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IRC Log for 2012-01-23

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00:00:12raptorfor reference: http://sam686.maxhushahn.com/upload/1111screenshot_1.png
00:00:36raptorbecause that test means you have to be close to the center point of the object, instead of the extents
00:00:55WatusimotoI think that's it: you could repair turret and forcefield a little farther away...
00:01:08raptorand that won't be horribel?
00:01:11raptorhorrible
00:01:40Watusimotootherwise it falls back on repairing all objs in a square RepairRadius on a side
00:01:45raptoryes
00:02:20Watusimototurns repairing radius into a square
00:02:48raptorso simple fix and remove it and call it good?
00:03:22Watusimotoalternative would be to have each object have it;s own repair radius
00:03:40Watusimotoand set cores with a larger radius than other items
00:04:04raptornot sure i like that...
00:04:07Watusimotoit seems that simply squaring off the repair radius wouldn;t solve the core issue
00:04:09raptorone more hting to keep track of
00:04:38Watusimotoyou would have to be closer on the x/y axes than you would at (1,1) or (-1,-1)
00:04:41Watusimotoif that makes sense
00:04:47raptoryes
00:04:53Watusimotothat seems a bit weird
00:04:58raptoryes
00:05:08Watusimotoalso, doesn;t the collisionRadius factor allow you to get further away?
00:05:21raptoryes
00:05:25WatusimotoI imagine the core;s collisionradious is quite big
00:05:29Watusimotoat least at first
00:05:30raptorship's collision radius
00:05:43raptorso 24 + 65
00:05:50raptor65 being RepairRadius
00:06:13Watusimotoah, so perhaps the initial search radiuis needs to be expanded slightly
00:06:13raptorunless you're thinking of something else...
00:06:36WatusimotoMaybe this line needs to change
00:06:37WatusimotoPoint extend(RepairRadius, RepairRadius);
00:06:46WatusimotoPoint extend(RepairRadius + 20, RepairRadius + 20);
00:06:48Watusimotoor something
00:07:00raptordid you see the screenshot?
00:07:13Watusimotowait, no, let me look
00:07:30Watusimotook
00:07:42Watusimoto3 cores
00:07:53Watusimotomama, papa, and baby
00:08:11raptorthat shot is the maximum distance from which i can repair a core with that one test removed on ship.cpp:763
00:08:16raptorhaha
00:08:31Watusimotook
00:08:57raptorso that seems far enough already
00:09:01Watusimotoyou should be able to repair papa at a distancs of 89, right?
00:09:15raptorsame distance to repair
00:09:18raptorfor all
00:09:21Watusimoto65 from the edgeo of the core
00:09:51raptorit's actually 65 from the edge of starting radius of the item (instead its center)
00:09:55Watusimotothe test you want to remove checks if ship is withing 89 of core
00:10:03Watusimotoright
00:10:04Watusimotook
00:10:20Watusimotoso you wrote that for large cores you had to be too close
00:10:32raptorcorrect, and couldn't repair them
00:10:42Watusimotoso you wanted to remove that check to allow you to be al ittle further away
00:10:46raptoryes
00:10:56raptorbecause the check is against the center point
00:11:06Watusimotothe reason you have to be so close is not the check you want to remove, but that earlier search radius
00:11:30Watusimotoif the first search was for Point extend(RepairRadius + 20, RepairRadius + 20);
00:11:46Watusimotothen you could be further from the large core, but would have no impact on smaller core
00:11:51raptorhere is the distance from turret now: http://sam686.maxhushahn.com/upload/111screenshot_2.png
00:12:10raptorthe search isn't the problem
00:12:12Watusimotochanging that initial check wouldn't affect turrets at all
00:12:21WatusimotoI think it's the entire problem
00:12:23raptorit already finds the item in the database based on extents
00:12:27Watusimotoright
00:12:45Watusimotook, let;s say you have a full core, radius what? 24?
00:12:47raptori am not following your reverse psychology
00:12:59Watusimotohow big is a papa core?
00:13:04raptor200
00:13:17Watusimotook. so you are 250 from a papa, and want to repair
00:13:22Watusimotoyou should be able to, right?
00:13:27raptor200 width - radius 100
00:13:35Watusimotook, 150
00:13:38raptor250 from which part of papa?
