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| 00:25:00 | | raptor has joined |
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| 00:25:00 | raptor | watusimoto: still here? |
| 00:25:00 | raptor | e-mail you say"? |
| 00:26:00 | sam686 | I see a problem in http://bitfighter.org/gamereports/ it is writing ContestServ stats as server name "TESTING" |
| 00:27:00 | raptor | yes - saw that too - i wonder why that is? |
| 00:27:00 | sam686 | also, http://bitfighter.org/bitfighterStatus.json shows a server named "TESTING" |
| 00:28:00 | sam686 | Thats probably due to using /setservername and new name is not sent to master.. |
| 00:30:00 | sam686 | if used /setservername, only the new name will be sent to master after server reconnects to master.. |
| 00:42:00 | raptor | makes sense |
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| 01:15:00 | raptor | ok, i'm going to send watusimoto an e-mail about the Client game stuff |
| 01:31:00 | raptor | rats that doesn't work, i forgot |
| 01:33:00 | raptor | ok sent watusimoto an e-mail about the ClientGame stuff, i couldn't find yours so you are not CC'd; sorry |
| 01:36:00 | sam686 | couldn't fune my what? email? |
| 01:36:00 | sam686 | could not find my email or what? |
| 01:36:00 | raptor | yeah e-mail |
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| 02:24:00 | raptor | wow, he responed in e-mail faster than IRC! |
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| 04:27:00 | raptor | so I understand the idea to keep UI stuff separate from the Game |
| 04:28:00 | raptor | so what to do about those enums that are needed in the headers of both game.h and UIGame.h but can't be forward declared? |
| 04:28:00 | raptor | just make them U32? |
| 04:54:00 | raptor | sam686: are you around? |
| 04:55:00 | watusimoto | @r did I answer your question? |
| 04:55:00 | raptor | hi |
| 04:55:00 | raptor | yes-ish |
| 04:55:00 | watusimoto | ish? |
| 04:55:00 | raptor | I think I agree with your logic |
| 04:55:00 | raptor | but I don't know how to solve the compiling problem |
| 04:55:00 | watusimoto | you should -- it's in response to your case! |
| 04:56:00 | raptor | both game.h and UIGame.h need those enums: VolumeType, UIMode |
| 04:56:00 | watusimoto | I don;t really understand what the issue is |
| 04:56:00 | watusimoto | yes |
| 04:56:00 | raptor | but we're trying to avoid including the headers in each other |
| 04:56:00 | raptor | and enum cannot be forward declared |
| 04:56:00 | watusimoto | ah ok |
| 04:56:00 | raptor | (yes, thanks for considering that issue!) |
| 04:57:00 | raptor | so, answer is put them in a different header? |
| 04:57:00 | watusimoto | so if we define VT in game.h, we can include that in gameui.h right/ |
| 04:57:00 | raptor | but which? (or a new one?) |
| 04:57:00 | raptor | yes, we can do that |
| 04:58:00 | watusimoto | so then VT will be in both game and gameui... so where's the problem? |
| 04:58:00 | raptor | I think the problem was because sam said including game.h there really slowed down compiling |
| 04:58:00 | raptor | but that is most obvious solution, to me |
| 04:59:00 | watusimoto | it probably triggers a whole chain of compilations |
| 04:59:00 | watusimoto | no forward declarations, eh? |
| 04:59:00 | raptor | yeah - it would require a full recompile for you guys. and I know how you loathe to do it... |
| 04:59:00 | watusimoto | yes |
| 04:59:00 | raptor | (hence why have I so many 'fix compiling errors' commits... :) |
| 05:00:00 | raptor | I am so close to being done with ridding ourselves of the object mask... |
| 05:01:00 | raptor | i am a little stuck at the moment in this method: ship.cpp:1744 |
| 05:01:00 | raptor | LuaShip::getMountedItems |
| 05:02:00 | raptor | i'm trying to figure out the general logic of the method |
| 05:02:00 | raptor | so i can adapt |
| 05:04:00 | watusimoto | we could, as you say, stick the enum somewhere else |
| 05:05:00 | raptor | yes |
| 05:05:00 | watusimoto | getMountedItems... |
| 05:05:00 | watusimoto | looks crazy |
| 05:05:00 | raptor | but I think you will both need a full recompile after this mask removal is complete anyways... |
| 05:05:00 | watusimoto | who wrote that> |
| 05:05:00 | watusimoto | ? |
| 05:05:00 | raptor | yeah, i've been a bit confused... |
| 05:06:00 | watusimoto | ah, so what's your question? |
| 05:06:00 | raptor | what is that method doing? |
| 05:06:00 | raptor | is my question ^^ |
| 05:06:00 | raptor | :) |
| 05:06:00 | watusimoto | returning a list of items mounted to the ship |
| 05:06:00 | watusimoto | flags, balls, resource items |
| 05:06:00 | raptor | and that is for Lua to use, correct? |
| 05:07:00 | watusimoto | yes |
| 05:07:00 | raptor | it is populating the lua state with the request? |
| 05:07:00 | watusimoto | if you have a bot and it wants to know what its carrying... use this method! |
| 05:07:00 | watusimoto | it's creating a lua table, which is a little like an array |
| 05:08:00 | watusimoto | then populating that with carried items |
| 05:08:00 | raptor | ok, i still don't understand the purpose of the objectMask in it, though.. |
| 05:08:00 | watusimoto | and returning the list |
| 05:08:00 | raptor | especially if it already knows exactly whats on the ship with: thisShip->mMountedItems |
| 05:08:00 | watusimoto | well... objectType is a bitmask of all the different object types we might want to find |
| 05:09:00 | watusimoto | so |
| 05:09:00 | raptor | looks redundant |
| 05:09:00 | watusimoto | if you want to find all the flags you are carrying, you pass in flagType |
| 05:09:00 | watusimoto | I think |
| 05:09:00 | watusimoto | I think you call this function by doing a getMountedItems(type1, type2, type3,...) |
| 05:10:00 | raptor | ahhh |
