#bitfighter IRC Log

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IRC Log for 2012-06-25

Timestamps are in GMT/BST.

01:17:27raptor Quit ()
02:03:12raptor has joined
02:03:12ChanServ sets mode +o raptor
02:13:08raptorhello
02:14:11sam686hi
02:14:25raptorwasn't there something i was supposed to fix last night?
02:15:26raptorkaen: can i use the e-mail from your google account to include you on developer related messages I send?
02:15:55sam6861. engineer menu won't exit when your ship dies
02:16:00raptoroh yeah
02:16:12raptori already attempted that...
02:16:14sam6862. can't chat on game lobby when server list is not empty (you can on empty server list)
02:16:18raptorfixed!
02:16:22raptor#2 is done
02:28:23BFLogBot - Commit 9c21430dc26f | Author: buckyballreaction | Log: Comments
02:29:08kaenraptor, sure thing
02:44:18raptorkaen: do you know any other spoken languages? Or better yet - do you know much about localization of code?
02:46:19raptorsorry for my wonky thought process..
02:49:22raptorsam686: do you think we need some sort of health feedback for the engineered wormhole?
02:49:39sam686worm?
02:49:44raptoruhh
02:49:46raptorteleporter
02:49:48raptori mean
02:50:46sam686not sure, when teleporter health gets low, could try shrinking teleporter (like the early core on 016)
02:51:24raptorhmmm... let me try that..
02:52:16raptoror maybe fewer particles?
03:13:29BFLogBot - Commit b59ddb817c39 | Author: sam8641 | Log: Fixed repair visibility problem
03:52:09sam686I think I found some graphics errors, only happens when dragging notepad on top of opengl game. http://sam686.maxhushahn.com/upload/dragging_notepad_graphics_error.png
03:52:35raptorneat!
03:52:46sam686and it appears to only happen on on of my graphics, Nvidia GeForce 6200SE
03:52:56sam686does not happen on my old Radeon 9200
03:53:59raptorah, the murky realm of hardware problems
03:54:30sam686I kind of thinking its the driver bug problem instead..
03:58:54raptorerr, yeah
03:59:00raptorprobably most likely driver...
04:03:44BFLogBot - Commit a96742c01ecd | Author: buckyballreaction | Log: Disallow placing teleporters on forcefields, unless it's your team's
05:10:56raptorok, night for me!
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13:04:43BFLogBot - Commit f26d39bad1a3 | Author: buckyballreaction | Log: Make sure the name 'Teleporter' is consistent everywhere
13:24:48BFLogBot - Commit cfdbb269f601 | Author: buckyballreaction | Log: Show more acurate indicator when someone is in the middle of engineering a teleporter
13:25:11kodabbws Quit (Quit: k thx bai)
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15:42:28raptor has joined
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15:42:49raptorgood day!
16:29:46kodaws Quit (Read error: Connection reset by peer)
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16:56:42raptorteam modules?
17:16:40kaenI like the concept
17:17:55raptori still don't think i understand it very well...
17:18:40kaenthings that help a whole team instead of one player. the post was open to ideas about selecting/enabling them
17:18:55kaenI'm thinking of killstreak rewards in MW
17:19:03raptorMW?
17:19:10kaenmodern warfare :P
17:19:13raptor(I don't know many games..)
17:19:15raptorok
17:19:39kaenidk what they would be in bitfighter, though
17:22:22kaenalternatively, just a module you select as normal that has team-wide benefits
17:23:10kaenit would be cool that way because if a team co-ordinated their selections they'd get more advantage out of it
17:23:25raptorsoem sort of 'assist' type module - like increase the armor of teammates in a certain radius?
17:23:34kaenyea!
17:23:50kaenor a small auto-repair, or energy consumption reduction
17:24:23kaenit'll be interesting to hear the communities suggestions
17:24:32kaencommunity's
17:24:42raptorit's going to devolve into ship-classes... just you watch
17:24:57kaen:|
17:27:01kaenpretty funny you'd mention that. I had exactly the idea in this thread a few days ago: http://bitfighter.org/forums/viewtopic.php?f=4&t=185
17:28:06raptorhaha, i forgot about that thread
17:28:34kaenI see both sides. Bitfighter's appeal is, in large part, its ease to grasp. But as a nerd I love complex things.
17:28:44raptorexactly...
17:37:38Watusimoto Quit (Ping timeout: 240 seconds)
18:12:02kaenraptor, what version of ogl do we require/support?
