#bitfighter IRC Log

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IRC Log for 2012-04-28

Timestamps are in GMT/BST.

00:09:46HeyubHes good at killing conversation, isnt he? :P
00:12:40Watusimotowell, I'm off to bed
00:14:23HeyubGood night watusimoto
00:27:59IAmBeard'night
00:28:19Watusimoto Quit (Ping timeout: 252 seconds)
00:39:19IAmBeardsam686, you still around?
00:43:04sam686yes
00:43:29sam686hi IAmBeard ?
00:44:50IAmBeardin the source, there are two solutions, BitFighter and BitFighter_sam , what's the difference?
00:45:20sam686since visual c++ 2010 project don't work on visual c++ 2008
00:45:26IAmBeardah
00:45:33sam686mines is vc2008
00:46:10sam686so, probably go with bitfighter if you use vs2010, bitfighter_sam if you have the older vs2008 like me
00:46:51IAmBeardokay, thanks :)
00:47:20sam686also, avoid debug_mysql release_mysql, unless you have mysql installed..
00:48:19sam686mysql is mostly used in the master..
00:52:45karamazovapy Quit (Quit: Leaving)
00:56:51IAmBeardok
00:57:05IAmBeardmy wife says "say boobies"
00:57:25IAmBeard=/
01:00:30sam686http://en.wikipedia.org/wiki/Booby there is probably a second meanings that i probably don't want to know...
01:03:23IAmBeardany 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
01:03:30IAmBeardI don't think it's an SDL quirk
01:04:09sam686did you have spaces in your password?
01:04:22sam686probably bitfighter coding problem (not SDL)
01:05:46IAmBeardyeah
01:05:53IAmBeardit worked in the distributed version
01:06:03sam686I have kind of a slow computer (Pentium 4 HT, 3 Ghz, with 1.5 GB RAM (i added more RAM))
01:06:06IAmBeardand i can't seem to find the issue in lineedit either
01:06:47sam686i see the same problem with can't put spaces in password on the latest bitfighter code...
01:11:28sam686oh dear, it occurs to more then just the password, it happens to "ANY" fill in the text not letting you put any spaces
01:16:18IAmBeard:(
01:16:48IAmBeardi'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
01:17:36sam686i have time to look for that problem, and fix...
01:17:57IAmBeardokay, awesome
01:18:03sam686I haven't' found the exact problem yet, though
01:18:38IAmBeardlineEditor.cpp:264 doesn't check against ' ' char
01:18:42IAmBeard*' '
01:20:04sam686the function LineEditor::addChar is meant to return false only if it contains those characters...
01:20:59IAmBeardbut shouldn't it have a || (c == ' ' ) ?
01:21:00sam686since, most of the time, mFilter is allAsciiFilter, it returns true for all chars (except char 0, the Null char)
01:21:07IAmBeardoh
01:21:14IAmBeardi was looking at the wrong filter then
01:25:34sam686i 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
01:27:08IAmBearddoes the UI use space as an alternative to enter?
01:27:41sam686probably yes, also as down arrow
01:28:16sam686mostly as down arrow, as pressing enter on yes/no doesn't go down, but change yes/no
01:28:28IAmBeardis that necessary, considering enter is more intuitive?
01:31:31IAmBeardand the UI uses both the arrow keys, and mouse for selection, it seems overly redundant to add in more buttons
01:32:28sam686sometimes, for some users, it is easier to use keybord arrows then mouse..
01:33:15sam686those buttons are used in menus, not in-game (kind of want to avoid arrow buttons that do nothing)
01:35:44IAmBeardand editting the server name, pressing a makes it jump fields
01:35:56IAmBeardto the admin password
01:36:51IAmBeardin fact, pressing any letter corresponding to one of the menu options switches fields uncontrollably
01:37:49sam686OK.. more problems of key buttons then I thought, i guess...
01:44:57IAmBeardit looks like they were done for the greater good, but without knowledge of the full implications
01:46:32IAmBeardlooks like we have some null pointer issues, too
01:49:29IAmBeardwhaaa? does bitfighter compile to 360?