| 05:10:00 | watusimoto | and you get a list of all moutned items of those types |
| 05:10:00 | raptor | ok |
| 05:10:00 | watusimoto | you should check the wiki |
| 05:10:00 | watusimoto | it might be documented there |
| 05:10:00 | watusimoto | if you pass no args, you get back a list of everything you are carrying |
| 05:11:00 | watusimoto | Lua has no bitwise operators |
| 05:11:00 | raptor | haha, only reference in the wiki is in 1st para here: http://bitfighter.org/wiki/index.php?title=Programming_robots |
| 05:11:00 | raptor | yes, we don't need bitwise anymore, either |
| 05:11:00 | watusimoto | which is why we have to pass all the types to be or'ed together by C++ |
| 05:11:00 | raptor | so with type numbers as U8, we'll have to do a findObjects on each one now |
| 05:12:00 | watusimoto | we need better docs |
| 05:12:00 | watusimoto | yes |
| 05:12:00 | watusimoto | but in reality, you'll probably specify 0 or 1 type |
| 05:12:00 | raptor | isn't there something like javadoc generation for c++? then we could actually comment the code and generate on the fly... |
| 05:12:00 | watusimoto | I can't see much applicatino for "give me a list of all the soccer balls and flags I'm carrying, but no resource items, please!" |
| 05:13:00 | raptor | haha |
| 05:13:00 | watusimoto | i hate javadocs |
| 05:13:00 | watusimoto | hate hate hate hate |
| 05:13:00 | watusimoto | hate |
| 05:13:00 | raptor | hahaha |
| 05:13:00 | watusimoto | javadpocs |
| 05:13:00 | watusimoto | hate them |
| 05:13:00 | watusimoto | but yes, there are comparable tools |
| 05:13:00 | raptor | hate writing them? reading them? or the fact they take up 3/4 of the code? |
| 05:14:00 | watusimoto | hate reading them, hate that the stucture is terrible |
| 05:14:00 | watusimoto | hate the stupid font |
| 05:14:00 | watusimoto | but yes, is we had a system like that for the lua code, that would be great |
| 05:14:00 | raptor | i'll be honest - i don't know of any better alternative - and they have been helpful to me in the past (as well as misdirecting me...) |
| 05:15:00 | raptor | i do not like how they are presented though.. |
| 05:15:00 | watusimoto | I'm a tech crumedgeon |
| 05:15:00 | raptor | seems like they try an gouge your eyes out |
| 05:16:00 | watusimoto | if you can find a system we could use, I'd keep them update |
| 05:16:00 | watusimoto | d |
| 05:16:00 | watusimoto | dyoxygen |
| 05:16:00 | watusimoto | I looked at that |
| 05:16:00 | watusimoto | that's similar |
| 05:16:00 | watusimoto | but we don;t need to document our whole api, just the lua bits |
| 05:16:00 | raptor | yes, i agree |
| 05:17:00 | raptor | ok, let me rework this method... |
| 05:19:00 | watusimoto | http://www.doxygen.org/http://www.google.com/url?sa=t&source=web&cd=1&ved=0CBwQFjAA&url=http%3A%2F%2Fwww.doxygen.org%2F&ei=KMNATpKXHNPQiALJzNybBQ&usg=AFQjCNGA9Lo4ZIKrHHGjIDEkdj4xC96cGQ&sig2=8sBB12j36efzdsZ5z9VM |
| 05:19:00 | watusimoto | http://www.doxygen.org/ |
| 05:19:00 | watusimoto | ignore the first link |
| 05:19:00 | watusimoto | feel free to add some notes about what it does |
| 05:20:00 | raptor | this is how the naev folks use it: http://wiki.naev.org/wiki/Coding_Style#Doxygen |
| 05:21:00 | raptor | they even use three spaces instead of tabs! |
| 05:21:00 | raptor | ha! |
| 05:29:00 | raptor | ok, almost have a method rewrite i'd like you to take a look at to keep me on the right track... |
| 05:30:00 | watusimoto | ok |
| 05:31:00 | raptor | here is the new beast: http://pastie.org/2343341 |
| 05:34:00 | watusimoto | falling asleep... |
| 05:34:00 | watusimoto | looks ok; what if the user passes no values? |
| 05:35:00 | raptor | not sure, did the old handle it? |
| 05:35:00 | watusimoto | does the outer look get run? |
| 05:35:00 | watusimoto | well, to get all objects, you'd pass no args, not 0 |
| 05:35:00 | raptor | ohhh |
| 05:36:00 | raptor | i'll have to pull that out of the loop, then... |
| 05:36:00 | raptor | one moment.. |
| 05:36:00 | watusimoto | yes, the old one handled it |
| 05:37:00 | watusimoto | if no args were passed, typemask statyed at intiialized value, which was 0 |
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| 05:39:00 | raptor | ok, reload the pastie |
| 05:41:00 | raptor | not super clean, but similar to the old, i guess |
| 05:43:00 | watusimoto | ok |
| 05:43:00 | watusimoto | what if I pass the args (1,2,0) |
| 05:43:00 | watusimoto | will I get dupes? |
| 05:44:00 | watusimoto | :-) |
| 05:44:00 | watusimoto | and how many dupes will I get? |
| 05:45:00 | raptor | making me think late i night... |
| 05:45:00 | raptor | if (objectType == 0 && tempVector.size() == 0) |
| 05:45:00 | raptor | yes? |
| 05:45:00 | watusimoto | why not |
| 05:45:00 | watusimoto | why not |
| 05:46:00 | watusimoto | why not iterate over the mounted items in the outer loop |
| 05:46:00 | watusimoto | and check them against teh requested types in the inner loop |
| 05:46:00 | watusimoto | that way each mounted item can, at most, get added to the list once |
| 05:46:00 | watusimoto | no dupes |
| 05:46:00 | raptor | yes, that is good idea |
| 05:47:00 | watusimoto | because your fix will only reduce the number of type1s from 3 to 2 |
| 05:47:00 | watusimoto | you;ll still have dupes |
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| 05:48:00 | raptor | i guess i do not understand the output of this method... |
| 05:48:00 | watusimoto | we're retirning a list of items that meet the requested criteria, no? |
| 05:48:00 | raptor | yes, but what if i am carrying 10 nexus flags? |
| 05:48:00 | raptor | will it return 1 or 10? |
| 05:49:00 | watusimoto | 20 |
| 05:49:00 | watusimoto | 10 |
| 05:49:00 | watusimoto | sorry |
| 05:49:00 | raptor | hahaha |
