Timestamps are in GMT/BST.
| 00:00:49 | raptor | mine has better virtualization tech, though |
| 00:00:52 | | iKoda has joined |
| 00:00:57 | raptor | yours is missing Intel VT-d? |
| 00:01:01 | raptor | http://ark.intel.com/products/53446/Intel-Core-i5-2320-Processor-6M-Cache-up-to-3_30-GHz |
| 00:01:03 | raptor | ^^ yours |
| 00:01:18 | raptor | but besides that, yours can process better I think |
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| 00:10:26 | raptor | be right back... |
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| 00:27:03 | sam686 | the vt-x virtualization of my i5 CPU makes virtualbox much faster to use now with ability to virtualize more then one CPU (which I was stuck at one CPU only for my old Pentium D and Pentium 4) |
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| 00:44:00 | raptor | back briefly - i'm trying to see if i can overclock my CPU.. |
| 00:45:07 | sam686 | trying to make your computer faster then mine? |
| 00:45:12 | raptor | yes |
| 00:45:14 | raptor | :) |
| 00:45:21 | raptor | actually |
| 00:45:43 | raptor | i saw from the specs that the exact same CPU can go up to 3.33 GHz with no modifications |
| 00:46:12 | raptor | so i figured i have to figure out how to change the multiplier... |
| 00:46:22 | raptor | because the bios doesn't support it... |
| 00:47:21 | sam686 | One time, I did actually overclocked Pentium D 2.8 GHz to 3.0 GHz with no problems, by adjusting the front side bus only.. but Pentium D is still quite slow compared to my intel i5 |
| 00:49:05 | sam686 | I did also overclock my graphics card plugged into Pentium D computer. but I should know that speeding up my Graphics does not speed up compiling.. |
| 00:49:39 | sam686 | overclock graphics is sometimes fun: random snow appears when too fast.. |
| 00:50:03 | sam686 | overclock CPU too much only freezes computer.. |
| 00:51:16 | raptor | ha |
| 00:51:19 | raptor | i've seen that happen |
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| 01:35:24 | | raptor has joined |
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| 02:17:08 | raptor | i cleaned out the bug list |
| 02:17:12 | raptor | much shorter now |
| 02:17:26 | raptor | running bug list |
| 02:17:34 | raptor | and added the script one |
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| 03:09:54 | raptor | ok, i fixed (I think) all the Lua crashing problems with missing scripts |
| 03:10:09 | | BFLogBot Commit: a2ea81d8d4b1 | Author: buckyballreaction | Message: Be more robust with Lua environment setup. Fixes various segfaults if the interpreter fails to be created |
| 03:10:20 | raptor | and now good night! |
| 03:13:22 | sam686 | ok.. |
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| 13:04:23 | raptor | good day! |
| 14:27:36 | watusimoto | hey there |
| 14:27:45 | watusimoto | a quick question I thought of this morning |
| 14:28:13 | watusimoto | in my new lua stuff, if you add a turret or ff that is not near a wall, it gets created floating in the air |
| 14:28:25 | watusimoto | (if it is near a wall, it snaps as expected) |
| 14:29:09 | watusimoto | the question is do you think we should 1) allow this 2) delete unsnapped turrets silently 3) throw an error ? |
| 14:56:56 | raptor | hi |
| 14:57:03 | raptor | sorry, fell asleep at the keyboard |
| 14:57:32 | raptor | watusimoto: i think it should not be placed - and a message thrown |
| 15:04:30 | raptor | there is a canDeployEngineerable or something like that somewhere for players to engineer them - could that be possible used? |
| 15:29:52 | raptor | ok, have to go take an exam, be back later.. |
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| 18:14:04 | | BFLogBot Commit: 1db5d05fd8e2 | Author: watusimoto | Message: More lua functionality |