00:13:46Watusimotoyou are 150 from center of papa
00:13:50raptorok
00:13:51raptoryes
00:13:53Watusimotoyou shoudl be able to repair, right?
00:13:54Watusimotook
00:13:56raptorcorrect
00:14:00Watusimotobut currently you cannot
00:14:04Watusimotocorrect?
00:14:08raptorcorrect
00:14:30WatusimotoI'm asserting that the reason is because that initial check doesn't find the core
00:14:56Watusimotoand so it never gets evaluated during the line you want to remove
00:15:18raptorwrong!
00:15:22raptorit always finds the core
00:15:25Watusimotoif it was found by the intial check, then you would be able to repair at 150
00:15:30raptorno!
00:15:39Watusimotook, so why can't you repair at 150?
00:15:46raptori cannot repair at 150 because i am too far away from the center
00:16:00raptorthe search finds the core based on extents
00:16:09Watusimotoit checks if len > RepairRadius + CollisionRadius
00:16:13raptoryes!
00:16:18Watusimotolen > 65 + 100
00:16:18raptorwhich will always fail
00:16:23raptornononono
00:16:36raptor'CollisionRadius' is a constant = Ship::CollisionRadius
00:16:36Watusimotocollisionradius of core isn;t 100?
00:16:44Watusimotooops
00:16:45raptorwhich is 24
00:16:49raptor:)
00:16:56Watusimotook, then here is what makes sense
00:17:20Watusimotoyou should be able to repair at RepairRadius from edge of itme, not RepairRadius of center of item
00:17:49Watusimotoso that check should be RepairRadius + CollisionRadius + s->CollisionRadius
00:18:03Watusimotoand RR should be lowered somewhat to compensate
00:18:08raptoryes, and i think to do that all i have to do is remove the check completely no? it already does that exact check in the database
00:18:21Watusimotoit's a different check
00:18:32Watusimotothe database check is a square check, the second one is round
00:18:41Watusimotoif that makes sense
00:18:59Watusimotolen() gives you straight line distance
00:19:09raptoryes, that makes sense
00:19:11raptorok
00:19:19raptori understand the purpose of that now
00:19:22Watusimotook
00:19:45Watusimotoso your proosal would sort of work, but only just because the numbers worked out just so
00:20:16Watusimotoso I would propose addikng s->CollRad, and reducing RR by the CollRad of a turret
00:20:47raptorok
00:20:58raptornow to get the radius, i have to cast to Item class
00:21:01Watusimotothat should keep turret reparing the same, make you get slightly colser to a ff to repair, increase your distance slightly from a ship to repair, and totally fix cores, regardless of their size
00:22:12raptorcan we cast to Item after a database search?
00:22:18Watusimotoit's kind of like adding a repairRadius to the objects, except ot's c;eaner
00:22:21Watusimototyping!
00:22:35raptor?
00:22:37WatusimotoI would change this
00:22:38WatusimotoGameObject *s = dynamic_cast<GameObject *>(foundObjects[i]);
00:22:46Watusimototo be item *
00:22:53Watusimotoand check for null
00:22:58raptorok
00:23:00Watusimotowe only repair items anyway
00:23:10Watusimotoand alreay dynamic cast, so it;s cheap
00:23:17Watusimotoor, rather, as cheap
00:23:43raptorok
00:23:44Watusimotoand allows us to skip other tests that would inevitably fail
00:23:50raptortesting...
00:24:19Watusimotowe have a isWithHealthType???
00:24:28Watusimotomy last point is rendered invalid
00:25:31raptoryes, i made that with the object refactor
00:25:35raptor:)
00:25:58raptorok, to test...
00:26:11WatusimotoI can see levelgen walls in the editor
00:26:13Watusimotobt
00:26:14Watusimotow
00:26:20raptoryay!
00:26:37Watusimotostill a bit ugly, but it obvoiusly works fundamentally
00:26:52raptorspeaking of 'ugly'
00:26:59raptorshould we add code names to our releases?
00:27:09Watusimotolike what?
00:27:16Watusimoto016 Ugly Bastard?
00:27:22raptor016 released! codename Ugly
00:27:24raptorye
00:27:25Watusimoto016 Ugly Ungulate
00:27:25raptors
00:27:31raptorjust for fun of course
00:27:38WatusimotoWe could, I suppose
00:27:44Watusimotonever been much of a fan
00:27:56raptorwell, not of ubuntu names, of course...