| 05:49:00 | watusimoto | if you request a list of all nexus flags you;re carryihg, you shoudl get 10 |
| 05:49:00 | raptor | ok |
| 05:50:00 | watusimoto | and if you speciyf (nexusflagtypenumber, nexusflagtypenumber,nexusflagtypenumber, 0) |
| 05:50:00 | watusimoto | you should still get 10 |
| 05:51:00 | raptor | ah, and that's where my loop breaks down... |
| 05:51:00 | raptor | ok |
| 05:51:00 | watusimoto | yes |
| 05:51:00 | raptor | i get it |
| 05:51:00 | watusimoto | good |
| 05:51:00 | watusimoto | once a flag meets one criteria, it's found; move on to next |
| 05:55:00 | watusimoto | hey, here's an idea |
| 05:55:00 | watusimoto | what if we made our composite types have negative type numbers |
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| 05:56:00 | raptor | um... U8? |
| 05:56:00 | watusimoto | so engineeredtypenumber might be -1 |
| 05:56:00 | watusimoto | U8, did you say? |
| 05:56:00 | raptor | they's still have to map to the normal types somehow |
| 05:56:00 | watusimoto | because it would be nice to be able to use composites with the bots |
| 05:57:00 | watusimoto | I suppose we could just reserve a few numbers for that puroise |
| 05:58:00 | raptor | so how would you map, logically or mathematically, both engineered types to the new number without using a mask or crazy boolean functions |
| 05:58:00 | raptor | ? |
| 06:03:00 | raptor | still awake? I have a revised method: http://pastie.org/2343341 |
| 06:03:00 | raptor | i'm fading fast, too... |
| 06:05:00 | raptor | oh my goodness it compiled |
| 06:12:00 | raptor | some goofy errors - let me see if i introduced them.. |
| 06:20:00 | raptor | yep, i sure did |
| 06:20:00 | raptor | great |
| 06:20:00 | raptor | well, i have to get to bed |
| 06:20:00 | raptor | good night |
| 06:23:00 | watusimoto | jnighy |
| 06:23:00 | watusimoto | faded\ |
| 06:23:00 | raptor | yeah, you're tired too |
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| 15:18:00 | | ChanServ sets mode +o raptor |
| 15:25:00 | raptor | good morning! |
| 15:48:00 | | watusimoto has joined |
| 15:55:00 | | Zooooooomber has joined |
| 15:56:00 | Zooooooomber | Why hello there Pointblank |
| 15:56:00 | raptor | hi Zooooooomber |
| 15:56:00 | Zooooooomber | ok raptor, here i a pastebin of my script |
| 15:56:00 | Zooooooomber | http://pastebin.com/1Vbr3Rxb |
| 15:59:00 | raptor | ok looking... |
| 15:59:00 | raptor | ok |
| 15:59:00 | raptor | huh, i don't see a problem... |
| 15:59:00 | | guest_ has joined |
| 16:01:00 | Zooooooomber | hi guest_ |
| 16:02:00 | raptor | Zooooooomber: |
| 16:02:00 | raptor | hehe |
| 16:02:00 | raptor | line 43 |
| 16:02:00 | raptor | random quotation mark at the end :) |
| 16:02:00 | raptor | remove it |
| 16:03:00 | Zooooooomber | aaaeeee ok |
| 16:04:00 | raptor | guest_ is from DC area... |
| 16:04:00 | raptor | must be Little Apple? or BlackBird? |
| 16:04:00 | Zooooooomber | raptor, testing |
| 16:04:00 | Zooooooomber | ok |
| 16:04:00 | Zooooooomber | now no errors, but it just says, TNL Service is DOWN.[Screen is terminating] |
| 16:05:00 | raptor | yup that looks like what it does |
| 16:05:00 | raptor | so no syntax errors |
| 16:06:00 | Zooooooomber | ok |
| 16:06:00 | Zooooooomber | so i got the script right |
| 16:06:00 | Zooooooomber | but screen terminates |
| 16:07:00 | Zooooooomber | maybe im having my "starrt up bitfighter |
| 16:07:00 | Zooooooomber | command in the wrong spot? |
| 16:07:00 | Zooooooomber | my apoligies for pressing enter furiously between sentences |
| 16:07:00 | raptor | yeah could be |
| 16:07:00 | Zooooooomber | ok, let me try moving it |
| 16:07:00 | raptor | wait |
| 16:07:00 | raptor | looks ok |
| 16:08:00 | Zooooooomber | right now its if [ $? == 1 ]; then # only mail if i haven't already screen /root/sam/exe/bitfighterd -IP:ANY:28000 if [ ! -f "$sendoncefile" ]; then echo "$message" | mail -s "$subject" " |
| 16:08:00 | raptor | does screen automatically terminate when you launch a command? |
| 16:08:00 | Zooooooomber | it only terminates for this command |
| 16:08:00 | Zooooooomber | probably i need to change directories to do this? |
| 16:08:00 | Zooooooomber | maybe this: |
| 16:08:00 | Zooooooomber | command cd /root/sam/exe screen ./bitfighterd ...... |
| 16:09:00 | Zooooooomber | maybe when i try to run bitfighterd with screen, its searchiing for levels in the current directory i am in? |
| 16:09:00 | raptor | if you ran this exact command on the command line, what happens?: screen /root/sam/exe/bitfighterd -IP:ANY:28000 |
| 16:09:00 | Zooooooomber | ahh, good idea |
| 16:10:00 | Zooooooomber | ah, it terminates |
| 16:10:00 | Zooooooomber | so the script is fine, that command just doesnt work |
| 16:10:00 | raptor | maybe you need quotes around the command: "/root/sam/exe/bitfighterd -IP:ANY:28000" |
| 16:10:00 | Zooooooomber | ok |
| 16:11:00 | Zooooooomber | ah, probably sohuld close quotes after bitfighterd though |
| 16:11:00 | Zooooooomber | ok, when i do this |
| 16:11:00 | Zooooooomber | "/root/sam/exe/bitfighterd" -IP:ANY:28000 |
| 16:12:00 | Zooooooomber | it must be searching for levels in the current directory im in |
| 16:12:00 | raptor | try: screen -dmS sessionName /root/sam/exe/bitfighterd -IP:ANY:28000 |
| 16:12:00 | Zooooooomber | ecuase it says "could not read any levels from file folder "" " |
| 16:12:00 | raptor | no, it is a problem with screen |
| 16:12:00 | raptor | oh yes |
| 16:12:00 | raptor | and that |
| 16:12:00 | raptor | you might have to add -rootdatadir |
| 16:12:00 | Zooooooomber | ill try that |
| 16:12:00 | raptor | have to focus on work for a bit... |
| 16:13:00 | Zooooooomber | ok |
| 16:13:00 | Zooooooomber | might go soon, if i dont catch you when i leave, see you alter |
