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IRC Log for 2012-06-15

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00:03:01Watusimoto Quit (Ping timeout: 248 seconds)
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03:30:28raptorhi hi
03:31:38sam686hi
03:32:48kaenhello
03:33:48kaenraptor, I think that core bug might have to do with the core's position being updated when dragged in the editor
03:34:15kaenactually, the vertices of it
03:34:55raptorwe've had many editor-item position problems...
03:35:07raptori'm actually suprised it works as well as it does... :)
03:35:11kaenlol
03:35:17kaenwell I think I'm closing in anyway
03:35:23raptorexcellent!
03:35:29raptorany questions about how anything works?
03:35:46kaennope. that's what I love about the source code: I understand things the first time I read them
03:35:56raptoroh good
03:36:00kaenI'll have to show you some of the fdrpg code some day
03:36:05kaenyou'll vomit a little I think
03:36:15raptorwe've tried to use reallyLongAndDescriptiveVariableNames
03:36:20sam686i have seen several times the getActualPos and getVert is mismatched (returns different positions)
03:38:06sam686it goes with nearly all move obects as well (pressing tab in editor shows newly added move objects at (0,0))
03:43:01raptori actually looked at the freedroid rpg code when refactoring our input system to SDL...
03:43:19raptori couldn't really make heads or tails of it, if i remember correctly...
03:43:32kaenI could tell you stories
03:43:46raptorso were you a regular developer on that project?
03:44:05kaenfor about 4 months before I got tired of the devs
03:44:37kaen*because they were not nice
03:44:56kaenoh, and regular contributer
03:45:01kaennot a dev proper
03:45:51kaenfor instance, the original devs misspelled 'droid' as 'Druid' (they were german) throughout the entire source code, and this was not changed until just a few months ago
03:46:12raptorhehe - i work with germans at work
03:46:23kaenwhoa, nice
03:46:32kaengermans are cool dudes
03:46:32raptorno one thinks they are nice... i wonder if it is a culture clash?
03:46:39kaenhaha
03:46:49kaenactually it was the frenchies that I couldn't handle
03:46:54raptorha!
03:47:05raptormy boss is french, but she hates other french...
03:47:08kaenlol
03:47:12raptorand she is great to work with
03:47:42kaenthat's good to know; I had almost given up on them
03:47:49raptorhaha
03:50:09raptorok, now i have to pretend i know what i'm doing and start fixing the engineered teleporter...
03:54:00raptorsam686: do you know why the engineering method is on ClientInfo?: ClientInfo::sEngineerDeployObject(U32 type)
03:54:28raptoris that the appropriate place? or should it go on gameConnection or Ship?
03:59:07sam686no gameConnection, because of EngineerBot, and robots don't have GameConnection..
03:59:20raptorahh, ok
03:59:32raptordoes ClientInfo still make sense, then?
04:00:49sam686i mostly don't care whether it is on ClientInfo or Ship, I often leave it the way it is..
04:00:57raptorok
04:01:06raptori'll leave it
04:04:13sam686as for the forum, i removed nearly all the "Topic Moved" green ship icon, often called "shadow topic", but the topic itself is still there.
04:04:27raptoryay cleanup
04:04:39raptorcurious, is off-topic still active much?
04:05:21sam686the off-topic appears to be a lot more popular now, it appears..
04:06:08sam686"off-topic" topics: 403, posts: 5527, more then anyything else..
04:06:38sam686maybe more then the sum of everything else, or close to more..
04:07:06raptorwow
04:08:15sam686the topic count of "Off-Topic" is more then the sum of everything else, Posts coult is not quite more then sum of everything else..
04:09:23raptordo you think anyone would get mad if we just deleted it all and reset the forum? :)
04:10:05raptor is just kidding
04:10:06sam686should first gave a warning to everyone first, i think...
04:16:26raptorkaen: do you know much about packaging for linux distros?
04:20:30kaennot much, but I've built some .debs and arch packages
04:21:03raptorarch.. now that's a system i need learn about..
04:21:36kaenit'll make you really familiar with pretty much all of your system
04:22:03kaenit's kind of a lot of work though
04:22:11raptorsounds like slackware
04:22:23kaenI've heard that comparison before
04:22:28raptorhmmm...
04:22:33kaendoes slackware come with a DE?
04:22:40kaenor any gui at all?
04:22:54raptoryes, but they have had few releases in recent years
04:23:12raptorand usually side on the stable instead of bleeding edge packages
04:23:13kaenarch comes with only an ncurses installer. the default install boots to a command line
04:23:24kaenarch is all about bleeding edge software
04:23:37raptorha
04:23:45kaenwell, I mean in their packages
04:23:46raptoryeah, that'll teach you...
04:23:58kaenlol yeah
04:24:11kaenthey have a nice wiki, so if you read along you're alright
04:24:38kaenand #archlinux is probably the best linux channel I've idled in
04:26:10raptorthat's cool
04:26:23raptorone thing most linux distros need is a nice community...
04:26:34kaendefinitely
04:27:36kaenI liked ubuntu as a learning distro for that reason, I got lots of help on the forums
04:29:42raptoryes, you can usually tell that someone is serious about linux when they move on from ubuntu... :)
04:31:22kaenagreed
04:36:19raptori broke everything!
04:36:22raptorbah!
04:37:28kaenhrm, can't ctrl+alt+click virtual methods in code lite
04:37:34kaenI would expect a search dialog :/
04:38:06raptoryeah, virtual methods aren't followed correctly in eclipse-cpp either
04:38:06kaenoh, ctrl + d
04:38:11raptorwait.. really?
04:38:16kaenit searches for symbol name
04:38:24kaenthat's friggin sweet!
04:47:01kaengetVertCount() returns 1 for CoreItem s
04:47:07kaenthat's unexpected, correct?
04:47:17raptoractually... i think that's right...
04:47:20kaenoh
04:47:23kaen:|
04:47:28raptoroh... i have something that may help you:
04:47:56raptorhttp://bitfighter.org/~raptor/doxygen/current/class_zap_1_1_core_item.html
04:48:27kaenah, excellent
04:48:28raptorCoreItem is a child of PointObject, which *i think* only has one Vertex
04:48:43raptormakes sense... maybe...
04:49:13kaennow that I think about it, it makes sense
04:49:42kaenI was thinking about the 10-item array called 'vert' within the CoreItem, and assumed those two 'vert's meant the same thing :P
04:50:03raptoralso, if you ever come up with better variable names or clearer in-code documention, feel free to change/add...
04:50:14raptorgoodness knows we always could use better doc..
