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| 02:06:48 | Heyub | Hello |
| 02:14:58 | raptor | good evening |
| 02:16:26 | raptor | sam686: did any of us ever fix #2 or #3 here?: http://bitfighter.org/wiki/index.php/Running_Bug_List |
| 02:16:32 | raptor | i can't remember |
| 02:16:36 | raptor | i don't think i did |
| 02:20:19 | raptor | i should do some coding tonight... |
| 02:20:30 | | raptor doesn't want to look at the issues list |
| 02:21:42 | Heyub | You can do it! |
| 02:22:08 | raptor | danger: i'm getting sucked into naev again... |
| 02:22:35 | sam686 | not sure, i haven't done much of editor stuff at all for more then a month |
| 02:22:50 | raptor | yeah me neither |
| 02:24:38 | Heyub | Zap is so much more fun than naev. |
| 02:24:46 | Heyub | Err bitfighter, sorry. |
| 02:25:15 | raptor | i agree - we just need players... |
| 02:25:35 | raptor | heh, the main game code is still in the 'zap' directory in the source... |
| 02:25:44 | Heyub | lol |
| 02:26:16 | sam686 | there is "namespace Zap" in most of source code in Zap/ |
| 02:26:24 | raptor | oh yeah... |
| 02:36:52 | Heyub | Theory is when you know everything and nothing works. Practice is when things work, and noone knows why. |
| 02:37:12 | Heyub | Here we combine theory and practice. Nothing works and noone knows why. |
| 02:37:23 | raptor | haha |
| 02:37:57 | Heyub | lol |
| 02:37:58 | sam686 | theres the third part, something works (not everything, not nothing) |
| 02:38:56 | sam686 | the following works: your internet connection, your computer (or you won't be in this chat) |
| 02:40:02 | raptor | ok ok, i'll look at the issues list... |
| 02:40:24 | sam686 | if nothing works (including light bulbs not working), i think i know why nothing works, electricity power went out... |
| 03:28:57 | | BFLogBot - Commit eae1e219334d | Author: sam8641 | Log: Fix some level load crash if missing or duplicate GameType |
| 03:31:54 | raptor | we should probably come up with more achievements... |
| 03:39:04 | Heyub | Maybe an achievement for ranking first in games won in the week? |
| 03:54:49 | raptor | i like that idea |
| 03:55:12 | raptor | we have this issue open for achievements: https://code.google.com/p/bitfighter/issues/detail?id=154 |
| 03:56:21 | Heyub | Hmm.. |
| 03:58:12 | Heyub | Theres a game I know that does badges, its an fps but it might help you get ideas for displaying badges. |
| 03:58:26 | Heyub | http://xserverx.com/players/ |
| 03:58:36 | Heyub | Its not as sinister as the title implies ;) |
| 03:59:05 | raptor | yeah, we're not sure how to display them yet.. |
| 03:59:27 | raptor | huh, that reminds me of stackoverflow.com a little.. |
| 04:00:16 | Heyub | lol |
| 04:01:30 | Heyub | They 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. |
| 04:02:00 | raptor | yeah, we think we want to see badges in-game - but maybe we'll only show one |
| 04:02:03 | raptor | maybe the most recent |
| 04:02:14 | raptor | or possible one of the players choosing somehow... |
| 04:02:33 | sam686 | maybe just put a number of how many badges that player have... |
| 04:03:10 | raptor | that's a good idea, too |
| 04:03:27 | raptor | or both, number of badges and the latest badge |
| 04:20:31 | Heyub | Well I m headed to bed, good night folks. |
| 04:20:35 | raptor | night |
| 04:20:36 | | Heyub Quit (Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/) |
| 04:29:05 | | BFLogBot - Commit 2ae80f85ad69 | Author: buckyballreaction | Log: Fix script printing to console |
| 04:49:09 | | BFLogBot - 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) |
| 04:58:52 | raptor | yay fixed a bug |
| 04:59:11 | | BFLogBot - 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 |
| 05:00:50 | raptor | ok, bed time! good night sam686 |
| 05:01:42 | sam686 | ok |
| 05:01:45 | sam686 | night.. |
| 05:01:58 | raptor | i shoudl compile your changes first... |
| 05:02:02 | raptor | just to make sure |
| 05:02:44 | sam686 | the forcefield copy and paste crash is still there in editor... |
| 05:04:30 | sam686 | as for flags going back to (0,0) when testing from editor, it also happens on move items (bouncy objects) |
| 05:05:02 | raptor | is that because they're point objects? |
| 05:05:40 | sam686 | maybe they are move objects (flag items is MoveObject too, for rabbit and nexus moving flags) |
| 05:06:02 | raptor | ah |
| 05:06:04 | raptor | ok |
| 05:06:37 | sam686 | and, 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 |
| 05:07:09 | raptor | yes, that similar to the hold ALT, leave, come back, then press ENTER |