| 16:13:00 | Zooooooomber | ok rootadatadir works thanks |
| 16:15:00 | Zooooooomber | ok, now the script is good |
| 16:15:00 | raptor | you might want to add the kill command right about the screen command just in case |
| 16:15:00 | raptor | right above |
| 16:16:00 | raptor | so if the ping fails, and the server is still running |
| 16:16:00 | Zooooooomber | you mean, kill a pervious instane of screen? |
| 16:16:00 | raptor | it is killed first |
| 16:16:00 | Zooooooomber | oh |
| 16:16:00 | Zooooooomber | i just tried ./check.sh and it started up the server fine |
| 16:16:00 | raptor | ok |
| 16:16:00 | raptor | just some thoughts.. |
| 16:16:00 | Zooooooomber | im trying to see if cron works now |
| 16:16:00 | Zooooooomber | ill make sure i note that though |
| 16:17:00 | Zooooooomber | now i need to know what the deal with cron is |
| 16:17:00 | Zooooooomber | im goign to try crontab -l to ese |
| 16:19:00 | Zooooooomber | is sam686 awake? |
| 16:19:00 | sam686 | hi |
| 16:20:00 | Zooooooomber | hi |
| 16:22:00 | Zooooooomber | ok cron is doing something |
| 16:24:00 | Zooooooomber | it seems crontab isnt working right, but thi is what i have in crontab: */2 * * * * "/root/sam/tnlping/check.sh" |
| 16:25:00 | raptor | runnign the script every two minutes |
| 16:25:00 | raptor | remove the quotes |
| 16:25:00 | Zooooooomber | ok, i tried that exact command from my Root folder directory and it works, but with cron, it is not working |
| 16:25:00 | Zooooooomber | i can remove the quotes, just tried adding them becuase it wasnt working without them either |
| 16:26:00 | raptor | ok |
| 16:26:00 | raptor | it shouldn't matter |
| 16:26:00 | Zooooooomber | ok ive gottena nother mail message |
| 16:26:00 | raptor | take a look |
| 16:26:00 | raptor | so it is runnign ok |
| 16:26:00 | raptor | but maybe the environment isn't set up properly |
| 16:26:00 | Zooooooomber | it mails me this: http://pastebin.com/hz7YpEK4 |
| 16:27:00 | Zooooooomber | but the server doesnt go online |
| 16:27:00 | Zooooooomber | ok |
| 16:27:00 | Zooooooomber | enviornment |
| 16:27:00 | raptor | haha |
| 16:27:00 | raptor | because of screen |
| 16:27:00 | raptor | you can't run screen from cron, I guess... |
| 16:27:00 | Zooooooomber | noooooooooooooooooooooooo |
| 16:27:00 | raptor | it needs a full fledged shell |
| 16:27:00 | Zooooooomber | but |
| 16:28:00 | Zooooooomber | maybe i dont even need to use Screen command? |
| 16:28:00 | raptor | correct |
| 16:28:00 | Zooooooomber | possible for it to stay up without it? |
| 16:28:00 | raptor | just add an '&' at the end of the line instead - to run in background |
| 16:28:00 | raptor | so ./bitfighterd -yadaydada & |
| 16:28:00 | Zooooooomber | so instead of screen "/root/sam/exe/bitfighterd" -IP:ANY:28000 -rootdatadir "/root/sa$ |
| 16:28:00 | Zooooooomber | "/root/sam/exe/bitfighterd" -IP:ANY:28000 -rootdatadir "/root/sa$& |
| 16:29:00 | Zooooooomber | oh sorry, the money sign just means it goes on |
| 16:29:00 | raptor | ok |
| 16:29:00 | raptor | add a sapce before teh & |
| 16:29:00 | raptor | space |
| 16:29:00 | Zooooooomber | ok |
| 16:29:00 | raptor | actually that might not matter, but makes it more readable |
| 16:30:00 | Zooooooomber | done |
| 16:30:00 | Zooooooomber | lets test! |
| 16:31:00 | Zooooooomber | aah! |
| 16:31:00 | Zooooooomber | it worked! |
| 16:31:00 | Zooooooomber | now i will try to crash it |
| 16:31:00 | sam686 | or use a /shutdown in a server |
| 16:31:00 | Zooooooomber | actually, thats good, now i must just make sure it stays up |
| 16:32:00 | Zooooooomber | yes, /shutdown would be a better diea |
| 16:32:00 | Zooooooomber | idea |
| 16:32:00 | Zooooooomber | oh no 666 messages |
| 16:33:00 | raptor | so the way to get rid of mail messages is not let a cron script output anything |
| 16:33:00 | raptor | i.e. get rid of any 'echo....' lines |
| 16:33:00 | Zooooooomber | ok |
| 16:34:00 | Zooooooomber | that i can do! |
| 16:34:00 | Zooooooomber | or i could add MAILTO= in my crontab? |
| 16:36:00 | Zooooooomber | trying without echo lines |
| 16:39:00 | Zooooooomber | didnt work. |
| 16:39:00 | Zooooooomber | gives me syntax errors without echo commands |
| 16:48:00 | Zooooooomber | ok, i think i got it fixed |
| 16:50:00 | Zooooooomber | oh my this isnt good |
| 16:54:00 | Zooooooomber | help! my server is corrupted |
| 16:54:00 | Zooooooomber | every two minutes, a new Bitfighter Main(); pops up |
| 16:57:00 | Zooooooomber | i cant stop it for some reason |
| 16:58:00 | Zooooooomber | @anyone, will having two ./check.sh scripts in two completley different folders affect each-other? |
| 16:58:00 | Zooooooomber | i made the necessary changes to the new ./check.sh script |
| 17:00:00 | | watusimoto Quit (Ping timeout: 263 seconds) |
| 17:01:00 | raptor | Zooooooomber: tell me your woes |
| 17:02:00 | Zooooooomber | raptor : i created a second shell script and told it to tnlping port 28020 instead of 28000 |
| 17:02:00 | Zooooooomber | i also tried all the same commands but changed the /hg/ directory from /sam/ to /sam2/ |
| 17:02:00 | Zooooooomber | however, it seems whenever i start up this shell script, it doesnt bind bitfighter Main(); to port 28020 |
| 17:02:00 | Zooooooomber | it binds it to some random port |
| 17:03:00 | raptor | sounds like the -IP:ANY:????? isn't working |
| 17:03:00 | raptor | not sure why |
| 17:03:00 | Zooooooomber | unfortonatley, TNLping is still searching for 28020, so it keeps running the script over and over |
| 17:03:00 | Zooooooomber | yes |
| 17:03:00 | Zooooooomber | ithats what it is |
| 17:03:00 | Zooooooomber | but i dont knwo why |
| 17:03:00 | Zooooooomber | maybe -rootdatadir is contradicting this? |
| 17:03:00 | raptor | can you start the server manuall with that and it is still random? |