00:28:02WatusimotoUbuntu kind of posioned the well with me
00:28:17Watusimotowhat would you propose?
00:28:21raptortheir code names became official names and then no one could find anything about their correct version
00:28:24Watusimotoas a first name or two?
00:29:10raptori don't really know, just a lame idea i had because i'm in that sort of mood...
00:30:05sam686"016 test server on master" might need an update...
00:31:05raptoryes, definitely... soon
00:32:12Watusimotowell, propoase some lame names so I can shoot them down :-)
00:33:28Watusimotowe're using code numbers
00:34:24raptorwell the repair radius of Core is always the starting radius... we end up using a different variable for the dynamic one
00:35:52Watusimotowe don;t always use collisionRadius?
00:36:02Watusimotoi.e. that doesn't get updated?
00:36:14raptorit's getRadius
00:36:20raptoroh.. collision radius...
00:36:27raptorlet me see if there is a public method for that
00:36:29Watusimotowhy not use that in the calculation?
00:37:03Watusimotobecause we want the actual radius in this case, right?
00:37:26raptoryep
00:38:52raptorwe only have radius and collision circle
00:39:21raptorand i guess for Core it is updating it's own radius instead of Parent::mRadius
00:39:24raptorblast
00:39:39sam686getCollisionCircle ?
00:41:01raptoryeah
00:41:59raptorok retesting...
00:42:20raptorfail
00:46:12sam686select levels do have a problem when trying to scroll with a mouse, it keeps wanting to scroll up.
01:01:53raptori can't sem to get the math right...
01:02:40Watusimotook trying to push latest edits
01:02:52Watusimotogetting abort: push creates new remote head
01:02:59raptorshame!
01:03:07Watusimoto(this is where I used -f the last time, and promised not to do it again)
01:03:11Watusimotohow can I resolve this?
01:03:25WatusimotoI have the latest from the repo on my machine
01:03:26raptorhg pull
01:03:35raptorthen you have two heads somehow
01:03:36raptorlocally
01:04:02Watusimotowill try cmd line.
01:04:07Watusimototortoise says I have it all
01:04:41WatusimotoC:\Users\Chris\Documents\bf-trunk>hg pull
01:04:41Watusimotopulling from https://watusimoto%40bitfighter.org:***@bitfighter.googlecode.com/hg/
01:04:41Watusimotosearching for changes
01:04:41Watusimotono changes found
01:04:41WatusimotoC:\Users\Chris\Documents\bf-trunk>hg push
01:04:42Watusimotopushing to https://watusimoto%40bitfighter.org:***@bitfighter.googlecode.com/hg/
01:04:45Watusimotosearching for changes
01:04:47Watusimotoabort: push creates new remote head a2cbc98388bb!
01:04:49Watusimoto(did you forget to merge? use push -f to force)
01:04:51WatusimotoC:\Users\Chris\Documents\bf-trunk>
01:05:04raptorlook for a2cbc98388bb
01:05:07raptorthat is your head
01:05:14raptoror you need to merge...
01:05:14WatusimotoC:\Users\Chris\Documents\bf-trunk>hg stat -m
01:05:14WatusimotoC:\Users\Chris\Documents\bf-trunk>
01:05:46sam686maybe if you scroll down in a list of revision, you might see un-merged heads...
01:06:18Watusimotowait...
01:06:20Watusimotothere they are
01:06:33Watusimototortoise must have been very very slow to update
01:06:43WatusimotoI don;t haev to scroll down at all; they're right there
01:07:01Watusimotoit *is* rather late here
01:07:30raptorhaha, repairing high-health cores is almost futile
01:07:37raptorbut we can let people try...
01:08:02raptorunless we want to add a healing muliplier for Core?
01:08:32Watusimotowbew
01:08:34Watusimotowhew
01:08:38Watusimotorather
01:08:45WatusimotoI say not yet
01:08:58Watusimotolet;s try normal heal and revisit for 016a
01:10:30raptordinner time!
01:10:32sam686who will push first?
01:10:36raptori'll be back and commit the healing...