| 05:07:13 | sam686 | i 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..) |
| 05:07:45 | raptor | did you lose window focus? |
| 05:07:53 | sam686 | except, the mouse releasing problem does not make bitfighter inactive window.. |
| 05:08:59 | raptor | huh |
| 05:09:03 | sam686 | so no, didn't lose focus (hold down mouse inside bitfighter window, release mouse outside bitfighter window and still thinks mouse is still held down) |
| 05:09:07 | raptor | interesting, then that is a different problem... |
| 05:09:14 | raptor | let me test that... |
| 05:09:14 | | BFLogBot - Commit 457877454eb6 | Author: buckyballreaction | Log: Fix compile warning |
| 05:11:34 | raptor | ok it stops firing for me |
| 05:11:43 | raptor | if i still have windows focus... |
| 05:12:03 | sam686 | i guess the problem is limited towindows version of SDL |
| 05:12:12 | raptor | do you see the mouse pointer when you move off the window? I don't |
| 05:13:00 | sam686 | yes, i see mouse pointer as soon as the mouse goes away from window, even if i am continuously hold down mouse button |
| 05:13:10 | raptor | yeah that is different |
| 05:21:50 | sam686 | another 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) |
| 05:22:11 | sam686 | i didn't have that resolutino changing back on SDL 1.x (its 2.x the problem) |
| 05:22:21 | raptor | interesting |
| 05:23:23 | sam686 | I 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)) |
| 05:25:09 | raptor | well, we can move back to SDL 1.2 if you think 2.0 doesn't add 'net' benefit |
| 05:25:34 | raptor | i don't use windows so i can't make a very good judgement call |
| 05:27:03 | sam686 | not 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) |
| 05:28:51 | sam686 | could always try updating SDL 2.0.x to 2.1.x or whatever the latest version might be... |
| 05:29:40 | sam686 | Could try, but probably won't want to spend any more time tonight if too sleepy.. |
| 05:30:03 | raptor | we are at the latest - i've been following SDL developement closely and it hasn't changed in two months |
| 05:31:49 | sam686 | SDL 2 last modified: Mon Apr 09 23:57:00 2012 |
| 05:31:58 | sam686 | thats only 17 days old, not 2 months old.. |
| 05:32:20 | raptor | yes, but that was a patch to fix a mac bug |
| 05:32:39 | raptor | the commits before hand come from early march i think |
| 05:32:56 | sam686 | ok,, maybe that dates not very accurate... |
| 05:34:27 | sam686 | i 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. |
| 05:34:42 | sam686 | SDL 1.x only does promary monitor for fullscreen |
| 05:34:49 | sam686 | thats in windows XP |
| 05:36:04 | raptor | i think i saw some workarounds on the mailing list about that... |
| 05:39:19 | | BFLogBot - Commit 0c40362dfa4b | Author: buckyballreaction | Log: Fix console in editor not capturing keys |
| 05:39:33 | raptor | ok, i need to sleep for real now... |
| 05:39:36 | raptor | good night sam686 |
| 05:39:42 | sam686 | night' |
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| 08:17:03 | | Disconnected. |
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| 13:20:55 | | BFLogBot has joined |
| 13:20:55 | | Topic is 'Bitfighter 017a released!: http://bitfighter.org/downloads' |
| 13:20:56 | | Set 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. |
| 13:58:38 | | IAmBeard has joined |
| 14:20:00 | | Heyub has joined |
| 14:20:30 | Heyub | Good morning! |
| 14:30:19 | IAmBeard | 'morning |
| 16:25:31 | | raptor has joined |
| 16:25:32 | | ChanServ sets mode +o raptor |
| 16:25:38 | raptor | good day! |
| 16:35:07 | Heyub | Hello raptor! |
| 16:35:19 | raptor | hi |
| 16:36:19 | Heyub | Beard, about ship shapes: http://bitfighter.org/forums/viewtopic.php?f=4&t=1447&p=14301#p14301 |
| 16:40:56 | IAmBeard | ^ ah, good ideas |
| 16:41:02 | IAmBeard | morning raptor |
| 16:41:05 | raptor | hi |
| 16:41:18 | IAmBeard | anywho, i'd see shaped ships as an unlockable sort of idea |
| 16:41:43 | IAmBeard | the ships themselves function the same, but it's like rewarding the user with cool looking things for playing the game |
| 16:43:29 | Heyub | Bitfighter 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. |
| 16:43:52 | Heyub | Whether or not that is a bad thing is best left to ones opinion ;) |
| 16:44:00 | raptor | we've had discussions about 'unlockable' content before |
| 16:44:49 | raptor | we 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 |
| 16:45:31 | raptor | although unlockable aesthetic content is different, i'm not so sure it is worth the pain of programming (but could be convinced otherwise...) :) |
