Timestamps are in GMT/BST.
| 00:09:46 | Heyub | Hes good at killing conversation, isnt he? :P |
| 00:12:40 | Watusimoto | well, I'm off to bed |
| 00:14:23 | Heyub | Good night watusimoto |
| 00:27:59 | IAmBeard | 'night |
| 00:28:19 | | Watusimoto Quit (Ping timeout: 252 seconds) |
| 00:39:19 | IAmBeard | sam686, you still around? |
| 00:43:04 | sam686 | yes |
| 00:43:29 | sam686 | hi IAmBeard ? |
| 00:44:50 | IAmBeard | in the source, there are two solutions, BitFighter and BitFighter_sam , what's the difference? |
| 00:45:20 | sam686 | since visual c++ 2010 project don't work on visual c++ 2008 |
| 00:45:26 | IAmBeard | ah |
| 00:45:33 | sam686 | mines is vc2008 |
| 00:46:10 | sam686 | so, probably go with bitfighter if you use vs2010, bitfighter_sam if you have the older vs2008 like me |
| 00:46:51 | IAmBeard | okay, thanks :) |
| 00:47:20 | sam686 | also, avoid debug_mysql release_mysql, unless you have mysql installed.. |
| 00:48:19 | sam686 | mysql is mostly used in the master.. |
| 00:52:45 | | karamazovapy Quit (Quit: Leaving) |
| 00:56:51 | IAmBeard | ok |
| 00:57:05 | IAmBeard | my wife says "say boobies" |
| 00:57:25 | IAmBeard | =/ |
| 01:00:30 | sam686 | http://en.wikipedia.org/wiki/Booby there is probably a second meanings that i probably don't want to know... |
| 01:03:23 | IAmBeard | any idea why my compiled version doesn't accept spaces in the password when i initially setup my account - i'm looking at UINameEntry.cpp:121 (the onKeyDown event) and it doesn't seem to be filtering the space key there |
| 01:03:30 | IAmBeard | I don't think it's an SDL quirk |
| 01:04:09 | sam686 | did you have spaces in your password? |
| 01:04:22 | sam686 | probably bitfighter coding problem (not SDL) |
| 01:05:46 | IAmBeard | yeah |
| 01:05:53 | IAmBeard | it worked in the distributed version |
| 01:06:03 | sam686 | I have kind of a slow computer (Pentium 4 HT, 3 Ghz, with 1.5 GB RAM (i added more RAM)) |
| 01:06:06 | IAmBeard | and i can't seem to find the issue in lineedit either |
| 01:06:47 | sam686 | i see the same problem with can't put spaces in password on the latest bitfighter code... |
| 01:11:28 | sam686 | oh dear, it occurs to more then just the password, it happens to "ANY" fill in the text not letting you put any spaces |
| 01:16:18 | IAmBeard | :( |
| 01:16:48 | IAmBeard | i'll look into it if you're busy and submit a patch - it must be a recent issue, since it worked in the last release |
| 01:17:36 | sam686 | i have time to look for that problem, and fix... |
| 01:17:57 | IAmBeard | okay, awesome |
| 01:18:03 | sam686 | I haven't' found the exact problem yet, though |
| 01:18:38 | IAmBeard | lineEditor.cpp:264 doesn't check against ' ' char |
| 01:18:42 | IAmBeard | *' ' |
| 01:20:04 | sam686 | the function LineEditor::addChar is meant to return false only if it contains those characters... |
| 01:20:59 | IAmBeard | but shouldn't it have a || (c == ' ' ) ? |
| 01:21:00 | sam686 | since, most of the time, mFilter is allAsciiFilter, it returns true for all chars (except char 0, the Null char) |
| 01:21:07 | IAmBeard | oh |
| 01:21:14 | IAmBeard | i was looking at the wrong filter then |
| 01:25:34 | sam686 | i see 2 problems, one problem is, UIMenuItems.cpp : 1111 effectively returns true (it is handled) doing nothing. removing that code fix the space do nothing problem, but second problem is the selection goes down instead of adding space which i haven't found yet |
| 01:27:08 | IAmBeard | does the UI use space as an alternative to enter? |