01:10:40sam686ok
01:10:46raptori'll let Watusimoto push first... this time :)
01:10:55raptori am not without compassion
01:10:59Watusimotoalreadyh done
01:11:17WatusimotoI appreciate your compassion, but it was useless :-)
01:12:02Watusimotofoo; can't select teleporters
01:12:11Watusimotoor teleporter destinations
01:12:17Watusimotoonly origins
01:13:09Watusimotocan only select teleporters if their origin is already selected
01:13:21BFLogBot - Commit 94d899c0b428 | Author: watusim...@bitfighter.org | Log: Remove debugging prints
01:13:22BFLogBot - Commit fba436e2129e | Author: watusim...@bitfighter.org | Log: Remove dead code
01:13:24BFLogBot - Commit daa55314a886 | Author: watusim...@bitfighter.org | Log: Whitespace
01:13:25BFLogBot - Commit b4712445e91d | Author: watusim...@bitfighter.org | Log: Merge
01:13:27BFLogBot - Commit 55f353d198f2 | Author: watusim...@bitfighter.org | Log: Replace rect drawing with drawHollowRect
01:13:28BFLogBot - Commit b9eda0a665c8 | Author: watusim...@bitfighter.org | Log: Remove unused method
01:13:30BFLogBot - Commit 80d8c8fa2a8c | Author: watusim...@bitfighter.org | Log: Change message destination
01:13:31BFLogBot - Commit cbd65c9d7dba | Author: watusim...@bitfighter.org | Log: Hmmm.. this is an interesting checkin...
01:13:33BFLogBot - Commit 4aa012da1c7a | Author: watusim...@bitfighter.org | Log: Formatting
01:13:34BFLogBot - Commit a2cbc98388bb | Author: watusim...@bitfighter.org | Log: Script items now properly toggled with Ctrl+R; still some aeshetic issues remaining...
01:13:36BFLogBot - Commit 930fd0f12b43 | Author: watusim...@bitfighter.org | Log: Merge
01:14:00Watusimotoonly applies to teleporters loaded in a level
01:14:15Watusimotoand once they get moved (via their origin) they're ok
01:14:34Watusimotoso something is not being built right in when loaded from disk
01:17:34sam686most likely, the Extent is only at the teleport area, not the entire line, on level load,..
01:26:50Watusimotoah yes, probably that exactly
01:30:07raptorok ok, may i make my compassionless commit?
01:30:20raptor(and yes dinner was tasty, thank you)
01:31:46Watusimotoyes
01:31:55Watusimotogoing to bed; everything I've got is checked in
01:32:00raptornight!
01:32:15Watusimotothe editor bug is essentially fixed, still needs some aeshtetic work, but that's trivial
01:32:25raptorokey doke
01:32:33raptordid you fix the teleport thingy?
01:32:35Watusimotoneed to make the editor stuff different color or transluscent or whatever; will tackel that tomorrow
01:32:37Watusimotono
01:32:59Watusimotobut I think sam's suggestion is on the money and shoudl be really easy to fix
01:33:00raptorok, get some sleep - maybe that will magically be fixed when you wake up
01:33:03Watusimotogoog night
01:33:09WatusimotoI like magic!
01:33:11raptorgoog night
01:33:16Watusimotonight, sam
01:33:39BFLogBot - Commit 5929c51ba857 | Author: watusim...@bitfighter.org | Log: Less color setting and passing around
01:37:33raptorsam686: you working ok the teleport thing?
01:38:41BFLogBot - Commit 3dc782a557a2 | Author: buckyballreaction | Log: Healing items is now based on their radius; fixes not being able to heal Core because it was too big
01:38:56sam686not yet..
01:39:04Watusimoto Quit (Ping timeout: 240 seconds)
01:42:06raptori don't see the luagen script rendering right still..
01:43:43BFLogBot - Commit 650489142813 | Author: sam8641 | Log: Fix robot not being able to go through own forcefield
01:43:58raptorhooray!
01:48:44BFLogBot - Commit 63c970b20dfc | Author: sam8641 | Log: fix ZAP_DEDICATED
01:56:21koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee)
02:00:49raptori think eventually we should completely divide the render methods into separate classes
02:01:05raptorso Barrer::render -> BarrierRender::render
02:01:23raptorthen we won't have to worry about ZAP_DEDICATED around all the UI stuff as much..
02:04:58raptorsam686: can you load the test_object_suite level without crashing now?
02:10:51sam686almost done with teleporter fix..