01:52:14sam686probably not? , TNL is very old, there might have been some XBOX code in TNL
01:52:53sam686and, i don't even know if it was for old xbox, or newer xbox 360
01:53:09IAmBeardso is it safe to assume that the code base needs some serious cleanup?
01:53:23sam686probably yes.
01:53:31IAmBeardhah, no problemo
01:54:04IAmBeardi've already been working on restructuring a lot of the code so it's a little more organized and easier to find code
01:54:22IAmBeard^ meaning if we merge my stuff down the road, you may need to update your vc2008 solutin
01:54:25IAmBeard*solution
02:14:41sam686probably, though, that also means updating linux Makefile, and mac xcode (which raptor can do, i don't have mac)
02:14:55IAmBeardwas bitfighter source based off zap! source?
02:15:01sam686yes
02:15:22sam686though, zap! source code haven't updated in more then 3 years ago..
02:16:29IAmBeardso i think my first dev priority is doing a crap load of revamping the structure and heirarchy of the source
02:18:43IAmBeardbecause clean code means we can doing some better developing, with less hassle
02:19:14IAmBeardsam, do you know if you and the other devs are going to be available this weekend?
02:20:15IAmBeard^ sam686
02:21:16sam686oh it was buzy on a shone for 2 minutes...
02:22:28sam686not sure, raptor is often available almost every day and night (maybe he coming here in about 30 - 1 hour?)
02:23:12sam686watusimoto is usually available earliear in a day (like about 5 hours earliear then right now, mostly about each day?)
02:24:57IAmBeardwhat about yourself?
02:25:42sam686i am usually available jsut about everyday, between 5 hour earliear and get off about\ 3 hours later
02:26:05sam686maybe even earliear in weekends..
02:30:10sam686raptor often uses "buckyballreaction" name in the commit name in repository, just so you know..
02:30:46IAmBeardlol, alright
02:31:00IAmBeardoh, is it safe to assume that I can obliterate the zap namespace
02:31:07IAmBeardchange that to bitfighter
02:31:33sam686probably yes,
02:32:07sam686i don't see hardly any "zap" names other then namespace, and the top of file comment licence saying it is based from zap..
02:33:18IAmBeardyeah, 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
02:33:31IAmBeardwell, no, i suppose it won't be that different
02:34:02sam686well, it just saying "Based on Zap demo released for Torque Network Library by GarageGames"
02:34:19sam686the GPL licence stays the same..
02:34:27IAmBeardyes, of course :)
02:38:32IAmBeardsince bitfighter is using SDL now, presumably we're not using the freeglut includes that are still in the repo?
02:41:12IAmBeardand TNL isn't being used any more?
02:41:29sam686TNL is still used
02:41:44sam686glut / freeglut is not used anymore
02:41:45IAmBeardis that for the networking, i presume?
02:41:58sam686TNL does networking
02:42:27IAmBeardis that opensource?
02:42:54IAmBeardor GPL'd, at the very least?
02:43:03sam686SDL replaces glut, basically, as it does the windows / fullscreen / GUI / input handling
02:43:09sam686TNL is GPL too
02:43:35IAmBeardokay
02:43:46sam686tnl and zap came together from old Zap!, they are both GPL
02:43:48IAmBeardyeah, I came from the SDL mailing list :P
02:43:51IAmBeardokay
02:45:30IAmBeardah, i scrolled down the projects and saw the TNL stuff :)
02:48:07sam686http://sourceforge.net/projects/opentnl/ is where the very old TNL came from, it is so old, the last modified is Febuary 2005
02:48:33sam686includes the old Zap as well..
02:49:33sam686I probably don't want to look at that, the latest bitfighter code (especially Zap code) is different then the old one..
02:56:57IAmBeardyeah, i expected so much
02:57:51IAmBeardso 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)?
02:59:10sam686possibly, especially the tnlThread.h thread.cpp
03:00:09sam686tnlThread is one of a few TNL files not related to network..
03:04:58IAmBeardit looks like we're using boost in some places - maybe we could bring that into boost threads
03:05:39sam686probably yes
03:06:33sam686though, i kind of complain a little about the huge number of boost header files slowing down compiling speed..
