#bitfighter IRC Log

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IRC Log for 2012-04-26

Timestamps are in GMT/BST.

00:09:19sam686 Quit (Ping timeout: 245 seconds)
00:09:55sam686 has joined
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02:06:48HeyubHello
02:14:58raptorgood evening
02:16:26raptorsam686: did any of us ever fix #2 or #3 here?: http://bitfighter.org/wiki/index.php/Running_Bug_List
02:16:32raptori can't remember
02:16:36raptori don't think i did
02:20:19raptori should do some coding tonight...
02:20:30raptor doesn't want to look at the issues list
02:21:42HeyubYou can do it!
02:22:08raptordanger: i'm getting sucked into naev again...
02:22:35sam686not sure, i haven't done much of editor stuff at all for more then a month
02:22:50raptoryeah me neither
02:24:38HeyubZap is so much more fun than naev.
02:24:46HeyubErr bitfighter, sorry.
02:25:15raptori agree - we just need players...
02:25:35raptorheh, the main game code is still in the 'zap' directory in the source...
02:25:44Heyublol
02:26:16sam686there is "namespace Zap" in most of source code in Zap/
02:26:24raptoroh yeah...
02:36:52HeyubTheory is when you know everything and nothing works. Practice is when things work, and noone knows why.
02:37:12HeyubHere we combine theory and practice. Nothing works and noone knows why.
02:37:23raptorhaha
02:37:57Heyublol
02:37:58sam686theres the third part, something works (not everything, not nothing)
02:38:56sam686the following works: your internet connection, your computer (or you won't be in this chat)
02:40:02raptorok ok, i'll look at the issues list...
02:40:24sam686if nothing works (including light bulbs not working), i think i know why nothing works, electricity power went out...
03:28:57BFLogBot - Commit eae1e219334d | Author: sam8641 | Log: Fix some level load crash if missing or duplicate GameType
03:31:54raptorwe should probably come up with more achievements...
03:39:04HeyubMaybe an achievement for ranking first in games won in the week?
03:54:49raptor i like that idea
03:55:12raptorwe have this issue open for achievements: https://code.google.com/p/bitfighter/issues/detail?id=154
03:56:21HeyubHmm..
03:58:12HeyubTheres a game I know that does badges, its an fps but it might help you get ideas for displaying badges.
03:58:26Heyubhttp://xserverx.com/players/
03:58:36HeyubIts not as sinister as the title implies ;)
03:59:05raptoryeah, we're not sure how to display them yet..
03:59:27raptorhuh, that reminds me of stackoverflow.com a little..
04:00:16Heyublol
04:01:30HeyubThey dont have the badges visible in-game though. You can view your own badges via console (/) I think you can view other peoples too, but Im not sure on that.
04:02:00raptoryeah, we think we want to see badges in-game - but maybe we'll only show one
04:02:03raptormaybe the most recent
04:02:14raptoror possible one of the players choosing somehow...
04:02:33sam686maybe just put a number of how many badges that player have...
04:03:10raptorthat's a good idea, too
04:03:27raptoror both, number of badges and the latest badge
04:20:31HeyubWell I m headed to bed, good night folks.
04:20:35raptornight
04:20:36Heyub Quit (Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/)
04:29:05BFLogBot - Commit 2ae80f85ad69 | Author: buckyballreaction | Log: Fix script printing to console
04:49:09BFLogBot - Commit a6b2c7b3080a | Author: sam8641 | Log: Fix not clearing names on disconnect that caused showing up player names in score board on next connect; Fixes nearly all possible memory leaks of ClientInfo (by using RefPtr)
04:58:52raptoryay fixed a bug
04:59:11BFLogBot - Commit c9eca2619485 | Author: buckyballreaction | Log: Fix arc script to be precise; put appropriate upper limit on arc precision; change some terminology to (hopefully) make more sense
05:00:50raptorok, bed time! good night sam686
05:01:42sam686ok
05:01:45sam686night..
05:01:58raptori shoudl compile your changes first...
05:02:02raptorjust to make sure
05:02:44sam686the forcefield copy and paste crash is still there in editor...
05:04:30sam686as for flags going back to (0,0) when testing from editor, it also happens on move items (bouncy objects)
05:05:02raptoris that because they're point objects?
