Timestamps are in GMT/BST.
| 00:03:21 | | Watusimoto Quit (Ping timeout: 265 seconds) |
| 00:03:27 | | sam686 has joined |
| 00:03:27 | | ChanServ sets mode +v sam686 |
| 00:12:56 | | koda Quit (Ping timeout: 244 seconds) |
| 00:16:26 | | koda has joined |
| 00:30:29 | | raptor Quit () |
| 01:54:53 | | Fordcars has joined |
| 02:06:07 | Fordcars | hi |
| 02:06:41 | sam686 | i see "FordCar" without S, is that you or not? |
| 02:07:03 | Fordcars | nah |
| 02:07:15 | Fordcars | also earlier there was NissanCars lol |
| 02:32:32 | Fordcars | ahhhhhhh |
| 02:32:42 | Fordcars | trying to quit |
| 02:33:17 | sam686 | my 5 clients either can't connect or is lagging badly (but still have over 50 FPS on all of then |
| 02:33:44 | Fordcars | My client froze man! I am trying to quit! |
| 02:33:49 | sam686 | I guess your old computer or your internet just can't take more then 3 players |
| 02:34:00 | sam686 | (when hosting) |
| 02:34:17 | sam686 | right click taskbar, task manager, and end task |
| 02:34:22 | Fordcars | before it could take way more! Its not that old! wait |
| 02:34:25 | Fordcars | I quit |
| 02:34:39 | Fordcars | Will try in window mode |
| 02:34:43 | sam686 | ok |
| 02:34:49 | Fordcars | activity monitor on |
| 02:37:12 | Fordcars | cpu usage is still 50 % |
| 02:37:39 | Fordcars | internet usage is less than 0,5 %? |
| 02:38:06 | Fordcars | cpu 50% |
| 02:39:00 | Fordcars | yes but internet and cpu usage are really normal |
| 02:39:45 | sam686 | maybe somehow your computer is really slow with processing network bandwidth, not sure why.. |
| 02:39:59 | Fordcars | only like this week? |
| 02:40:14 | Fordcars | is there a way to view this? |
| 02:40:29 | sam686 | maybe its the level thats the problem |
| 02:40:35 | Fordcars | network=0.10 |
| 02:40:41 | Fordcars | ok |
| 02:42:35 | Fordcars | what is forcefield.exe |
| 02:42:43 | Fordcars | oh perfect |
| 02:43:00 | sam686 | did the freezing happen on 017 or 017a? |
| 02:43:00 | Fordcars | OSPPSVC.exe? |
| 02:43:22 | Fordcars | only since yesterday with cleverbot 017b |
| 02:44:29 | sam686 | not sure what causing it.. |
| 02:45:06 | Fordcars | i might know |
| 02:45:20 | Fordcars | OSPPSVC might be the problem |
| 02:48:34 | sam686 | http://www.file.net/process/osppsvc.exe.html says it is part of office 2010 |
| 02:49:28 | Fordcars | but if its in system32 it could be camouflage. It is taking lots memory and none of office is open |
| 02:50:25 | Fordcars | try now sma |
| 02:50:30 | sam686 | maybe.. |
| 02:50:46 | Fordcars | hmmmm |
| 02:50:52 | sam686 | but not sure.. |
| 02:51:01 | Fordcars | its slow |
| 02:51:24 | Fordcars | anti virus is off since a few days back |
| 02:52:01 | Fordcars | now try again |
| 03:02:54 | sam686 | does it lag hosting even with my build? http://sam6.25u.com/upload/bitfighter017.zip (the 017 version) |
| 03:03:08 | Fordcars | one tick |
| 03:04:18 | Fordcars | yeah it was part of zone alarm |
| 03:06:15 | Fordcars | your lag earlier was because one of my weird lag spikes |
| 03:07:21 | sam686 | i am not too sure which is your server, it might be cleverbot server (named FordCars with a S_Bot admin) |
| 03:07:30 | sam686 | (hosting from client) |
| 03:07:38 | Fordcars | I am not hosting!!!!!!!!! |
| 03:07:56 | Fordcars | not yet bf2 crashed it thought it was a virus |
| 03:08:10 | Fordcars | You will see my server soon |
| 03:08:19 | sam686 | ok |
| 03:08:28 | Fordcars | BTW I cant connect to master server with bf2 |
| 03:09:08 | Fordcars | ok so bf works with master server but bf2 cant connect to master server |
| 03:09:17 | Fordcars | when I host , it crashes |
| 03:09:20 | Fordcars | bf2 |
| 03:09:57 | sam686 | I think it was my broken compiled build, starting over.. |
| 03:10:11 | sam686 | Just noticed my build has same problem on my comuter |
| 03:10:19 | Fordcars | ok thanks |
| 03:11:38 | sam686 | with my fast computer a 8 minute compiled turned into a 1 minute compile.. |