03:07:16sam686if every boost header files is included in every .cpp, then compiling can be 3 times slower
03:07:57IAmBeardyeah, i'm not a huge fan of boost myself
03:08:06IAmBeardis boost primarily used for it's threading?
03:08:08sam6866 minutes to full recompile (often when some header files requires recompiling most .cpp files) is long enough to wait...
03:08:28sam686we have a few multithreading already in zap
03:08:39IAmBeardso what's boost's purpose in the project?
03:08:44sam686in bitfighter, i mean (its still a zap folder)
03:09:04sam686boost came, because of some devs want SharedPtr
03:09:32IAmBeardoh, we could just use SDL threading
03:10:06IAmBeardwe should probably implement our own SharedPtr if that's boosts only purpose in bitfighter
03:10:28sam686that was back in the days of GLUT (old Zap used GLUT, not SDL)
03:10:41sam686bitfighter 015 and older used glut
03:12:19sam686in 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
03:12:47sam686fix(not fon
03:12:55sam686fix (not fox or fon)
03:14:58IAmBeard:)
03:45:57IAmBeardmy goodness, sam686, how did you guys get any dev work done on this messy code?
03:47:39sam686well, many of the mess came from watusimoto, and maybe i made a small mess of server voting system...
03:48:06sam686the UIEditor.cpp is very messy (i didn't hardly do any editor stuff though)
03:48:37sam686the LUA stuff seems to make some mess too...
03:50:02sam686combined 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)
03:50:48sam686even some commits states it is messy... "4310 (359b67661bc7) Merge (messy!!)"
03:51:12IAmBeardso, 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)?
03:52:28sam686i kind of started on c++ programming mostly on my own, though mostly looking at other c++ programs..
03:53:04IAmBeardah, that's okay, it's a sign of a good hacker :)
03:53:33sam686TNL itself does look kind of messy too (which is mostly not coded from us except a few fixes, came from old Zap)
04:07:21IAmBeardwell, i'm calling it a night, i'll be back on at some point tomorrow
04:07:41IAmBeardg'night sam686
04:07:50sam686ok, night..
04:08:41IAmBeard Quit (Quit: Leaving)
04:24:40HeyubIm headed off, night sam
04:24:56Heyub Quit (Quit: KVIrc 4.0.4 Insomnia http://www.kvirc.net/)
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06:16:22raptorsam686: still around?
06:20:18raptorok, well - i'll look at the UI stuff... I thought i had it all fixed before, but maybe not...
06:20:23raptorbut good night!
06:20:27raptor Quit ()
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14:31:22IAmBeardgood morning
14:35:58kodax has joined
14:40:22IAmBeardgood morning
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14:47:27IAmBeardgood morning gents
14:51:24HeyubGood morning :)
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15:26:26IAmBeardsorry about that, for some reason, my laptops wireless likes to randomly shut off and only turn back on if i reboot
15:26:57IAmBeardand 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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16:25:21raptorgood day folks
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17:23:09HeyubHello
17:23:19raptorhmmm... i may have to rethink the input design again...
17:23:40raptorhi
17:25:14HeyubAs in controllers or UI?
17:25:35raptorsorry, talking to myself... the keyboard in the UI
17:28:47HeyubI gotta figure out how to make a hexegon look tubular.
17:28:57raptorha!
17:29:12raptortubular - the 80s synonym to 'totally awesome'?
17:29:44raptoroh oops, i gotta run..
17:29:46raptorlaterz
17:29:52raptor Quit ()
17:30:04Heyubcya
17:53:27WatusimotoIT WORKS!!\
17:59:28HeyubCongratulations!
18:04:34BFLogBot - Commit 1e8791ebf3a1 | Author: watusim...@bitfighter.org | Log: Formatting
18:04:36BFLogBot - Commit 3b862303dd85 | Author: watusim...@bitfighter.org | Log: Automatic Lua proxying of objects now working for TestItems!!
18:04:37BFLogBot - Commit 78ab8166d228 | Author: watusim...@bitfighter.org | Log: Merge
18:18:23HeyubWe should give you a raise watusimoto :P
18:40:53Watusimotoyes
18:41:36LordDVG Quit (Read error: Connection reset by peer)
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18:49:37HeyubSo we'll take the current sum we pay you now (0) and multiply it by 2...