04:50:17kaenwill do
04:50:28kaenI'm all about documentation :)
04:50:58raptoroh yay
05:01:47raptorkaen: what DE do you use? (and do you use a graphical diff tool?)
05:02:48kaenkde on suse, awesomewm on arch. and I've never tried a graphical diff tool
05:02:59kaenI'm starting to like KDE over GNOME, which feels strange
05:03:07raptorhaha
05:03:39raptorwell, there's loads you can do to your ~/.hgrc file to make mercurial work better on linux (unless you are using tortoiseHG?)
05:03:54kaennope, just plain old hg
05:04:21raptorok good, me too... let me get you my .hgrc which has made lots easier
05:04:44kaenalright :)
05:06:36raptorhere you go: http://pastie.org/4090370
05:07:08raptorif you install the program kdiff3, you'll have a really powerful graphical diff tool
05:07:53raptoreach of those extensions allow a useful utility in hg
05:08:59raptorhere is an explanation: http://mercurial.selenic.com/wiki/UsingExtensions
05:09:08raptoroops: http://mercurial.selenic.com/wiki/UsingExtensions#Extensions_bundled_with_Mercurial
05:10:43kaenwhoa thanks
05:12:48kaen\o/
05:12:50kaenI fixed it
05:12:55raptorreally!
05:13:05kaenyeah, just need an onItemDragging() method
05:13:16kaento recalc the panel geometry
05:13:34kaen~4 lines
05:13:37raptorahh
05:13:39raptorcool
05:13:53raptorok, so... before you commit
05:14:02raptorplease pull recent changes...
05:14:28kaenyou bet ;)
05:14:58raptorwatusimoto has this habit of forking himself because he tends to pull changes after doing crazy things and then can't merge quite right
05:15:07kaenI don't even want to think about manual merging yet
05:15:35kaenI've done that too many times myself ._.
05:15:57raptorwell, if you use that hgext.extdiff= extension
05:16:02raptorand install kdiff3
05:16:11raptormerging is a lot nicer
05:16:24kaenah, I didn't think about that
05:16:31raptora little be of a learning curve, of course...
05:16:34raptor*bit
05:18:36kaenso, this method declaration and implementation, where should I put it? just append it to the bottom of the CoreItem dec/imp?
05:18:48kaenor is there a method to this method ordering?
05:18:56raptormethod to the madness?
05:18:58kaens/put it/put them
05:19:01kaen/
05:19:02kaenlol yeah
05:19:23raptori usually look at other Item objects that implement it
05:19:28raptorand do the same...
05:19:49kaenbrilliant
05:20:08raptorbut yeah... looks like i'd just add it in a spot that looks good
05:21:30kaenI'll just slide it next to the other onFoo method it has
05:21:53raptorexcellent!
05:27:25kaenoh whoa I messed myself up
05:27:30kaenI did hg pull
05:27:33kaenthen committed
05:27:39raptorhg rollback!
05:27:50kaenneed to do `hg merge` too?
05:27:57kaenI'm used to get merging with pull :/
05:28:10raptoryeah, it's a bit different than git...
05:28:18raptorin hg 'pull' = git fetch
05:28:21kaenah
05:28:34kaenthen it asks me to make a merge commit, won't that show up when I push?
05:29:01raptoryes... you shouldn't have to merge though...
05:29:04raptorthis is waht i do
05:29:06raptorwait
05:29:11raptordid you rollback your commit?
05:29:26kaenyup. sure did.
05:29:26kaenlol
05:29:29raptorok good
05:29:34raptornow do: hg pull -u
05:30:02raptorthat is equivalent to: 'hg pull' then 'hg up'
05:30:03kaenno changes found
05:30:09raptorexcellent
05:30:20raptornow do 'hg sum' to see what rev you are at
05:30:23raptor(just to make sure)
05:30:26kaenhg diff shows all of the commits I just pulled :/
05:30:39kaen4733
05:30:42kaenI think?
05:30:49raptorwhat about the hash?
05:30:59kaen4733:202f9e54b9f4
05:31:08raptorah ok
05:31:17raptordo 'hg up tip'
05:31:33kaenah, there we go
05:31:44raptornow what does 'hg diff' show?
05:32:02raptor(hopefully just your latest changes...)
05:32:27kaenyes
05:32:33kaenall seems right with the cosmos
05:32:35raptorok, now commit :)
05:34:15kaenpush'd
05:34:29kaenthanks for the help
05:34:45kaennow, if I could just stop typing `git commit -am 'message'`
05:35:08raptorhaha
05:35:21raptori think github is waaay cool
05:35:29kaenme too
05:35:51kaenI love how easily you can fork commit and make a pull request
05:35:53raptorproblem is sam686 and watusimoto both use windows as their dev machines, and there doesn't seem to be nice git integration for windows
05:36:13raptoryeah, the pull request feature is great
05:36:14kaenthat's one of the advantages of hg I hear: windows support is strong
05:36:17kaen(er than git)
05:37:10kaenhave you ever tried darcs?
05:37:40raptornever heard of it..
05:37:53raptoris that a DVCS too?
05:38:01kaenit's like... the plan 9 of DVCSs
05:38:03raptor(i've used bazaar once or twice...)
05:38:07raptorha
05:38:19kaenthe user base is fanatic about it
05:38:33kaenthe guy who wrote it developed a 'theory of patches'
05:38:37raptoris plan9 still around? i think i last looked at that 5 years ago..
05:38:39kaento help automate merges
05:38:56kaenI know you can still get t-shirts :)
05:39:03kaenI dunno about development though
05:39:17raptordarcs uses cabal...
05:39:26raptordoes that mean it's written in...
05:39:26sam686theres hg-git that adds hg the ability to push and pull from git.. see my screenshot http://sam686.maxhushahn.com/upload/hg-git.png
05:39:32raptorwhat was that called...
05:40:01kaenhaskell?
05:40:05raptorhaskell!
05:40:11kaenwould not surprise me, but I don't know
05:40:29raptorthat one.. that's impossible to find the right dependencies for
05:40:30kaenyep, it is
05:40:41BFLogBot - Commit 1f6116529c65 | Author: kaen | Log: update CoreItem panel geometry when dragging
05:40:50kaenlol that just makes perfect sense to me
05:41:09kaenonce you meet some darcs fanboys you'll get what I'm saying.