02:10:57raptorah ok
02:15:46karamazovapygot my first core level
02:15:54raptorsweet!
02:15:58raptorany crashes?
02:17:21karamazovapyI did it in 015a on my laptop, so I'm about to transfer it over here
02:18:48BFLogBot - Commit 17f60986126c | Author: sam8641 | Log: Fix editor teleporter not able to select distination, fix teleporter extent
02:19:42sam686Undo have errors, on UIeditor line 438, mLoadTarget->getWallSegmentManager() returns a pointer 0f 0xFFFEFFFE
02:19:55raptorha! i knew it!
02:20:07raptori get a problem with deleteAndClear in Vector
02:20:14karamazovapyI'm in 016 now and I'm having some difficulties with forcefield placement
02:20:34raptorwhich type of difficulties? FFs always changing location?
02:20:55karamazovapya couple really didn't want to snap into their intended places
02:21:08karamazovapyspecifically, into the center on the end of a barrier
02:21:26raptorwill holding spacebar allow you to do it?
02:22:50raptori think watusimoto was coding too late...
02:23:53karamazovapyit got there eventually, it just took several tries
02:25:30karamazovapyI found another weird quirk...it's possible to shoot through a corner of a core
02:25:46karamazovapyit impacts the far side, so I'm not sure it matters, but it certainly looks funny
02:26:32raptorinteresting...
02:26:44karamazovapyidea though, if the game ends with both teams having an equal number of cores, should the relative health of the cores be measured to determine a winner?
02:26:58raptorhmmm....
02:27:15sam686it's possible to shoot through a corner of a core ... i think you have the old revision where the core was square?
02:27:20raptorthat might sound reasonable, actually
02:27:31karamazovapyraptor just sent me a revision today
02:27:42raptorno, i think getCollisionPoly might be wrong sometimes...
02:27:47raptorjust slightly
02:28:06raptormaybe i should use a collision circle instead of trying to time the polygon rotation
02:28:33karamazovapyI'm really curious about the health question, though
02:28:47karamazovapybecause then setting the health of a core too high could result in an unwinnable game
02:29:20raptoryeah - i think the health thing would make sense if the cores had un alterable health
02:29:20sam686i think we should just use a collision circle, it is faster, and Core is nearly round, spinning around, making polygon collision difficult.
02:30:00raptori thought i had problems with the collision circle...
02:30:04raptorlike sticking to it
02:30:07karamazovapyI'll be really curious to see how core games play out with large groups
02:31:05raptorme too
02:35:38karamazovapywant to see this level?
02:35:44raptoryes!
02:36:04karamazovapytesting from the editor
02:36:58raptorsorry - new commits give me crashes... let me recompile at an older revision real quick
02:46:55raptorrevision 4ee6d8fb68c1 is what you need to not crash...
02:56:31raptorso we have a bug in our collision algorithm - if using getCollisionPoly, a bullet can go through a corner of the polygon if aimed just right
02:57:01raptorbut it may be too much of a headache to hunt down...
02:57:13raptorfoir 016 at least
02:57:15karamazovapyof course, the beauty is that you don't actually have to aim, thanks to rotation
02:57:28raptorhaha, yeah
02:59:03karamazovapybut I'm not sure it's anything more than a cosmetic problem
03:01:28raptoryour test server is weird sam686
03:01:45sam686what is so weard?
03:02:03raptorcmdr's map zooms waaaay out
03:02:11raptorand it has a creepy lonely feel
03:02:18karamazovapyprobably just the map?
03:02:22raptorthen i came across a single solitary barrier
03:02:53raptoryeah, just the map
03:02:54karamazovapyI think I just crashed on join
03:03:08raptoryes - we have adding bugs since your revision
03:03:14karamazovapyok
03:03:37sam686Iit is just a level that is weard, zzzz71.level
03:03:55karamazovapyI'm gonna go sketch up a new level or two
03:03:58karamazovapylater
03:04:02raptorlater
03:04:08raptorand thanks!
03:08:37sam686this is where it delete WallSegmentEditor http://sam686.maxhushahn.com/upload/text1201/120122_21-01-21.txt
03:10:08raptori think it was this rev that did it: https://code.google.com/p/bitfighter/source/detail?r=a2cbc98388bb1578463a11caba6ee64f4df49987
03:21:33raptorsomething happened recently with soccer ball - it seems to slow down too fast
03:23:25raptoror maybe that has always been there?
