |
| 06:07:00 | sam686 | i don�t see any problem, more like you have problem with very slow recorder... |
| 06:07:00 | sam686 | i don�t get why you had to move window on top of bitfighter.. |
| 06:08:00 | raptor | sam686: remember the old windows95 days when a window would freeze and turn grey |
| 06:08:00 | raptor | then if you grabbed another windows and 'wiped' it over the frozen one, it would draw again |
| 06:09:00 | raptor | it would happen when the CPU was taxed heavily |
| 06:09:00 | Zoomber | thats what happened wiht me |
| 06:09:00 | Zoomber | with |
| 06:09:00 | sam686 | it sometimes happens to me on windows XP, but not while bitfighter, as it is continuously drowing the whole thing.. |
| 06:09:00 | raptor | yeah - i think Zoomber' |
| 06:09:00 | sam686 | drawing, not drowing.. |
| 06:09:00 | raptor | s CPU was under havey load at the time |
| 06:10:00 | raptor | heavy |
| 06:10:00 | Zoomber | i liked it better in windows 2000/xp when a window would freeze, and if you pulled another window over it, the frame of the old window would stay each frame you movmed it |
| 06:10:00 | Zoomber | so it would look like you had a hundred windows of one app stuck inside another |
| 06:10:00 | raptor | haha |
| 06:11:00 | sam686 | i remembered the old windows 98, pressing ctrl+alt+del, and dragging the close program will have that effect// |
| 06:11:00 | | BitfighterLogBot - Commit a8ab2f9ab4ed | Author: watusim...@bitfighter.org | Log: Eliminate GameGame class... this was never used, and makes things a bit messier |
| 06:11:00 | | BitfighterLogBot - Commit f69351ebddce | Author: watusim...@bitfighter.org | Log: Fixed team editor that I apparently broke in an earlier checkin |
| 06:11:00 | | BitfighterLogBot - Commit 44885e282eb9 | Author: watusim...@bitfighter.org | Log: Merge |
| 06:12:00 | watusimoto | @sam -- to make sure you saw it, thanks for your help with the wiki |
| 06:12:00 | sam686 | in windows paint in windows xp, using select tool, holding down shift and dragging will have an effect.\ |
| 06:13:00 | sam686 | kind of like i did here: http://96.2.123.136/bitfighter/draw1.png |
| 06:15:00 | raptor | watusimoto: sam686 found out that an unconfirmed signee for the forums can alter the wiki |
| 06:15:00 | raptor | and the fix is at the bottom here: http://www.mediawiki.org/wiki/Extension:PHPBB/Users_Integration#Community_Contributions |
| 06:15:00 | Zoomber | yeah sam686, thats exactly what i mean |
| 06:16:00 | raptor | however, unconfirmed still means that they are getting by my bot questions, or that they are exploiting mediawiki somehow |
| 06:17:00 | sam686 | might be possible some spammer might be a human spammers, that easily get past easy questions.. |
| 06:18:00 | raptor | yes, that is a possibility, too |
| 06:18:00 | raptor | evil humans |
| 06:22:00 | sam686 | so zoomber what happens to this in your video: http://96.2.123.136/bitfighter/grab00532.jpg it stayed exactly the same between frame 525 and 551 (33.8 seconds to 35.2 seconds). |
| 06:24:00 | raptor | good night everyone |
| 06:25:00 | Zoomber | good night raptor |
| 06:25:00 | sam686 | ok good raptor night |
| 06:25:00 | Zoomber | good raptor night? |
| 06:25:00 | Zoomber | @sam686 i am not sure why it froze frames for 2 seconds |
| 06:26:00 | sam686 | your video recorder probably is way too slow, 2 frames a second? |
| 06:30:00 | Zoomber | sam686, want to play a game? |
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| 15:07:00 | | BitfighterLogBot - Commit a5c04e2d8ecd | Author: sam8641 | Log: Add more stats, fix some TNL, added readBits64, add some protection against damaged stats data |
| 15:07:00 | raptor | sam686: you havent' gone to bed yet? |
| 15:08:00 | sam686 | my sleeping schedule is a bit off... |
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| 15:55:00 | watusimoto | I think we've got to merge editorGame and clientGame |
| 15:55:00 | watusimoto | but my first trial has gone horribly wrong |
| 15:55:00 | raptor | good morning |
| 15:55:00 | watusimoto | hi |
| 15:56:00 | watusimoto | the current separation is making the UIManager really messy |
| 15:56:00 | raptor | I must admit, I still am not following exactly what you want to do... |
| 15:56:00 | raptor | with the new UIManager and things.. |
| 15:57:00 | watusimoto | I want to get rid of globals |
| 15:57:00 | watusimoto | we need some way to pass gClientGame and gEditorGame around |
| 15:57:00 | | BitfighterLogBot - Commit 424d8cb87bff | Author: sam8641 | Log: Fix errors |
| 15:57:00 | watusimoto | and get rid of all the gXXXUserInterface vars |
| 15:57:00 | watusimoto | the UIManager handles the gXXUserInterface |
| 15:58:00 | watusimoto | and with lazy initialization it's an obvious improvement |
| 15:58:00 | watusimoto | so if we have an object that doles out UIs, where does that live? |
| 15:59:00 | raptor | as a global var :) |
| 15:59:00 | watusimoto | yes, possibly |
| 15:59:00 | watusimoto | that in itself would be an improvement |
| 15:59:00 | watusimoto | but I thought it might neatly live on the game object |
| 16:01:00 | watusimoto | but I implemented it such that each game has it's own UIManager |
| 16:01:00 | watusimoto | this is ok for gServergame, which has no UIs |
