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IRC Log for 2012-05-03

Timestamps are in GMT/BST.

00:01:00sam686no, gridDatabase is to hold all those objects in a game
00:01:48sam686MoveObject::move (loveObject.cpp line 267) is the moving object function that does some of physics calculation
01:44:08Opti_ has joined
01:44:14Opti_hello
01:44:18sam686hi
01:44:33Heyub|2Hello
01:45:11Opti_hmm
01:45:22Opti_mollie_girl is supposed to be here
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02:43:19IAmBeardalright, i'm heading to bed
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02:49:32Heyub|2The cake is a lie.
02:56:36raptormmmm cake
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04:08:39raptorsam686: do you have any experience with openVPN?
04:10:34sam686i have no idea what openVPN is (maybe a little) and never used it..
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05:02:34raptorok, i should do something...
05:02:48raptoractually it's already 11..
05:02:55sam686you can do this: sleep
05:03:00raptorhaha, ok
05:03:03raptorgood night!
05:03:06sam686night
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15:16:32raptorgood day!
15:42:18IAmBeardg'morning
15:42:25IAmBeardwell, almost noon now I guess
16:28:21IAmBeardraptor / watusimoto http://bitfighter.org/forums/viewtopic.php?f=6&t=1469
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16:38:24HeyubReminds me of maps on the Q3 engine.
16:39:09raptorIAmBeard: it isn't impossible to add anything we want to the level format
16:39:40IAmBeardbut, scripting would be awkward, and adding image/sounds would be nearly impossible
16:39:45IAmBeardat least in plaintext
16:39:53raptoryes, media resources are impossible
16:40:00raptorbut other settings - no problem
16:40:50IAmBeardother settings could definitely be added in, like defining textures, and possibly some sound effect stuff
16:40:59raptorwe don't use textures
16:41:04raptorvector graphics!
16:41:19raptorsound stuff, though...
16:41:27raptorlet me find the old thread that you should read...
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16:46:28raptorargh i can't find the old threads that talked about level packs
16:50:15HeyubWhats the advantage of vector graphics? Less memory? Or is it jost a novelty thing :)
16:50:34raptorit's the chosen flavor
16:50:38raptor(novelty)
16:50:56raptorprobably has memory advantages
16:51:24HeyubYeah, some pictures I make can be up to 5mb
16:52:23raptorok, i'm re-indexing the search...
16:52:56raptorbecause i hate the 'too common words' setting
16:53:35watusimoto Quit (Ping timeout: 260 seconds)
16:54:35raptoryay, better searching
16:54:56raptorIAmBeard: here is one of them: http://bitfighter.org/forums/viewtopic.php?f=4&t=369&p=2668
16:55:04raptorwait
16:55:08raptorno it's not...
16:55:20raptorbah!
16:56:48IAmBeardhttp://bitfighter.org/forums/viewtopic.php?f=6&t=438&p=3191&hilit=pack#p3187
16:57:01raptori am so blind
16:57:15raptoryes, that's it
16:57:54IAmBeard:P
16:59:05IAmBeardthe levelpack directive would be a super good idea
17:07:31Watusimoto has joined
17:08:50raptori need a knew online pseudonym...
17:08:59raptor'raptor' is already taken in most things
17:09:09raptorand on most websites
17:10:21Watusimotohi
17:10:41raptorif we want level packs: we'd have to do client-side level caching as per wontfix issue: http://code.google.com/p/bitfighter/issues/detail?id=32
17:10:48raptorhi Watusimoto
17:10:52Watusimototonight we will learn if luaWrapper inheritance works as desired
17:11:14raptoroh boy oh boy
17:11:36WatusimotoI'm pretty sure it does, which will make the code clearer and more maintainable
17:11:55Watusimotowhy would ne need caching with level packs?
17:12:30raptorif level packs were to contain resources like music/soundeffects
17:12:47raptorwe'd need a way for the server to transmit the resources and have the client cache them
17:12:55WatusimotoIf we go that route, we lose the "modularity" of having one script usable in several levels
17:13:01raptoryep
17:13:12IAmBeardwell, not necessarily
17:13:22raptorjust continuing a topic that IAmBeard brought up
17:13:32Watusimotoyes
17:13:38Watusimotoit started lastnight at bedtime
17:13:38IAmBeardlevel packs could reference "default" scripts
17:13:53IAmBeardthat thus wouldn't even have to be included in the pack
17:13:58Watusimotoor maybe scripts that aren't in the levelpack
17:14:22raptorsooo... is it sad that preprocessor macros work better than templates?
17:14:24WatusimotoI would like to find a way to combine levels and levelgen code into a single file
17:14:27raptori think it's sad
17:14:35Watusimotois it true?