05:41:16raptorhaha
05:42:08kaenbut yeah, the developer is a mathematician iirc
05:42:26raptorneat sam686.. i guess that's one way to interface with git on windows
05:42:32kaenand formalized some math for merging patches
05:42:34raptorah those math types
05:42:44raptorthey love their short one letter variable names
05:42:48kaenlol
05:42:57kaenand lambda functions @_@
05:43:09raptorwell, not necessarily... but a lot of the 'research code' looks very cryptic
05:43:17kaendefinitely
05:43:50kaen secretly really likes anonymous functions
05:44:23raptorha!
05:46:08raptorif you want to see a crazy programming language: https://www.youtube.com/watch?v=a9xAKttWgP4
05:46:56raptorAPL needs its own keyboard to use it...
05:47:08kaenlol I was just gonna say
05:47:16kaenI don't even know how to type a phi character
05:47:36raptorthis is the keyboard: https://en.wikipedia.org/wiki/File:APL-keybd2.svg
05:48:01kaenwhoa that's pretty cool
05:48:08kaenI like how it uses set theory and stuff
05:48:36kaenI see some FOPC stuff too
05:49:16sam686that "crazy programming language" video looks more like a scientific calculater and not much of a program..
05:49:30raptorit does the game in one line of code..
05:50:04kaenD:
05:50:10kaenI just skipped to that part
05:50:19kaenthat's incredible
05:50:31kaenwow I wish I had audio :<
05:50:56sam686oh sure... lets turn bitfighter source code, combine all .cpp and .h file into 1, and cram into one single line of code, even if that line would have a million characters... good luck on readability..
05:51:06raptorhaha
05:51:29kaenexpress as a series of bitwise operations
05:51:32kaenit'll be cool
05:53:02raptorwell good job kaen. i scratched that bug off
05:53:06kaenin all sincerity though, that's easily the coolest life port I've seen
05:53:10kaenoh, thanks :)
05:55:54raptorwell, if you're still up for something, there #11 here: http://bitfighter.org/wiki/index.php/Running_Bug_List
05:56:17raptor(and if you still like Bitfighter after that last bug...)
05:56:20raptor:)
06:09:45raptorone of these years we'll be able to move to the c++11 standard and be able to forward declare enums!
06:13:37sam686only problem with c++11 i heard is trying to get it to support poor old mac OS that uses PPC (can't do software mac upgrades)
06:13:50raptoroh yeah...
06:13:51raptorhmm
06:13:57raptorforgot about that..
06:14:33sam686it might be possible for old mac os ppc to switch to linux, but i don't know about hardware compatibility...
06:14:50raptorthey can, i've done it
06:15:05raptormost people keep old macs around for their kids to play old games
06:15:19kaenaren't there distros with ppc builds?
06:15:49raptoryes... I installed SLES on ppc once
06:16:27raptorbut bootloader stuff is really, really weird
06:16:39sam686some linux distros can work with many different CPU, like debian, while other distros only made work on one or two CPU types..
06:29:22raptorok falling asleep
06:29:27raptorgood night!
06:29:33kaensame
06:29:34sam686night
06:29:34kaeng'night
06:29:43sam686good night too, going to bed too
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06:40:49BFLogBot - Commit f298e91b5d69 | Author: buckyballreaction | Log: Some engineer clean-up. Also differentiate between teleport entrance and exit objects
06:40:51BFLogBot - Commit 492a1f258df2 | Author: buckyballreaction | Log: Use deployer mDeployPosition for teleport, too
06:40:52BFLogBot - Commit bd9b24424756 | Author: buckyballreaction | Log: Set Lua enum for engineered teleport entrance/exits
06:40:54BFLogBot - Commit c615e52a7ef7 | Author: buckyballreaction | Log: Allow endpoint of teleport to be changed
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12:53:09-mrmist- [Global Notice] - Our services upgrade is scheduled for 2PM UTC on Saturday. We expect services to be unavailable for up to an hour, so please plan your channel management accordingly. Thanks for flying freenode!
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14:31:45kaenmorning
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15:26:11raptorgood morning
15:26:22kaenmorning
15:26:44kaenI pushed another commit; the cores were still bugging if you loaded a level with one placed
15:26:56raptoroh really?
15:27:05kaenI set the mPanelGeom.isValid to false in the constructor for CoreItem
15:27:07kaenyea
15:27:33raptorhow can i dupe?
15:27:56kaenplace a core on a level -> save -> quit -> load level in editor -> ta
15:27:58kaen*tab
15:30:59raptorwell... i don't see the bug for some reason, but i'll pull anyways
15:31:22raptordid you quit the game completely or just the editor?
15:31:32kaenworked either way for me
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15:33:00raptorok, pull/pushed :)
15:33:02raptorthanks!
15:33:10kaenno sweat
15:33:34raptorare you on openSUSE 12.1 x86_64?
15:33:47kaenyep
15:34:21raptorwatusimoto: LazyDaisy sounds great!
15:37:22BFLogBot - Commit f1eefc40dce2 | Author: kaen | Log: set CoreItem panel geometry as invalid when constructed
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15:50:01watusimotoFor a while I toyed with having a random assortment of slightly insulting default names, but now that we do stats tracking, it might make things more confusing. On the other hand, it would be nearly trivial to implement.
15:50:56watusimotoNot nearly trivial... trivial.
15:51:15raptordid you put in a list of bot names somewhere, too...
15:51:53watusimotoI did... drawn from the most popular girls names of 2011
15:52:06raptoroh yeah, including their hideous spellings...
15:52:17watusimotoEspecially the hideous spellings
15:52:22kaenlol
15:53:11raptorcoding question: where should I store a pointer to the current teleport being created? on the Ship? ClientInfo?
15:55:39raptorhmm... probably Ship
16:05:48watusimotoprobably ship
16:05:56watusimotopooooosibly client info
16:06:06watusimotobut probably ship
16:06:11watusimotoseems kind of a shippy thing
16:10:43raptorshould we allow teleport exits on barriers?
16:14:58watusimotommmmm no?
16:15:16raptori'm thinking no
16:15:24watusimotook, then no
16:48:49raptori know i'm going to get bitten by pointers somehow, somewhere...
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17:17:56BFLogBot - Commit d35b55f084d9 | Author: buckyballreaction | Log: Teleport exits can now be 'constructed'. Has testing code: exit placement is possible from the engineer helper menu
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18:16:17raptorWatusimoto: do we have a method somewhere to fill a Vector of points for a polygon?
18:16:55WatusimotoI'm not sure I understand
18:17:32raptorlike specify # of sides and radius, and it returns a vector<point> of the polygon outline
18:17:47raptori was sure we had that somewhere...