05:05:40sam686maybe they are move objects (flag items is MoveObject too, for rabbit and nexus moving flags)
05:06:02raptorah
05:06:04raptorok
05:06:37sam686and, i might have found SDL bug, hold down mouse button to fire in windowed mode, move mouse off the bitfighter window, release mouse button doesn't stop firing
05:07:09raptoryes, that similar to the hold ALT, leave, come back, then press ENTER
05:07:13sam686i think that didn't happen on SDL 1.x, might be ne for SDL 2.x (i used joystick mostly, and didn't hardly moticed it..)
05:07:45raptordid you lose window focus?
05:07:53sam686except, the mouse releasing problem does not make bitfighter inactive window..
05:08:59raptorhuh
05:09:03sam686so no, didn't lose focus (hold down mouse inside bitfighter window, release mouse outside bitfighter window and still thinks mouse is still held down)
05:09:07raptorinteresting, then that is a different problem...
05:09:14raptorlet me test that...
05:09:14BFLogBot - Commit 457877454eb6 | Author: buckyballreaction | Log: Fix compile warning
05:11:34raptorok it stops firing for me
05:11:43raptorif i still have windows focus...
05:12:03sam686i guess the problem is limited towindows version of SDL
05:12:12raptordo you see the mouse pointer when you move off the window? I don't
05:13:00sam686yes, i see mouse pointer as soon as the mouse goes away from window, even if i am continuously hold down mouse button
05:13:10raptoryeah that is different
05:21:50sam686another problem I find a little annoying, starting bitfighter windowed then changing resolution (from 1024 x 768 to 1600 x 1200), switch to fullscreen, resolution keeps changes back (to 1024 x 768)
05:22:11sam686i didn't have that resolutino changing back on SDL 1.x (its 2.x the problem)
05:22:21raptorinteresting
05:23:23sam686I mostly use different resolutions depending on the game or mood (on CRT, a trade off between low resolution and high refresh rate (or the oppoitre))
05:25:09raptorwell, we can move back to SDL 1.2 if you think 2.0 doesn't add 'net' benefit
05:25:34raptori don't use windows so i can't make a very good judgement call
05:27:03sam686not sure, and i don't think the resolution changing in mid game is a problem with most users (because most users use LCD with only one good resolution, the native)
05:28:51sam686could always try updating SDL 2.0.x to 2.1.x or whatever the latest version might be...
05:29:40sam686Could try, but probably won't want to spend any more time tonight if too sleepy..
05:30:03raptorwe are at the latest - i've been following SDL developement closely and it hasn't changed in two months
05:31:49sam686SDL 2 last modified: Mon Apr 09 23:57:00 2012
05:31:58sam686thats only 17 days old, not 2 months old..
05:32:20raptoryes, but that was a patch to fix a mac bug
05:32:39raptorthe commits before hand come from early march i think
05:32:56sam686ok,, maybe that dates not very accurate...
05:34:27sam686i also noticed SDL 2 kind of does fullscreen on secondary monitor, but getting out of fullscreen of secondary monitor goes kind of ugly (window mode without top title bar or window border, unable to move window.
05:34:42sam686SDL 1.x only does promary monitor for fullscreen
05:34:49sam686thats in windows XP
05:36:04raptori think i saw some workarounds on the mailing list about that...
05:39:19BFLogBot - Commit 0c40362dfa4b | Author: buckyballreaction | Log: Fix console in editor not capturing keys
05:39:33raptorok, i need to sleep for real now...
05:39:36raptorgood night sam686
05:39:42sam686night'
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08:17:03Disconnected.
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13:20:55Topic is 'Bitfighter 017a released!: http://bitfighter.org/downloads'
13:20:56Set by raptor!raptor@unaffiliated/greenmachine on Wed Apr 11 14:50:15 GMT 2012
13:20:56-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
13:58:38IAmBeard has joined
14:20:00Heyub has joined
14:20:30HeyubGood morning!
14:30:19IAmBeard'morning
16:25:31raptor has joined
16:25:32ChanServ sets mode +o raptor
16:25:38raptorgood day!
16:35:07HeyubHello raptor!
16:35:19raptorhi
16:36:19HeyubBeard, about ship shapes: http://bitfighter.org/forums/viewtopic.php?f=4&t=1447&p=14301#p14301
16:40:56IAmBeard^ ah, good ideas
16:41:02IAmBeardmorning raptor
16:41:05raptorhi
16:41:18IAmBeardanywho, i'd see shaped ships as an unlockable sort of idea
16:41:43IAmBeardthe ships themselves function the same, but it's like rewarding the user with cool looking things for playing the game
16:43:29HeyubBitfighter strikes me as being a game you can jump in the middle of at any time, unlockable ships would remove that feeling for me. I would feel seperated from the older players.
