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| 02:13:08 | raptor | hello |
| 02:14:11 | sam686 | hi |
| 02:14:25 | raptor | wasn't there something i was supposed to fix last night? |
| 02:15:26 | raptor | kaen: can i use the e-mail from your google account to include you on developer related messages I send? |
| 02:15:55 | sam686 | 1. engineer menu won't exit when your ship dies |
| 02:16:00 | raptor | oh yeah |
| 02:16:12 | raptor | i already attempted that... |
| 02:16:14 | sam686 | 2. can't chat on game lobby when server list is not empty (you can on empty server list) |
| 02:16:18 | raptor | fixed! |
| 02:16:22 | raptor | #2 is done |
| 02:28:23 | | BFLogBot - Commit 9c21430dc26f | Author: buckyballreaction | Log: Comments |
| 02:29:08 | kaen | raptor, sure thing |
| 02:44:18 | raptor | kaen: do you know any other spoken languages? Or better yet - do you know much about localization of code? |
| 02:46:19 | raptor | sorry for my wonky thought process.. |
| 02:49:22 | raptor | sam686: do you think we need some sort of health feedback for the engineered wormhole? |
| 02:49:39 | sam686 | worm? |
| 02:49:44 | raptor | uhh |
| 02:49:46 | raptor | teleporter |
| 02:49:48 | raptor | i mean |
| 02:50:46 | sam686 | not sure, when teleporter health gets low, could try shrinking teleporter (like the early core on 016) |
| 02:51:24 | raptor | hmmm... let me try that.. |
| 02:52:16 | raptor | or maybe fewer particles? |
| 03:13:29 | | BFLogBot - Commit b59ddb817c39 | Author: sam8641 | Log: Fixed repair visibility problem |
| 03:52:09 | sam686 | I 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 |
| 03:52:35 | raptor | neat! |
| 03:52:46 | sam686 | and it appears to only happen on on of my graphics, Nvidia GeForce 6200SE |
| 03:52:56 | sam686 | does not happen on my old Radeon 9200 |
| 03:53:59 | raptor | ah, the murky realm of hardware problems |
| 03:54:30 | sam686 | I kind of thinking its the driver bug problem instead.. |
| 03:58:54 | raptor | err, yeah |
| 03:59:00 | raptor | probably most likely driver... |
| 04:03:44 | | BFLogBot - Commit a96742c01ecd | Author: buckyballreaction | Log: Disallow placing teleporters on forcefields, unless it's your team's |
| 05:10:56 | raptor | ok, night for me! |
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| 13:04:43 | | BFLogBot - Commit f26d39bad1a3 | Author: buckyballreaction | Log: Make sure the name 'Teleporter' is consistent everywhere |
| 13:24:48 | | BFLogBot - Commit cfdbb269f601 | Author: buckyballreaction | Log: Show more acurate indicator when someone is in the middle of engineering a teleporter |
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| 15:42:49 | raptor | good day! |
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| 16:56:42 | raptor | team modules? |
| 17:16:40 | kaen | I like the concept |
| 17:17:55 | raptor | i still don't think i understand it very well... |
| 17:18:40 | kaen | things that help a whole team instead of one player. the post was open to ideas about selecting/enabling them |
| 17:18:55 | kaen | I'm thinking of killstreak rewards in MW |
| 17:19:03 | raptor | MW? |
| 17:19:10 | kaen | modern warfare :P |
| 17:19:13 | raptor | (I don't know many games..) |
| 17:19:15 | raptor | ok |
| 17:19:39 | kaen | idk what they would be in bitfighter, though |
| 17:22:22 | kaen | alternatively, just a module you select as normal that has team-wide benefits |
| 17:23:10 | kaen | it would be cool that way because if a team co-ordinated their selections they'd get more advantage out of it |
| 17:23:25 | raptor | soem sort of 'assist' type module - like increase the armor of teammates in a certain radius? |
| 17:23:34 | kaen | yea! |
| 17:23:50 | kaen | or a small auto-repair, or energy consumption reduction |
| 17:24:23 | kaen | it'll be interesting to hear the communities suggestions |
| 17:24:32 | kaen | community's |
| 17:24:42 | raptor | it's going to devolve into ship-classes... just you watch |
| 17:24:57 | kaen | :| |
| 17:27:01 | kaen | pretty 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 |
| 17:28:06 | raptor | haha, i forgot about that thread |
| 17:28:34 | kaen | I see both sides. Bitfighter's appeal is, in large part, its ease to grasp. But as a nerd I love complex things. |
| 17:28:44 | raptor | exactly... |
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| 18:12:02 | kaen | raptor, what version of ogl do we require/support? |
| 18:12:14 | raptor | 1.0 baby! |
| 18:12:23 | raptor | actually |
| 18:12:26 | raptor | maybe 1.2... |