18:17:52Watusimotowe do have some sort of polygon generation function
18:17:57Watusimotoit's how testitems aer made
18:18:06raptorthe drawPolygon method
18:18:12raptorbutit doesn't return a Vector<Point>
18:18:15Watusimotolook at rendergameobjec::rendertestitem
18:18:19Watusimotowhat does it return?
18:18:25Watusimotoor it just draws?
18:18:28raptoryes
18:19:01Watusimotothen we might not; you could refactor that method, and put a point generation method in GeomUtils.cpp
18:20:27Watusimotothat's where I'd expect it to live if we had it, and I don;t see it there. so we probably don't have one
18:20:29Watusimotothough
18:20:44raptorlooking through clipperLib...
18:20:47Watusimotoanother place we might use one if we had it was in generating the panel geometry for cores
18:21:02WatusimotoI don;t think clipperLib will be helpful...
18:22:16Watusimotolooing in renderPolygon to see how that works
18:22:42kaenfillpanelgeom operates on a panel geom, which has arrays of points afaict
18:24:10Watusimotodon't think we have it
18:24:23raptorok, i'll write it, then and stick in in GeomUtils...
18:24:36raptorgrammar fail x2
18:27:30raptorthis sig look OK?: void createPolygon(const Point &center, S32 sideCount, Vector<Point> &outputPoly);
18:27:37raptoroops, forgot radius
18:32:09raptorvoid createPolygon(const Point &center, U32 sideCount, F32 radius, Vector<Point> &outputPoly)
18:48:20Watusimotosure; I prefer radius to come before sides, but that's just me; it's completely arbitrary
18:48:31raptoreasy enough
18:48:49Watusimotothe only other thing to consider is if it be Vecotr<point> createPolygon(...)
18:49:06WatusimotoI think performance is (roughly) equivalent, and that might be easier to understand
18:49:12Watusimotobut I waver on this point
18:49:20raptorit doesn't matter: compiler optimizations will make the way i put it anyways...
18:49:23Watusimotoyes
18:49:28raptorbut the code may be easier to read your way
18:50:51Watusimotoas you wish; I am guilty of inconsistency on this point
18:50:56raptorme too
18:51:02raptorwhat is easier to read in the code?
18:51:14raptoror looks nicer
18:51:36raptorbecause those nice compiler folks have us covered well enough, me thinks
19:21:24WatusimotoI think the traiditonal retValue = callFunct(p1, p2) is easier than callFunct(p1,p2, retValue)
19:21:35Watusimotothat's the traditional form, after all
19:21:53Watusimotodid I mention that it's traditional?
19:21:59raptorheh
19:23:55kaenI concur, but what about when you already have a retValue handy?
19:24:31raptorretValue1 = callFunct(retValue2, retValue3,...)
19:24:47raptorok not really
19:24:59kaenthere's a free() in there somewhere I'd imagine
19:25:23kaenif you'd potentially pass it by reference in the alternative form
19:25:57kaenperhaps optional third param which creates one if null? idk if that makes code more readable though :/
19:26:05kaenprogramming is hard ._.
19:26:36raptoryeah, we should just use APL
19:26:48kaenI like it
19:30:57kaenhey, my server shows up as Ping Timed Out in the server list, but connecting works fine. I've checked my iptables and I'm not filtering ICMP nor UDP
19:31:34raptorin 017b or 018?
19:31:50kaen017b
19:32:03raptorprobably a router somewhere...
19:32:28kaengah
19:32:34kaenI hate EC2
19:32:57raptorthere's a utility called tnlping in the source code somewhere that let's you tell if UDP is blocked
19:33:32kaenis the game proto over tcp?
19:33:59raptorno
19:34:02raptorUDP
19:34:38kaenwell, I just finally arsed myself to actually ping it, and they're being filtered
19:34:47kaenbut sam and I were playing on it last night
19:35:01raptori see it!
19:41:17kaen-.-
19:41:28kaenamazon has it's own firewall in the management console too
19:41:34kaenits*
19:57:34WatusimotoI think it's good pracitce to adapt your fn sigs to match what you have and what you need :-)
19:57:45Watusimotothere is no one right anwer that always works
19:58:00raptoryes, unless you are writing for the c++ stl
19:58:13raptorthen make sure they're as complex as possible
19:58:42raptor /sarcasm
19:58:52raptor[Error] sarcasm: Unknown command.
19:59:11kaenlol
20:00:14kaenI just built a local doxygen
20:00:16Watusimoto Quit (Remote host closed the connection)
20:00:16kaenso cash
20:00:56Watusimoto has joined
20:00:58Watusimotodoes c++0x have multiple return values for functions?
20:01:08raptori have no idea
20:01:22Watusimotowell, I can say with some level of certainty that it might
20:01:32Watusimotoand with almost equal certitude that I don't care enough to check
20:01:36raptorhahaha
20:02:07Watusimotook, I checked. C++0x might have mutliple return values
20:08:34raptorthis teleport thing has prompted lots of engineer clean-up...
20:08:46BFLogBot - Commit 81c95b44f7df | Author: buckyballreaction | Log: Add createPolygon() method
20:08:48BFLogBot - Commit e3eb823c83fc | Author: buckyballreaction | Log: Teleport exits now cannot be placed on walls
20:08:49BFLogBot - Commit 49f14105af52 | Author: buckyballreaction | Log: Render outline for teleport entrances/exits based on whether it can be deployed
20:17:00raptorok ok... i think i'm about ready to start the protocol response logic with placing the teleport... now.. where to begin
20:29:51sam686 has joined
20:29:51ChanServ sets mode +v sam686
20:33:07raptorWatusimoto: do you know what
20:33:10raptoroops
20:33:20raptoruh, ignore that
20:33:51koda has joined
20:55:34Watusimotojust finished watching england v sweden
20:55:41Watusimototwo very attack oriented teams
20:55:52Watusimototwo fantastic goals
20:56:54raptorhow long is a typical football game, including all the breaks, etc..?
20:57:25Watusimoto45 * 2 + 10
20:57:41Watusimotoplus 5 mins or so "stoppage time"
20:57:47raptorah ok
20:57:55raptorthe 10 is half-time?
20:58:00Watusimotothat the ref adds at the end to compensate for time spent tending the injured
20:58:19Watusimotoor, for the Italian team, the time spend tending the pretending-to-be injured :-)
20:58:25raptorhaha
20:58:29Watusimoto10ish is half time
20:59:18Watusimotoand no breaks for ads!
20:59:31raptorhooray!