| 16:45:38 | IAmBeard | well, it's not a case of uneven footing, we're not giving people an advantage - we're motivating them to keep playing |
| 16:46:29 | IAmBeard | unlockable upgrades is a bad idea, i most certainly agree |
| 16:47:05 | IAmBeard | the 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 |
| 16:47:57 | Heyub | What if they like triangles better? |
| 16:48:01 | IAmBeard | the overall idea is that we engage players in goals that are parallel to the game |
| 16:48:12 | IAmBeard | we'd have some sort of selection system in place |
| 16:49:35 | raptor | we started the achievement system for that reason |
| 16:49:37 | | kodabbws Quit (Read error: Connection reset by peer) |
| 16:49:46 | raptor | (even though we have only one achievement right now) |
| 16:49:56 | Heyub | lol |
| 16:51:45 | Heyub | I 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. |
| 16:52:27 | raptor | we used to have a dungeon server - it was quite popular, although not so much with the older crowd |
| 16:52:41 | raptor | i think sam686 still has a lot of those levels |
| 16:52:53 | raptor | maybe Zoomber, too |
| 16:54:28 | Heyub | Well, 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... |
| 16:55:07 | raptor | yes, and with each new version of bitfighter something is fixed or changed that renders them unplayable because they rely on those quirks |
| 16:55:31 | raptor | maybe that's why they've disappeared - we've finally made most unplayable! |
| 16:55:54 | Heyub | Haha! congrats :) |
| 16:56:14 | raptor | (shhh... don't tell anyone it was our secret plan all along...) |
| 16:56:34 | raptor | ok not really |
| 16:57:49 | Heyub | I 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... |
| 17:01:47 | Heyub | 7 people online right now. |
| 17:02:01 | raptor | and capital letters work! |
| 17:02:16 | | raptor is proud of that fix, makes him feel accomplished in life |
| 17:02:27 | Heyub | Well done raptor! :P |
| 17:13:13 | raptor | beard you shoudl join us |
| 17:13:43 | Heyub | LOL shoot... I launched a fulls creen app on accident >.< |
| 17:27:25 | raptor | rats - didn't get to finish that cool soccer game - had someone come in the office :) |
| 17:27:46 | raptor | sigh - have to work now... |
| 17:28:00 | Heyub | Red won :D |
| 17:28:17 | raptor | bah! |
| 17:28:20 | raptor | i worked so hard |
| 17:28:42 | raptor | half the match was my yellow guys shooting towards yellow goal! |
| 17:31:08 | Heyub | Yeah one of yours was beign our goally for some reason lol |
| 17:44:52 | Heyub | The high mantanance level on sams server isnt working right, the turret shooting the blue core isnt shooting it. |
| 17:45:18 | raptor | i don't understand... |
| 18:00:19 | Heyub | Ah... nvm, there are two maps, one is "high maintenance" and the other is "high mainteneance (FIXED)" |
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| 18:46:05 | raptor | sam686 should probably do a cleaning of his server... he allows anyone to upload a map for public use |
| 18:46:13 | raptor | and it tends to become cluttered... |
| 18:48:07 | Heyub | lol |
| 18:58:35 | IAmBeard | are you gents still playing? |
| 18:58:41 | IAmBeard | sorry, i had some work to do |
| 18:58:51 | raptor | nope - working, sorry |
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| 20:29:22 | raptor | sam686: we should do a BBB |
| 20:32:02 | IAmBeard | this weekend i may try my hand at map making if the code review doesn't fill my time too much |
| 20:32:23 | raptor | our poor code... |
| 20:32:30 | IAmBeard | oh, and for updates, have you gents thought of dividing the game components into modeuls and updating dll files individually? |
| 20:32:31 | raptor | i doubt it would stand up to review :) |
| 20:32:53 | IAmBeard | well review is moreso trying to sort through it and understand the base of it |
| 20:33:01 | IAmBeard | *modules |
| 20:33:15 | raptor | IAmBeard: I haven't done any of the Windows work |
| 20:33:32 | IAmBeard | dll, or *.so files |
| 20:33:39 | IAmBeard | whichever system, we could modularize it |
| 20:33:55 | raptor | well, would it make sense to do that if the game is so small? |
| 20:34:11 | IAmBeard | it would if we started to push for some regular (but smaller) updates |
| 20:34:19 | IAmBeard | and this would make the game easier to mod, too |
| 20:34:32 | raptor | ah modding... |
| 20:34:45 | IAmBeard | and it means that if someone updates the game, instead of a huge executable, they could only download the parts that are updated |