18:12:14raptor1.0 baby!
18:12:23raptoractually
18:12:26raptormaybe 1.2...
18:12:32kaenheh
18:13:40raptorwe've had discussions about moving to newer versions - specifically, we need some sort of abstraction that can handle 1.0, 2.0, ES, ES2, etc... in case we ever want to port to portable devices and such
18:13:56kaenhoo boy
18:14:35kaenI guess I've never tried it, but that sounds like something of a task. I imagine a separate code path for each of those @_@
18:14:57raptorwell.. yeah - i deally our abstraction could handle the craziness
18:15:10raptor*ideally
18:16:05raptor goes to find that conversation..
18:17:53raptorhttp://bitfighter.org/irclogs/index.php?date=2011-08-22
18:17:56raptorsearch for 'openGL ES'
18:18:10raptorabotu half way down is where we started the discussion
18:18:20raptorof note is this link: http://wiki.maemo.org/OpenGL-ES#Porting_between_OpenGL_variants
18:19:32raptori'd imagine an abstraction layer with enormouse amounts of #ifdef
18:19:55raptorenor-mouse... yes, that
18:23:18kaenthat was very enlightening.
18:23:35raptori think we'd have to be able to specify which opengl version to use based on our target: we'd say 1.0 (1.2?) for all desktop OSes, but ES/ES 2.0 for mobile, etc.
18:23:52raptoroh the fabled mobile port!
18:24:00kaenheh :)
18:25:22kaenso basically the task would be just choosing between fixed functions and shaders based on the target?
18:25:35kaenI say 'just', but there's a lot of fixed fn code I imagine
18:25:43raptoryou make it sound so simple...
18:25:48raptorbut yes, i think that's the idea
18:26:21raptorhowever - we have no immediate need for it because we haven't really begun working towards mobile ports
18:26:27kaenyeah
18:26:54raptorthe migration to SDL2 was a move in that direction, however
18:27:19kaenbitfighter would be a pretty kick-ass mobile game imo
18:30:31raptorwhere i'm stuck is how to do the dual-axes controls on mobile; however, there are some ideas here: bitfighter.org/forums/viewtopic.php?f=6&t=863
18:37:42raptoroh yeah, also, i don't own a mobile device...
18:38:28kaenheh neither do I
18:38:35raptor!
18:38:56kaenthere are some really strong counterpoints in that thread against making a mobile version...
18:39:09raptorwhich ones?
18:40:00kaenlicense fees, ergonomics, limited viewport and general less-playability of the mobile version, unintuitive or unfulfilling control schemes
18:40:08kaenand also the pain of the porting itself
18:40:14raptoryes...
18:40:35raptorand that's why we are where we are :)
18:41:17kaenat least I know the history now
18:41:38kaenbut if I ever write ogl code, can I rely on 1.2 stuff? or should I just stick to 1.0?
18:41:49raptorlooking...
18:41:56raptori think we use some 1.2 stuff..
18:41:59kaen(was the motivation behind my original question)
18:42:08kaenshweet
18:44:55raptorok, found 1.1 stuff...
18:45:27raptorthe OGL console uses textures
18:46:09kaenI didn't realize there was a console
18:46:20raptoryeah, in-game press ctrl + /
18:46:52raptoralso in the editor. doesn't let you do too much, but scripts can output to it
18:47:26kaenneat!
18:47:32kaenlooks nice, too
18:48:01raptorexcept i think watusimoto hates the code for it (i think he found it somewhere online and heavily adapted it)
18:50:02kaenthat's what it looks like
18:50:50raptorlooks like OpenGL 1.1 is the highest we use
19:03:20raptorbut i'm not opposed to using 1.2... I think most machines in the last 10 years support 1.3 or 1.4
20:08:23slugiscool99 has joined
20:08:27slugiscool99anyone here?
20:08:31slugiscool99hello?
20:08:41raptorhi
20:08:51slugiscool99is anyone playing?
20:08:54slugiscool99bitfighter?
20:09:02slugiscool99i dont see anyone on any servers?
20:09:15raptorwe're mostly the developers here
20:09:35raptorwebsite says no one is on at the moment
20:09:59slugiscool99oh :(
20:10:05slugiscool99when are people on?
20:10:30raptorusually in the afternoon to night time in US timezones
20:10:38slugiscool99oh
20:10:40slugiscool99thanks
20:10:59slugiscool99so is bitfighter written in objective c?
