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IRC Log for 2011-11-06

Timestamps are in GMT/BST.

00:07:00raptorbrb
00:07:00raptor Quit (Remote host closed the connection)
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00:37:00raptorso i just found out that team switching logic is entirely client-side
00:51:00Watusimotowhat do you mean -- no server checks?
00:51:00raptorthe two minute timer is client side
00:52:00raptorthere is a boolean serverside set via RPC: mCanSwitchTeams
00:52:00raptorbut a hacked client doesn't need to send that...
00:52:00raptorso
00:53:00raptordo we even want the two minute timer?
00:53:00Watusimotoyou mean if we have other change team controls in place?
00:55:00Watusimotothat limit was added because of players switching like crazy
00:56:00Watusimotoif we have other limits, like can only switch from stronger team to weaker one, the time limit may not be needed
00:58:00Watusimotoin fact, I find the time limit to be annoying at times
01:06:00Watusimotoanother critical bugfix, coming your way!
01:06:00raptorback
01:07:00BFLogBot - Commit e9f422002c16 | Author: watusim...@bitfighter.org | Log: Color names
01:07:00BFLogBot - Commit a7ff73fe2983 | Author: watusim...@bitfighter.org | Log: BUGFIX: Credits spacing now properly calculated -- was "clumpy" before. Also reduced blank areas in credits.
01:09:00Watusimotoalso reduced memory use by 2 bytes
01:10:00raptori'd say remove or reduce the timer to like 10 seconds - i've found it annoying, too
01:11:00Watusimotoas always, the idea is to allow "good" team changes and disallow "bad" ones
01:11:00Watusimotoswitching to weaker team should always be allowed
01:11:00Watusimotoweaker as in losing
01:11:00raptoryes... I am trying to code in the 5%/1min thing as a server option defaulted to off
01:12:00Watusimotowill that have a switch to weaker team exemption?
01:12:00raptorok, timer for going to stronger team...
01:12:00raptorsure, why not?
01:13:00Watusimotomaybe if you try to switch to a stronger team in the last minute, the error message should be "sorry, Little_Apple, but can't do that."
01:13:00Watusimotolike HAL in 2001
01:13:00raptorhaha
01:14:00raptorI have never seen seen anyone try and switch to a weaker team in the last min. of a game
01:15:00Watusimotoexactly
01:15:00WatusimotoI'm off to bed... 2:15Am here
01:15:00raptorgood night
01:15:00Watusimotomy kids are dying to play risk with me tomorrow am, so I can't sleep too late...
01:15:00raptorhaha, awesome!
01:16:00Watusimotoand I actually need to be at work early on Monday. It's my first official day.
01:16:00Watusimotobecause...
01:16:00WatusimotoI got my visa!!
01:16:00raptor!!!
01:16:00raptorhooray!
01:16:00raptoroh good
01:16:00raptori'm glad
01:16:00Watusimotoyes. so now the question comes up about whether I should get back pay from Sep 1
01:16:00Watusimotowell, wehter I will get it. Clearly I should.
01:17:00Watusimotobut that's a battle for next week.
01:17:00raptorgood luck in it
01:17:00Watusimotoso anwyay... good night
01:17:00Watusimotothanks!
01:17:00raptorgood night
01:18:00raptori have to try out your latest game-changing commits..
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03:01:00karamazovapy<raptor> hav eyou seen this?: http://code.google.com/p/bitfighter/issues/detail?id=140
03:01:00karamazovapy<raptor> i don't understand it...
03:01:00karamazovapysky_lark was trying to fix Hamster's level "Plumbing"
03:01:00karamazovapysam's explanation is correct
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08:43:00CrazyLinuxNerdwow, almost didn't recognize you there zoomber
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15:40:00sam686Editor 016 have a problem, can't click and drag spawn points after loading level that have spawn points (not a problem adding new spawn points)
15:41:00raptoryay
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16:03:00BFLogBot - Commit dc0e6979d265 | Author: buckyballreaction | Log: CrazyLinuxNerd's PS3 axis button patch (with minor alterations). Also, added support for similar buttons on the XBox360 joystick
16:22:00Watusimoto Quit (Ping timeout: 258 seconds)
16:23:00raptorI fully expect that we're going to release 016, then half of all the joystick users will have something broken - then we get to fix it for 016a
16:24:00raptorhi sam686, can you test the latest joystick commit - i want to make sure that rendering the new buttons doesn't crash controllers that don't have them..
