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| 14:04:10 | raptor | buenos! |
| 14:33:04 | Watusimoto | hi |
| 14:37:18 | raptor | i |
| 14:37:20 | raptor | hi |
| 14:37:43 | raptor | how was two week away from bitfighter? |
| 14:38:08 | Watusimoto | exhausting! |
| 14:38:38 | Watusimoto | I had my birthday while we were away, and today, my oldest son gave me a book of Bitfighter ideas |
| 14:38:49 | raptor | haha |
| 14:38:55 | raptor | happy birthday |
| 14:53:53 | raptor | you should test the heat-seeker with me :) |
| 14:59:23 | Watusimoto | I need to update and build; let me try doing that |
| 15:06:29 | Watusimoto | ok, updating |
| 15:06:39 | Watusimoto | took me a while to get all my tools started up |
| 15:06:50 | raptor | finally shut down your computer for once? |
| 15:07:43 | Watusimoto | crashed just before I left |
| 15:07:54 | Watusimoto | ok, building |
| 15:07:58 | raptor | that's one wat to do it.. |
| 15:08:02 | raptor | way |
| 15:15:09 | Watusimoto | ok, built; running. you host? |
| 15:15:15 | raptor | yes, i'm hosting |
| 15:15:32 | raptor | if too much lag, i can set it up on the master |
| 15:15:45 | Watusimoto | punching... |
| 15:15:52 | Watusimoto | fail |
| 15:16:10 | Watusimoto | now seeing you (?) as ping timed out |
| 15:16:20 | raptor | ok, compiling on master... |
| 15:16:21 | Watusimoto | 172.174? |
| 15:16:26 | raptor | nope |
| 15:16:28 | raptor | 69.169... |
| 15:16:43 | Watusimoto | I see you, but ping timed out |
| 15:17:08 | Watusimoto | this menu music is drving me crazy! |
| 15:17:22 | Watusimoto | we need a longer loop |
| 15:17:24 | raptor | haha |
| 15:18:14 | Watusimoto | this won't work... want to try on the master? |
| 15:18:24 | raptor | yes, trying to get dedicated to compile... |
| 15:19:05 | raptor | fixing an error... |
| 15:19:11 | Watusimoto | muted the music |
| 15:21:20 | raptor | huh, another error.. |
| 15:23:56 | raptor | man... dedicated is broken all over... |
| 15:25:06 | raptor | 4th error... |
| 15:27:25 | raptor | 5th |
| 15:27:31 | raptor | this one is mine :-/ |
| 15:27:59 | Watusimoto | Maybe we need to create an automated test build when we checkin that builds dedicated and emails errors |
| 15:29:20 | raptor | yay it compiled |
| 15:29:23 | raptor | ok, back to master... |
| 15:30:12 | | BFLogBot - Commit d079ad41f934 | Author: buckyballreaction | Log: Fix dedicated compile |
| 15:30:57 | raptor | ok starting server... |
| 15:31:29 | raptor | it's up |
| 15:32:10 | Watusimoto | let's try |
| 16:17:57 | raptor | ok wrote those two down |
| 16:23:33 | Watusimoto | great |
| 16:23:34 | Watusimoto | thanks |
| 16:24:04 | Watusimoto | read the swedish Pirate Party copyright manifesto on the train |
| 16:24:09 | Watusimoto | all 100+ pages |
| 16:24:21 | raptor | wow |
| 16:25:38 | Watusimoto | they think there should by no injunction against non-profit copyright violation |
| 16:26:19 | Watusimoto | they think (and I agree) that it is difficult to enforce copyright laws while also maintaining strong free speech rights |
| 16:26:26 | Watusimoto | there is in inherent conflict |
| 16:26:28 | raptor | yes |
| 16:26:40 | Watusimoto | and which is the stronger right? they argue free speech |
| 16:27:00 | Watusimoto | therefore, where there is a conflict, we should err on the side of free speech |
| 16:27:02 | raptor | i believe copyright needs to be reduced - and certainly not carried beyond the death of the creator (except in special, humanitarian circumstances) |
| 16:27:14 | Watusimoto | that is a related but different issue |
| 16:27:19 | raptor | yes |
| 16:27:27 | Watusimoto | they argue for 20 years |
| 16:27:31 | Watusimoto | for commercial copyright |
| 16:27:48 | raptor | because death +70 (or 90 now?) is absurd |
| 16:27:51 | Watusimoto | not sure I totally agree, but maybe |
| 16:28:20 | Watusimoto | where I have difficulty is protecting my own content; not commercial stuff, but how do I keep you from copying my personal photos and using them in an ad? |