20:11:05slugiscool99or somthing else
20:11:08raptorbut it is summer time now, so all the school kids are out and could be on at any time
20:11:17slugiscool99thanks
20:11:19raptorwritten mostly C++
20:11:27raptorwith a little C and some Lua
20:11:27slugiscool99oh so how did you port it to mac
20:11:30slugiscool99cool
20:11:38raptorMac compiles C++
20:12:07slugiscool99really? i didnt know!
20:12:18slugiscool99i see
20:12:28slugiscool99also what is the master server address?
20:12:45raptorvery few open source software projects for Mac are written in Objc-C
20:13:13slugiscool99ya i know
20:13:20slugiscool99is java used?
20:13:27slugiscool99thats my language :)
20:14:47raptorthe master server address is bitfighter.org
20:15:08raptorjava is not used in bitfighter
20:15:50slugiscool99oh ok
20:16:13slugiscool99what was the CTCP VERSION?
20:16:37raptorthat was an IRC query used to determine how you are connected to the IRC network
20:16:45slugiscool99oh i see
20:17:01slugiscool99wait what port was the master server on?>
20:18:00raptordid you lose this information? It is found in the bitfighter.ini of any default install and shouldn't be modified
20:19:02slugiscool99ok
20:19:31slugiscool99would that be in the package contents of the application?
20:21:00raptorwhat would you like to do or what is your problem with the master server address and port? Then maybe I could help you better
20:57:34koda has joined
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21:20:54raptorok, i guess he didn't want to answer my question
21:22:28Watusimoto has joined
21:25:52Watusimotohi
21:25:59raptorhello
21:26:13Watusimotojust go home from work: 11:26PM
21:26:19raptor!!
21:26:31Watusimotohad a dinner meeting with out-of-town guests
21:26:46Watusimotofound my wife playing Diablo !!!
21:26:53WatusimotoMost uncharacteristic
21:27:19raptorha!
21:30:30raptorWatusimoto: questions about engineered teleporters: should they have some sort of health feedback? and, should they be repairable?
21:32:48Watusimotommmm
21:33:05Watusimotothey should probably show damage somehow
21:33:22Watusimotothough a health bar doesn't seem quite right
21:33:29raptorfor health feedback, if wanted, i was thinking abour reducing the partical count (looks better than shrinking, which sam686 had suggested, in my opinion)
21:33:35raptor*about
21:33:53WatusimotoI was doing to suggest fading the color to b&w
21:34:00raptorooo
21:34:09Watusimotomaybe a combo effect?
21:34:10raptorthat sounds neat, too - and easier to implement
21:34:24WatusimotoI've never looked at how these things are rendered
21:34:34raptorit's amazing
21:34:38raptorsuper complex
21:34:41raptorand no documentation
21:34:44Watusimotoyes
21:34:56Watusimotoand not a good fit with the game, to be honest
21:34:56raptorand 1 or 2 letter variables everywhere
21:35:01Watusimotobut everyone is so used to htem
21:35:10Watusimotocode probably lifted from another project
21:36:02raptorcurious - what *would* fit with the game? are you thinking the idea of teleportation doesn't fit? or just the look of the teleporters?
21:36:04Watusimotoas for repairable? I'd opt for not
21:36:16Watusimototeleporters definitely fit, just the rendering
21:36:37WatusimotoI am NOT proposing changing the rendering -- we'd never create somthing as good
21:36:44Watusimotoor at least not as well accepted
21:37:06raptoryeah, we're cursed
21:37:48Watusimotowhat do you think about repairability?
21:38:25raptornot sure...
21:38:35raptormaybe not: this may be too powerful
21:38:40raptorwe could always add it later
21:39:18Watusimotoagree
21:43:35raptorwell, i'm heading home; i'll be back in a couple hours. I'll try the color rendering health indicator tonight
21:47:43raptor Quit ()
21:59:49Watusimotol8r
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23:24:11raptor has joined
23:24:12ChanServ sets mode +o raptor
23:33:31raptorall right, back to The Odyssey..
23:36:33raptorman these teleporters are complex...
23:41:57Watusimoto_ Quit (Ping timeout: 250 seconds)
23:52:42koda Quit (Quit: you can't say 'hello' without saying 'hell')
23:56:58kaenbe careful, raptor. they were trying to make a teleporter in Doom
23:57:06kaenthen they summoned a bunch of demons...

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