16:28:00raptorbe back in a few hours...
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18:42:00karamazovapyI did not expect to see zoomber as Patrick_Chewing
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19:38:00raptorhaha, that neverending story thread cracks me up
19:38:00raptoryou can definitely tell BlackBird and LA are siblings...
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19:56:00raptorWatusimoto: did we ever consider moving joystick profiles to an easily editable text file?
19:57:00raptorand if not - would that be helpful?
19:59:00WatusimotoWatusimoto: did we ever consider moving joystick profiles to an easily editable text file? <<< we talked about it
19:59:00WatusimotoI want to do it
19:59:00WatusimotoI think they should be in the INI
19:59:00raptorok
19:59:00raptorthe main INI?
20:00:00Watusimotosure -- where else
20:00:00Watusimoto?
20:00:00Watusimotojoysticks.ini?
20:00:00raptoruhhh...
20:00:00raptoryes?
20:00:00Watusimotohmmm
20:01:00Watusimotoso what would be in there? one section per joystick with a bunch of key-value pairs that defined what's currently hardcoded in the cpp files?
20:01:00raptori can put it in the normal INI with a section name like: JoystickProfile_XBOX360
20:01:00raptoryes
20:01:00raptorthat is exactly what i'm thinking
20:01:00Watusimotook
20:01:00Watusimotosure
20:01:00Watusimotomakes sense, I guess
20:01:00Watusimotowe'll read it once on startup
20:02:00Watusimotoand maybe at some point we'll add an editor for it
20:02:00Watusimotosure
20:02:00raptorokey doke
20:02:00Watusimotoprobably cleaner than polluting the main ini
20:02:00raptorwait
20:02:00raptorso yes to a joystick INI?
20:03:00raptori was actually agreeing to your one-section-per-joystick
20:03:00raptorin the main ini
20:04:00raptorthe system INI for unreal tournament 2004 is 1194 lines long
20:04:00Watusimotooh, I see
20:05:00Watusimoto1194?
20:05:00raptorthen they have a User.ini
20:05:00WatusimotoI think we shoudl go with joystick.ini
20:05:00raptorthat is 766 lines
20:05:00raptorno documentation
20:05:00Watusimotoor joystick_defs.ini
20:05:00raptorOK
20:05:00Watusimotoor someting
20:05:00Watusimotomost users won't edit that stuff
20:06:00Watusimotoit's not really joystick settings
20:06:00Watusimotoanother possibility is to relegate some of the joystick handling to lua
20:06:00Watusimotoor at least the config
20:06:00raptor?
20:06:00raptorexplain
20:06:00Watusimotowell... not sure I can
20:07:00Watusimotobut if the ini becomes too convoluted, we can do the config in lua
20:07:00Watusimotoor have actual lua functions do the joystick stuff
20:07:00Watusimotobut if the ini can be done in a clean way, then that's probably better and easier
20:08:00WatusimotoI'm thinking that it will become clear pretty quickly
20:08:00raptorI don't see why it couldn't be done in a clean way
20:08:00Watusimotook
20:08:00Watusimotoone thing I was thinking is that we should have a method somewhere for drawing buttons
20:08:00Watusimotobecuase we render lots of different joystick buttons
20:09:00raptorlike how?
20:09:00raptoryes
20:09:00raptorit definitely needs to be cleaned up
20:09:00Watusimotoso we have a c++ method renderJoystickButton(JoystickButtonType, x, y, etc.)
20:09:00Watusimotoand we have an enum that specifies all the buttons we know how to render
20:10:00Watusimotowell, where am I going with this?