16:43:52HeyubWhether or not that is a bad thing is best left to ones opinion ;)
16:44:00raptorwe've had discussions about 'unlockable' content before
16:44:49raptorwe generally don't really like to go that route - we really do want it to be a game where you can just jump in any match and everyone is on even footing
16:45:31raptoralthough unlockable aesthetic content is different, i'm not so sure it is worth the pain of programming (but could be convinced otherwise...) :)
16:45:38IAmBeardwell, it's not a case of uneven footing, we're not giving people an advantage - we're motivating them to keep playing
16:46:29IAmBeardunlockable upgrades is a bad idea, i most certainly agree
16:47:05IAmBeardthe idea of unlockable aesthetics is that people will be playing and go "wow, that looks cool, how do I get that?" and they work at it
16:47:57HeyubWhat if they like triangles better?
16:48:01IAmBeardthe overall idea is that we engage players in goals that are parallel to the game
16:48:12IAmBeardwe'd have some sort of selection system in place
16:49:35raptorwe started the achievement system for that reason
16:49:37kodabbws Quit (Read error: Connection reset by peer)
16:49:46raptor(even though we have only one achievement right now)
16:49:56Heyublol
16:51:45HeyubI think it would be better to use them for dungeons, if there was a way to create a better single player bitfighter players might stay online longer, increasing chances of multiple players being on at the same time.
16:52:27raptorwe used to have a dungeon server - it was quite popular, although not so much with the older crowd
16:52:41raptori think sam686 still has a lot of those levels
16:52:53raptormaybe Zoomber, too
16:54:28HeyubWell, to be honest, I don't like the dungeons much either, a lot of them seem based off of bugs and little quirks in the game...
16:55:07raptoryes, and with each new version of bitfighter something is fixed or changed that renders them unplayable because they rely on those quirks
16:55:31raptormaybe that's why they've disappeared - we've finally made most unplayable!
16:55:54HeyubHaha! congrats :)
16:56:14raptor(shhh... don't tell anyone it was our secret plan all along...)
16:56:34raptorok not really
16:57:49HeyubI created a map where you had to defend your base from the bots. While another part of the team went through a labrynth of turrets to destroy some forcefields. Then you could attack the enemy, it didn't work well because the bots style was simply too berserk...
17:01:47Heyub7 people online right now.
17:02:01raptorand capital letters work!
17:02:16raptor is proud of that fix, makes him feel accomplished in life
17:02:27HeyubWell done raptor! :P
17:13:13raptorbeard you shoudl join us
17:13:43HeyubLOL shoot... I launched a fulls creen app on accident >.<
17:27:25raptorrats - didn't get to finish that cool soccer game - had someone come in the office :)
17:27:46raptorsigh - have to work now...
17:28:00HeyubRed won :D
17:28:17raptorbah!
17:28:20raptori worked so hard
17:28:42raptorhalf the match was my yellow guys shooting towards yellow goal!
17:31:08HeyubYeah one of yours was beign our goally for some reason lol
17:44:52HeyubThe high mantanance level on sams server isnt working right, the turret shooting the blue core isnt shooting it.
17:45:18raptori don't understand...
18:00:19HeyubAh... nvm, there are two maps, one is "high maintenance" and the other is "high mainteneance (FIXED)"
18:36:29LordDVG has joined
18:46:05raptorsam686 should probably do a cleaning of his server... he allows anyone to upload a map for public use
18:46:13raptorand it tends to become cluttered...
18:48:07Heyublol
18:58:35IAmBeardare you gents still playing?
18:58:41IAmBeardsorry, i had some work to do
18:58:51raptornope - working, sorry
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20:29:22raptorsam686: we should do a BBB
20:32:02IAmBeardthis weekend i may try my hand at map making if the code review doesn't fill my time too much
20:32:23raptorour poor code...
20:32:30IAmBeardoh, and for updates, have you gents thought of dividing the game components into modeuls and updating dll files individually?
20:32:31raptori doubt it would stand up to review :)
20:32:53IAmBeardwell review is moreso trying to sort through it and understand the base of it
20:33:01IAmBeard*modules
20:33:15raptorIAmBeard: I haven't done any of the Windows work
20:33:32IAmBearddll, or *.so files
20:33:39IAmBeardwhichever system, we could modularize it
20:33:55raptorwell, would it make sense to do that if the game is so small?
20:34:11IAmBeardit would if we started to push for some regular (but smaller) updates
20:34:19IAmBeardand this would make the game easier to mod, too
20:34:32raptorah modding...
