#bitfighter IRC Log

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IRC Log for 2012-05-22

Timestamps are in GMT/BST.

00:39:42IAmBeardso, I just fixed/wired up my menu system for my bitfighter, next is to wire up physics
01:05:02raptorhi
01:05:33raptorquestion: how will you redo the physics and keep it network compatible? just change client-side physics?
01:05:55raptorbut server would still override, in that case
01:13:58IAmBeardwell, i'll be re-writing the master server/service too, so eventually I'm hoping we can get that adopted because some of the uses of the physics engine aren't implemented in GridDB (like elastics)
01:14:19IAmBeardbut for now, I'm just tinkering with local games
01:24:02sam686ggtg
01:24:23IAmBeardlater sam
01:24:24sam686i was trying to type in game, wondering why the keyboard won't work in game...
01:24:47sam686i use joystick which can happen when my keyboard types somewhere else..
01:24:54IAmBeardah, lol
02:31:38IAmBeardso, is it generally assumed that gravity wells may be awesome to have in bitfighter?
02:54:21raptorthere have been a few threads on the topic
02:54:28raptorin the forums
02:54:40raptori even think watusimoto attempted to code one once, but failed
02:54:59raptorbut i think yes - most people seem to think it'd be a good addition
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05:46:53Zoomberhelloohla
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16:04:54raptorgood morning!
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16:08:38IAmBeard'morning
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20:18:11Watusimotohi
20:18:21raptorhello
20:20:27koda has joined
20:20:50raptori have 4 contest entries!
20:24:14Watusimotogreat!
20:24:36raptordid you see I made another bot? RepairBot
20:24:57WatusimotoI did -- that's great!
20:25:01raptorand one of the entries actually uses it...
20:25:26raptorit got me thinking about adding loads of more commands to c++ instead of Lua
20:25:45raptorone thing that is missing: there is no way for a bot to tell if it is in a loadout zone
20:27:01raptori coded a workaround by seeing if the bot is within a ship's radius or so of the center point of the zone, but it's not perfect
20:27:57Watusimotowe could easily add a botEnteredZone event
20:28:05Watusimotoor a isBotInZone method
20:28:19Watusimotothe underlying function already exists
20:28:23raptoryes
20:28:56Watusimotoor maybe enteredZone(object, zone)
20:29:08Watusimotothat might exclude bullets and such
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20:32:08raptorwhat does your testbot do?
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20:46:04Watusimotonothing at all. testbot does not exist
20:46:31raptori thought you said you created one to test Lua since your LuaW changes
20:46:37raptormaybe it was in my head
20:46:42Watusimotobut what it will do is interact with a number of objects, running various methods and making sure it gets back somewhat sane results
20:47:00Watusimotobut there is still much work to be done
20:47:39WatusimotoI want to have the "supervisor script" or extended levelgen or whatever we should call it up and running so it can create and delete objects for the testbot to operate on
20:48:30IAmBeardso with my stuff, I'm probably going to see what sort of integration I can do with you gents' Lua stuff; I don't think we'll need to break compatibility and move away from lua at all
20:55:05Watusimotohey IAmBeard! How's progress?
20:56:00IAmBeardnot too much today, i've had a lot for work, but in about 2 hours, I should have a good block of time to finish some of the physics backend (I have to wrap a bunch of stuff in classes for making things easier for us)
20:56:39Watusimotoso is there going to be any way to use your code in bitfighter, or have you gone too far for that
20:56:39IAmBeardbut just hearing you gents talk about the scripts
20:56:57Zoomber Quit (Ping timeout: 244 seconds)
20:56:58Watusimotoyes, this has been my focus for the past couple of weeks
20:57:31IAmBeardwell, it's a completely different codebase, so it would be more so you gents switching at this point (if you wanted to, that is) - otherwise, it'll be a bitfighter knockoff :P
20:57:39IAmBeardanywho, dog needs to walk
20:58:34raptoroff-topic, this is neat: http://www.htwins.net/scale2/
21:01:12IAmBeardhaha, yeah, i saw that swf last year, but it's quite awesome
21:07:28Watusimotoso raptor mentioned that you wanted to maintain network compatibility with Bitfighter
21:07:43Watusimotois this still a goal>
21:09:42IAmBeardyes
21:11:39Watusimotoi was thinking about this, and I do see a big challenge with that -- if you add another object, like the gravity well, for example, that will break compatibility until it was cross-ported to bitfighter
21:11:52Watusimotounless, of course, we were all working on the same codebase
21:12:30Watusimotoor if you change the physics that will also break compatibilty, even if the protocol stays the same
21:13:03Watusimoto(because clients do their own physics calculations while waiting for official info from the server
21:13:05Watusimoto)