20:10:00Watusimotowe'll need to allow the INI to specify which button gets rendered for each button on the joystick
20:10:00WatusimotoI guess that's where I'm going
20:11:00Watusimotobut the rendering itself can be done in c++ from a predefined library of buttons
20:11:00Watusimotowhich we can add to if we want to support a new type of stick
20:11:00Watusimotothough i think most sticks can be supported with the buttons we have
20:11:00Watusimotoright now, I think button rendering is all over the place
20:11:00raptorit is
20:12:00Watusimotowhatever.. this is a detail that will probably take care of itself
20:12:00Watusimotoso yes, I'm in support
20:13:00raptorok
20:14:00raptorI figure there'll be a mapping (In-game button=SDLraw) Button1=5
20:14:00raptorand maybe a render option: Button1RenderShape=circle
20:14:00raptorand Button1RenderString=X
20:15:00raptorunless you can think of some better way to order the data?
20:19:00raptorbrb
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20:57:00raptorback
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21:23:00Watusimotoummm... we could enumerate all button combinations
21:23:00Watusimotothat's the only alternative
21:24:00Watusimotoor we could do shape, color, label as 3 different things
21:24:00Watusimotowhich is what you were suggesting
21:54:00Watusimotoodd... when I try to enter f7 diagnostics screen, the game crashes
21:54:00Watusimotosomething in the joystick config is now screwed up, I think
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22:29:00raptormy fault!!
22:29:00raptorWatusimoto: still around?
22:29:00Watusimotoyup
22:29:00raptorif you haven't found the crash, i think i know it...
22:31:00raptorwhich joystick are you using?
22:31:00WatusimotoI'm using keyboard
22:32:00Watusimotoit's looking for an out-of-bounds array index
22:32:00raptoryeah, umm... myfault
22:32:00Watusimotologitec wingman
22:32:00Watusimotostring labels[10] = { "A", "B", "C", "X", "Y", "Z", "", "", "T1", "T2" };
22:32:00Watusimotoit's looking for index 14
22:33:00sam686JoystickRender.cpp line 336 somehow buttonIndex is a bit too high..
22:33:00WatusimotobuttonIndex gets set to 14 for button_9
22:33:00sam686renderSmallRectButton(Point(x, y), buttonIndex < sizeof(labels) / sizeof(labels[0]) ? labels[buttonIndex].c_str() : "?", ALIGN_CENTER, activated);
22:33:00Watusimotofor some reason
22:33:00raptorthat's my fault!
22:33:00raptorUIDaig...
22:33:00raptorline 460
22:34:00WatusimotoinputCodeToButtonIndex(InputCode inputCode)
22:34:00raptorlooking for button 9 and 10
22:34:00sam686that does it, but only for LogitechDualAction, but the same can be doen for others, except 2 extra ? buttons shows up...
22:34:00Watusimoto case BUTTON_9:
22:34:00Watusimoto return 14;
22:34:00sam686byt anyway, logitech dual action have 2 more buttons, press on a stick as a button
22:34:00raptorah ha!
22:36:00sam686even if your primary input is only a keyboard, you can still go through "Joystick" option and press F7 to see each joystick button rendering..
22:38:00raptorok, i have a patch for you to test...
22:38:00raptori can't test it because i don't crash...
22:39:00raptorohhh...
22:39:00raptori can test it
22:39:00raptorcan i safely commit, Watusimoto?
22:39:00sam686you can partially test it by running it, going to options, changeing it to a different "JOYSTICK" option, press F7, then repeat for each joystick, even of you only have keypoard for primary input...
22:40:00raptoryeah, i've been doing that, but i get no crashes - for some reason the game is just pulling random array data anyways...
22:40:00raptorok get my latest commit
22:40:00raptorand try that
22:40:00Watusimotocommit away
22:41:00raptorI already anticipated your will...
22:41:00raptoryou may pull
22:44:00Watusimotocan't test at the moment
22:44:00raptoryou made changes to the same file??
22:44:00BFLogBot - Commit 8da4737468d0 | Author: buckyballreaction | Log: Fix crash with rendering joystick buttons that I introduced
22:50:00karamazovapywho doesn't love a good DOS joke?
22:50:00karamazovapyhttp://bitfighter.org/forums/viewtopic.php?f=9&t=987
22:50:00raptorhahaha
22:50:00raptori love it
22:51:00karamazovapyI think it'll go right over his head.
22:57:00sam686http://code.google.com/p/bitfighter/issues/detail?id=140 , so does snapping to speedzone should be always aligned (changing position) or not?