21:00:03Watusimotoactual footage from one of the training camps
21:00:04Watusimotohttp://www.youtube.com/watch?v=2b0GNwuNMDc
21:01:14raptorhahaha
21:01:20raptorseriously?
21:01:48raptorthat can't be serious...
21:02:49Watusimotoit's why I prefer rugby
21:03:10raptorwe always have people playing rugby in the parks around where i live
21:03:15Watusimotothere if a player is injured, they bring out the medics and keep playing around the doctors
21:03:18raptormostly samoans and tongans
21:03:32Watusimototoo bad they never win
21:04:29raptori read an interesting article the other day on why rugby is probably less dangerous than american football... because of the false sense of security of having a helmet
21:04:36raptorwith respect to concussions
21:05:22Watusimotorugby is highly dangerous, but I think you are right about that
21:05:46raptoryeah... i meant only about the concussions part
21:06:17Watusimotohttp://www.youtube.com/watch?v=uvhNvbsi53Y
21:06:26Watusimotojust as a poiint of comparison
21:08:38raptorouch!
21:09:43raptori bet bruises are gnarly... and ubiquitous
21:19:11kaenhmm. I keep getting odd behavior because make is using stale object files :/
21:19:53kaenhave to make clean a whole bunch
21:20:19raptorany time you do a header change
21:20:37raptoryou'll need to do a clean or 'make -B'
21:20:44kaenah, I see
21:20:47raptor'make -B debug'
21:21:11raptoris equivalent to 'make clean && make debug'
21:21:51raptorare you using parallel build? my computer has 4 cores, so i do: 'make -B -j4 debug'
21:22:01kaenI use j2, but yeah
21:22:12raptoroh good
21:23:23kaenI also use -s so I can see warnings easier
21:23:53raptoroh neat... haven't used that one before
21:24:26kaennot as useful with an IDe
21:24:28kaenIDE even
21:25:41kaenyea, I found my culprit for that firing bug
21:26:02kaenjust need to cogitate on how to resolve it now :/
21:26:20raptoroh..
21:26:38raptori bet it's a large if-else block in Ship.cpp?
21:26:46kaenindeed :)
21:26:55kaenin particular, the assignment of isIdle
21:27:21kaenin even more particular, && !mCurrentMove.fire
21:27:58kaenneed some more nuanced logic
21:28:06kaenor maybe to reset that flag after a shot is fired?
21:28:21raptorwhat line are you looking at exactly?
21:28:31kaennot sure how that will affect repeating weapons :/
21:28:33kaen947
21:29:11raptoroh ugh
21:29:40raptoryeah, that's subtle: the difference between holding down the mouse and actually firing
21:29:50kaenyeah
21:29:58kaenwhat are your thoughts on resetting the flag?
21:30:06raptoractually... i think i wrote something to that effect...
21:30:06kaenor should I just experiment for a while?
21:30:10kaenoh
21:30:22kaen:l
21:30:29raptori think resetting the flag may render the flag useless in a lot of logic...
21:30:38kaenthat's what I feared ._.
21:31:25kaenwell, I'm going to run some errands while think on it
21:31:36raptorok, laters
21:33:32raptoractually... we may want to reconsider this if it even a bug...
21:33:45raptorWatusimoto: what do you think about #11 on http://bitfighter.org/wiki/index.php/Running_Bug_List ?
21:34:46Watusimotolet me look
21:34:48Watusimoto!bug
21:34:48BFLogBotTo enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Bug_List
21:35:18Watusimotohm
21:35:31Watusimotothe question obviously is what should happen
21:35:53Watusimotocertainly for mines the rate between laying should be the same whether button down or not
21:35:54raptoryes... i'm leaning towards: not bug
21:36:17Watusimotofor constant fire, though, I think you should get moving recharge rate
21:36:32Watusimotoso I would say we should fix for mines only
21:36:48Watusimotootoh, compare the two situations
21:36:52raptorhackety hack hack
21:37:00Watusimotofiring and not moving vs. firing and moving
21:37:13sam686the problem becomes more obvious when on your loadout to recharge even faster (only when not moving, not firing)
21:37:14raptorwe could provide a boolean isConstantFiring
21:37:22Watusimotowhat happens with modules?
21:37:36Watusimotoif I repair and don't move, do I get high or low recharge rate?
21:37:45raptornormal
21:37:52raptorsorry
21:37:54raptornone
21:38:04raptorwait
21:38:05sam686repair eats energy, no recharge
21:38:10raptor^^ yes that
21:38:15raptorno wait
21:38:22Watusimotoreplaced one ambiguous answer with another!
21:38:28Watusimotoand then another!
21:38:44Watusimotositting still you get recharge A
21:38:49Watusimotomoving you get recharge B
21:38:53WatusimotoA > B
21:38:53sam686but, out of energy, recharge rate while still holding down repair button?
21:38:59raptorok
21:39:05raptorenergy is given back first
21:39:09raptorbefore modules take it away
21:39:15raptorso normal rate if idle
21:39:48Watusimotonormal rate is A?
21:40:23raptorbah!
21:40:27raptorok finished reading now
21:40:33sam686looks like, ship energy recharges quickly if nothing to repair (and holding down repair button) like if not moving
21:40:43raptori have energy A
21:40:54WatusimotoI looked at that code today -- if nothing in repair range, repair disables itself
21:41:12raptorI repair, lose energy B; but idle, gain energy C at normal rate... all in the same method
21:41:16Watusimotorepair consumes no energy when no targets
21:41:46raptorso energy loss/gain = -B + C
21:42:03Watusimotowhen you move, you get less than "normal" rate, right?
21:42:06raptorright
21:42:11raptoridle = move || shooting
21:42:18raptor==
21:42:21Watusimotoso you can be idel and use modules
21:42:25raptoryes
21:42:39Watusimotothen we could say you can be idle and shoot
21:42:48sam686pretty much same with all modules, it disables itself with not enough energy, recharging faster if idling (doesn't matter if holding down module button when module does nothing when no energy left)
21:42:56Watusimotoit is the act of flying that causes your energy recharge to lessen
21:43:09Watusimotofiring should take the same energy whether moving or stationary
21:43:21Watusimoto(just laying out logical principles)
21:43:35Watusimotomodules should take same energy when moving or stationary
21:43:59Watusimotoif we agree on those, then shooting should not make you idle
21:44:00raptorso solution is to change: bool isIdle = mCurrentMove.x == 0 && mCurrentMove.y == 0 && !mCurrentMove.fire;
21:44:00sam686mines is a bit different, it is a weapon...
