Timestamps are in GMT/BST.
| 00:07:00 | raptor | brb |
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| 00:37:00 | raptor | so i just found out that team switching logic is entirely client-side |
| 00:51:00 | Watusimoto | what do you mean -- no server checks? |
| 00:51:00 | raptor | the two minute timer is client side |
| 00:52:00 | raptor | there is a boolean serverside set via RPC: mCanSwitchTeams |
| 00:52:00 | raptor | but a hacked client doesn't need to send that... |
| 00:52:00 | raptor | so |
| 00:53:00 | raptor | do we even want the two minute timer? |
| 00:53:00 | Watusimoto | you mean if we have other change team controls in place? |
| 00:55:00 | Watusimoto | that limit was added because of players switching like crazy |
| 00:56:00 | Watusimoto | if we have other limits, like can only switch from stronger team to weaker one, the time limit may not be needed |
| 00:58:00 | Watusimoto | in fact, I find the time limit to be annoying at times |
| 01:06:00 | Watusimoto | another critical bugfix, coming your way! |
| 01:06:00 | raptor | back |
| 01:07:00 | | BFLogBot - Commit e9f422002c16 | Author: watusim...@bitfighter.org | Log: Color names |
| 01:07:00 | | BFLogBot - Commit a7ff73fe2983 | Author: watusim...@bitfighter.org | Log: BUGFIX: Credits spacing now properly calculated -- was "clumpy" before. Also reduced blank areas in credits. |
| 01:09:00 | Watusimoto | also reduced memory use by 2 bytes |
| 01:10:00 | raptor | i'd say remove or reduce the timer to like 10 seconds - i've found it annoying, too |
| 01:11:00 | Watusimoto | as always, the idea is to allow "good" team changes and disallow "bad" ones |
| 01:11:00 | Watusimoto | switching to weaker team should always be allowed |
| 01:11:00 | Watusimoto | weaker as in losing |
| 01:11:00 | raptor | yes... I am trying to code in the 5%/1min thing as a server option defaulted to off |
| 01:12:00 | Watusimoto | will that have a switch to weaker team exemption? |
| 01:12:00 | raptor | ok, timer for going to stronger team... |
| 01:12:00 | raptor | sure, why not? |
| 01:13:00 | Watusimoto | maybe 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." |
| 01:13:00 | Watusimoto | like HAL in 2001 |
| 01:13:00 | raptor | haha |
| 01:14:00 | raptor | I have never seen seen anyone try and switch to a weaker team in the last min. of a game |
| 01:15:00 | Watusimoto | exactly |
| 01:15:00 | Watusimoto | I'm off to bed... 2:15Am here |
| 01:15:00 | raptor | good night |
| 01:15:00 | Watusimoto | my kids are dying to play risk with me tomorrow am, so I can't sleep too late... |
| 01:15:00 | raptor | haha, awesome! |
| 01:16:00 | Watusimoto | and I actually need to be at work early on Monday. It's my first official day. |
| 01:16:00 | Watusimoto | because... |
| 01:16:00 | Watusimoto | I got my visa!! |
| 01:16:00 | raptor | !!! |
| 01:16:00 | raptor | hooray! |
| 01:16:00 | raptor | oh good |
| 01:16:00 | raptor | i'm glad |
| 01:16:00 | Watusimoto | yes. so now the question comes up about whether I should get back pay from Sep 1 |
| 01:16:00 | Watusimoto | well, wehter I will get it. Clearly I should. |
| 01:17:00 | Watusimoto | but that's a battle for next week. |
| 01:17:00 | raptor | good luck in it |
| 01:17:00 | Watusimoto | so anwyay... good night |
| 01:17:00 | Watusimoto | thanks! |
| 01:17:00 | raptor | good night |
| 01:18:00 | raptor | i have to try out your latest game-changing commits.. |
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| 03:01:00 | karamazovapy | <raptor> hav eyou seen this?: http://code.google.com/p/bitfighter/issues/detail?id=140 |
| 03:01:00 | karamazovapy | <raptor> i don't understand it... |
| 03:01:00 | karamazovapy | sky_lark was trying to fix Hamster's level "Plumbing" |
| 03:01:00 | karamazovapy | sam's explanation is correct |
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| 08:43:00 | CrazyLinuxNerd | wow, almost didn't recognize you there zoomber |
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| 15:40:00 | sam686 | Editor 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) |
| 15:41:00 | raptor | yay |
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| 16:03:00 | | BFLogBot - Commit dc0e6979d265 | Author: buckyballreaction | Log: CrazyLinuxNerd's PS3 axis button patch (with minor alterations). Also, added support for similar buttons on the XBox360 joystick |