| 20:34:49 | raptor | watusimoto is working on beefing up the LUA integration more |
| 20:35:10 | raptor | is 2.5 MB that huge? |
| 20:35:12 | IAmBeard | oh, just for clarification, are you gents using c or c++? |
| 20:35:19 | raptor | c++ |
| 20:35:28 | IAmBeard | 2.5 isn't that bad, but for some people it is |
| 20:35:34 | raptor | but several of the used frameworks are C |
| 20:35:44 | IAmBeard | yeah, i noticed that which is why i was confused |
| 20:36:08 | IAmBeard | it's okay, though, i mix c and c++ more than i'd like to admit |
| 20:36:22 | raptor | haha, i think it's unavoidable |
| 20:36:40 | IAmBeard | well, that depends if you're talking to a purist (luckily, you're not :P) |
| 20:36:43 | raptor | especially if you use any good framework... |
| 20:37:00 | raptor | i've never met a c++ purist... |
| 20:37:08 | raptor | they exist? |
| 20:39:59 | IAmBeard | unfortunately |
| 20:40:23 | raptor | i don't see how that can be possible if you want to build a cross-platform application.. |
| 20:40:31 | IAmBeard | they are usually churned out of universities, and commonly don't have any CS experience before uni |
| 20:41:20 | raptor | you mean like starting to figure out .BAT files when you were 12? :) |
| 20:42:56 | IAmBeard | naw, these guys just thing programming is cool and it must be easy, so when they hit university, they sign up for CS classes |
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| 21:13:23 | IAmBeard | out of curiousity, is the UI supposed to have an 8bit retro sort of look? |
| 21:13:30 | raptor | yes |
| 21:13:42 | raptor | retro + vector graphics is the feel we want to keep |
| 21:14:15 | IAmBeard | have 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 |
| 21:14:41 | raptor | never thought of that |
| 21:14:52 | raptor | would require an html rendering engine built in, though |
| 21:14:52 | IAmBeard | http://awesomium.com/ |
| 21:15:02 | IAmBeard | I'm a step ahead of you ;) |
| 21:15:04 | raptor | which would at least double the binary size, i'm sure |
| 21:16:46 | raptor | yeah that would add too much bloat, i think - and it's a paid product? |
| 21:16:48 | IAmBeard | a major benefit would be a lot more UI widgets, and cursor handling |
| 21:17:09 | IAmBeard | yeah, drawback is adding another component - not sure how many libraries are already tied in |
| 21:17:52 | raptor | libawesomium-1.6.5.so is 58MB!!!! |
| 21:18:01 | raptor | there's no way... |
| 21:18:03 | IAmBeard | well, the SDK is |
| 21:19:05 | raptor | and the dependencies are enormous |
| 21:19:16 | Renderwahn | just rewrite the game in javascript/html5/webgl so it runs in the browser *trollface* |
| 21:19:36 | IAmBeard | lol |
| 21:19:44 | raptor | ha! |
| 21:19:53 | raptor | that is actually more likely |
| 21:20:05 | raptor | we need to separate the server/client portions a bit better |
| 21:20:07 | sam686 | javascript uses more RAM then c++ binaries... |
| 21:20:17 | raptor | webgl would be ok |
| 21:20:20 | sam686 | or java itself i meant |
| 21:20:28 | sam686 | javascript is likely to be slow.. |
| 21:20:28 | raptor | but we use the Torque Network Library |
| 21:20:50 | raptor | and I would have no idea how to port that to a browser.. unless NaCl could handle it and becomes more standard |
| 21:21:49 | sam686 | also, 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) |
| 21:22:06 | Renderwahn | guys, i was joking! |
| 21:22:13 | IAmBeard | oh, i linked the wrong browser toolkit |
| 21:22:18 | IAmBeard | berkelium is what i wanted |
| 21:22:23 | IAmBeard | derp derp derp |
| 21:22:29 | raptor | Renderwahn: i know... :) |
| 21:22:58 | raptor | but in reality - we do need to separate client and server better... then maybe a mobile port? but that forever and a day away |
| 21:23:41 | raptor | berkellium uses chromium - which is enormous |
| 21:23:53 | IAmBeard | i'm surprised that you gents aren't containing the server in a seperate executable/dynamic lib |
| 21:23:56 | raptor | i used to package chromium for a Linux distro, glad I'm not doing that anymore... |
| 21:24:11 | raptor | IAmBeard: you can build teh dedicated server separately already |
| 21:24:30 | raptor | but the client has it all built together because it can host a game directly |
| 21:25:01 | sam686 | there is a greater need for server without client (to allow having servers in some dedicated servers without GUI) |
| 21:26:40 | sam686 | a 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... |
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