| 01:27:41 | sam686 | probably yes, also as down arrow |
| 01:28:16 | sam686 | mostly as down arrow, as pressing enter on yes/no doesn't go down, but change yes/no |
| 01:28:28 | IAmBeard | is that necessary, considering enter is more intuitive? |
| 01:31:31 | IAmBeard | and the UI uses both the arrow keys, and mouse for selection, it seems overly redundant to add in more buttons |
| 01:32:28 | sam686 | sometimes, for some users, it is easier to use keybord arrows then mouse.. |
| 01:33:15 | sam686 | those buttons are used in menus, not in-game (kind of want to avoid arrow buttons that do nothing) |
| 01:35:44 | IAmBeard | and editting the server name, pressing a makes it jump fields |
| 01:35:56 | IAmBeard | to the admin password |
| 01:36:51 | IAmBeard | in fact, pressing any letter corresponding to one of the menu options switches fields uncontrollably |
| 01:37:49 | sam686 | OK.. more problems of key buttons then I thought, i guess... |
| 01:44:57 | IAmBeard | it looks like they were done for the greater good, but without knowledge of the full implications |
| 01:46:32 | IAmBeard | looks like we have some null pointer issues, too |
| 01:49:29 | IAmBeard | whaaa? does bitfighter compile to 360? |
| 01:52:14 | sam686 | probably not? , TNL is very old, there might have been some XBOX code in TNL |
| 01:52:53 | sam686 | and, i don't even know if it was for old xbox, or newer xbox 360 |
| 01:53:09 | IAmBeard | so is it safe to assume that the code base needs some serious cleanup? |
| 01:53:23 | sam686 | probably yes. |
| 01:53:31 | IAmBeard | hah, no problemo |
| 01:54:04 | IAmBeard | i've already been working on restructuring a lot of the code so it's a little more organized and easier to find code |
| 01:54:22 | IAmBeard | ^ meaning if we merge my stuff down the road, you may need to update your vc2008 solutin |
| 01:54:25 | IAmBeard | *solution |
| 02:14:41 | sam686 | probably, though, that also means updating linux Makefile, and mac xcode (which raptor can do, i don't have mac) |
| 02:14:55 | IAmBeard | was bitfighter source based off zap! source? |
| 02:15:01 | sam686 | yes |
| 02:15:22 | sam686 | though, zap! source code haven't updated in more then 3 years ago.. |
| 02:16:29 | IAmBeard | so i think my first dev priority is doing a crap load of revamping the structure and heirarchy of the source |
| 02:18:43 | IAmBeard | because clean code means we can doing some better developing, with less hassle |
| 02:19:14 | IAmBeard | sam, do you know if you and the other devs are going to be available this weekend? |
| 02:20:15 | IAmBeard | ^ sam686 |
| 02:21:16 | sam686 | oh it was buzy on a shone for 2 minutes... |
| 02:22:28 | sam686 | not sure, raptor is often available almost every day and night (maybe he coming here in about 30 - 1 hour?) |
| 02:23:12 | sam686 | watusimoto is usually available earliear in a day (like about 5 hours earliear then right now, mostly about each day?) |
| 02:24:57 | IAmBeard | what about yourself? |
| 02:25:42 | sam686 | i am usually available jsut about everyday, between 5 hour earliear and get off about\ 3 hours later |
| 02:26:05 | sam686 | maybe even earliear in weekends.. |
| 02:30:10 | sam686 | raptor often uses "buckyballreaction" name in the commit name in repository, just so you know.. |
| 02:30:46 | IAmBeard | lol, alright |
| 02:31:00 | IAmBeard | oh, is it safe to assume that I can obliterate the zap namespace |
| 02:31:07 | IAmBeard | change that to bitfighter |