22:57:00raptorI never thought it was a problem before
22:58:00karamazovapymost people don't try to bury speed zones in barriers
22:59:00karamazovapyI think he'd have about what he wants if he'd just give up on burying them and increase the gridsize fractionally
22:59:00sam686I don't hardly have any levels that have speedzone on the barriers, except one dungeon...
23:00:00karamazovapyI don't see a way to fix his request without significantly altering snapping...and I don't see much reason for why that should be done
23:01:00karamazovapywhat he really wants is snapping, but with a smaller hitbox for the speedzone
23:02:00raptorthat doesn't make sense to me given the size of the ship
23:03:00sam686how could a ship go very fast by touching a tiny bit on a speedzone anyway?
23:03:00karamazovapyif you haven't yet, load up Plumbing in the editor and play around with it a little bit
23:04:00karamazovapyit's the only actual problematic implementation
23:04:00sam686should anything be done for speedzone snapping from 015a ?
23:04:00raptorif you load up Plumbing let me know - i'd like to join
23:04:00karamazovapyI like 015a snapping
23:05:00karamazovapyokay, I'll host it for you
23:05:00raptorok
23:05:00karamazovapyup
23:06:00sam686i think I found a plumbing level, in http://bitfighter.org/forums/viewtopic.php?t=965 (in a zip download)
23:25:00raptorso should we have a third option for speed zones?: 'vector addition: on/off' (default on)
23:26:00karamazovapyhonestly, I don't see it as coming up often
23:26:00karamazovapyI think it would be highly informative for everyone, though, if we could arrange a game of zap! though
23:26:00karamazovapythough though
23:27:00karamazovapyI still have all the old windows installers, if people could virtualize
23:28:00sam686the old zap version I used was in here, that do have speedzone. http://www.garagegames.com/products/download/39
23:29:00karamazovapyyeah, that appears to be the most recent. I can't believe they're still hosting the file!
23:29:00raptorok, brb
23:29:00raptor Quit (Remote host closed the connection)
23:29:00karamazovapyversion 1.5.0 didn't have speedzones yet
23:30:00karamazovapyI'm gonna head out to the grocery store for a minute - be back later
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23:30:00sam686and, that zap version have a speedzone that snap the velocity, but no change of position..
23:30:00raptorok what version should i get? i'll start my VM
23:30:00sam686not sure, which ever works for you...
23:31:00karamazovapyyou don't need to use a virtual machine - that link of sam's has the linux installer
23:31:00karamazovapybut I really am out the door - be back
23:32:00raptorok, i have Zap 1.196
23:32:00raptorfor linux
23:32:00sam686but, that only a 32-bit linux i think, raptor have 64-bit linux which may not work with 32-bit binaries, i don't thing
23:32:00raptori got it working :)
23:32:00raptorto whom should I connect?
23:33:00sam686try a startup command, -connect 208.107.52.15:28000
23:33:00sam686then when it runs, choose LAN game..
23:33:00sam686then it should connect..
23:37:00raptorsorry brb
23:56:00Watusimotogood night all
23:59:00BFLogBot - Commit a30d20a9e206 | Author: watusim...@bitfighter.org | Log: Use existing function instead of duplicate code
23:59:00BFLogBot - Commit 5ac9b02f4237 | Author: watusim...@bitfighter.org | Log: Unneeded "this"
23:59:00BFLogBot - Commit c63a76dbcbc5 | Author: watusim...@bitfighter.org | Log: Make logic a little clearer
23:59:00BFLogBot - Commit 8dfc7f0e76d0 | Author: watusim...@bitfighter.org | Log: I don't understand why the previous checkin worked. I do understand why this one does.
23:59:00BFLogBot - Commit ee839f0bcede | Author: watusim...@bitfighter.org | Log: Comment
23:59:00BFLogBot - Commit 1fd78fa630ca | Author: watusim...@bitfighter.org | Log: BUGFIXES: Editor now reads objects larger than 32 points; split works on walls with > 32 points; join now refuses to join if it would create a wall segment > 32 points (previously just discarded extra points)
23:59:00BFLogBot - Commit 6604140b8085 | Author: watusim...@bitfighter.org | Log: Merge

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