| 16:28:25 | raptor | yeah, i don't have an opinion on the time scale |
| 16:28:37 | Watusimoto | their manifesto didn't address that point |
| 16:28:43 | Watusimoto | so I may write to the author |
| 16:28:46 | Watusimoto | and ask |
| 16:29:09 | raptor | i think it has to do with courst system overhaul |
| 16:29:21 | raptor | it must be easier for the little guy to stop the big guy |
| 16:29:35 | Watusimoto | there is small claims court |
| 16:29:44 | Watusimoto | often overlooked |
| 16:29:49 | Watusimoto | but very powerful |
| 16:30:02 | Watusimoto | little guy has a distinct advantage there, I think |
| 16:30:47 | raptor | also enforcement should be more than just a payout, but like public admittance of wrong doing |
| 16:31:04 | Watusimoto | into the stocks with you, scoundrel! |
| 16:31:13 | raptor | haha |
| 16:31:25 | Watusimoto | in the museums here, they have thses things called "fiddles" |
| 16:31:38 | raptor | ? |
| 16:31:47 | Watusimoto | that go round your neck and hold your hands in front of you like you one after the other |
| 16:32:08 | Watusimoto | http://en.wikipedia.org/wiki/Shrew's_fiddle |
| 16:32:54 | Watusimoto | into the double-fiddle with you scoundrels |
| 16:32:58 | Watusimoto | until you make amends |
| 16:32:58 | raptor | hehe |
| 16:36:20 | raptor | huh - it was explicitly chosen to not render flags on cloaked ships... any idea why? |
| 16:37:29 | raptor | maybe because of the difficulty of determining the client-side alpha... |
| 16:39:30 | raptor | well, i'll leave it be, i guess.. |
| 16:40:17 | Watusimoto | what do you mean? |
| 16:40:28 | raptor | i mean to forget the whole lot of it |
| 16:40:33 | Watusimoto | on cloaked ships in nexus games? |
| 16:40:49 | Watusimoto | now you got me wondering :-) |
| 16:40:56 | raptor | yeah - you can't see your team mates flags in team nexus when they're cloaked |
| 16:41:13 | raptor | or your own |
| 16:43:09 | Watusimoto | should be an easy fix, no? |
| 16:43:27 | Watusimoto | just alpha-ize the flag rendering, and pass an alpha |
| 16:43:51 | raptor | hmm.... |
| 16:43:57 | raptor | actually probably yes... |
| 16:52:03 | raptor | ha! |
| 16:52:20 | raptor | resource items show up as not cloaked with you cloak with one on top of you |
| 16:52:32 | raptor | is that what we want? |
| 16:53:24 | raptor | notice anything?: http://sam686.maxhushahn.com/upload/111111111screenshot_1.png |
| 16:55:21 | Watusimoto | ha |
| 16:55:31 | Watusimoto | no, not what we want |
| 16:55:38 | Watusimoto | I think resources should be cloaked as well |
| 16:55:42 | raptor | me too |
| 16:55:48 | Watusimoto | good! |
| 16:56:03 | Watusimoto | so we need to alphaize the resources? |
| 16:56:07 | raptor | so you're saying we should change the MoveItem::renderItem() method to include an alpha? |
| 16:56:14 | Watusimoto | I guess I am |
| 16:56:20 | Watusimoto | are you saying that too? |
| 16:56:28 | raptor | that will change the signatures of all of those that inherit: http://bitfighter.org/~raptor/doxygen/current/class_zap_1_1_move_item.html |
| 16:58:33 | raptor | or maybe I could implement a second virtual renderItem() method that is only implemented in the mountable resources? |
| 16:58:43 | raptor | that seems easier, but which is proper... |
| 17:02:45 | Watusimoto | hmmm... dinner time. Will think it over and we can discuss later if you haven't settled on a solution. We probably need to just have a universal alpha though that seems lame if we don't use it 90% of the time |
| 17:02:49 | Watusimoto | back later. |
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| 18:05:30 | | BFLogBot - Commit 795558a05c7c | Author: buckyballreaction | Log: Fix cloak bugs. Mounted resources are now cloaked. Nexus flag count is now shown when cloaked |
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| 18:27:30 | raptor | fix cloaking issues |
| 18:27:33 | raptor | *fixed |