21:44:05raptorto: bool isIdle = mCurrentMove.x == 0 && mCurrentMove.y == 0
21:44:08raptor;
21:44:20Watusimotothat's one solution
21:44:22Watusimotoexcept
21:44:50WatusimotoI think we wanted to avoid the situation where you camped out in a loadout zone and could shoot (or shield) indefinitely
21:45:18sam686if you recharge faster firing bouncer, then might not run out of energy at all...
21:45:19raptorwait i lied again
21:45:24Watusimotooriginally, I proposed making modules cost more in loadout zones (if you got +10% recharge rate in loadouts, modules should cost 10% more)
21:45:34raptorcomment here:
21:45:35raptor// Energy will recharge with special rules
21:45:37raptor // It will not recharge if you have an activated module or spawn shield is up
21:45:38raptor if(!anyActive && mSpawnShield.getCurrent() == 0)
21:46:03raptorso we don't have to handle the module case
21:46:11Watusimotook -- let's not worry about what does happen, but agree on what should happen
21:46:26kaenthere we go.
21:46:30Watusimotothen we can match that against what does happen and make any changes needed
21:46:44raptorwhat should happen: firing gives normal recharge except in zone?
21:47:21sam686same goes with burst, if you keep firing burst, you don't recharge faster, but at the same firing rate, repeatedly pressing fire button on burst gave you more energy when not moving..
21:47:23WatusimotoI seem to recall proposing my more expensive modules
21:47:33Watusimotoand then proposing more expensive firing to go along with it
21:48:00raptorso modules already don't get a recharge when used
21:48:01Watusimotoand I think that, for whatever reason, we decided that implementing more expensive firing was undesireable
21:48:25Watusimotoso you only recharge when not using modules?
21:48:39raptoryes
21:48:48raptori have led you all astray on the same topic 4 times now
21:49:15Watusimotothe code might be clearer if we upped the energy cost of modules and you always got recharge
21:49:28Watusimotosuch that there was no change in outcome
21:49:35Watusimotobut we could have fewer special cases
21:49:54Watusimotoyour misleadings suggest the code is not as clear as it could be :-)
21:49:57sam686cloak + sensor at the same time don't hardly take any more energy as only cloak or only sensor..
21:50:17Watusimotoreally? They are not simply additive?
21:50:39WatusimotoI'm looking for the code
21:50:41kaenthey should be, by the code
21:50:44Watusimotothis is crazy
21:50:44raptorthey are additive
21:50:51sam686it seems to look that way, looking at the difference of recharge rate vs use rate (zero recharge using modules)
21:51:09raptorjust tested, goes away faster. i think sam686 is just making a comparison of how little they both still use when added together
21:51:19kaenah
21:51:51sam686if recharge rage still get added in addition to using modules, then it won't look so strange about using 1 or both modules rates..
21:52:26Watusimotointeresting
21:52:50Watusimotoif recharge rate is R, sheeld cost is S, cloak cost is C and energy is E
21:52:58Watusimotono modules E += R
21:53:07Watusimotowith cloak and shiedl
21:53:07raptoryes
21:53:14WatusimotoE -= S + C
21:53:18raptorcorrect
21:53:47Watusimotoif we changed the costs as I usggested, so that Snew = S + R and Cnew = C + R
21:53:54Watusimotothen when using both
21:53:59sam686say the very first Armor module had a bug that stops from recharging energy when using Armor, it still cost you from not recharging Energy..
21:54:09WatusimotoE -= S+R + C+R
21:54:10raptoryes, then we have to do all sorts of math to compensate
21:54:28Watusimotoso we currently give a tacit bonus to using modules in combination
21:54:36Watusimotowhich is fine, just never realized it before
21:54:46raptorno: E += -(S +C) + R
21:55:07raptorno energy bonus in combination
21:55:28Watusimotobefore my suggestion E -= S + C
21:55:44sam686right now, it looks like E += ((S + C) != 0) ? -(S - C) : R
21:55:47Watusimotoafter my suggestion E -= (S+R) + (C+R) - R
21:56:11Watusimotowhich simplifies to E -= S + C+ R
21:56:24raptorwhich is bad
21:56:39Watusimotowhich I would argue is somehow "right" but different (and I'm not proposing we switch)
21:56:40raptor+R when used with -= means a further penalty
21:56:45Watusimotoyes
21:56:51kaenhe means to knock out the recharge rate
21:56:58kaenand the code for disabling it when firing modules
21:56:58raptorahhh
21:57:03kaenright?
21:57:07raptormy premise was wrong
21:57:14Watusimotoyes, but the math doesn;t work as I had initially thought
21:57:39WatusimotoI thought my proposal would be neutral, but it would in fact make multiple modules more expensive (and, perhaps, more realistic)
21:57:46raptorhow about we just test if in a zone, then add the penalty of firing being idle, too
21:58:24Watusimotowhat do you mean 'finring beiun g idle'
21:58:28Watusimotomy typing is crap!
21:59:02raptoras in: we change isIdle to be true only if not moving; except if in a zone it is not moving + not firing
21:59:41Watusimotothat leaves the original problem: hold down mine placing key and recharge slower
21:59:41raptorbrb...
21:59:57raptorin about 20min., actually..
22:00:03Watusimotook
22:00:10kaenfor that particular problem, I'd agree with raptors earlier suggestion
22:00:23sam686another problem, about hostile loadout zone taking away energy? using cloak actually slows down your energy usage..
22:00:25kaena flag that says whether the item suppresses recharging or not
22:00:41kaensam686, :o
22:01:10kaenbut I agree that the whole function needs some love
22:01:35Watusimoto>>>>> I'd agree with raptors earlier suggestion <<<<< which one? he made lots of suggestions earlier :-)
22:02:14Watusimotowe need to go back to first principles
22:02:17WatusimotoI think
22:03:06WatusimotoI think my head is going to explode
22:03:32sam686energy usage confusion or conplications?
22:03:42Watusimotoeverything
22:04:15Watusimoto1) You get a basic energy recharge rate
22:04:29Watusimoto2) That rate increases when you are stationary
22:04:46Watusimoto3) That rate incureases if you are in a friendly loadout zone
22:04:56Watusimoto4) that rate decreases when you are in a hostile loadout zone
22:05:05Watusimotoall of these increases and decreasess are additive
22:05:22Watusimoto(sorry, that was point 5)
22:05:49Watusimoto6) Modules cost energy
22:06:09Watusimoto7) Using 2 moduels costs the cumulative energy of each individually
22:06:26sam686the non-adding recharge rate while using modules (especially cloak on hostile zone) tends to be confusing.. making recharge rate always additive may fix some confusion..