| 02:31:33 | sam686 | probably yes, |
| 02:32:07 | sam686 | i don't see hardly any "zap" names other then namespace, and the top of file comment licence saying it is based from zap.. |
| 02:33:18 | IAmBeard | yeah, and when i'm done with this code base, it'll be so different that I don't think we'll need that zap licsense anymore |
| 02:33:31 | IAmBeard | well, no, i suppose it won't be that different |
| 02:34:02 | sam686 | well, it just saying "Based on Zap demo released for Torque Network Library by GarageGames" |
| 02:34:19 | sam686 | the GPL licence stays the same.. |
| 02:34:27 | IAmBeard | yes, of course :) |
| 02:38:32 | IAmBeard | since bitfighter is using SDL now, presumably we're not using the freeglut includes that are still in the repo? |
| 02:41:12 | IAmBeard | and TNL isn't being used any more? |
| 02:41:29 | sam686 | TNL is still used |
| 02:41:44 | sam686 | glut / freeglut is not used anymore |
| 02:41:45 | IAmBeard | is that for the networking, i presume? |
| 02:41:58 | sam686 | TNL does networking |
| 02:42:27 | IAmBeard | is that opensource? |
| 02:42:54 | IAmBeard | or GPL'd, at the very least? |
| 02:43:03 | sam686 | SDL replaces glut, basically, as it does the windows / fullscreen / GUI / input handling |
| 02:43:09 | sam686 | TNL is GPL too |
| 02:43:35 | IAmBeard | okay |
| 02:43:46 | sam686 | tnl and zap came together from old Zap!, they are both GPL |
| 02:43:48 | IAmBeard | yeah, I came from the SDL mailing list :P |
| 02:43:51 | IAmBeard | okay |
| 02:45:30 | IAmBeard | ah, i scrolled down the projects and saw the TNL stuff :) |
| 02:48:07 | sam686 | http://sourceforge.net/projects/opentnl/ is where the very old TNL came from, it is so old, the last modified is Febuary 2005 |
| 02:48:33 | sam686 | includes the old Zap as well.. |
| 02:49:33 | sam686 | I probably don't want to look at that, the latest bitfighter code (especially Zap code) is different then the old one.. |
| 02:56:57 | IAmBeard | yeah, i expected so much |
| 02:57:51 | IAmBeard | so the tnl is really out of date, do you think it's worth while to give it a look over (or at least add that to my todo list)? |
| 02:59:10 | sam686 | possibly, especially the tnlThread.h thread.cpp |
| 03:00:09 | sam686 | tnlThread is one of a few TNL files not related to network.. |
| 03:04:58 | IAmBeard | it looks like we're using boost in some places - maybe we could bring that into boost threads |
| 03:05:39 | sam686 | probably yes |
| 03:06:33 | sam686 | though, i kind of complain a little about the huge number of boost header files slowing down compiling speed.. |
| 03:07:16 | sam686 | if every boost header files is included in every .cpp, then compiling can be 3 times slower |
| 03:07:57 | IAmBeard | yeah, i'm not a huge fan of boost myself |
| 03:08:06 | IAmBeard | is boost primarily used for it's threading? |
| 03:08:08 | sam686 | 6 minutes to full recompile (often when some header files requires recompiling most .cpp files) is long enough to wait... |
| 03:08:28 | sam686 | we have a few multithreading already in zap |
| 03:08:39 | IAmBeard | so what's boost's purpose in the project? |
| 03:08:44 | sam686 | in bitfighter, i mean (its still a zap folder) |
| 03:09:04 | sam686 | boost came, because of some devs want SharedPtr |
| 03:09:32 | IAmBeard | oh, we could just use SDL threading |
| 03:10:06 | IAmBeard | we should probably implement our own SharedPtr if that's boosts only purpose in bitfighter |
| 03:10:28 | sam686 | that was back in the days of GLUT (old Zap used GLUT, not SDL) |