| 17:04:00 | Zooooooomber | i start the server with ./check.sh or cron and it says it conects to bad port |
| 17:04:00 | Zooooooomber | i will try it manually |
| 17:05:00 | Zooooooomber | ok im trying it manually |
| 17:05:00 | Zooooooomber | root@bitfigher:~/sam2/tnlping# /root/sam2/exe/bitfighterd -IP:ANY:28001 -rootdatadir "/root/sam2/exe" Welcome to Bitfighter! No OpenAL support on this platform. Server connecting to master [IP:67.18.11.66:25955] |
| 17:06:00 | Zooooooomber | maybe ill try -ip after -rootdatadir |
| 17:06:00 | raptor | how do you check the port? |
| 17:07:00 | Zooooooomber | thats not doing it |
| 17:07:00 | | Flynnn has joined |
| 17:07:00 | Zooooooomber | i check what port it is by going on bitfighter and looking at the port |
| 17:07:00 | | LordDVG Quit (Ping timeout: 260 seconds) |
| 17:07:00 | Zooooooomber | its always some random port |
| 17:07:00 | Zooooooomber | hi flynnn |
| 17:09:00 | raptor | sam686 might know more about this problem than I |
| 17:09:00 | Zooooooomber | sam686, it seems if i open up a second server from the same IP: it binds it to any old port than the IP:ANY:PORT i specify it to bind to |
| 17:10:00 | sam686 | it starts dedicated as a random port number if a port is taken and can't be used |
| 17:11:00 | | LordDVG has joined |
| 17:11:00 | sam686 | by default will use port 28000, but adding -dedicated "IP:any:28003" will set the port number and try to user it.. |
| 17:11:00 | Zooooooomber | ok |
| 17:12:00 | Zooooooomber | i tried -IP:any:28010 and it bound the socket to some random port |
| 17:13:00 | sam686 | if it did bing to 28000, then you didn't set the command right |
| 17:13:00 | | Flynnn Quit (Ping timeout: 252 seconds) |
| 17:13:00 | sam686 | should be ./bitfighter -dedicated "IP:any:28010" (yours might be ./bitfighterd) |
| 17:13:00 | Zooooooomber | right now i have "/root/sam2/exe/bitfighterd" -IP:ANY:28020 -rootdatadir "/root/sam2/exe/" & |
| 17:14:00 | sam686 | you need -dedicated part |
| 17:14:00 | Zooooooomber | bitfighterd dedicated already? |
| 17:14:00 | Zooooooomber | or does the argument only work with -dedicated? |
| 17:15:00 | sam686 | quote problem? |
| 17:15:00 | Zooooooomber | oooooh |
| 17:15:00 | Zooooooomber | i see |
| 17:15:00 | Zooooooomber | i thought -ip was its own argument |
| 17:15:00 | Zooooooomber | thanks! |
| 17:15:00 | sam686 | it needs -dedicated, then a space, then quote the IP:any:28010 |
| 17:16:00 | Zooooooomber | testing |
| 17:16:00 | Zooooooomber | there we go |
| 17:17:00 | sam686 | try "/root/sam2/exe/bitfighterd" -dedicated "IP:ANY:28020" -rootdatadir "/root/sam2/exe/" |
| 17:18:00 | | LordDVG Quit (Ping timeout: 252 seconds) |
| 17:18:00 | Zooooooomber | very interesting |
| 17:19:00 | Zooooooomber | raptor or sam, i have tnl ping set to ping server="IP:74.122.199.250:28020" |
| 17:19:00 | Zooooooomber | however, i am getting mail that that is up when it is really down.. |
| 17:19:00 | Zooooooomber | wait |
| 17:19:00 | Zooooooomber | oh |
| 17:19:00 | Zooooooomber | tnevermind |
| 17:19:00 | raptor | :) |
| 17:19:00 | Zooooooomber | thats for my first ./check.sh script |
| 17:20:00 | Zooooooomber | ok, so i wonder why my second ./check.sh script isn't working |
| 17:20:00 | Zooooooomber | it works when I go manual |
| 17:20:00 | Zooooooomber | but not in cron for some reason |
| 17:20:00 | Zooooooomber | wait |
| 17:20:00 | Zooooooomber | oh, my mistake |
| 17:21:00 | | LordDVG has joined |
| 17:21:00 | Zooooooomber | works now |
| 17:22:00 | Zooooooomber | ill be back |
| 17:22:00 | Zooooooomber | later |
| 17:22:00 | | Zooooooomber Quit (Quit: Page closed) |
| 17:25:00 | raptor | sam686: are you working on something specific? |
| 17:26:00 | sam686 | nothing much.. |
| 17:26:00 | raptor | because I got my mask removal code to compile |
| 17:26:00 | raptor | and I see two bugs I need to track down... |
| 17:27:00 | raptor | but I am super busy for the next couple days and can't spend much time on it |
| 17:27:00 | raptor | want to take a look? |
| 17:27:00 | sam686 | yes.. |
| 17:27:00 | raptor | ok creating a server-side clone... |
| 17:30:00 | raptor | thre bugs... |
| 17:30:00 | raptor | three |
| 17:33:00 | raptor | ok sam686: http://code.google.com/r/buckyballreaction-maskremoval/source/checkout |
| 17:33:00 | raptor | pushed changes to there |
| 17:33:00 | raptor | i made a note about the three bugs in the latest commit message |
| 17:34:00 | | LordDVG Quit (Ping timeout: 276 seconds) |
| 17:35:00 | sam686 | ok, got the repository, now i will be testing it.. |
| 17:38:00 | sam686 | rendering items in editor is missing except polywall, but is still selectable (can't see it) |
| 17:38:00 | raptor | oh yeah, that's four... |
| 17:39:00 | sam686 | editor fails to save anything except polywall, as it probably didn't find anything except polwyall |
| 17:40:00 | | LordDVG has joined |
| 17:40:00 | sam686 | there is a problem with GrenadeProjectile and too many disabled collisions.. |
| 17:42:00 | raptor | yes, that is what I fell asleep on |
| 17:42:00 | sam686 | http://96.2.123.136/bitfighter/GrenadeProjectile.txt looks like it is trying to call grenadeProjectile over and over again, if it wasn't the TNLAssert, it will stack overflow |
| 17:43:00 | | iKoda has joined |
| 17:43:00 | raptor | well that's weird |
| 17:45:00 | raptor | that loop was there before |
| 17:45:00 | raptor | i think loops like for(;;) are evil |
| 17:46:00 | raptor | projectile.cpp:229 |
| 17:49:00 | sam686 | Might be something to do with setMaskBits(ExplodedMask) to avoid searching database with exploaded burst.. |
| 17:49:00 | raptor | ohhh... i didn't even see that |
| 17:50:00 | sam686 | oh, setMaskBits is for net mask, not database mask.. |