18:53:34Zoomberwooooaw members
18:54:31Zoomberyes, 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)
18:55:50HeyubIm not following your logic.
18:59:38Heyub0 x 2 x 2 is the same value as 0 x 2.
19:00:54Zoomberno, your forgetting that the function itself has an x in it
19:01:03Zoombernot automatically a zero
19:01:11Zoomberit becomes a zero once we say his initial salary is 0
19:03:17HeyubUh... Uh...
19:08:35HeyubI didn't actually mention salary, just the sum of money we pay him :)
19:08:45Zoomberright
19:08:46HeyubWhich is indeed 0
19:08:57Zoomberinitially, we pay him zero, then we multiply it by 2 right?
19:09:21HeyubThats the plan
19:09:48Zoomberif we give him a bonus, say 10 dollars, his initial is 0 + 10 right?
19:10:14Zoomberbut we already said we'd double his payment, so now we have to pay him 20 dollars
19:10:53HeyubA bonus is unrelated to the salar itself, the bonus is as it states, a bonus, not a raise.
19:12:10HeyubThis is getting confusing :<
19:20:01HeyubBrain 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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19:28:34HeyubHello sam
19:37:39sam686hi
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20:09:06raptorWatusimoto: auto-proxy!>
20:09:08raptor?
20:09:13raptorno more LuaTestItem?
20:09:39Watusimotonope
20:09:54Watusimototrying to further simplify it
20:10:02Watusimotobut it's pretty nice now
20:10:38WatusimotoUsing templates, no less
20:11:08raptoroooo magic
20:11:40Watusimotojust need to confirm that lua is cleaning up unneeded proxy objects properly
20:21:53sam686found a bug, kicking robots makes robot drop zero flags (it does drop flag, but adds zero when picked up)
20:21:59sam686in nexus
20:22:46sam686also, flags dropped by kicking robot don't move around
20:24:13raptorha
20:29:05raptorWatusimoto: quick question - is there a way to tell if you have a particular menuitem selected?
20:29:25raptorparticular type, i mean
20:29:36raptorlike determine if you are on a TextEntryMenuItem
20:32:21LordDVG Quit (Remote host closed the connection)
20:34:14Watusimotolet me look
20:35:00raptori keep creating pointer loops from the uiManager...
20:35:05raptorcan seem to get there...
20:35:55Watusimotowell, how do you not know?
20:36:24raptori need to get to the currently highlighted menuItem from MenuUserInterface::processKeys
20:36:47Watusimotodo you want the current menu item, or its type?
20:37:06raptoryes :)
20:37:09raptortype
20:37:19raptortest if the currently highlighted one is TextEntryMenuItem
20:37:20Watusimotothe current item should be easy
20:37:57raptori'm sure it is - but i keep following the wrong paths... and thought i'd ask for a little assistance
20:37:58sam686if(dynamic_cast<TextEntryMenuItem *>(menuItem)) ?
20:38:02Watusimotoso you can do something with processKeys?
20:38:24Watusimotoyou shouldn't need to know what type you've got
20:38:27Watusimotoactually
20:38:38Watusimotohow's that for an answer?
20:38:41raptorI do for this... or i do a big rewrite
20:38:59raptorbasically, since the separation of text input and key presses
20:39:12Watusimotoif you want to do some special process keys stuff for TEMIs, put it in TEMI's processKeys method
20:39:19raptorwe have it coded that KEY_SPACE is like pressing enter on menuitems
20:39:50Watusimotoyes
20:39:50raptorbut we need to capture KEY_SPACE as ascii if it's in a TextEntryMenuItem instead of as a key press
20:40:14raptorbecause if onKeyDown returns true at all, then text input is off
20:40:32sam686not 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
20:40:41Watusimotowhere do you need to do this?