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| 16:23:00 | raptor | I 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 |
| 16:24:00 | raptor | hi 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.. |
| 16:28:00 | raptor | be back in a few hours... |
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| 18:42:00 | karamazovapy | I did not expect to see zoomber as Patrick_Chewing |
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| 19:38:00 | raptor | haha, that neverending story thread cracks me up |
| 19:38:00 | raptor | you can definitely tell BlackBird and LA are siblings... |
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| 19:56:00 | raptor | Watusimoto: did we ever consider moving joystick profiles to an easily editable text file? |
| 19:57:00 | raptor | and if not - would that be helpful? |
| 19:59:00 | Watusimoto | Watusimoto: did we ever consider moving joystick profiles to an easily editable text file? <<< we talked about it |
| 19:59:00 | Watusimoto | I want to do it |
| 19:59:00 | Watusimoto | I think they should be in the INI |
| 19:59:00 | raptor | ok |
| 19:59:00 | raptor | the main INI? |
| 20:00:00 | Watusimoto | sure -- where else |
| 20:00:00 | Watusimoto | ? |
| 20:00:00 | Watusimoto | joysticks.ini? |
| 20:00:00 | raptor | uhhh... |
| 20:00:00 | raptor | yes? |
| 20:00:00 | Watusimoto | hmmm |
| 20:01:00 | Watusimoto | so 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? |
| 20:01:00 | raptor | i can put it in the normal INI with a section name like: JoystickProfile_XBOX360 |
| 20:01:00 | raptor | yes |
| 20:01:00 | raptor | that is exactly what i'm thinking |
| 20:01:00 | Watusimoto | ok |
| 20:01:00 | Watusimoto | sure |
| 20:01:00 | Watusimoto | makes sense, I guess |
| 20:01:00 | Watusimoto | we'll read it once on startup |
| 20:02:00 | Watusimoto | and maybe at some point we'll add an editor for it |
| 20:02:00 | Watusimoto | sure |
| 20:02:00 | raptor | okey doke |
| 20:02:00 | Watusimoto | probably cleaner than polluting the main ini |
| 20:02:00 | raptor | wait |
| 20:02:00 | raptor | so yes to a joystick INI? |
| 20:03:00 | raptor | i was actually agreeing to your one-section-per-joystick |
| 20:03:00 | raptor | in the main ini |
| 20:04:00 | raptor | the system INI for unreal tournament 2004 is 1194 lines long |
| 20:04:00 | Watusimoto | oh, I see |
| 20:05:00 | Watusimoto | 1194? |
| 20:05:00 | raptor | then they have a User.ini |
| 20:05:00 | Watusimoto | I think we shoudl go with joystick.ini |
| 20:05:00 | raptor | that is 766 lines |
| 20:05:00 | raptor | no documentation |
| 20:05:00 | Watusimoto | or joystick_defs.ini |
| 20:05:00 | raptor | OK |
| 20:05:00 | Watusimoto | or someting |
| 20:05:00 | Watusimoto | most users won't edit that stuff |
| 20:06:00 | Watusimoto | it's not really joystick settings |
| 20:06:00 | Watusimoto | another possibility is to relegate some of the joystick handling to lua |
| 20:06:00 | Watusimoto | or at least the config |
| 20:06:00 | raptor | ? |
| 20:06:00 | raptor | explain |
| 20:06:00 | Watusimoto | well... not sure I can |
| 20:07:00 | Watusimoto | but if the ini becomes too convoluted, we can do the config in lua |
| 20:07:00 | Watusimoto | or have actual lua functions do the joystick stuff |
| 20:07:00 | Watusimoto | but if the ini can be done in a clean way, then that's probably better and easier |
| 20:08:00 | Watusimoto | I'm thinking that it will become clear pretty quickly |
| 20:08:00 | raptor | I don't see why it couldn't be done in a clean way |
| 20:08:00 | Watusimoto | ok |
| 20:08:00 | Watusimoto | one thing I was thinking is that we should have a method somewhere for drawing buttons |
| 20:08:00 | Watusimoto | becuase we render lots of different joystick buttons |
| 20:09:00 | raptor | like how? |
| 20:09:00 | raptor | yes |
| 20:09:00 | raptor | it definitely needs to be cleaned up |
| 20:09:00 | Watusimoto | so we have a c++ method renderJoystickButton(JoystickButtonType, x, y, etc.) |
| 20:09:00 | Watusimoto | and we have an enum that specifies all the buttons we know how to render |
| 20:10:00 | Watusimoto | well, where am I going with this? |
| 20:10:00 | Watusimoto | we'll need to allow the INI to specify which button gets rendered for each button on the joystick |
| 20:10:00 | Watusimoto | I guess that's where I'm going |
| 20:11:00 | Watusimoto | but the rendering itself can be done in c++ from a predefined library of buttons |