21:13:42Watusimotoso it seems that compatibility will either be a momentary thing, or it will require a unified codebase, or it will require very carfully synchronized development
21:21:32Watusimotoone thing I broke in my bf work is the render order of items. I think we need to use sam686's technique of rendering on different z-planes, according to which items should render atop the others
21:21:54Watusimotorahter than sorting to get thigns to render in the correct order (which we previously did)
21:22:34Watusimotothough, as I'm typing this, I recall that sorting may well play a role in allowing you to select smaller items obscured by larger ones
21:22:44Watusimotoso now I need to reasses that thinking
21:22:58raptorin the editor?
21:23:53Watusimotorendering in editor and in game, selecting in editor
21:25:08sam686the z-buffer system don't work very good on semi-transparent stuff including smooth lines
21:27:28Watusimotothat's good to know
21:27:31Watusimotowhy not?
21:31:03sam686basically with depth-buffer enabled smooth lines, drawing a polygon last, behind the smooth lines may result on lines having black outline border or similar
21:35:53IAmBeardwell, if you gents do adopt this code, i'd be rewriting the master server, but if you were to adopt my code, we'd disable anything that isn't currently compatible, and then phase it in
21:36:30Watusimotoso what have you done that would make us want to abandon what has proven to be a pretty reliable codebase?
21:38:08WatusimotoTo clarify, I don't mean that as a challenge, but as a real question
21:39:03IAmBeardwell, not abandon, but just a lot of cleanup for rendering objects, the different physics engine will make things more extensible in the future, physics snapshots will mean we can record full matches (not just the user's view, but the whole game), and once I toss in some more opengl optimizations, support for OpenGL 3.x+ could be supported
21:40:24Watusimotoit seems that we could get most of that by patching the existing codebase, no?
21:41:37sam686http://sam686.maxhushahn.com/upload/depthbuffer_transparency.gif That will happen if the yellow loadout zone is drawn last with mine smoothing and depth buffer to put yellow loadout behind..
21:41:52sam686line smoothing (not mine smoothing)
21:42:07Watusimotook, well that puts a damper on that plan
21:42:46Watusimotooh! but wait!
21:42:48IAmBeardwell, yes and no - i found most of the codebase to be fairly messy
21:42:51sam686it will work only if there is no line smoothing and no semi transparency..
21:43:11Watusimotodatabase objects aer now geometry objects, so they can be organzied by geometric type... thus fixing the problem!
21:45:08WatusimotoI don't deny that there are messes (what codebase doesn't have them?) but I think a series of smaller more digestable changes would be easier to adapt to than one giant rewrite
21:46:07WatusimotoI really am looking forward to seeing what you've done. No question about that.
21:46:44Watusimotoand there are many things in the codebase that I don't like, but that actually turn out to be pretty important
21:49:54raptorha!: http://bitfighter.org/forums/viewtopic.php?f=13&t=1491&p=14946#p14946
21:54:45raptormaybe we'll get another high school class hooked
21:54:52raptorone by one...
21:55:42IAmBeardywah, at the very least, we just adapt my code as fixes/minor class changes in your codebase
22:02:31WatusimotoI think that might be better
22:03:28Watusimotoit's much easier to understand and assess a focused changeset rather than one that widely encompasses a lot of things
22:05:22Watusimotojust ask raptor after one of my big refactors :-)
22:05:34raptor!!
22:12:02raptorWatusimoto: AFK: http://www.urbandictionary.com/define.php?term=afk
22:13:28raptorit's sad, but as i age i end up on that site more and more... :)
22:16:18WatusimotoAway From Kitchen. A time when your wife is not found in her natural habitat, and you must thus make your own sandwiches.
22:16:24Watusimotohow is that related to Bitfighter???
22:16:43raptoryeah... ummm... you'll need to ignore some definitions
22:17:59WatusimotoI obvoiusly did
22:18:01Watusimoto:-)
22:43:53sam686well, getting git repository becomes easy with hg-hit plugin for hg.. http://sam686.maxhushahn.com/upload/hg-git_for_hg.pngcc
22:44:34sam686i followed instruction here http://sam686.maxhushahn.com/upload/hg-git_for_hg.png but skipped step 2, because TurtoiseHG 2.0.5 and later appears to have python included already,
22:44:53sam686oops, http://sam686.maxhushahn.com/upload/hg-git_for_hg.png (not cc)
22:46:43sam686i followed here i meant http://candidcode.com/2010/01/12/a-guide-to-converting-from-mercurial-hg-to-git-on-a-windows-client/ skipping step 2
22:48:00raptoryeah, git <-> hg is relatively painless
23:30:38IAmBeard puts on his coding cap :)
23:31:06IAmBeardi should be finished the physics stuff tonight and have something playable (well, maybe)
23:31:41IAmBeardif it's playable and you gents are still around, I can distribute a win32 exe
23:36:08Watusimoto Quit (Ping timeout: 240 seconds)
23:42:46raptorgoing home! laters
23:42:48raptor Quit ()

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