| 18:14:05 | | BFLogBot Commit: f4412d9b9dd2 | Author: watusimoto | Message: Merge |
| 18:14:07 | | BFLogBot Commit: 3b1bb923c029 | Author: watusimoto | Message: Let Lua see Mines as Mines not MineItems. |
| 18:14:08 | | BFLogBot Commit: e4b4194c8ce9 | Author: watusimoto | Message: Fix Ship constructor |
| 18:14:10 | | BFLogBot Commit: 538c8b84aba4 | Author: watusimoto | Message: Probably has no impact, but call parent constructor |
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| 18:40:28 | raptor | hello lonely me |
| 19:12:40 | | Watusimoto has joined |
| 20:12:47 | raptor | did you see i shortened the bug list |
| 20:13:13 | raptor | the running bug list - i cleaned out all the completed ones |
| 20:18:22 | Watusimoto | great |
| 20:18:55 | Watusimoto | so I think I may disagree about the turrets/ffps |
| 20:19:02 | raptor | ? |
| 20:19:03 | raptor | oh |
| 20:19:08 | Watusimoto | I agree on the need for a "canMountHere()" function |
| 20:19:11 | Watusimoto | or whatever |
| 20:19:16 | raptor | you mean adding from a Lua script |
| 20:19:18 | raptor | ok |
| 20:19:27 | Watusimoto | but I think scrips should be freer to do things not normally possible |
| 20:19:43 | Watusimoto | or at least we shouldn;t drive ourselves crazy trying to limit them |
| 20:19:44 | raptor | ok |
| 20:19:51 | raptor | i can agree with that |
| 20:20:00 | Watusimoto | for example, you can use a script to add a projectile and make it go at any aribtrary speed |
| 20:20:10 | raptor | ha! that's great |
| 20:20:16 | Watusimoto | and you can change its direction and make it go around and chase someone |
| 20:20:41 | Watusimoto | you could code a custom seeker based on a triple bullet, for example |
| 20:20:48 | Watusimoto | totally ineficcient, but possible |
| 20:21:01 | raptor | ok, are you thinking about being able to specify an angle for a free-floating FF? |
| 20:21:07 | Watusimoto | no |
| 20:21:16 | Watusimoto | I'm just thinking of not worrying about it |
| 20:21:20 | raptor | ok |
| 20:21:25 | raptor | i can agree with that, too |
| 20:21:28 | raptor | :) |
| 20:21:39 | Watusimoto | of providing the tools to do it right, but letting people do stupid things if that's what they do |
| 20:21:51 | raptor | yes |
| 20:21:54 | Watusimoto | I may change my mind if anyone actually does this :-0 |
| 20:21:59 | raptor | ok, you have persuaded me |
| 20:22:22 | raptor | (can you tell I wasn't concrete in my stance?) |
| 20:22:43 | Watusimoto | actually, what happens if you tinker with a level file to make an unmounted turret? |
| 20:22:47 | Watusimoto | checking... |
| 20:23:41 | Watusimoto | in processArguments... |
| 20:23:43 | Watusimoto | if(argc >= 4) |
| 20:23:43 | Watusimoto | { |
| 20:23:43 | Watusimoto | mHealRate = atoi(argv[3]); |
| 20:23:43 | Watusimoto | mHealTimer.setPeriod(mHealRate * 1000); |
| 20:23:43 | Watusimoto | } |
| 20:23:44 | Watusimoto | findMountPoint(game, pos); |
| 20:23:47 | Watusimoto | return true; |
| 20:23:51 | Watusimoto | (most of this is for context) |
| 20:23:59 | Watusimoto | we run findMountPoint, and then return |
| 20:24:13 | Watusimoto | when adding from levelgen: |
| 20:24:26 | Watusimoto | S32 EngineeredItem::setGeom(lua_State *L) |
| 20:24:26 | Watusimoto | { |
| 20:24:26 | Watusimoto | S32 retVal = Parent::setGeom(L); |
| 20:24:26 | Watusimoto | findMountPoint(Game::getAddTarget(), getPos()); |
| 20:24:26 | Watusimoto | return retVal; |
| 20:24:26 | Watusimoto | } |
| 20:24:32 | Watusimoto | I think it's the same thing |
| 20:25:10 | Watusimoto | in both cases we run findMountPoint, and in neither case do we check any return values or whatever |
| 20:25:22 | raptor | interesting |