| 18:28:31 | raptor | next task: making sure all render*() methods are properly compiled out of dedicated build - because we sometimes have #ifdefs inside the methods, sometimes outside |
| 18:28:45 | raptor | but that'll have to be in about 4 hours... |
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| 21:08:35 | Little_Apple | helloo |
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| 22:26:55 | raptor | hi hi |
| 22:27:57 | raptor | true. i'm guilty: http://abstrusegoose.com/474 |
| 22:29:32 | Watusimoto | ha |
| 22:31:19 | Watusimoto | I think I forgot how to code |
| 22:31:33 | Watusimoto | Looking at C++ and thinking what does this stuff do? |
| 22:31:44 | raptor | awesome! |
| 22:31:52 | raptor | nothing like a new perspective! |
| 22:32:59 | Little_Apple | helloo |
| 22:33:14 | Watusimoto | hi |
| 22:33:16 | raptor | hi |
| 22:33:20 | Little_Apple | where be sam's upload ling thing? |
| 22:33:26 | Little_Apple | :3 |
| 22:33:28 | raptor | http://sam686.maxhushahn.com/upload3.php |
| 22:33:31 | raptor | that? |
| 22:33:32 | Little_Apple | ty |
| 22:34:06 | Little_Apple | i played with flash some more :D http://sam686.maxhushahn.com/upload/crackneck.gif |
| 22:34:25 | raptor | oh l ovely |
| 22:34:35 | Little_Apple | :D |
| 22:41:15 | raptor | ok, i'm starting the Great Dedicated Server Render Method Signature Hunt |
| 22:41:29 | Watusimoto | ok, so heatseekers lock onto a specific target and continue towards that until they lose it |
| 22:41:34 | raptor | correct |
| 22:41:58 | Watusimoto | my original thought was that each tick they would steer towards hottest thing they could see. would that be different in practice? |
| 22:42:22 | Watusimoto | perhaps holding a target would be more efficient; most times no new searching |
| 22:43:03 | raptor | hmmm |
| 22:43:05 | Watusimoto | not criticizing, just thinking aloud |
| 22:43:42 | raptor | interesting idea - not sure how prone to abuse it'd be |
| 22:43:43 | Watusimoto | not going to touch that at the moment |
| 22:44:09 | Watusimoto | in practice, once locked, it will continue to draw closer to hot object |
| 22:44:20 | Watusimoto | so at distance x, hottest object is a |
| 22:44:30 | Watusimoto | at distance x/2, a will still probably be hottest |
| 22:44:49 | Watusimoto | especially if we factor in that heat dissapates by dist^s |
| 22:44:52 | Watusimoto | ^2 |
| 22:45:28 | Watusimoto | so I think that unless an object is rapidly changing heat, locking and not lockiing will produce similar results |
| 22:45:53 | raptor | so every move item would have mHeat member? |
| 22:46:04 | raptor | ok |
| 22:46:34 | Watusimoto | as to mHeat, we may want that if we can target multiple item types |
| 22:46:51 | Watusimoto | probably woiuld be a getHeat() that would return constant for most things, var for ships |
| 22:47:01 | Watusimoto | maybe var for ffs and turrets |
| 22:47:12 | Watusimoto | but those are details for later |
| 22:47:24 | Watusimoto | your comments are very helpful |
| 22:48:02 | raptor | mHeat could be changed each tick as a function of whatever (like available energy), or left constant |
| 22:48:17 | raptor | ok later |
| 22:48:30 | raptor | i'm at your disposal for other info about the current code |
| 22:54:16 | raptor | hmmm |
| 22:54:25 | raptor | render methods are everywhere... |
| 23:01:36 | Watusimoto | ha |
| 23:01:48 | Watusimoto | I just sped up heatseekers by 5x, and shot at a stationary bot |
| 23:01:59 | raptor | too fast? |
| 23:02:02 | Watusimoto | the projectile went around the bot, and hit me in the butt |
| 23:02:08 | raptor | haha |
| 23:02:30 | Watusimoto | actually, kind of cool! |
| 23:05:28 | raptor | ok, before I get too deep under water - Watusimoto, do you consider it good to #ifdef out all the render methods (and maybe others) from the dedicated build? |
| 23:05:48 | Watusimoto | as opposed to what? |
| 23:06:17 | raptor | so it would be this: |
| 23:06:58 | raptor | #ifndef ZAP_DEDICATED |
| 23:07:00 | raptor | void Item::render() |
| 23:07:01 | raptor | { |
| 23:07:03 | raptor | renderItem(getPos()); |