17:14:39IAmBeardwe could add a function like find_level_script( "scriptname.lua", "some author", "some.version" )
17:14:55IAmBeardgoes through default scripts, plus searches cached from the server
17:15:07Watusimotowe already have a find function that works off of filename only
17:15:21Watusimotowe'd need a way to tag resources
17:15:27IAmBeardthe only reason i suggest adding author and version is to avoid conflicts
17:15:32Watusimotoof course
17:15:44Watusimotoyou could jam all that into a filename
17:16:03Watusimotomazegen_01_watusimoto.lua
17:16:08Watusimotoor something
17:16:18Watusimotofilenames are nice because you don't need to read the files themselves
17:16:21IAmBeardit's true, but then we'd have to rely on the person making the script to know the file name format
17:16:31IAmBeardbut it's not a bad idea
17:16:46Watusimotothey'd have to know the tagging format in any event
17:16:56Watusimotowhether inside or outside the file
17:17:09IAmBeardbut we could force it through API in the script, where it's a little harder to police it in filenames
17:17:23Watusimotobut the naming convention could just be convnetion, and all we care about is that the name is unique
17:18:32IAmBeardso it may be worth-while to add some sort of lua script importer in the game and you give it the script name, author and version, and it automatically validates it
17:18:38IAmBeardand renames it appropriately
17:18:59Watusimotothat might work
17:19:19raptorq
17:19:22raptoroop
17:19:44sam686back to the "q" problem like back in the linux GLUT days?
17:20:16sam686as in, pressing shift types "q", a problem raptor had in GLUT
17:21:13raptoroh yeah... haha
17:21:36raptorWatusimoto: combo: http://pastie.org/3854869
17:21:45raptorwe'd just need to add another GOTO! :)
17:22:20raptorwe keep getting closer and closer to creating our own markup language...
17:22:32sam686maybe combining level and scripts together in text file might allow /getmap and uploading level with scripts..
17:22:50raptoryes - and allow instant crashing of Bitfighter sam686 server :)
17:22:58raptoroooo, exploits that would be possible...
17:24:52sam686as as for my "bitfighter sam686" i sort of need to take some time fixing that server (mostly moving to different server, one of zoomber's old server (and company) is gone)
17:26:37sam686i will need to go, see you later
17:27:39raptorbye
17:27:45sam686 has left
17:28:26Watusimotobye
17:28:31Watusimotowe could do it with perl -x
17:28:37Watusimotoif only lua had the option!
17:30:50IAmBeardas a note, with the batch of my changes, I may write a lexer to deal with our map parsing, which may work out well for us down the road
17:31:01IAmBeardanywho, my dog needs to poop
17:31:50raptorWatusimoto: found the reverse: http://lua-users.org/wiki/InlineCee
17:36:05Watusimotointeresting.... throw in some pointers, and you're off and running on the user's machine!
18:00:42Watusimotofirst tests are positive
18:00:49raptori think amgine acurately pulled out all the problems with s_bot...
18:01:02Watusimotoyes
18:01:02raptortests?
18:01:15Watusimotoof luaw inheritance
18:01:24WatusimotoI think this is going to work
18:01:59Watusimotoso we'll have inheritance, and a partially automated proxy system that doesn't require extra classes
18:02:10Watusimotothose are pretty close to my wish list
18:02:11raptoryay!
18:02:39raptorwill we need to add the three macros for each class we want to Lua-ize?
18:02:53raptorand that's it?
18:02:54Watusimotoyes, i think so
18:03:08Watusimotolua code, and a list of methods
18:03:23Watusimotoif the class uses only inherited methods (like testitem), that will be an empty list
18:03:34Watusimotomaybe I can simplify that requirement a little
18:03:42Watusimotoby providing a default empty list or something
18:04:22Watusimotostill looking for ways to simplify the implementatino further
18:04:47Watusimotoand we have a totally different use case yet to be tested that won't need proxies
18:05:03Watusimotowe'll see if they interfere or are just a little overhead
18:05:47raptorwhich use case?
18:05:59WatusimotoI also want to go through s_bot and create c functionality for as many parts as we can
18:06:13Watusimotoespecially those that pass lots of objects back to lua
18:06:22Watusimoto(like the find functions)
18:06:24raptoryes - i recently went through s_bot - there is some hefty stuff in there
18:06:41Watusimotothe lua case is the menu creation for editor plugins
18:07:15Watusimotowell, and anything at all in the editor, really
18:07:46Watusimotoalso want to test luaW's constructor system -- would be nice to create new items from scratch using OO techniques in the editor
18:07:53Watusimotowithout creating levelcode
18:08:13Watusimotowe'll probably want that with triggers and such
18:08:16raptorexplain 'new items'
18:08:23raptoroh, spontaneous walls
18:08:35raptorok
18:08:37WatusimotoI foresee replacing asteroid spawns with scripted objects
18:08:39Watusimotoso yes
18:09:34Watusimotomaaaybe the editor can create items with an associated blob of lua code
18:10:14Watusimotolike you place an asteroid spawn, and it creates a marker and inserts an onTimer() event in the level file
18:10:23Watusimotothat you can go tweak manually if you like
18:10:29raptorinteresting
18:10:36raptorthat's several layers deep...