| 03:10:41 | sam686 | bitfighter 015 and older used glut |
| 03:12:19 | sam686 | in GameType.cpp there is InsertStatsToDatabaseThread, to fix a problem when writing stats locally (sqlite mostly, or mysql, depends on what was compiled): to fox freezing problem at the end of game |
| 03:12:47 | sam686 | fix(not fon |
| 03:12:55 | sam686 | fix (not fox or fon) |
| 03:14:58 | IAmBeard | :) |
| 03:45:57 | IAmBeard | my goodness, sam686, how did you guys get any dev work done on this messy code? |
| 03:47:39 | sam686 | well, many of the mess came from watusimoto, and maybe i made a small mess of server voting system... |
| 03:48:06 | sam686 | the UIEditor.cpp is very messy (i didn't hardly do any editor stuff though) |
| 03:48:37 | sam686 | the LUA stuff seems to make some mess too... |
| 03:50:02 | sam686 | combined with very slow compiling seems to take more time for me (though, raptor does have a much fast computer, who can full recompile in about 30 seconds) |
| 03:50:48 | sam686 | even some commits states it is messy... "4310 (359b67661bc7) Merge (messy!!)" |
| 03:51:12 | IAmBeard | so, just from what I've seen of the code over the past few hours, you gents aren't really following any coding guidelines, eh (like file name convention, what constitutes a class or struct)? |
| 03:52:28 | sam686 | i kind of started on c++ programming mostly on my own, though mostly looking at other c++ programs.. |
| 03:53:04 | IAmBeard | ah, that's okay, it's a sign of a good hacker :) |
| 03:53:33 | sam686 | TNL itself does look kind of messy too (which is mostly not coded from us except a few fixes, came from old Zap) |
| 04:07:21 | IAmBeard | well, i'm calling it a night, i'll be back on at some point tomorrow |
| 04:07:41 | IAmBeard | g'night sam686 |
| 04:07:50 | sam686 | ok, night.. |
| 04:08:41 | | IAmBeard Quit (Quit: Leaving) |
| 04:24:40 | Heyub | Im headed off, night sam |
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| 06:16:22 | raptor | sam686: still around? |
| 06:20:18 | raptor | ok, well - i'll look at the UI stuff... I thought i had it all fixed before, but maybe not... |
| 06:20:23 | raptor | but good night! |
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| 14:31:22 | IAmBeard | good morning |
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| 14:40:22 | IAmBeard | good morning |
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| 14:47:27 | IAmBeard | good morning gents |
| 14:51:24 | Heyub | Good morning :) |
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| 15:26:26 | IAmBeard | sorry about that, for some reason, my laptops wireless likes to randomly shut off and only turn back on if i reboot |
| 15:26:57 | IAmBeard | and i was in the midst of doing some cleanup in bitfighter that I didn't want to stop half way through |
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| 16:25:21 | raptor | good day folks |
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| 17:23:09 | Heyub | Hello |
| 17:23:19 | raptor | hmmm... i may have to rethink the input design again... |
| 17:23:40 | raptor | hi |
| 17:25:14 | Heyub | As in controllers or UI? |
| 17:25:35 | raptor | sorry, talking to myself... the keyboard in the UI |
| 17:28:47 | Heyub | I gotta figure out how to make a hexegon look tubular. |
| 17:28:57 | raptor | ha! |
| 17:29:12 | raptor | tubular - the 80s synonym to 'totally awesome'? |
| 17:29:44 | raptor | oh oops, i gotta run.. |
| 17:29:46 | raptor | laterz |
| 17:29:52 | | raptor Quit () |
