#bitfighter IRC Log

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IRC Log for 2012-10-16

Timestamps are in GMT/BST.

00:01:02raptor Quit ()
00:12:07kodaws has joined
00:17:39amgine123456 has joined
00:17:47amgine123456hi
00:17:55amgine123456im back from holiday.
00:19:36amgine123456anything interesting while i was gone?
00:21:03sam686hi
00:22:49Watusimoto Quit (Ping timeout: 276 seconds)
00:25:24amgine123456ah darn it hold on froced system reset for a update
00:25:46amgine123456so how is version 18 coming along
00:25:53amgine123456brb btw
00:29:26amgine123456_ has joined
00:29:58amgine123456_thats weird it says im still logged on from the other screen but its not cause i reset my computer....
00:30:19amgine123456_ anyways sam whats going on hos the version 18 development coming
00:30:19amgine123456 Quit (Ping timeout: 245 seconds)
00:30:33amgine123456_never mind ping timed out
00:31:31sam686ping time out: 240 seconds = 4 minutes
00:32:06sam686well, i think 018 might be close to coming out...
00:32:08amgine123456_anyways how is Bf 18s dev coming]
00:32:18amgine123456_cool =)
00:32:22sam686I should think about improving the voting system, too..
00:33:19amgine123456_agreed I think the voting syst4em may need adjustment but also adding some stuff requiring a vote i made a thread on it dont know if you ever saw it.
00:33:34amgine123456_im watching anime =)
00:34:47amgine123456_anyways do you think i helped spped up the development much i dont think i did much but some people think i did
00:35:57sam686maybe you might have helped little bit on some specific areas, maybe testing..
00:59:27amgine123456_anywasy how much longer do you think 2-3 weeks maybe 1?
01:01:50sam686not sure..
01:02:27sam686depends on other developers mostly Watusimoto..
01:08:34amgine123456_well tell him to hurry Xd
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03:17:13amgine123456zzzz
03:33:34sam686zz?
03:40:00amgine123456im bored is all
03:42:08amgine123456btw there is no tab linking the wikis and the forums to the live chat
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03:55:37raptorgood evening
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17:19:51raptorall alone again..
17:44:22Watusimoto has joined
17:44:43raptorso architectural question
17:46:31raptori'm coding the SoundSystem to be a sort of state machine: detect a state change (like go from menus to game) then do an action (fade out menu music, fade in game music)
17:47:01raptorall the logic is in the idle loop
17:47:12raptor(or equivalent: processAudio())
17:47:31raptorquestion: is there a Better Way
17:48:45raptorother state changes can be: fadeout ends, fadein ends
17:49:02raptormusic stops (end of track) etc..
17:49:16raptorit can be rather complex...
18:27:39Watusimoto Quit (Ping timeout: 255 seconds)
19:15:04Watusimoto has joined
19:16:57WatusimotoHI
19:17:02raptorHI
20:36:37Watusimotohaving sound problems?
20:36:46raptorhi
20:37:08raptorsort of - more like stuck with the complex logic...
20:37:09Watusimotosorry, can't hear you...c an you SPEAK UP?
20:37:15raptorhar har
20:37:30Watusimotologic seems simple at least in concept
20:37:39raptori am trying to force my idea that is should be simple and easy to follow - but I think my idea is wrong
20:37:44Watusimotoha
20:38:05Watusimotois the difficulty figuring out what the vol should be at any given time, or adjusting it once you;ve decided
20:38:14raptornah - that's easy
20:38:48raptorit more like state-determination: what states trigger what states, and how to handle them in a never ending loop
20:39:48Watusimotothat sounds more complex than I think it needs to be
20:39:56raptorexactly
20:40:39WatusimotoI think the logic is simple. Volume = whatever user set
20:40:45Watusimotoexcept in a few rare conditions
20:40:57Watusimotosuch as when credits are winding down
20:41:05raptoryes, that is simple
20:41:54raptorbut we have the concept of 'locations'
20:42:12raptorin the editor (no music), in menus, in game, in credits
20:42:21Watusimotook
20:42:22raptorand i have to transition between them
20:42:27Watusimotocan only be in one location at any time
20:42:39Watusimotoeach location has a target volume, right?
20:42:40raptoryep
20:42:54raptorthey all use the master volume
20:42:58Watusimotoeditor = 0, credits = 1 (except at the end), etc.
20:43:02Watusimoto1 = whatever master is set at
20:43:45Watusimotoso the way I would think about it is you have a target volume based on where you are
20:43:50Watusimotoyou also have a current volume
20:44:06Watusimotoand when you change the target, you can set a fade timer
20:44:51Watusimotothen set volume = 9old target - target) * timer proportion
20:44:56raptoryes
20:45:13Watusimoto^^^ in idle loop
20:45:43Watusimotoso is that yes for my last item?