20:40:47Watusimotosorry, I'm still a little confused
20:41:01raptorUIMenus.cpp:665
20:41:29raptorbasically, the game works like this: user presses a key, if it is handled by onKeyDown in some UI, then don't do text input
20:41:42Watusimotoelse if(inputCode == KEY_SPACE || inputCode == KEY_ENTER)
20:41:45raptoryes
20:42:14raptorbecause the UI is returning 'true' for the space bar in *any* UI, text input is not processed
20:42:27Watusimotohow would you write it if you could? elseif(menuItemType == TEMI && inputCode == SPACE) ?
20:42:42raptoryep, just like that... sort of
20:42:52raptormore like:
20:43:09raptorelse if(inputCode == KEY_ENTER || (inputCode == KEY_SPACE && != menuItemType == TEMI))
20:43:23raptoroops, menuItemType != TEMI
20:43:40Watusimotowhy 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
20:43:42raptorso any menuitem that isn't TEMI would handle space as a key press
20:43:48sam686new bug, when using cloaking, the flames is fully visible (expecially when other players cloak)
20:43:56raptorha!
20:44:00raptorthat' smy fault too!
20:44:09raptorWatusimoto: ok
20:44:14raptori'll probably just do that
20:44:46raptori thought there was a way already...
20:45:02raptorargh - have to go... sorry for drawing you attention (i thought it would be simpler)
20:45:08Watusimotono, I mean something like usesSpacesInternally() or something
20:45:23Watusimotonot like a getMenuType() method
20:45:46raptoroh
20:45:48raptoruh ok
20:45:52raptori can do that too
20:46:02Watusimotoso more like a property of that menuItem rather than what it is
20:46:12raptorah
20:46:13raptorok
20:46:20raptorwill do
20:46:34WatusimotoI 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
20:46:42raptoralso sam686, can write down all these bugs here: http://bitfighter.org/wiki/index.php/Running_Bug_List
20:46:56raptorbecause they're all my fault, and i know how to fix them
20:47:55sam686except the robot kicked drop flag bug might have started ever since i limit number of flagitem drops..
20:48:04raptorok, signing off unti tonight
20:48:07raptorthanks!
20:48:09Watusimotolater
20:48:17raptor Quit ()
22:27:16sam686now i found a problem with LUA, if doing /addbot first, then switch to a level with levelgen, it always quits (crash?) on me...
22:41:45WatusimotoI'm having problems with lua leaking memory all over the place... I know the cause, still figuring out the solution
23:20:44IAmBeard has joined
23:23:00IAmBeardhey gents
23:23:06IAmBeardalmost done the code restructuring
23:25:01HeyubGood job Beard :)
23:26:04IAmBeardthis code is nightmare-ish, unfortunately
23:26:24IAmBeardbut, it's not really the devs faults around here, it was how Zap was originally structured
23:27:02IAmBeardWatusimoto, sam686, are you gents around?
23:27:07sam686hi
23:27:12IAmBeardi had some questions about how we're dealing with audio
23:27:37IAmBeardi noticed that we're using libvorbis/speex, openal, and maybe another library?
23:27:58IAmBeard^ other library is ogg
23:28:24IAmBeardseems like an awful lot of libraries for a project this size
23:28:59sam686yes, speex is used for voice chat compression, ogg is for music
23:30:04sam686libvorbis, i guess is for reading .WAV files
23:30:09IAmBeardso you're not using openal?
23:30:10Watusimoto Quit (Ping timeout: 245 seconds)
23:30:23sam686openal is for sound playback
23:30:39IAmBeardHeyub thanks :)
23:30:41IAmBeardokay
23:30:41sam686openal also does sound capturing (for voice chat)
23:31:03IAmBeardokay, then once it's captured, speex encodes/compresses it
23:31:36sam686yes, then it is send in compressed tiny size, and the receiver decompress it
23:32:31IAmBeardperfect
23:32:59IAmBeardokay, 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
23:33:53Heyub.ogg is my favorite extention for sound.
23:35:52IAmBeardogg 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!"
23:38:10IAmBeardjust 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
23:38:13Heyublol, from what I understand it is the weapon-of-choice for opensource games due to legal nonsense.
23:38:18sam686well, i guess OGG can constal lossy or lossless audio data (ogg is just a container) http://en.wikipedia.org/wiki/Ogg
23:38:31IAmBeardah, yes

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