| 17:30:04 | Heyub | cya |
| 17:53:27 | Watusimoto | IT WORKS!!\ |
| 17:59:28 | Heyub | Congratulations! |
| 18:04:34 | | BFLogBot - Commit 1e8791ebf3a1 | Author: watusim...@bitfighter.org | Log: Formatting |
| 18:04:36 | | BFLogBot - Commit 3b862303dd85 | Author: watusim...@bitfighter.org | Log: Automatic Lua proxying of objects now working for TestItems!! |
| 18:04:37 | | BFLogBot - Commit 78ab8166d228 | Author: watusim...@bitfighter.org | Log: Merge |
| 18:18:23 | Heyub | We should give you a raise watusimoto :P |
| 18:40:53 | Watusimoto | yes |
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| 18:49:37 | Heyub | So we'll take the current sum we pay you now (0) and multiply it by 2... |
| 18:53:34 | Zoomber | wooooaw members |
| 18:54:31 | Zoomber | yes, except for the problem there is that once we do give watusimoto an absolute base salary value it will automatically be multiplied by 2 now that we're paying (2x) |
| 18:55:50 | Heyub | Im not following your logic. |
| 18:59:38 | Heyub | 0 x 2 x 2 is the same value as 0 x 2. |
| 19:00:54 | Zoomber | no, your forgetting that the function itself has an x in it |
| 19:01:03 | Zoomber | not automatically a zero |
| 19:01:11 | Zoomber | it becomes a zero once we say his initial salary is 0 |
| 19:03:17 | Heyub | Uh... Uh... |
| 19:08:35 | Heyub | I didn't actually mention salary, just the sum of money we pay him :) |
| 19:08:45 | Zoomber | right |
| 19:08:46 | Heyub | Which is indeed 0 |
| 19:08:57 | Zoomber | initially, we pay him zero, then we multiply it by 2 right? |
| 19:09:21 | Heyub | Thats the plan |
| 19:09:48 | Zoomber | if we give him a bonus, say 10 dollars, his initial is 0 + 10 right? |
| 19:10:14 | Zoomber | but we already said we'd double his payment, so now we have to pay him 20 dollars |
| 19:10:53 | Heyub | A bonus is unrelated to the salar itself, the bonus is as it states, a bonus, not a raise. |
| 19:12:10 | Heyub | This is getting confusing :< |
| 19:20:01 | Heyub | Brain wave, I can make a six sided object look tubular if I only display one side of it,and shift all of the sides to the front end to make fancy curve... |
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| 19:28:34 | Heyub | Hello sam |
| 19:37:39 | sam686 | hi |
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| 20:09:06 | raptor | Watusimoto: auto-proxy!> |
| 20:09:08 | raptor | ? |
| 20:09:13 | raptor | no more LuaTestItem? |
| 20:09:39 | Watusimoto | nope |
| 20:09:54 | Watusimoto | trying to further simplify it |
| 20:10:02 | Watusimoto | but it's pretty nice now |
| 20:10:38 | Watusimoto | Using templates, no less |
| 20:11:08 | raptor | oooo magic |
| 20:11:40 | Watusimoto | just need to confirm that lua is cleaning up unneeded proxy objects properly |
| 20:21:53 | sam686 | found a bug, kicking robots makes robot drop zero flags (it does drop flag, but adds zero when picked up) |
| 20:21:59 | sam686 | in nexus |
| 20:22:46 | sam686 | also, flags dropped by kicking robot don't move around |
| 20:24:13 | raptor | ha |
| 20:29:05 | raptor | Watusimoto: quick question - is there a way to tell if you have a particular menuitem selected? |
| 20:29:25 | raptor | particular type, i mean |
| 20:29:36 | raptor | like determine if you are on a TextEntryMenuItem |
| 20:32:21 | | LordDVG Quit (Remote host closed the connection) |
| 20:34:14 | Watusimoto | let me look |
| 20:35:00 | raptor | i keep creating pointer loops from the uiManager... |
| 20:35:05 | raptor | can seem to get there... |