| 20:11:00 | Watusimoto | which we can add to if we want to support a new type of stick |
| 20:11:00 | Watusimoto | though i think most sticks can be supported with the buttons we have |
| 20:11:00 | Watusimoto | right now, I think button rendering is all over the place |
| 20:11:00 | raptor | it is |
| 20:12:00 | Watusimoto | whatever.. this is a detail that will probably take care of itself |
| 20:12:00 | Watusimoto | so yes, I'm in support |
| 20:13:00 | raptor | ok |
| 20:14:00 | raptor | I figure there'll be a mapping (In-game button=SDLraw) Button1=5 |
| 20:14:00 | raptor | and maybe a render option: Button1RenderShape=circle |
| 20:14:00 | raptor | and Button1RenderString=X |
| 20:15:00 | raptor | unless you can think of some better way to order the data? |
| 20:19:00 | raptor | brb |
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| 20:57:00 | raptor | back |
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| 21:23:00 | Watusimoto | ummm... we could enumerate all button combinations |
| 21:23:00 | Watusimoto | that's the only alternative |
| 21:24:00 | Watusimoto | or we could do shape, color, label as 3 different things |
| 21:24:00 | Watusimoto | which is what you were suggesting |
| 21:54:00 | Watusimoto | odd... when I try to enter f7 diagnostics screen, the game crashes |
| 21:54:00 | Watusimoto | something in the joystick config is now screwed up, I think |
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| 22:29:00 | raptor | my fault!! |
| 22:29:00 | raptor | Watusimoto: still around? |
| 22:29:00 | Watusimoto | yup |
| 22:29:00 | raptor | if you haven't found the crash, i think i know it... |
| 22:31:00 | raptor | which joystick are you using? |
| 22:31:00 | Watusimoto | I'm using keyboard |
| 22:32:00 | Watusimoto | it's looking for an out-of-bounds array index |
| 22:32:00 | raptor | yeah, umm... myfault |
| 22:32:00 | Watusimoto | logitec wingman |
| 22:32:00 | Watusimoto | string labels[10] = { "A", "B", "C", "X", "Y", "Z", "", "", "T1", "T2" }; |
| 22:32:00 | Watusimoto | it's looking for index 14 |
| 22:33:00 | sam686 | JoystickRender.cpp line 336 somehow buttonIndex is a bit too high.. |
| 22:33:00 | Watusimoto | buttonIndex gets set to 14 for button_9 |
| 22:33:00 | sam686 | renderSmallRectButton(Point(x, y), buttonIndex < sizeof(labels) / sizeof(labels[0]) ? labels[buttonIndex].c_str() : "?", ALIGN_CENTER, activated); |
| 22:33:00 | Watusimoto | for some reason |
| 22:33:00 | raptor | that's my fault! |
| 22:33:00 | raptor | UIDaig... |
| 22:33:00 | raptor | line 460 |
| 22:34:00 | Watusimoto | inputCodeToButtonIndex(InputCode inputCode) |
| 22:34:00 | raptor | looking for button 9 and 10 |
| 22:34:00 | sam686 | that does it, but only for LogitechDualAction, but the same can be doen for others, except 2 extra ? buttons shows up... |
| 22:34:00 | Watusimoto | case BUTTON_9: |
| 22:34:00 | Watusimoto | return 14; |
| 22:34:00 | sam686 | byt anyway, logitech dual action have 2 more buttons, press on a stick as a button |
| 22:34:00 | raptor | ah ha! |
| 22:36:00 | sam686 | even if your primary input is only a keyboard, you can still go through "Joystick" option and press F7 to see each joystick button rendering.. |
| 22:38:00 | raptor | ok, i have a patch for you to test... |
| 22:38:00 | raptor | i can't test it because i don't crash... |
| 22:39:00 | raptor | ohhh... |
| 22:39:00 | raptor | i can test it |
| 22:39:00 | raptor | can i safely commit, Watusimoto? |
| 22:39:00 | sam686 | you 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... |
| 22:40:00 | raptor | yeah, i've been doing that, but i get no crashes - for some reason the game is just pulling random array data anyways... |
| 22:40:00 | raptor | ok get my latest commit |
| 22:40:00 | raptor | and try that |
| 22:40:00 | Watusimoto | commit away |
| 22:41:00 | raptor | I already anticipated your will... |
| 22:41:00 | raptor | you may pull |
| 22:44:00 | Watusimoto | can't test at the moment |
| 22:44:00 | raptor | you made changes to the same file?? |
| 22:44:00 | | BFLogBot - Commit 8da4737468d0 | Author: buckyballreaction | Log: Fix crash with rendering joystick buttons that I introduced |
| 22:50:00 | karamazovapy | who doesn't love a good DOS joke? |
| 22:50:00 | karamazovapy | http://bitfighter.org/forums/viewtopic.php?f=9&t=987 |
| 22:50:00 | raptor | hahaha |
| 22:50:00 | raptor | i love it |
| 22:51:00 | karamazovapy | I think it'll go right over his head. |