| 23:07:04 | raptor | } |
| 23:07:06 | raptor | #endif |
| 23:07:11 | raptor | and grouped together with others |
| 23:07:17 | raptor | instead of all the many instances of: |
| 23:07:19 | Watusimoto | right |
| 23:07:23 | raptor | void Item::render() |
| 23:07:25 | raptor | { |
| 23:07:26 | raptor | #ifndef ZAP_DEDICATED |
| 23:07:28 | raptor | renderItem(getPos()); |
| 23:07:29 | raptor | #endif |
| 23:07:31 | raptor | } |
| 23:07:43 | Watusimoto | so remove the method or remove the guts only |
| 23:07:52 | raptor | correct |
| 23:08:13 | Watusimoto | removing method seems better but... also have to remove stuff from header |
| 23:08:14 | raptor | it's really a housekeeping chore, and i'm in that kind of mood... |
| 23:08:27 | Watusimoto | which I don't love |
| 23:08:41 | Watusimoto | third option (not pushing this, just mentioning it) |
| 23:09:08 | Watusimoto | is your first option coupled with |
| 23:09:15 | Watusimoto | #ifdef ZAP_DED |
| 23:09:25 | Watusimoto | void Item::render() { } |
| 23:09:27 | Watusimoto | #endif |
| 23:09:37 | Watusimoto | so header could remain the same |
| 23:09:52 | Watusimoto | could also be grouped |
| 23:10:22 | Watusimoto | drawback there is we need to provide two implementations for each method, so if sig changes we wouldn't catch it until dedicated compile |
| 23:10:50 | Watusimoto | I *think* I prefer #2 least |
| 23:11:00 | Watusimoto | I like being able to group everything |
| 23:11:11 | raptor | ok, the greater question: would it be advantageous to eventually have a client-only section of all the headers for better readability, etc.? |
| 23:11:24 | Watusimoto | maybe |
| 23:11:39 | raptor | dinner time! |
| 23:11:43 | Watusimoto | I've been through this before though, some things are inherently both client and server |
| 23:11:46 | Watusimoto | ok |
| 23:11:50 | raptor | i'lll be back to continue discussion if you're still here... |
| 23:12:03 | Watusimoto | I probably won't be, but I'll try ot leave a thought |
| 23:12:05 | Watusimoto | enjoy |
| 23:12:13 | raptor | yes, but there is a lot that is client-only (and very little server-only) |
| 23:12:22 | Watusimoto | yes |
| 23:12:30 | Watusimoto | ok, overall, more organization == better |
| 23:12:53 | Watusimoto | (I'm assuming you'll be reading this after dinner) |
| 23:12:58 | raptor | ok |
| 23:13:08 | raptor | to the forks! |
| 23:13:12 | Watusimoto | ciao |
| 23:13:13 | Watusimoto | chow |
| 23:14:20 | Watusimoto | I have started breaking out things where possible into client and server, such as having idle call idle_srerver and idle_client (or something similar) to clarify things a little |
| 23:14:41 | Watusimoto | you might try perusing stackOverflow to see if there are good solutions there |
| 23:15:45 | Watusimoto | overall, I think I prefer the option I proposed, so you could be spare on the ifdefs, and leave the headers intact (though they could still be organized into client and server sections, just wouldn't need to have ifdefs there) |
| 23:16:03 | Watusimoto | if you don't ike that, my 2nd choice would be your first proposal |
| 23:16:28 | Watusimoto | which would put some ifdefs into the header, but really, it's not that bad |
| 23:16:48 | Watusimoto | so between #1 and #3, I don;t have a strong preference |
| 23:36:48 | raptor | or maybe... |
| 23:36:57 | raptor | we split up the files completely! |
| 23:37:25 | raptor | so item_shared.cpp and item_server.cpp and item_client.cpp |
| 23:37:31 | raptor | or... maybe just separate folders |
| 23:38:38 | raptor | our combined solution is starting to feel cumbersome... (ok, maybe not just starting..) |
| 23:42:28 | Little_Apple | pie |
| 23:42:35 | raptor | with ice cream! |
| 23:46:21 | Little_Apple | and… walnuts... |
| 23:46:30 | raptor | blech |
| 23:46:41 | Little_Apple | and… whipped cream... |
| 23:46:48 | Little_Apple | and dirty socks... |
| 23:51:04 | Little_Apple | byeee |
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