| 20:35:55 | Watusimoto | well, how do you not know? |
| 20:36:24 | raptor | i need to get to the currently highlighted menuItem from MenuUserInterface::processKeys |
| 20:36:47 | Watusimoto | do you want the current menu item, or its type? |
| 20:37:06 | raptor | yes :) |
| 20:37:09 | raptor | type |
| 20:37:19 | raptor | test if the currently highlighted one is TextEntryMenuItem |
| 20:37:20 | Watusimoto | the current item should be easy |
| 20:37:57 | raptor | i'm sure it is - but i keep following the wrong paths... and thought i'd ask for a little assistance |
| 20:37:58 | sam686 | if(dynamic_cast<TextEntryMenuItem *>(menuItem)) ? |
| 20:38:02 | Watusimoto | so you can do something with processKeys? |
| 20:38:24 | Watusimoto | you shouldn't need to know what type you've got |
| 20:38:27 | Watusimoto | actually |
| 20:38:38 | Watusimoto | how's that for an answer? |
| 20:38:41 | raptor | I do for this... or i do a big rewrite |
| 20:38:59 | raptor | basically, since the separation of text input and key presses |
| 20:39:12 | Watusimoto | if you want to do some special process keys stuff for TEMIs, put it in TEMI's processKeys method |
| 20:39:19 | raptor | we have it coded that KEY_SPACE is like pressing enter on menuitems |
| 20:39:50 | Watusimoto | yes |
| 20:39:50 | raptor | but we need to capture KEY_SPACE as ascii if it's in a TextEntryMenuItem instead of as a key press |
| 20:40:14 | raptor | because if onKeyDown returns true at all, then text input is off |
| 20:40:32 | sam686 | not only that, try pressing D or A in the host menu while typing some fill in the blank text.. it shouldn't jump selection but it does |
| 20:40:41 | Watusimoto | where do you need to do this? |
| 20:40:47 | Watusimoto | sorry, I'm still a little confused |
| 20:41:01 | raptor | UIMenus.cpp:665 |
| 20:41:29 | raptor | basically, the game works like this: user presses a key, if it is handled by onKeyDown in some UI, then don't do text input |
| 20:41:42 | Watusimoto | else if(inputCode == KEY_SPACE || inputCode == KEY_ENTER) |
| 20:41:45 | raptor | yes |
| 20:42:14 | raptor | because the UI is returning 'true' for the space bar in *any* UI, text input is not processed |
| 20:42:27 | Watusimoto | how would you write it if you could? elseif(menuItemType == TEMI && inputCode == SPACE) ? |
| 20:42:42 | raptor | yep, just like that... sort of |
| 20:42:52 | raptor | more like: |
| 20:43:09 | raptor | else if(inputCode == KEY_ENTER || (inputCode == KEY_SPACE && != menuItemType == TEMI)) |
| 20:43:23 | raptor | oops, menuItemType != TEMI |
| 20:43:40 | Watusimoto | why not create a function in MenuItem that tells you what you want, then override it in TEMI? I think that would be the proper way |
| 20:43:42 | raptor | so any menuitem that isn't TEMI would handle space as a key press |
| 20:43:48 | sam686 | new bug, when using cloaking, the flames is fully visible (expecially when other players cloak) |
| 20:43:56 | raptor | ha! |
| 20:44:00 | raptor | that' smy fault too! |
| 20:44:09 | raptor | Watusimoto: ok |
| 20:44:14 | raptor | i'll probably just do that |
| 20:44:46 | raptor | i thought there was a way already... |
| 20:45:02 | raptor | argh - have to go... sorry for drawing you attention (i thought it would be simpler) |
| 20:45:08 | Watusimoto | no, I mean something like usesSpacesInternally() or something |
| 20:45:23 | Watusimoto | not like a getMenuType() method |
| 20:45:46 | raptor | oh |
| 20:45:48 | raptor | uh ok |