22:06:36Watusimoto8) shooting costs energy
22:06:50Watusimoto9) laying mines is not the same as shooting continuously
22:07:22Watusimoto(i.e. even if you hold the fire button, it;s more a series of discrete events, unlike finring a stream of bullets)
22:07:30kaenyes.
22:07:53Watusimotosam -- you are right it would make it ieasier, but it would lead to making combinations of modules more expensive than they are now
22:08:35WatusimotoI think combinations of modules are kind of cool, so I like some sort of incentive for using htem
22:09:19sam686currently, cloak on hostile loadout take less energy away then no modules on hostile loadout..
22:09:44WatusimotoMaybe we coudl always add the recharge energy and then explicitly give a bonus for using 2 modules to compensate and make the dual rate the same as it is now
22:10:07Watusimoto10) it should never cost less energy to use a module than to not use it
22:10:38kaenthat logic is easy to follow, in case you were wondering :)
22:10:44kaenI like it.
22:11:02Watusimoto11) Energy should be logical, but not necessarily strictly reaslistic (energy can incentivize or disincentivize certain behaviors)
22:12:00Watusimotoif we change point 7, we might be able to clean things up without changing current cost of using cloak + shield
22:13:11Watusimotowe could say each module needs to warm up some capacitors, which costs energy, but if using 2 modules, those capacitors are already warm, so use less in total than each individually
22:13:31Watusimotoif we needed to justify violating 7, that is
22:13:52Watusimotowhich we don't, according to point 11
22:14:48kaen:)
22:15:16Watusimotothe thing we don't want to do is to create a situation where someone can shield or cloak indefinitely by camping out on a loadout zone or whatnot
22:15:24Watusimotoso we could add point 12
22:15:28kaenpoint 11 is very powerful; it relays the message that energy is ultimately a game mechanic while acknowledging it should be intuitive
22:16:09Watusimoto12) Modules in loadout zones cost proprotionately more than they do outside loadout zones, in such a way that the effective cost is always the same
22:16:33Watusimotoso if shields consume 10% of your energy every second
22:16:43Watusimotothat rate shoudl continue in or out of a loadout zone
22:17:12Watusimotothough that might violate 10) in a hostile zone
22:26:22Watusimotomaybe we need
22:27:01Watusimoto13) Modules in hostile zones cost the same as in their normal rate; that is, their energy consumption may be increaed in friendly zones, but never discounted
22:27:59raptortoo much to read!
22:28:05Watusimotoha
22:28:31Watusimotoyou can skip point 7
22:29:32kaenthat bug sounded so innocuous at first lol
22:29:36raptorwe need a 5-dimensional karnaugh map
22:29:47raptorand we can minimize to point of never understanding it again!
22:31:10WatusimotoI tried to pull some code out of ship::idle() and it was the energy stuff that made it very difficult
22:31:13raptorok done reading
22:32:03WatusimotoI think we can take these points (eliminating #7) and simplify the code while retaining basic current functinality, and fixing some bugs and inconsistencies at the same time
22:32:56raptorwhat if we just looked at every dimension as a boolean add put an additive or subtractive energy amount per boolean, then run through each boolean
22:33:08Watusimoto14) REPLACES #7 >>> Using modules in combination is cool, so there is a energy bonus awarded for doing so that makes a combo cheaper than the cumulative cost of each alone
22:33:14raptorinstead of having some depend on others like we do now
22:33:33kaenyes
22:33:37kaen100% yes, raptor
22:33:42kaenimho
22:33:53WatusimotoI'd be 100% yes if I understood what you were saying!
22:34:03kaenthat's what appealed to me about this formalization of the logic
22:34:22kaena cascade of if { } rather than nested if {} else {}
22:35:31kaenunless I'm misunderstanding, as well
22:36:17raptorso we just do a bunch of boolean tests and add/subtract relative energy amounts: if(inFriendlyZone) add 3000; if(moving) remove 1000; if (firing) add 0
22:36:23Watusimotoyes
22:36:25Watusimotook, yes
22:36:33raptoractually, maybe they should be multipliers?
22:36:43kaen@_@
22:36:43Watusimotowe even have our rules documented now :-)
22:36:50raptorso if(inZone) recharge*1.1
22:37:26kaenwould make the interactions a little more intricate, I believe
22:37:30raptormultipliers...
22:37:41sam686i think the energy rules list is kind of growing... http://sam686.maxhushahn.com/wiki/index.php/Energy_Rules (or should I move that to bitfighter.org wiki?)
22:37:56kaensince the amount each boolean would affect the recharge would be different based on what else was affecting it
22:38:12raptoryes, so everything affects everything by default
22:38:14kaenwhereas with addition the change is constant (per boolean) regardless of context
22:38:37raptoror maybe a mixture of the two? :)
22:38:48kaenharder to balance perhaps, but I like that added layer of complexity
22:39:01raptorwhatever... but i think coming away from this all, we definitely need to simplify it
22:39:18kaenI'm with you.
22:39:25raptori know i've rewritten this method at least twice (with Watusimoto re-writing my rewrites each time... :)
22:39:30Watusimotoif we implement them we can stick them directly in the code, and also in the wiki
22:40:07Watusimotoso with 14, we can replicate (more or less) the current costs of using shield and cloak together
22:40:46Watusimotothough one of the original questions is still unanswered -- if you are firing, are you idle?
22:40:54raptorheh
22:41:04kaenmy vote is yes
22:41:05raptoryes-ish
22:41:06Watusimotoi.e. do you get bonus from point 2
22:41:20kaenenergy should just be deducted when the projectile is created
22:41:23Watusimotoso firing is independent from stationary bonus
22:41:35sam686mines and birst can be kind of a problem if firing = not idle..
22:41:45kaen^
22:42:11kaenat least it would require a special case, or a flag for that aspect
22:42:24raptorso we could remove the firing penalty all together
22:42:42kaenthat's what I'm thinking
22:42:48Watusimotoso if we say firing has no impact on being stationary, then we can get rid of point 9 as being true but irrelevant
22:42:49raptorbecause water still flows down the river, even when you divert some of it...
22:43:06Watusimotounless the capacitors are hot
22:43:13raptoroh boy
22:43:15kaenheh
22:43:29raptorthen it becomes steam
22:43:32Watusimotook, well, I'm in favor of simplifying this
22:44:12raptorthe game 'naev' has a heat system
22:44:13sam686and when there no more liquid water, it overheats and maybe melt down...