| 18:12:32 | kaen | heh |
| 18:13:40 | raptor | we'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 |
| 18:13:56 | kaen | hoo boy |
| 18:14:35 | kaen | I guess I've never tried it, but that sounds like something of a task. I imagine a separate code path for each of those @_@ |
| 18:14:57 | raptor | well.. yeah - i deally our abstraction could handle the craziness |
| 18:15:10 | raptor | *ideally |
| 18:16:05 | | raptor goes to find that conversation.. |
| 18:17:53 | raptor | http://bitfighter.org/irclogs/index.php?date=2011-08-22 |
| 18:17:56 | raptor | search for 'openGL ES' |
| 18:18:10 | raptor | abotu half way down is where we started the discussion |
| 18:18:20 | raptor | of note is this link: http://wiki.maemo.org/OpenGL-ES#Porting_between_OpenGL_variants |
| 18:19:32 | raptor | i'd imagine an abstraction layer with enormouse amounts of #ifdef |
| 18:19:55 | raptor | enor-mouse... yes, that |
| 18:23:18 | kaen | that was very enlightening. |
| 18:23:35 | raptor | i 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. |
| 18:23:52 | raptor | oh the fabled mobile port! |
| 18:24:00 | kaen | heh :) |
| 18:25:22 | kaen | so basically the task would be just choosing between fixed functions and shaders based on the target? |
| 18:25:35 | kaen | I say 'just', but there's a lot of fixed fn code I imagine |
| 18:25:43 | raptor | you make it sound so simple... |
| 18:25:48 | raptor | but yes, i think that's the idea |
| 18:26:21 | raptor | however - we have no immediate need for it because we haven't really begun working towards mobile ports |
| 18:26:27 | kaen | yeah |
| 18:26:54 | raptor | the migration to SDL2 was a move in that direction, however |
| 18:27:19 | kaen | bitfighter would be a pretty kick-ass mobile game imo |
| 18:30:31 | raptor | where 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 |
| 18:37:42 | raptor | oh yeah, also, i don't own a mobile device... |
| 18:38:28 | kaen | heh neither do I |
| 18:38:35 | raptor | ! |
| 18:38:56 | kaen | there are some really strong counterpoints in that thread against making a mobile version... |
| 18:39:09 | raptor | which ones? |
| 18:40:00 | kaen | license fees, ergonomics, limited viewport and general less-playability of the mobile version, unintuitive or unfulfilling control schemes |
| 18:40:08 | kaen | and also the pain of the porting itself |
| 18:40:14 | raptor | yes... |
| 18:40:35 | raptor | and that's why we are where we are :) |
| 18:41:17 | kaen | at least I know the history now |
| 18:41:38 | kaen | but if I ever write ogl code, can I rely on 1.2 stuff? or should I just stick to 1.0? |
| 18:41:49 | raptor | looking... |
| 18:41:56 | raptor | i think we use some 1.2 stuff.. |
| 18:41:59 | kaen | (was the motivation behind my original question) |
| 18:42:08 | kaen | shweet |
| 18:44:55 | raptor | ok, found 1.1 stuff... |
| 18:45:27 | raptor | the OGL console uses textures |
| 18:46:09 | kaen | I didn't realize there was a console |
| 18:46:20 | raptor | yeah, in-game press ctrl + / |
| 18:46:52 | raptor | also in the editor. doesn't let you do too much, but scripts can output to it |
| 18:47:26 | kaen | neat! |
| 18:47:32 | kaen | looks nice, too |
| 18:48:01 | raptor | except i think watusimoto hates the code for it (i think he found it somewhere online and heavily adapted it) |
| 18:50:02 | kaen | that's what it looks like |
| 18:50:50 | raptor | looks like OpenGL 1.1 is the highest we use |
| 19:03:20 | raptor | but i'm not opposed to using 1.2... I think most machines in the last 10 years support 1.3 or 1.4 |
| 20:08:23 | | slugiscool99 has joined |
| 20:08:27 | slugiscool99 | anyone here? |
| 20:08:31 | slugiscool99 | hello? |
| 20:08:41 | raptor | hi |
| 20:08:51 | slugiscool99 | is anyone playing? |
| 20:08:54 | slugiscool99 | bitfighter? |
| 20:09:02 | slugiscool99 | i dont see anyone on any servers? |
| 20:09:15 | raptor | we're mostly the developers here |
| 20:09:35 | raptor | website says no one is on at the moment |
| 20:09:59 | slugiscool99 | oh :( |
| 20:10:05 | slugiscool99 | when are people on? |
| 20:10:30 | raptor | usually in the afternoon to night time in US timezones |
| 20:10:38 | slugiscool99 | oh |
| 20:10:40 | slugiscool99 | thanks |
| 20:10:59 | slugiscool99 | so is bitfighter written in objective c? |
| 20:11:05 | slugiscool99 | or somthing else |
| 20:11:08 | raptor | but it is summer time now, so all the school kids are out and could be on at any time |
| 20:11:17 | slugiscool99 | thanks |
| 20:11:19 | raptor | written mostly C++ |