| 20:25:37 | Watusimoto | oh, and in turret constructor |
| 20:25:38 | raptor | tangent: addToGame disappeared, huh? |
| 20:25:38 | Watusimoto | Turret::Turret(lua_State *L) |
| 20:25:38 | Watusimoto | { |
| 20:25:38 | Watusimoto | initialize(); |
| 20:25:38 | Watusimoto | if(L) |
| 20:25:39 | Watusimoto | findMountPoint(Game::getAddTarget(), getPos()); |
| 20:25:41 | Watusimoto | } |
| 20:25:44 | Watusimoto | same thing |
| 20:26:09 | raptor | uhhh... |
| 20:26:29 | Watusimoto | so if we wanted to change that, we would probably have findMountPoint return false if it couldn;t mount the sucker, then have the caller take action |
| 20:26:31 | raptor | new bug: i always spawn at 0,0 when loading a level since your latest push |
| 20:26:39 | Watusimoto | oh goodie |
| 20:26:52 | Watusimoto | I noticed that last night, then promptly forgot |
| 20:27:08 | raptor | i don't mind leaving the engineerables as they are for now.. |
| 20:27:10 | Watusimoto | so it was not my latest push, but probably a recent one |
| 20:27:28 | Watusimoto | I think I've finished the lua stuff for all point items |
| 20:27:39 | Watusimoto | we have at least partially functioning constructors |
| 20:28:01 | Watusimoto | though I'll let the constructors take params after the release |
| 20:28:33 | Watusimoto | so point objects are probably half our total objects, maybe more... so good progress! |
| 20:30:43 | raptor | yes |
| 20:31:37 | raptor | question: looking at your commits, i couldn't help but notice that lots of constructors are passing values to parent constructors via : |
| 20:31:53 | raptor | not ones that you've made, but old code |
| 20:32:01 | raptor | why do we do that? |
| 20:32:16 | raptor | Ship() : MoveItem(someMember, otherMember) |
| 20:37:00 | Watusimoto | ah, that passes values on to the parent constructor |
| 20:37:16 | raptor | yes, i mean, i know the use cases, but it seems messier |
| 20:37:24 | Watusimoto | messier than what? |
| 20:37:37 | Watusimoto | than remimplementing the movitem logic in all children classes? |
| 20:37:51 | raptor | than just setting the parent's protected members in the child's constructor |
| 20:38:07 | Watusimoto | yes, but then you have to repeat that code in all the children |
| 20:39:14 | raptor | doesn't each child call the full parent constructor? |
| 20:39:34 | raptor | maybe i have a fundamental misunderstanding of how c++ works.. |
| 20:40:36 | Watusimoto | yes, but if you don't specify any arguments, the parent is called with the default params |
| 20:40:55 | Watusimoto | if you want to pass a vlaue to the parent, you need to do it via that mechanism |
| 20:44:02 | raptor | what if the parent uses that value to just set a protected member? couldn't the child just set that itself directly? |
| 20:44:18 | raptor | it wouldn't need to clutter the constructor up, then.. |
| 20:46:13 | Watusimoto | if the parent sets a protected member, the child could do that. But then the child would need to have the setting code, as well as the parent, as well as any other children around |
| 20:47:44 | raptor | so what you're saying, if Ship() sets mMass (part of parent MoveItem or whatever) to 1.0 in it's constructor, then Robot() which is a child of Ship doesn't have that value set? |
| 20:48:28 | raptor | as opposed to using the mechanism we're talking about - Ship() : MoveItem(1.0)... |
| 20:51:05 | raptor | i thought, and i may be wrong, that Robot() -> calls the full constructor of Ship() which calls the full constructor of MoveItem() |
| 20:51:14 | raptor | and now i think i'm wrong, according to what you say |
| 20:52:47 | Watusimoto | I don't think that's what i mean |
| 20:53:00 | Watusimoto | if ship sets mMass then robot will get that value too |