| 16:02:00 | watusimoto | but we get a quirky transition when moving from clientgame interfaces to editor interfaces |
| 16:02:00 | watusimoto | and the implementation currently works, but is horrible |
| 16:02:00 | watusimoto | if we merge editorgame and clientgame, we won't need to transition |
| 16:03:00 | watusimoto | and there's really not much difference (well, clientgame is much bigger, but there's not much conflict) |
| 16:03:00 | raptor | i haven't used the editor much to see many quirks |
| 16:04:00 | watusimoto | they're internal to the code |
| 16:04:00 | watusimoto | weird statics, for example |
| 16:05:00 | raptor | i find that the more complex stuff I want to do in c++, the more I feel like i'm just writing hacky code |
| 16:05:00 | raptor | and coming from java, i've been spoiled a bit... |
| 16:14:00 | watusimoto | with a good design, it need not be hacky |
| 16:14:00 | watusimoto | that's why I convinced my design is not quite right yet |
| 16:15:00 | watusimoto | ok, I'm reverting |
| 16:15:00 | watusimoto | I'll try again from a different abgle |
| 16:15:00 | watusimoto | angle |
| 16:15:00 | raptor | ok |
| 16:15:00 | raptor | still trying to decide what I should do next - I could get PNG working on Mac, but that is super tedious... |
| 16:15:00 | watusimoto | there's tons of cases |
| 16:15:00 | raptor | i'll start on the issue list again.. |
| 16:16:00 | raptor | except last two times I solved an issue, i wrote two more issues... |
| 16:20:00 | watusimoto | progress! |
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| 16:35:00 | sam686 | maybe it might be an option to get rid of diamond problem and virtual class. http://96.2.123.136/bitfighter/class_GoalZone.gif (the left is currently being used, right seems to look better?) |
| 16:40:00 | raptor | is this issue still valid?: http://code.google.com/p/bitfighter/issues/detail?id=74 |
| 16:44:00 | raptor | Zoomber: have you tested USB mouse issue on 016 dev since migrating the joystick code? Does it still crash? |
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| 17:34:00 | watusimoto | not sure -- I updated and can't build :-( |
| 17:36:00 | watusimoto | I'm getting tons of joystick related link errors... |
| 17:36:00 | sam686 | have joystick.cpp and JoystickRender.cpp included in build? |
| 17:38:00 | watusimoto | I think so |
| 17:40:00 | watusimoto | I keep forgetting to try a full build |
| 17:47:00 | | BitfighterLogBot - Commit 74c8a455b167 | Author: sam8641 | Log: Moving fillVector out of namespace seem to help with debugging in Visual C++, debugger forgets to add namespace when looking at global variable |
| 17:47:00 | sam686 | my small changes i have just made to global fillVector moving it out of namespace helps debugger (visual studio) see whats inside fillVector variables, there shouldn�t be much of a need to have static fillVector. |
| 18:00:00 | watusimoto | rebuild works |
| 18:02:00 | raptor | sam, is your IRC text encoding not UTF8? |
| 18:04:00 | sam686 | its the quotation marks and apoftrofe(misselled) |
| 18:04:00 | sam686 | like this? ''''' """"" ``` and this? ������ ��� |
| 18:04:00 | watusimoto | @r >>> that case is still valid |
| 18:04:00 | raptor | ah, so you're not really sending a real quotation mark - instead, one of those evil corruptions that wordprocessors use |
| 18:04:00 | raptor | watusimoto: ok |
| 18:04:00 | watusimoto | dragging vvertex to dock should delete it, I think |
| 18:05:00 | sam686 | logbot can�t handle it, seeing it as diamond question marks.. http://65.49.81.67/irclogs/index.php?date=2011-07-25 |
| 18:05:00 | raptor | logbot uses utf8 |
| 18:08:00 | sam686 | maybe hydrairc using custom characters for quotation marks... |
| 18:09:00 | raptor | except this just started about a week ago |
| 18:11:00 | sam686 | probably because i haven�t use quote character.. |
| 18:14:00 | sam686 | i see, could be something to do with my irc settings... |
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| 20:18:00 | raptor | wow, karamazovapy, people are having a hard time understanding the rules of this map contest... |
| 20:36:00 | raptor | curse Windows file case-insensitivity! |
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| 21:11:00 | zooooomber_ | hi |
| 21:15:00 | raptor | so there's a fundamental difference between the chat text in-game and the chat room |
| 21:15:00 | raptor | the in-game text passes the user name with it |
| 21:20:00 | zooooomber_ | yesh |
| 21:21:00 | zooooomber_ | seems easy for prople to make a sentence with lots of spaces at the end and type another player's name after, to make it look like somebody else said something |
| 21:21:00 | zooooomber_ | while in lobby, players all have differen't text colors and the name is always in the margin |
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| 21:53:00 | | BitfighterLogBot - Commit 9f8af80d47dc | Author: buckyballreaction | Log: Fix issue #104 - add indentation to multi-line in-game chat messages; also: - some magic number clean-up - better var names - fix include with wrong case |
| 21:59:00 | raptor | there - issue solved |
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