20:34:45IAmBeardand it means that if someone updates the game, instead of a huge executable, they could only download the parts that are updated
20:34:49raptorwatusimoto is working on beefing up the LUA integration more
20:35:10raptoris 2.5 MB that huge?
20:35:12IAmBeardoh, just for clarification, are you gents using c or c++?
20:35:19raptorc++
20:35:28IAmBeard2.5 isn't that bad, but for some people it is
20:35:34raptorbut several of the used frameworks are C
20:35:44IAmBeardyeah, i noticed that which is why i was confused
20:36:08IAmBeardit's okay, though, i mix c and c++ more than i'd like to admit
20:36:22raptorhaha, i think it's unavoidable
20:36:40IAmBeardwell, that depends if you're talking to a purist (luckily, you're not :P)
20:36:43raptorespecially if you use any good framework...
20:37:00raptori've never met a c++ purist...
20:37:08raptorthey exist?
20:39:59IAmBeardunfortunately
20:40:23raptori don't see how that can be possible if you want to build a cross-platform application..
20:40:31IAmBeardthey are usually churned out of universities, and commonly don't have any CS experience before uni
20:41:20raptoryou mean like starting to figure out .BAT files when you were 12? :)
20:42:56IAmBeardnaw, these guys just thing programming is cool and it must be easy, so when they hit university, they sign up for CS classes
21:06:24Renderwahn Quit (Quit: leaving)
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21:13:23IAmBeardout of curiousity, is the UI supposed to have an 8bit retro sort of look?
21:13:30raptoryes
21:13:42raptorretro + vector graphics is the feel we want to keep
21:14:15IAmBeardhave you gents thought of moving towards an html/css approach? we could mimick 100% of what you have, the difference being you don't need a recompile for changing a typo and things like that
21:14:41raptornever thought of that
21:14:52raptorwould require an html rendering engine built in, though
21:14:52IAmBeardhttp://awesomium.com/
21:15:02IAmBeardI'm a step ahead of you ;)
21:15:04raptorwhich would at least double the binary size, i'm sure
21:16:46raptoryeah that would add too much bloat, i think - and it's a paid product?
21:16:48IAmBearda major benefit would be a lot more UI widgets, and cursor handling
21:17:09IAmBeardyeah, drawback is adding another component - not sure how many libraries are already tied in
21:17:52raptorlibawesomium-1.6.5.so is 58MB!!!!
21:18:01raptorthere's no way...
21:18:03IAmBeardwell, the SDK is
21:19:05raptorand the dependencies are enormous
21:19:16Renderwahnjust rewrite the game in javascript/html5/webgl so it runs in the browser *trollface*
21:19:36IAmBeardlol
21:19:44raptorha!
21:19:53raptorthat is actually more likely
21:20:05raptorwe need to separate the server/client portions a bit better
21:20:07sam686javascript uses more RAM then c++ binaries...
21:20:17raptorwebgl would be ok
21:20:20sam686or java itself i meant
21:20:28sam686javascript is likely to be slow..
21:20:28raptorbut we use the Torque Network Library
21:20:50raptorand I would have no idea how to port that to a browser.. unless NaCl could handle it and becomes more standard
21:21:49sam686also, on windows, some users might be stuck on an old version of internet explorer (probably because new version don't work on old windows XP, or they don't know how to upgrade internet exporer)
21:22:06Renderwahnguys, i was joking!
21:22:13IAmBeardoh, i linked the wrong browser toolkit
21:22:18IAmBeardberkelium is what i wanted
21:22:23IAmBeardderp derp derp
21:22:29raptorRenderwahn: i know... :)
21:22:58raptorbut in reality - we do need to separate client and server better... then maybe a mobile port? but that forever and a day away
21:23:41raptorberkellium uses chromium - which is enormous
21:23:53IAmBeardi'm surprised that you gents aren't containing the server in a seperate executable/dynamic lib
21:23:56raptori used to package chromium for a Linux distro, glad I'm not doing that anymore...
21:24:11raptorIAmBeard: you can build teh dedicated server separately already
21:24:30raptorbut the client has it all built together because it can host a game directly
21:25:01sam686there is a greater need for server without client (to allow having servers in some dedicated servers without GUI)
21:26:40sam686a client without server might not be much at all (it cannot edit, it cannot host, it cannot do any LUA stuff), though it might have a very tiny compiled binary size...
21:34:07IAmBeard Quit (Quit: Leaving)

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