| 20:11:27 | raptor | with a little C and some Lua |
| 20:11:27 | slugiscool99 | oh so how did you port it to mac |
| 20:11:30 | slugiscool99 | cool |
| 20:11:38 | raptor | Mac compiles C++ |
| 20:12:07 | slugiscool99 | really? i didnt know! |
| 20:12:18 | slugiscool99 | i see |
| 20:12:28 | slugiscool99 | also what is the master server address? |
| 20:12:45 | raptor | very few open source software projects for Mac are written in Objc-C |
| 20:13:13 | slugiscool99 | ya i know |
| 20:13:20 | slugiscool99 | is java used? |
| 20:13:27 | slugiscool99 | thats my language :) |
| 20:14:47 | raptor | the master server address is bitfighter.org |
| 20:15:08 | raptor | java is not used in bitfighter |
| 20:15:50 | slugiscool99 | oh ok |
| 20:16:13 | slugiscool99 | what was the CTCP VERSION? |
| 20:16:37 | raptor | that was an IRC query used to determine how you are connected to the IRC network |
| 20:16:45 | slugiscool99 | oh i see |
| 20:17:01 | slugiscool99 | wait what port was the master server on?> |
| 20:18:00 | raptor | did you lose this information? It is found in the bitfighter.ini of any default install and shouldn't be modified |
| 20:19:02 | slugiscool99 | ok |
| 20:19:31 | slugiscool99 | would that be in the package contents of the application? |
| 20:21:00 | raptor | what would you like to do or what is your problem with the master server address and port? Then maybe I could help you better |
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| 21:20:54 | raptor | ok, i guess he didn't want to answer my question |
| 21:22:28 | | Watusimoto has joined |
| 21:25:52 | Watusimoto | hi |
| 21:25:59 | raptor | hello |
| 21:26:13 | Watusimoto | just go home from work: 11:26PM |
| 21:26:19 | raptor | !! |
| 21:26:31 | Watusimoto | had a dinner meeting with out-of-town guests |
| 21:26:46 | Watusimoto | found my wife playing Diablo !!! |
| 21:26:53 | Watusimoto | Most uncharacteristic |
| 21:27:19 | raptor | ha! |
| 21:30:30 | raptor | Watusimoto: questions about engineered teleporters: should they have some sort of health feedback? and, should they be repairable? |
| 21:32:48 | Watusimoto | mmmm |
| 21:33:05 | Watusimoto | they should probably show damage somehow |
| 21:33:22 | Watusimoto | though a health bar doesn't seem quite right |
| 21:33:29 | raptor | for health feedback, if wanted, i was thinking abour reducing the partical count (looks better than shrinking, which sam686 had suggested, in my opinion) |
| 21:33:35 | raptor | *about |
| 21:33:53 | Watusimoto | I was doing to suggest fading the color to b&w |
| 21:34:00 | raptor | ooo |
| 21:34:09 | Watusimoto | maybe a combo effect? |
| 21:34:10 | raptor | that sounds neat, too - and easier to implement |
| 21:34:24 | Watusimoto | I've never looked at how these things are rendered |
| 21:34:34 | raptor | it's amazing |
| 21:34:38 | raptor | super complex |
| 21:34:41 | raptor | and no documentation |
| 21:34:44 | Watusimoto | yes |
| 21:34:56 | Watusimoto | and not a good fit with the game, to be honest |
| 21:34:56 | raptor | and 1 or 2 letter variables everywhere |
| 21:35:01 | Watusimoto | but everyone is so used to htem |
| 21:35:10 | Watusimoto | code probably lifted from another project |
| 21:36:02 | raptor | curious - what *would* fit with the game? are you thinking the idea of teleportation doesn't fit? or just the look of the teleporters? |
| 21:36:04 | Watusimoto | as for repairable? I'd opt for not |
| 21:36:16 | Watusimoto | teleporters definitely fit, just the rendering |
| 21:36:37 | Watusimoto | I am NOT proposing changing the rendering -- we'd never create somthing as good |
| 21:36:44 | Watusimoto | or at least not as well accepted |
| 21:37:06 | raptor | yeah, we're cursed |
| 21:37:48 | Watusimoto | what do you think about repairability? |
| 21:38:25 | raptor | not sure... |
| 21:38:35 | raptor | maybe not: this may be too powerful |
| 21:38:40 | raptor | we could always add it later |
| 21:39:18 | Watusimoto | agree |
| 21:43:35 | raptor | well, i'm heading home; i'll be back in a couple hours. I'll try the color rendering health indicator tonight |
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| 21:59:49 | Watusimoto | l8r |
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| 23:33:31 | raptor | all right, back to The Odyssey.. |
| 23:36:33 | raptor | man these teleporters are complex... |
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| 23:56:58 | kaen | be careful, raptor. they were trying to make a teleporter in Doom |
| 23:57:06 | kaen | then they summoned a bunch of demons... |