| 17:50:00 | sam686 | but, deleteObject is what sets the mask to DeletedTypeMask |
| 17:51:00 | sam686 | and clears all other masks. |
| 17:51:00 | sam686 | so, it will not search the database for anything in delete list |
| 17:52:00 | sam686 | the reason for delay delete is for netObject to update, to avoid disappearing burst with no explostion |
| 17:52:00 | raptor | deleted is a boolean now |
| 17:53:00 | raptor | in gridDB.h: bool deleted; |
| 17:53:00 | | LordDVG Quit (Ping timeout: 258 seconds) |
| 17:53:00 | sam686 | probably should be mObjectTypeNumber = DeletedTypeNumber |
| 17:53:00 | raptor | we can't do that |
| 17:53:00 | raptor | well actually |
| 17:53:00 | raptor | i don't know |
| 17:54:00 | sam686 | before it was mObjectTypeMask = DeletedType, which will clear all other bit mask |
| 17:54:00 | raptor | ohhh |
| 17:54:00 | raptor | i didn't know it cleared it all |
| 17:54:00 | raptor | i thought that that information was kept |
| 17:55:00 | sam686 | if it is deleted, why have it in part of database search? was that way before typeMask to typenumber conversion |
| 17:56:00 | raptor | yes, you are right |
| 17:56:00 | | LordDVG has joined |
| 17:59:00 | sam686 | what is: phantom outlines of barriers on some levels, which level have the problem? |
| 18:00:00 | raptor | let me make one for you... |
| 18:01:00 | raptor | actually do the following: host a game normally |
| 18:01:00 | raptor | then go to the editor |
| 18:01:00 | raptor | add a few invisible barriers |
| 18:01:00 | raptor | and test the level |
| 18:02:00 | sam686 | i don't see anything at all, nothing, no barriers, no blue lines |
| 18:02:00 | sam686 | when testing from editor |
| 18:02:00 | raptor | ok, i make screenshot |
| 18:03:00 | raptor | http://96.2.123.136/upload/screenshot_0.png |
| 18:05:00 | sam686 | ok... don't know why i don't get that lines, maybe you didn't do full rebuild? |
| 18:05:00 | raptor | i alwys do full rebuild |
| 18:06:00 | raptor | all i haad to do was host a game first, then go to the editor and test an empty level |
| 18:07:00 | sam686 | comes up no ghosting blue lines on my end.., is it any map or only CTF1? |
| 18:08:00 | | guest_ Quit (Ping timeout: 252 seconds) |
| 18:08:00 | | guest has joined |
| 18:09:00 | raptor | only ctfg1 |
| 18:09:00 | raptor | really weird |
| 18:11:00 | raptor | let's ignor that one fo rnow |
| 18:12:00 | sam686 | is Barrier::mRenderLineSegments being cleared at all? |
| 18:13:00 | raptor | didn;t think i touched that... |
| 18:13:00 | sam686 | in GameType.cpp line 2379, that is where it clears old BarrierLines, is it getting to that line or not? |
| 18:14:00 | sam686 | during runtime |
| 18:14:00 | | iKoda Quit (Read error: Connection reset by peer) |
| 18:14:00 | | iKoda has joined |
| 18:16:00 | sam686 | unless there a problem in Barrier::unionBarriers and zero barriers.. |
| 18:17:00 | raptor | problem might be that BarrierType was used for lots of things, now it is only for one thing... |
| 18:18:00 | sam686 | in barrier.cpp line 379, try adding if(barrierList.size() != 0) |
| 18:18:00 | sam686 | for clipRenderLinesToPoly and see if it is still there.. |
| 18:20:00 | raptor | actually, i think it needs to be: game->getGameObjDatabase()->findObjects((TestFunc)isWallType, barrierList); |
| 18:21:00 | sam686 | polywall is barrierTypeNumber during game play, but maybe not editor... |
| 18:22:00 | raptor | yes, I am thinking that the editor used the BarrierType mask for multiple things... but we can't do that now.. |
| 18:24:00 | raptor | ok my change did nothing |
| 18:24:00 | raptor | also, i added polywalls to the editor |
| 18:24:00 | raptor | then removed them, and now they leave outline, too |
| 18:24:00 | raptor | i bet it has to do with that 'deleted' problem... |
| 18:26:00 | sam686 | i will try in my linux, will take some time to compile.. |
| 18:38:00 | | raptor has left |
| 18:40:00 | sam686 | looks like the problem happens in linux only, it happen on my linux.. |
| 18:41:00 | sam686 | if you start editor, add polywall and test, then move polywall and test again, the old one shows up there.. |
| 18:43:00 | | raptor has joined |
| 18:43:00 | | ChanServ sets mode +o raptor |
| 18:43:00 | raptor | yep, that's the problem |
| 18:44:00 | raptor | i'm actually suprised that there aren't more bugs... |
| 18:45:00 | raptor | so you think the grenade issue is with deleted? |
| 18:46:00 | sam686 | yes, in GameObject::deleteObject |
| 18:46:00 | sam686 | setting mObjectTypeNumber = 252; (or some unused number) fixes the problem |
| 18:50:00 | raptor | ok, let me try this out... |
| 18:50:00 | raptor | sorry that I am sporadic in my focus - lots to do at work |
| 18:51:00 | sam686 | another problem, editor saves 2 same polywalls of what should be only 1 polywall, on top of eachother |
| 18:52:00 | raptor | it works!! |
| 18:52:00 | raptor | let me update the clone |
| 18:55:00 | sam686 | in lbarrier.cpp line 365, i stick in a printf("BarrierCount: %i\n", barrierList.size()); and it prints 4 when there is only 1 polywall |
| 18:56:00 | sam686 | in windows, it prints only 2, for 1 polywall |
| 18:57:00 | raptor | after unpackPolygons? |
| 18:57:00 | sam686 | before clipRenderLinesToPoly, after findObjects |
| 18:58:00 | raptor | 365? |
| 18:58:00 | sam686 | in Barrier::prepareRenderingGeometry( |
| 18:58:00 | raptor | ok |
| 18:58:00 | sam686 | line 378.. |
| 18:59:00 | sam686 | ops, i insert the printf at the wrong line for windows.. |
| 18:59:00 | raptor | i get zero consistently from editor, but a correct number when hosting |
| 18:59:00 | raptor | for barriers |
| 19:00:00 | sam686 | in editor, if you do only 1 polywall, does it show up as 1, or 4? |
| 19:00:00 | sam686 | when testing |