20:45:47raptorthe thing that makes it a little complex is that only one command is issued to start a song to play
20:46:00raptorbecause the openal system runs in its own thread..
20:46:25raptormaybe i can make it command-driven..
20:46:51raptorso the idle loop only does an action when it receives a command or has a location change..
20:47:13Watusimotoor when a timer is ticking during a transition
20:47:21raptoryes
20:47:52Watusimotobut yes, that makes sense. no need to continually send volume change requests if volume isn;t chaning
20:48:00raptorbecause, honestly, the current logic is a whole bunch of hard-coded cases, relying on the fact we don't have too many of them..
20:49:08Watusimotoand we probably won;t get too many more
20:49:18Watusimotoonly, perhaps, a transition between levels. and perhaps not
20:53:09raptoryeah, command-driven might be a little nicer... then we can call the commands from anywhere..
20:54:35Watusimotoyes
21:05:36raptornow the big question: should I use mutex locks to make it thread-safe?
21:06:58raptorwe are running within the game's main idle loop for now, so i don't need to...
21:07:07raptorbut what does the future hold?
21:14:47Watusimotouh.... the future does not hold mutex locks
21:14:49WatusimotoI hope
21:15:15raptorbut we could (almost) fully thread the audio and video layers!
21:16:11raptorok, i'll ignore it for now... i'm looking in the naev code, and theirs is command-driven running in a separate music thread, with mutex locks everywhere
21:26:48Watusimotowhat would threading buy us?
21:27:36raptorbetter performance on multithreaded systems
21:27:43raptorit's the future!
21:27:52raptoror actually, it's probably history by now..
21:28:07raptorbut bitfighter is so low CPU usage anyways..
21:28:52Watusimotowell I'm stuck on my own stupid overly complex logic for sometihng nearly pointless
21:28:52raptorwe could upgrade our main loop to use nanoseconds! then multithread the video drawing! think of the framerates!!
21:29:02Watusimotosam would love it
21:29:09raptorheh
21:29:09Watusimoto20K fps
21:30:03raptoroooo, think of the sparks!
21:30:57raptori always thought it funny that ship's contrails are tied to the number of idle loops in a second, instead of number per second
21:43:40raptorok yeah - this command-driven system will work nicely, and be more future-proof (less hard-codiness)
21:45:02Watusimotothey are?
21:45:51raptoryes - change your FPS to like 500, and see the nice swirlies you can make...
21:57:07WatusimotoI hope to have a pretty cool thing to check in
21:57:09Watusimotosoon
21:57:15raptoruh oh
21:57:33Watusimotoyou'll like it
21:57:46raptorplease say it doesn't touch the sound system...
21:57:57Watusimotooh yes, an whole refactor
21:58:01raptor!!
21:58:05Watusimotooh wait... that's what you;re doing too
21:58:06Watusimotodang!
21:58:10raptorgrrrr
21:58:11Watusimotobetter get my code in first!
21:58:21Watusimotono nothing to do with sound
21:58:27raptori don't thing i could win that race...
21:58:29raptor*think
21:58:31raptorok
22:00:43Watusimotonot *quite* done, but I'm checking in anyway
22:01:22AoStH has joined
22:01:27Watusimotook, well it's in
22:01:42WatusimotoI rewrote the in-game chat stuff
22:01:49raptor goes to look...
22:01:51Watusimotoso now we have smooth scrolling
22:02:09Watusimotostart a game and send some chat messages. looks much slicker
22:02:23WatusimotoI did it in a way that it can be extended to the system messages as well
22:02:25raptor doesn't see any new commits
22:02:26BFLogBot Commit: 7a54d55092a4 | Author: watusimoto | Message: Make teamIndex accept neutral/hostile teams
22:02:27BFLogBot Commit: 88421414784c | Author: watusimoto | Message: LoadoutZone lua constructor now fully functional
22:02:29BFLogBot Commit: 96f931949f4c | Author: watusimoto | Message: Change PTS to GEOM... more descriptive
22:02:30BFLogBot Commit: 10fe18243860 | Author: watusimoto | Message: Reduce code duplication a little
22:02:32BFLogBot Commit: 09abbec923d3 | Author: watusimoto | Message: Cleanup
22:02:33BFLogBot Commit: 7c9b81efc8b1 | Author: watusimoto | Message: Consolodate all the chat stuff from UIGame into a smaller class
22:02:35BFLogBot Commit: defa8832fd19 | Author: watusimoto | Message: Move chat code to bottom of file
22:02:36Watusimotothough I didn;t do that yet
22:02:36BFLogBot Commit: 0cad1ea2dcd9 | Author: watusimoto | Message: Fix bug introduced earlier this evening
22:02:38BFLogBot Commit: b8de323b4d7c | Author: watusimoto | Message: Scrolling effect mostly done... just need to clip
22:02:39BFLogBot Commit: a1aaec4e5f39 | Author: watusimoto | Message: Smooth chat scrolling now 90% working
22:02:41BFLogBot Commit: 05f7c6fa1781 | Author: watusimoto | Message: Trying to resolve design confilct with constructor and arg checking for lua
22:02:42BFLogBot Commit: 70bd5e5abdc5 | Author: watusimoto | Message: Merge
22:02:46raptorthere we are...