| 20:45:52 | raptor | i can do that too |
| 20:46:02 | Watusimoto | so more like a property of that menuItem rather than what it is |
| 20:46:12 | raptor | ah |
| 20:46:13 | raptor | ok |
| 20:46:20 | raptor | will do |
| 20:46:34 | Watusimoto | I think that will be more maintainable -- if we add a new menuItem type, we don't need to go to UIMenus and adjust some hardcoded value |
| 20:46:42 | raptor | also sam686, can write down all these bugs here: http://bitfighter.org/wiki/index.php/Running_Bug_List |
| 20:46:56 | raptor | because they're all my fault, and i know how to fix them |
| 20:47:55 | sam686 | except the robot kicked drop flag bug might have started ever since i limit number of flagitem drops.. |
| 20:48:04 | raptor | ok, signing off unti tonight |
| 20:48:07 | raptor | thanks! |
| 20:48:09 | Watusimoto | later |
| 20:48:17 | | raptor Quit () |
| 22:27:16 | sam686 | now i found a problem with LUA, if doing /addbot first, then switch to a level with levelgen, it always quits (crash?) on me... |
| 22:41:45 | Watusimoto | I'm having problems with lua leaking memory all over the place... I know the cause, still figuring out the solution |
| 23:20:44 | | IAmBeard has joined |
| 23:23:00 | IAmBeard | hey gents |
| 23:23:06 | IAmBeard | almost done the code restructuring |
| 23:25:01 | Heyub | Good job Beard :) |
| 23:26:04 | IAmBeard | this code is nightmare-ish, unfortunately |
| 23:26:24 | IAmBeard | but, it's not really the devs faults around here, it was how Zap was originally structured |
| 23:27:02 | IAmBeard | Watusimoto, sam686, are you gents around? |
| 23:27:07 | sam686 | hi |
| 23:27:12 | IAmBeard | i had some questions about how we're dealing with audio |
| 23:27:37 | IAmBeard | i noticed that we're using libvorbis/speex, openal, and maybe another library? |
| 23:27:58 | IAmBeard | ^ other library is ogg |
| 23:28:24 | IAmBeard | seems like an awful lot of libraries for a project this size |
| 23:28:59 | sam686 | yes, speex is used for voice chat compression, ogg is for music |
| 23:30:04 | sam686 | libvorbis, i guess is for reading .WAV files |
| 23:30:09 | IAmBeard | so you're not using openal? |
| 23:30:10 | | Watusimoto Quit (Ping timeout: 245 seconds) |
| 23:30:23 | sam686 | openal is for sound playback |
| 23:30:39 | IAmBeard | Heyub thanks :) |
| 23:30:41 | IAmBeard | okay |
| 23:30:41 | sam686 | openal also does sound capturing (for voice chat) |
| 23:31:03 | IAmBeard | okay, then once it's captured, speex encodes/compresses it |
| 23:31:36 | sam686 | yes, then it is send in compressed tiny size, and the receiver decompress it |
| 23:32:31 | IAmBeard | perfect |
| 23:32:59 | IAmBeard | okay, i haven't actually done a lot of audio in c/c++ before, so I just wanted to make sure we didn't have more libraries than we needed |
| 23:33:53 | Heyub | .ogg is my favorite extention for sound. |
| 23:35:52 | IAmBeard | ogg is pretty nice lossless stuff :) and the extension is fun to say "hey man, what kind of sound file is that?" ... "it's an ogg, dude!" |
| 23:38:10 | IAmBeard | just to note, i removed compiler warnings from the third party libraries that we include (except tnl) because they shouldn't matter, and console space is precious |
| 23:38:13 | Heyub | lol, from what I understand it is the weapon-of-choice for opensource games due to legal nonsense. |
| 23:38:18 | sam686 | well, i guess OGG can constal lossy or lossless audio data (ogg is just a container) http://en.wikipedia.org/wiki/Ogg |
| 23:38:31 | IAmBeard | ah, yes |