| 19:01:00 | raptor | shows as 2 |
| 19:01:00 | raptor | haha |
| 19:01:00 | sam686 | test again, now does it show 4? |
| 19:01:00 | raptor | still 2, three times in a row |
| 19:01:00 | sam686 | the reason for 2, is editor is saving the same polywall twice |
| 19:02:00 | raptor | added two polywalls... |
| 19:02:00 | sam686 | move polywall, then test again? |
| 19:02:00 | raptor | now says 4 |
| 19:02:00 | raptor | still two |
| 19:02:00 | raptor | 2 |
| 19:02:00 | raptor | moved and moved |
| 19:02:00 | raptor | still two |
| 19:02:00 | raptor | i pushed another change for deleted object |
| 19:03:00 | raptor | if you want to update from my clone |
| 19:03:00 | raptor | i think the problem is that in many cases PolyWall was considered a BarrierType |
| 19:04:00 | raptor | also WallSegmentType was BarrierType |
| 19:04:00 | raptor | great |
| 19:12:00 | | zoomber_laptop has joined |
| 19:12:00 | zoomber_laptop | hi ikoda, guest, karamazovapy, lordDVG |
| 19:12:00 | raptor | now i'm searching for all uses of BarrierType and altering them to include polywalls or wallsegment |
| 19:14:00 | zoomber_laptop | ok |
| 19:14:00 | raptor | hi zoomber_laptop, was talking to myself, i think |
| 19:15:00 | zoomber_laptop | actually, |
| 19:15:00 | zoomber_laptop | when client hosts a game from "host game" menu, they create their own mServerGame? |
| 19:16:00 | sam686 | yes |
| 19:16:00 | sam686 | but it is mostly gServerGame.. |
| 19:17:00 | zoomber_laptop | possible to control a remote gServerGame of another server? |
| 19:19:00 | LordDVG | hi zoomber_laptop |
| 19:19:00 | sam686 | looks like problem with phantom outlines of barriers on some levels is gone after fixing deleteObject problem |
| 19:20:00 | raptor | yes, i noticed that too.. |
| 19:20:00 | raptor | now to missing objects in editor... |
| 19:22:00 | raptor | good catch sam686 |
| 19:33:00 | | zoomber_laptop Quit (Quit: zoomber_laptop) |
| 19:34:00 | sam686 | with the lack of TypeMask, you can remove typedef U64 BITMASK; |
| 19:34:00 | sam686 | in gridDB.h |
| 19:34:00 | raptor | thanks |
| 19:35:00 | raptor | i'm getting BarrierCount: 4 with one Polywall now |
| 19:35:00 | sam686 | is the editor loaded with 1 or 2 polywall (move polywall to find out) |
| 19:35:00 | raptor | 1 |
| 19:35:00 | raptor | i just added another polywall: now count is 6 |
| 19:36:00 | sam686 | delete all polywall and test? |
| 19:36:00 | raptor | 0 |
| 19:36:00 | raptor | added one back: 2 |
| 19:36:00 | sam686 | something seems strange to why it is 4 for only 1 polywall... |
| 19:37:00 | sam686 | 1. fix editor saving polywall as 2 lines in level file |
| 19:37:00 | sam686 | 2. fix something that is creating another doubles.. |
| 19:37:00 | raptor | i think it has to do with BarrierType being added to so many things before... |
| 19:38:00 | | watusimoto has joined |
| 19:38:00 | raptor | in gametype.cpp:2402 |
| 19:38:00 | raptor | there is getGame()->deleteObjects(BarrierTypeNumber); |
| 19:38:00 | raptor | should that be more than just that one? |
| 19:39:00 | sam686 | server first send s2cAddBarriers(verts.size()==0, ..., ...) |
| 19:40:00 | sam686 | then it sends all non-zero size verts of all barrers |
| 19:40:00 | raptor | i mean should is be WallType now? since WallType = BarrierType + PolyWallType |
| 19:41:00 | sam686 | i guess yes, but not sure if that will create problems.. |
| 19:41:00 | raptor | in a way, it is good we are removing mask, because it is forcing us to clean up some of this hierarchy mess |
| 19:49:00 | raptor | ok, so I need a name for a category that both polywall and barrier can fit in: How about 'Wall'? |
| 19:49:00 | sam686 | i guess that sounds about right: WallType |
| 19:50:00 | raptor | problem is, a Barrier is not a subclass of WallItem in barrier.cpp |
| 19:50:00 | raptor | so should I rename WallItem to something? |
| 19:50:00 | sam686 | not sure on wallitem |
| 19:52:00 | raptor | i'm goign to ignore wall item for now... |
| 20:01:00 | raptor | found another bug: can't pick up health |
| 20:06:00 | | Flynnn has joined |
| 20:10:00 | raptor | ok sam686 fixed barriers in editor |
| 20:10:00 | raptor | if you pull from my clone again... |
| 20:11:00 | raptor | that leaves three bugs that I know: |
| 20:11:00 | | iKoda Quit (Ping timeout: 250 seconds) |
| 20:11:00 | raptor | 1. duplicate walls in editor sometimes |
| 20:11:00 | raptor | 2. ship cannot pick up health/energy item |
| 20:11:00 | | iKoda has joined |
| 20:11:00 | raptor | 3. many objects disappear in editor |
| 20:12:00 | raptor | I don't know if #1 is my fault, but 2 and 3 definitely are |
| 20:23:00 | karamazovapy | CHIMICHANGA! |
| 20:23:00 | | guest Quit (Ping timeout: 252 seconds) |
| 20:24:00 | karamazovapy | Pointblank |
| 20:25:00 | karamazovapy | Hello Pointblank! |
| 20:31:00 | raptor | Pointblank is just learning and learning, never speaking |
| 20:50:00 | iKoda | Must be the perfect guy to on holiday with |
| 20:51:00 | iKoda | +go |
| 20:51:00 | iKoda | Somewhere in that phrase... |
| 20:52:00 | raptor | one day he will reach sentience |
| 21:01:00 | iKoda | What are you up to guys |
| 21:01:00 | raptor | breaking stuff |
| 21:04:00 | iKoda | Cmon give more details |
| 21:07:00 | raptor | ok |
| 21:08:00 | raptor | my current project has to do with eliminating an 32 bit object mask and turning it into an 8bit object type number |
| 21:08:00 | raptor | and all the fun that comes with come parts of the code using the masks as flags instead of descriptions |
| 21:09:00 | raptor | but, i think our SDL migration is pretty complete now |
| 21:09:00 | raptor | no going back... |
| 21:09:00 | raptor | oh and we implement PNG screenshots |
| 21:10:00 | raptor | but really we are just doign lots of refactor and trying to reduce the issue list on google code... |