22:02:47Watusimotoand there are still some visual quirks with multi-line chat messages
22:03:08Watusimotoalso pulled a bunch of the chat code out of uigame and it in its own class
22:03:16Watusimotoso things are better organized
22:03:28raptorthat's *always* good
22:03:30Watusimotoyes
22:03:48Watusimotoand Ill be able to pull more out when I incorporate in-game messaging
22:04:16AoStH Quit (Client Quit)
22:04:39WatusimotoI'd like to make all our menus and such be smooth like the chat messages
22:04:48WatusimotoI think it gives a much more polished look to the UI
22:04:55raptorhmm... dare i compile...
22:04:55Watusimotothough most of this will be post 018
22:05:35WatusimotoI have a good idea for menu a menu transition that will look great
22:05:40Watusimotoand be easy
22:06:13AoStH has joined
22:06:43Watusimotohi AoStH
22:06:55AoStHHello
22:07:09Watusimotowelcome to bitfighter
22:07:43raptorit compiled!!
22:08:15AoStHty
22:08:55raptoroooo, it scrolls!
22:09:13Watusimotolooks nice, eh?
22:09:17WatusimotoI really like it
22:10:05raptoranything else i should look for? (this looks REALLY nice)
22:10:39Watusimotono
22:10:49Watusimotobut we'll extend that effect to messages from the server
22:10:51raptorwell, i like it
22:11:06raptorthose server messages seem unruly...
22:11:10Watusimotothen maybe to the chat screen
22:11:17raptorok
22:11:29Watusimotomaybe to changing loadout display
22:11:32Watusimototo everything, really
22:11:44Watusimotoglad you like it!
22:12:13WatusimotoI got mired in some sort of c-string memory corruption error in your wrapping code (though not your fault)
22:12:31Watusimotoso I had to change it to use strings instead of char[]
22:12:46Watusimotobut it works now
22:13:17raptori hate that wrapping code
22:14:09raptorall i remember is that sam and I kept altering it back and forth and trying our best to make it easily followable
22:14:58Watusimotoit;s a tad simpler now using strings
22:15:08Watusimotono moer injecting nulls to do substrs and stuff like that
22:15:21Watusimototook me a bit to understand what you were doing
22:15:45raptori don't think i even knew what i was doing by the end of it... sam had introduced some tricks in there..
22:17:38Watusimotowell, it works
22:19:15AoStHwhere is the level folder for bitfighter?
22:19:28raptorAoStH: what system are you running?
22:19:55AoStHWindows
22:20:04raptoryou can press F7 a couple times, in game, to see where it is...
22:20:18AoStHOk
22:20:20raptorone of the F7 diagnostic screens tells you where it's loading from
22:20:52AoStHFound it
22:21:00raptorgreat
22:21:42raptorWatusimoto: bnother class got interested in bitfighter
22:22:02Watusimotoshop class?
22:22:23raptorall I know that it's a 'Computer Sci & Tech' class from Canada, they lock their server, and their IP belongs to a group held by this domain: http://scdsb.on.ca/
22:22:43Watusimotokeep thinking of my friend who took metal shop in highcshool
22:23:04Watusimotohe and his friends buit a mortar, but to disguise it from their teacher, they had to weld ears and a tail onto it
22:23:11Watusimotothey called it "the barker"
22:23:18raptorhaha
22:23:32raptordisguise it from the teacher.... riiiight
22:23:48Watusimotohe probably just needed plausable deniabliity
22:23:55raptorhaha, yep
22:24:00Watusimoto"it sure looked like a dog!"
22:51:30raptornow i just have to leave the library so i can test my new sound system code...
22:52:24AoStH Quit (Ping timeout: 245 seconds)
22:52:56BFLogBot Commit: 3e6fed3c358f | Author: watusimoto | Message: Cleanup -- remove magic numbers, format, comment, etc.
22:52:57BFLogBot Commit: 7d683dce532e | Author: watusimoto | Message: Clarity
22:52:59BFLogBot Commit: bef18e030885 | Author: watusimoto | Message: Smooth scroll slightly more broken, for the moment
22:52:59Watusimotook, turning in... latest checkin not worth looking at
22:53:07raptorgood night
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