| 20:53:13 | raptor | ok |
| 20:53:51 | Watusimoto | but if ship and robots have different mass, and ship constructor takes mass as a param, then you can pass mass up from robot to ship if you don;t want to set it seperately in ship and robot |
| 20:54:26 | raptor | ok |
| 20:54:37 | Watusimoto | this makes more sense if the setter is more complex, but the general pattern seems to be a good one -- funel the values into a single set statement |
| 20:54:58 | Watusimoto | some of the things, like passing mass around, are just silly |
| 20:55:02 | raptor | yes |
| 20:55:10 | raptor | and i think i've seen mostly silly things.. |
| 20:55:11 | Watusimoto | we do it for historical reasons, not because it makes sense |
| 20:55:19 | raptor | ok |
| 20:55:38 | raptor | that answers my question well enough, then |
| 20:55:43 | raptor | thanks |
| 20:56:32 | Watusimoto | ok; and in some cases it actually is more efficient |
| 20:56:47 | Watusimoto | liek when you have a referenced object, like Pos |
| 20:56:55 | Watusimoto | like Point pos that is |
| 20:57:21 | raptor | so you're not constantly copying it from constructor to constructor? |
| 20:57:35 | Watusimoto | if you construct without specifying pos, you get a default point, and then you have to set it, which effectivley runs the setting stuff twice (once for default, once for value you want) |
| 20:57:50 | Watusimoto | you pass as a reference, so it's not bad |
| 20:57:56 | raptor | ah ok |
| 20:58:10 | Watusimoto | I;ve been upgrading our constructors to take const Point &p instead of Point |
| 20:58:16 | raptor | oh good |
| 20:58:19 | Watusimoto | to reduce that inefficiency |
| 20:58:30 | Watusimoto | my checkins from earlier this evening have some of that |
| 20:58:44 | raptor | yes, which is what sparked my questino |
| 20:58:47 | Watusimoto | because I've been working on the constructors, it seemed like a good time |
| 20:58:47 | raptor | *question |
| 20:58:58 | raptor | sounds good |
| 21:02:10 | | BFLogBot Commit: ef2fa5aba033 | Author: watusimoto | Message: Create mechanism for determining which items a script can add to the editor, fix a few bugs |
| 21:02:11 | | BFLogBot Commit: 33b9953f96a9 | Author: watusimoto | Message: Whitespace |
| 21:17:31 | Watusimoto | are engineered teleporters in 017, or are they new to 018? |
| 21:17:37 | raptor | they are new |
| 21:17:43 | Watusimoto | wow |
| 21:17:46 | raptor | this is a bigger release than we first had in mind.. |
| 21:17:48 | Watusimoto | lots of big new features |
| 21:17:50 | Watusimoto | yes |
| 21:18:02 | Watusimoto | perhaps biggest ever, in terms of significant game changes |
| 21:18:18 | raptor | yeah, pretty crazy... |
| 21:18:27 | Watusimoto | and, I think, all of the new features are solid |
| 21:18:27 | raptor | energy regen |
| 21:18:34 | raptor | seeker |
| 21:18:35 | Watusimoto | certainly |
| 21:18:41 | raptor | SUPERVISOR SCRIPT ACTIVATE |
| 21:18:45 | raptor | sort of.. |
| 21:30:29 | raptor | i'm thinking... we need to do another level design contest after the release... |
| 21:48:00 | Watusimoto | yes |
| 21:48:42 | raptor | I was inspired by some of the levels Quartz has been making.. he showed me quite a few new ones a couple nights ago |
| 21:49:05 | raptor | he also likes dungeons, and can't wait for the fabled dungeon mode... |
| 21:52:42 | Watusimoto | ah yes |
| 21:52:47 | Watusimoto | fables... |
| 21:52:50 | Watusimoto | ok, heading to bed |
| 21:53:02 | Watusimoto | one last checiing coming, fixes render @0,0 |
| 21:53:16 | | BFLogBot Commit: 0eee32d51af8 | Author: watusimoto | Message: Fix ship spawning at (0,0) |
| 21:53:22 | Watusimoto | hasta manana |
| 21:54:18 | raptor | night! |
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