| 21:17:00 | karamazovapy | your description of pointblank creeps me out a little bit |
| 21:17:00 | raptor | it's the quiet ones you need to worry about |
| 21:19:00 | karamazovapy | ...so what is it actually? |
| 21:19:00 | raptor | some experiment of Zoomber's |
| 21:19:00 | raptor | it actually has language analysis built it |
| 21:20:00 | raptor | so Zoomber can switch it from learning to speaking one of these days, and it should have a higher success of intelligent response |
| 21:21:00 | karamazovapy | I don't buy it |
| 21:21:00 | raptor | it can take subphrases of sentences we say here and piece them together |
| 21:21:00 | karamazovapy | notifitcan'ttellwhatwe'reactuallysaying!hahahahaha |
| 21:22:00 | karamazovapy | YOUWILLNEVERTAKEMEALIVEPOINTBLANK. |
| 21:22:00 | raptor | haha |
| 21:22:00 | | LordDVG Quit (Remote host closed the connection) |
| 21:22:00 | raptor | and that's why AI should fear man - chaos will win |
| 21:31:00 | | iKoda Quit (Ping timeout: 255 seconds) |
| 21:38:00 | | iKoda has joined |
| 21:44:00 | raptor | refactor refactor refactor refactor |
| 21:45:00 | iKoda | Raptor refactoring iz good |
| 21:46:00 | raptor | it gives the illusion I making progress... |
| 21:46:00 | iKoda | Yes |
| 21:47:00 | iKoda | Then you realize you don't have any new feature for the users |
| 21:47:00 | iKoda | So you feel bad |
| 21:47:00 | iKoda | But satisfied |
| 21:47:00 | iKoda | At the same time |
| 21:47:00 | raptor | haha, so true... |
| 21:47:00 | raptor | how are you hedgewars guys doing? |
| 21:48:00 | iKoda | Well for the iOS port I'm doing a lot of refactoring |
| 21:48:00 | iKoda | Like you are doing |
| 21:48:00 | iKoda | :p |
| 21:48:00 | raptor | is most of your work just Mac compatibility? |
| 21:48:00 | iKoda | Naw |
| 21:49:00 | raptor | i mean - the handling of the Mac OS in relation to the project |
| 21:49:00 | iKoda | iOS mostly, but I try to do also some GUI improvments |
| 21:49:00 | raptor | Apple OS |
| 21:49:00 | raptor | whatever |
| 21:49:00 | iKoda | I'm not into algorithms or weapon development |
| 21:50:00 | raptor | ah ok |
| 21:51:00 | raptor | does QT run on iOS? |
| 21:51:00 | iKoda | Nope |
| 21:51:00 | raptor | so you had to do a completely different front-end? |
| 21:51:00 | iKoda | Yep |
| 21:51:00 | raptor | with SDL? |
| 21:51:00 | iKoda | No plain objc |
| 21:51:00 | raptor | ah |
| 21:51:00 | raptor | ugh |
| 21:52:00 | iKoda | Could have been worse.. |
| 21:53:00 | iKoda | Qt non on iOS is silly though |
| 21:53:00 | raptor | soo... QT is silly? |
| 21:53:00 | iKoda | Tis happens when an open framework is driven by a company |
| 21:54:00 | raptor | do you think it was a wise decision to go with QT for the desktop OS front-end of hedgewars? |
| 21:56:00 | raptor | or is that a touchy subject... |
| 22:05:00 | iKoda | N it is not touchy |
| 22:05:00 | iKoda | What other options are there anyways? |
| 22:05:00 | raptor | GLUT :) |
| 22:05:00 | iKoda | Gtk is not so cross platform and wxwidgets is ugly |
| 22:05:00 | raptor | ok not really |
| 22:06:00 | raptor | pure SDL wasn't good enough? |
| 22:06:00 | raptor | i guess SDL uses widget bindings for wx |
| 22:06:00 | raptor | which is ugly |
| 22:14:00 | | guest has joined |
| 22:26:00 | iKoda | The only thing I dislike about our setup |
| 22:26:00 | iKoda | Besides using freepascal.... |
| 22:26:00 | raptor | :) |
| 22:27:00 | iKoda | Is that the front end calls the engine in a separate process |
| 22:27:00 | raptor | is that avoidable with the various languages you use? |
| 22:28:00 | iKoda | Yeah but requires some work that nobody wants to do |
| 22:28:00 | iKoda | :p |
| 22:28:00 | raptor | ahh.. one of those bugs... |
| 22:29:00 | raptor | pure tedium I bet |
| 22:30:00 | iKoda | :D |
| 23:02:00 | raptor | sam686: i foudn that when you load a file into the editor (in my clone) it duplicates all the walls |
| 23:02:00 | raptor | I have been going through my changes and cannot find what I did to make that happen... |
| 23:07:00 | | iKoda Quit (Remote host closed the connection) |
| 23:08:00 | raptor | it's saving duplicate objects to file some how... |
| 23:10:00 | | iKoda has joined |
| 23:11:00 | iKoda | Yeah, plus gsoc is keeping everyone pretty busy |
| 23:12:00 | raptor | i can only imagine what it takes to get your game on android... |
| 23:13:00 | iKoda | Our game is the living proof that technology CAN be interoperable! |
| 23:13:00 | raptor | haha |
| 23:14:00 | iKoda | I wonder if you guys are interested in joining gsoc next year... |
| 23:14:00 | raptor | we are probably way too small... |
| 23:15:00 | raptor | 'not notable' according to wikipedia overlords |
| 23:15:00 | raptor | they even deleted the history and talk page after deleting our game page.. |
| 23:16:00 | iKoda | Yeah we risked that too |
| 23:16:00 | iKoda | Buuut being small is not a real problem |
| 23:16:00 | raptor | how did you convince the wiki-gods? |
| 23:17:00 | iKoda | I wasnt yet really involved in the proj back then |
| 23:18:00 | raptor | sam686: fixed duplicate wall problem |
| 23:18:00 | iKoda | But being small shouldn't be a showstopper |
| 23:19:00 | raptor | i keep joking that someday we'll port bitfighter to java... |
| 23:19:00 | raptor | maybe that could be a GSOC project? :) |
| 23:21:00 | iKoda | Java is so old fashioned |
| 23:22:00 | raptor | .NET? |
| 23:22:00 | iKoda | Port it to objc!!! |
| 23:22:00 | raptor | wait what |
| 23:22:00 | iKoda | Yup |
| 23:22:00 | raptor | i have never heard someone EVER say to port something to Obj-C |
| 23:28:00 | raptor | well gotta go. see you all later |
| 23:29:00 | | raptor Quit (Remote host closed the connection) |
| 23:58:00 | | iKoda Quit (Quit: K thx bai) |