| 22:57:00 | sam686 | http://code.google.com/p/bitfighter/issues/detail?id=140 , so does snapping to speedzone should be always aligned (changing position) or not? |
| 22:57:00 | raptor | I never thought it was a problem before |
| 22:58:00 | karamazovapy | most people don't try to bury speed zones in barriers |
| 22:59:00 | karamazovapy | I think he'd have about what he wants if he'd just give up on burying them and increase the gridsize fractionally |
| 22:59:00 | sam686 | I don't hardly have any levels that have speedzone on the barriers, except one dungeon... |
| 23:00:00 | karamazovapy | I 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 |
| 23:01:00 | karamazovapy | what he really wants is snapping, but with a smaller hitbox for the speedzone |
| 23:02:00 | raptor | that doesn't make sense to me given the size of the ship |
| 23:03:00 | sam686 | how could a ship go very fast by touching a tiny bit on a speedzone anyway? |
| 23:03:00 | karamazovapy | if you haven't yet, load up Plumbing in the editor and play around with it a little bit |
| 23:04:00 | karamazovapy | it's the only actual problematic implementation |
| 23:04:00 | sam686 | should anything be done for speedzone snapping from 015a ? |
| 23:04:00 | raptor | if you load up Plumbing let me know - i'd like to join |
| 23:04:00 | karamazovapy | I like 015a snapping |
| 23:05:00 | karamazovapy | okay, I'll host it for you |
| 23:05:00 | raptor | ok |
| 23:05:00 | karamazovapy | up |
| 23:06:00 | sam686 | i think I found a plumbing level, in http://bitfighter.org/forums/viewtopic.php?t=965 (in a zip download) |
| 23:25:00 | raptor | so should we have a third option for speed zones?: 'vector addition: on/off' (default on) |
| 23:26:00 | karamazovapy | honestly, I don't see it as coming up often |
| 23:26:00 | karamazovapy | I think it would be highly informative for everyone, though, if we could arrange a game of zap! though |
| 23:26:00 | karamazovapy | though though |
| 23:27:00 | karamazovapy | I still have all the old windows installers, if people could virtualize |
| 23:28:00 | sam686 | the old zap version I used was in here, that do have speedzone. http://www.garagegames.com/products/download/39 |
| 23:29:00 | karamazovapy | yeah, that appears to be the most recent. I can't believe they're still hosting the file! |
| 23:29:00 | raptor | ok, brb |
| 23:29:00 | | raptor Quit (Remote host closed the connection) |
| 23:29:00 | karamazovapy | version 1.5.0 didn't have speedzones yet |
| 23:30:00 | karamazovapy | I'm gonna head out to the grocery store for a minute - be back later |
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| 23:30:00 | sam686 | and, that zap version have a speedzone that snap the velocity, but no change of position.. |
| 23:30:00 | raptor | ok what version should i get? i'll start my VM |
| 23:30:00 | sam686 | not sure, which ever works for you... |
| 23:31:00 | karamazovapy | you don't need to use a virtual machine - that link of sam's has the linux installer |
| 23:31:00 | karamazovapy | but I really am out the door - be back |
| 23:32:00 | raptor | ok, i have Zap 1.196 |
| 23:32:00 | raptor | for linux |
| 23:32:00 | sam686 | but, 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 |
| 23:32:00 | raptor | i got it working :) |
| 23:32:00 | raptor | to whom should I connect? |
| 23:33:00 | sam686 | try a startup command, -connect 208.107.52.15:28000 |
| 23:33:00 | sam686 | then when it runs, choose LAN game.. |
| 23:33:00 | sam686 | then it should connect.. |
| 23:37:00 | raptor | sorry brb |
| 23:56:00 | Watusimoto | good night all |
| 23:59:00 | | BFLogBot - Commit a30d20a9e206 | Author: watusim...@bitfighter.org | Log: Use existing function instead of duplicate code |
| 23:59:00 | | BFLogBot - Commit 5ac9b02f4237 | Author: watusim...@bitfighter.org | Log: Unneeded "this" |
| 23:59:00 | | BFLogBot - Commit c63a76dbcbc5 | Author: watusim...@bitfighter.org | Log: Make logic a little clearer |
| 23:59:00 | | BFLogBot - Commit 8dfc7f0e76d0 | Author: watusim...@bitfighter.org | Log: I don't understand why the previous checkin worked. I do understand why this one does. |
| 23:59:00 | | BFLogBot - Commit ee839f0bcede | Author: watusim...@bitfighter.org | Log: Comment |
| 23:59:00 | | BFLogBot - 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) |
| 23:59:00 | | BFLogBot - Commit 6604140b8085 | Author: watusim...@bitfighter.org | Log: Merge |