22:44:36kaenevery played dwarffortress? it's a roguelike with fluid dynamics
22:44:38raptorit doesn't affect energy recharge, but does firing accuracy
22:44:59raptordwarf fortress is bonkers
22:45:13kaenyeah it is. so is the guy who makes it
22:46:22sam686also keep in mind, in Bitfighter, bullets don't instantly hit the target, like this animation http://sam686.maxhushahn.com/bitfighter/laser_phaser.gif (laser don't exist on Bitfighter maybe not yet)
22:49:15WatusimotoI also want to add heat to bf, but not until we have heat seekers!
22:49:26kaen:x
22:49:34kaenI was just thinking about that today actually
22:49:37Watusimotothe very first thing I wanted to add to BF, and I never did
22:49:42kaenoh man
22:50:00Watusimotothe more modules you use, the more firing you do, the hotter you are, so the more the heat seekers seek you
22:50:18Watusimotowell, i tried once, but it failed badly
22:50:39sam686umm if there is no air on space, how does the ship cool down? Can't use fan in space, there is no air to blow..
22:50:51raptorthen for each boolean, we could have an energy factor and a heat factor
22:50:51Watusimotoif heat seekers become powerful, we could add heat sink module to cool your ship and make you less visible to heat seekers
22:51:27raptorsam686: diffusion
22:51:35raptorhot -> cold, always
22:51:42Watusimotosam686: the heat is evaporated using a tranducive complacer
22:51:45raptorspace = really, really cold
22:51:55Watusimotoor really hot
22:52:10Watusimotoif you're not in the shade
22:52:15raptorha
23:01:16raptor*crickets*
23:01:23raptorsooo....
23:01:26raptorplan of action?
23:01:46kaenlol
23:01:51kaenwell, any volunteers?
23:02:02kaen...
23:02:05raptorhehe
23:02:06kaeno/
23:02:12raptori volunteer kaen
23:02:15kaenme too
23:02:20raptorWatusimoto?
23:02:37kaenI'd happily defer to someone else though.
23:02:44Watusimotogo for it
23:02:51kaenshweet
23:03:00raptori gotta solve my teleport problems...
23:04:44raptorthis proposed simplification will allow us to add a heat factor easierm, as well
23:04:50raptor*easier
23:05:43kaenraptor, any suggestions for integrating hg into my bash PS1?
23:06:38kaengit comes with __git_ps1 or something like that for bash :/
23:08:39Watusimotoraptor: I'm almost done with my current project, so if you are still having trouble with the teleporters, I can look tomorrow
23:10:09raptorWatusimoto: ok
23:10:18raptorkaen: how do you integrate?
23:11:17raptordo you mean completion? hg already has completion since it's python based
23:12:38raptorohhh.. maybe you mean what current revision your own in the shell?
23:12:56raptoroh neat
23:12:59raptorthat looks cool
23:13:46raptorkaen: I think I'm going to do this: http://mercurial.selenic.com/wiki/PromptExtension
23:18:06kaenraptor, with git ps1 you just put the command in the ps1
23:18:13kaenmuch like with the link
23:18:27kaenbut I found one that does git, merc, svn, and I think some other (cvs?)
23:18:35kaenit's called vcprompt
23:18:42raptor goes to look
23:19:12kaenit's written in C, so it's pretty fast
23:20:27kaenI did this just now: http://pastie.org/4095155
23:20:44kaengives the branch for all VCSs, blue on clean, brown on modified
23:20:51raptorneat!
23:21:07raptorwhich vcprompt did you use?
23:21:13raptori found one in python on github
23:21:26kaenhttp://vc.gerg.ca/hg/vcprompt/
23:21:43raptori'll get that one..
23:21:47kaenno deps, just make && sudo make install
23:21:58kaenbeautiful piece of software imo
23:24:26BFLogBot - Commit 77b1249ad080 | Author: sam8641 | Log: Fix Robot "s_bot" and GoalZone on Zone Control
23:25:00raptorkaen: how are you calling that function? I put it in my ~/.bashrc
23:25:36kaenmy PS1 line is
23:25:36kaenPS1='\u@\h \W$(__vcprompt_ps1) \$ '
23:25:55kaenthe important part is $(__vcprompt_ps1)
23:27:05kaenthe rest is: user@host working-dir [vcprompt] $
23:27:37kaens/rest/translation/
23:28:21raptori like it
23:28:57kaendo you know how to change color codes?
23:29:09raptorit's been years since i've done it...
23:30:45kaenhere's a good cheatsheet if you care: http://tldp.org/HOWTO/Bash-Prompt-HOWTO/x329.html
23:30:55kaenI'm not a huge fan of the light blue I picked
23:31:29kaenhmm, maybe I should program today
23:31:32kaen:P
23:31:35raptorheh
23:32:48raptorok, i'm heading home... be back later
23:32:56kaenbb
23:33:03Watusimotobye
23:33:08raptornight
23:33:12raptor Quit ()
23:44:31BFLogBot - Commit 442cf7c06ab9 | Author: watusim...@bitfighter.org | Log: Add contains method to Vector
23:44:32Watusimotofalling asleep... good night gentlemen
23:44:33BFLogBot - Commit 2d90cec0761c | Author: watusim...@bitfighter.org | Log: Removed useless assert
23:44:34BFLogBot - Commit f07a38c86b5e | Author: watusim...@bitfighter.org | Log: New isXXType function, formatting, comments
23:44:36BFLogBot - Commit 1c58c7dd04ee | Author: watusim...@bitfighter.org | Log: formatting
23:44:37BFLogBot - Commit a5793630c434 | Author: watusim...@bitfighter.org | Log: Added missing ;
23:44:39BFLogBot - Commit b13091832730 | Author: watusim...@bitfighter.org | Log: Ships now track which zones they are in, as well as printing a message when they enter or leave one (to be upgraded to fire events soon)
23:44:40BFLogBot - Commit f666f9b0f385 | Author: watusim...@bitfighter.org | Log: Merge
23:44:42BFLogBot - Commit c823640be499 | Author: watusim...@bitfighter.org | Log: whitespace
23:44:43BFLogBot - Commit d3198e798886 | Author: watusim...@bitfighter.org | Log: Remove pointless comment
23:44:45BFLogBot - Commit 0516ecfed8a6 | Author: watusim...@bitfighter.org | Log: Created core of new events (onShipEntered/Left Zone)
23:44:46BFLogBot - Commit 768dc4bbbfc7 | Author: watusim...@bitfighter.org | Log: Merge

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