03:45:12sam686 Quit (Read error: Connection reset by peer)
03:49:26sam686 has joined
03:49:26ChanServ sets mode +v sam686
03:51:29raptorwelcome back
04:01:41karamazovapy Quit (Read error: Connection reset by peer)
04:28:11karamazovapy has joined
04:33:17raptorsam686: want to do some more play testing? I just committed the Core-being-attacked-warning
04:34:00BFLogBot - Commit b8c7cd10a90a | Author: buckyballreaction | Log: Render a warning if a Core is being attacked
04:34:12karamazovapywhat does that do?
04:34:52raptorjust addes a flashing red/yellow circle around the team's Core score, let me get a screen shot
04:35:09raptori couldn't think of much to render - so it can definitely use improvement
04:35:11karamazovapyglad it's not a global audio event...that could get pretty annoying
04:36:51raptorred: http://sam686.maxhushahn.com/upload/111screenshot_6.png
04:37:00raptoryellow: http://sam686.maxhushahn.com/upload/11screenshot_7.png
04:37:13raptornothing special, but the framework for the alert is in
04:38:25raptorflashes about 3 times a second
04:40:31karamazovapyseems like a good system
04:42:05raptori wasn't sure about one thing: it will continue flashing for 2 seconds after the last damage was done - is this too long?
04:43:20karamazovapyyou could make it stop instantly, but I think you're probably okay
04:43:42raptoryeah, instant meant if a stray burst got it, you'd never know...
04:43:50raptorwasn't sure how i should weigh it...
04:44:51karamazovapyI think you have to ask, what's the point of the alert?
04:45:28raptorto tell me when i'm being attacked... so continuous attack is work coming back to base... but not a stray hit
04:45:35raptorso i will reduce the time
04:46:36karamazovapyyeah, I don't think the 2 second delay has a significant negative impact, but I'm not sure it helps
04:54:03BFLogBot - Commit 2243b327a992 | Author: buckyballreaction | Log: Remove noisyness; also reduce Core attack warning duration
04:54:05BFLogBot - Commit 8521d40a36ed | Author: buckyballreaction | Log: Fix dedicated compile on older GCC
04:54:24raptorargh! misspellings in commit messages
05:01:39raptorif we ever need database space for the forums - i know which forum i'm going to delete first
05:04:07BFLogBot - Commit 0fd75226833b | Author: buckyballreaction | Log: Slightly better Core warning duration
05:21:45raptorwell, i'm falling asleep - sam686 i'm still not sure why that crash exists
05:21:57raptorso i'm heading to bed
05:22:01raptornight!
05:32:46raptorok karamazovapy, so you can play on the latest without the rest of us crashing: http://sam686.maxhushahn.com/upload/bitfighter-016-preRC-2.7z
05:33:08raptorjust don't try to undo/redo in the editor...
05:33:17raptornight1
05:33:24raptor Quit (Remote host closed the connection)
05:41:47karamazovapyinb4 shitstorm... http://bitfighter.org/forums/viewtopic.php?f=44&t=1199
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14:42:27raptorgood morning!
14:45:42raptorhi watusimoto
14:48:54raptoryour last check-in/merge introduced a segfault when doing an undo in the editor: http://pastie.org/3237290
14:49:19raptori always seem to ahve a hard time with these memory bugs...
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17:38:37raptorhaha, karamazovapy, i like Qui's response to your level
18:05:14karamazovapyyeah, that's a good one!
18:06:17karamazovapyI'm going to post another level later tonight, but I'm not going to say anything about either of them
18:06:24raptorgreat!
18:45:12raptori hate xcode
18:45:47raptorlooks like i'm going to have to divide up the Mac builds - I will do a 32bit (x86/pcc) universal, and a 64bit (x86_64 only) build
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22:30:58BFLogBot - Commit 6ea0cbc7d115 | Author: buckyballreaction | Log: Xcode project changes: - remove dedicated compile (sorry Zoomber) - modify DMG build script to also cut out needless architectures from framework fat binaries - some clean-up and addition of missing classes
22:31:00BFLogBot - Commit 711024591066 | Author: buckyballreaction | Log: Building and stripping all frameworks works now for both 32bit Universal and 64bit Intel release builds. Oh, and the game actually runs again...
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