18:10:40Watusimotoyes
18:11:08Watusimotonot doing that tonight!
18:11:41Watusimotobut then we can add new items to the editor that are essentially prescripted event handlers
18:12:10Watusimototo spare the youngus the horrors of coding
18:12:29raptorhaha
18:12:57Watusimotobut there are lots of bridges to cross before that one
18:13:22Watusimotoif we fully convert to luaW and are rid of lunar, I'll be happy
18:13:29raptorbridges to build
18:13:38Watusimotoor burn
18:14:17Watusimotogoing to make dinner; I'll leave you with this (almost) working snippet:
18:14:18Watusimoto//// Lua Interface
18:14:20Watusimotostatic S32 isInCaptureZoneWrapper(lua_State *L) { return luaW_doMethod<ResourceItem>(&ResourceItem::isInCaptureZone, L); }
18:14:20Watusimotostatic S32 isOnShipWrapper(lua_State *L) { return luaW_doMethod<ResourceItem>(&ResourceItem::isOnShip, L); }
18:14:20Watusimotostatic S32 getShipWrapper(lua_State *L) { return luaW_doMethod<ResourceItem>(&ResourceItem::getShip, L); }
18:14:20Watusimoto/ Inherits all MoveItem methods, and has a few of its own
18:14:20Watusimotoconst luaL_reg ResourceItem::luaMethods[] =
18:14:22Watusimoto{
18:14:24Watusimoto { "isInCaptureZone", isInCaptureZoneWrapper },
18:14:26Watusimoto { "isOnShip", isOnShipWrapper },
18:14:28Watusimoto { "getShip", getShipWrapper },
18:14:31Watusimoto { NULL, NULL }
18:14:33Watusimoto};
18:15:04Watusimotodefines 3 resource item methods, and handles all proxying issues and returns the result of the appropriate method variable
18:15:32Watusimotomay be able to prettify that a little more
18:15:42raptornot a boolean?
18:15:48Watusimoto??
18:15:57raptorS32 isInCapture...
18:16:13Watusimotoit's a boolean, but returns the number of items placed on the stack for lua to read
18:16:22Watusimotoin this case will put the boolean on the stack and return 1
18:16:45raptorohh... ok
18:16:52raptorso you'd call that from the script
18:16:55raptorok
18:16:56Watusimotojust how lua works
18:16:57raptormakes sense
18:17:07raptori was looking at it backwards..
18:17:18Watusimotolua unwinds that and puts it in variables in the script as you would expect
18:19:18raptorso what did you think of my sentinel bot?
18:19:25raptoroh wait... dinner, nevermind
18:19:38raptori thing we need to put orbiting code in c++
18:19:56raptorRobot::orbit(Point point)
18:20:50raptorand lunch for me!
18:46:50Watusimoto Quit (Ping timeout: 252 seconds)
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19:03:31BlackBird_helloooooo
19:03:40raptorhowdy
19:04:05BlackBird_greetings and felicitations
19:08:22raptoroooo big word
19:09:04BlackBird_hip-hip hoorah
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20:02:26raptorWatusimoto: idea
20:02:45raptorshould we give dedicated servers the option to disallow 'punch-through' connections?
20:11:44raptoror does a password protect against that enough?
20:18:22Watusimotowhat woudl the point of that be?
20:21:16BFLogBot - Commit e81d28b699b0 | Author: watusim...@bitfighter.org | Log: One possible solution to reduce duplicate code
20:21:17BFLogBot - Commit 1f45fbfb3ab8 | Author: watusim...@bitfighter.org | Log: Inheritance working with LuaW, all classis in MoveObject are now wrapped
20:21:19BFLogBot - Commit 1ea6b549f409 | Author: watusim...@bitfighter.org | Log: mmm... not sure exactly.
20:34:25raptorexactly - i was just thinking that i'd want to keep me out of a private LAN game (because I just joined one)
20:34:31raptorbut that is what a password is for...
20:38:58raptorwell, it still compiles..
20:42:46Watusimotoyes -- no reason
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21:06:15Watusimotook, tried a couple of optimizations that didn't quite work
21:06:22Watusimotowill press on in the morning
21:06:27BFLogBot - Commit e4761773ef09 | Author: watusim...@bitfighter.org | Log: Rename constants
21:06:28BFLogBot - Commit 49e6a8b9e224 | Author: watusim...@bitfighter.org | Log: I know I made this change recently... here goes again... no script caching in test mode
21:06:47Watusimotogood night
21:06:52raptornight
21:13:45Watusimoto Quit (Ping timeout: 260 seconds)
23:05:34raptor Quit ()
23:49:27sam686 Quit (Read error: Connection reset by peer)

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