| 03:11:59 | Fordcars | lol I would like that! |
| 03:12:02 | amgine123456 | so how are the BF18 beta bugs coming |
| 03:12:52 | sam686 | just one more minute to zip and give you a link |
| 03:13:25 | sam686 | http://sam6.25u.com/upload/1bitfighter017.zip |
| 03:13:43 | sam686 | should work and allow connecting to master |
| 03:13:51 | Fordcars | ok one tick |
| 03:14:23 | Fordcars | wait how do you uninstall an application ( not BF) |
| 03:14:56 | sam686 | my .zip doesn't have install or uninstall |
| 03:15:04 | sam686 | just delete to remove it. |
| 03:15:10 | Fordcars | I mean zone alarm I knida made it go nuts |
| 03:15:16 | | koda Quit (Quit: koda) |
| 03:15:29 | sam686 | Control Panel, Add or remove programs |
| 03:15:41 | sam686 | you should see a big list, one may be ZoneAlarm |
| 03:16:20 | Fordcars | thank you it loadng |
| 03:16:22 | sam686 | even a "Bifighter" may be in the list, if you used the bitfighter installer.. |
| 03:16:36 | Fordcars | man oh man talk about multi tasking! |
| 03:17:22 | Fordcars | ok its doing it |
| 03:18:00 | sam686 | (just don't uninstall some random stuff that might be kindof important to someone using the same computer or installed from CD unless you have the disks to install it) |
| 03:18:18 | Fordcars | I am the only one using this computer |
| 03:18:33 | sam686 | ZoneAlarm is nothing but a firewall or similar, which may eat some CPU power.. |
| 03:18:45 | Fordcars | It just that it was missing some files I will reinstallit later |
| 03:19:08 | sam686 | Microsoft Office has Excel Word PowerPoint which is kind of important to have |
| 03:19:24 | Fordcars | yes i am online un installing zone alarm |
| 03:19:30 | sam686 | ok |
| 03:19:46 | Fordcars | done |
| 03:19:51 | Fordcars | nearly |
| 03:20:22 | Fordcars | come on! |
| 03:20:33 | sam686 | telling you to restart? |
| 03:20:46 | Fordcars | its just still on 100% |
| 03:21:42 | Fordcars | oh great it will have to restart |
| 03:21:47 | Fordcars | I will do that later |
| 03:21:51 | Fordcars | ok bf2 time |
| 03:21:54 | sam686 | ok |
| 03:22:25 | sam686 | lets just say shutdown and later starting up is mostly the same as restart.. |
| 03:24:46 | | raptor has joined |
| 03:24:46 | | ChanServ sets mode +o raptor |
| 03:25:03 | Fordcars | ye |
| 03:25:05 | sam686 | if you like my bitfighter2.exe, you can rename it to bitfighter.exe and overwrite to c:\program files\bitfighter |
| 03:28:24 | sam686 | What Fordcard had is freezing problem when hosting with more then 2 or 3 players connected.. What my build does is mix in TNL 018 code with existing 017 Zap which seem to make FordCars no longer have freezing problem. |
| 03:28:45 | Fordcars | fordcard, yeah |
| 03:28:52 | Fordcars | lol thank you very much! |
| 03:29:00 | sam686 | ok |
| 03:29:49 | Fordcars | uhm if I replace bitfighter, does it change stuff in app data or do it still have my lveles |
| 03:30:25 | sam686 | it only replaces the binary, the levels, sound effects files, robot files, and all other files (your bitfighter.ini) is kept the same |
| 03:30:38 | Fordcars | AH THANK YOU! |
| 03:30:42 | Fordcars | ok |
| 03:30:45 | sam686 | you might need to replace all the .dll too (which is also binary files).. |
| 03:31:48 | Fordcars | brbr |
| 03:32:23 | sam686 | after overwriting the bitfighter exe and dll, test it by starting the Bitfighter the normal way.. |
| 03:36:10 | | Fordcars Quit (Ping timeout: 260 seconds) |
| 03:46:29 | raptor | hi sam686 |
| 03:46:47 | raptor | i found the revision that added the double rendering: fb5d5396e44f |
| 03:47:07 | raptor | but it's a big revision. i haven't found the culprit spot yet... |
| 03:49:08 | sam686 | put a breakpoint in UderGameInterface::render, and look at backtrace on repeated breaks at that point, trying that.. |
| 03:50:20 | sam686 | UIManager.cpp line 658? |
| 03:50:37 | sam686 | ... and line 660? |
| 03:50:43 | raptor | ha! |
| 03:50:45 | raptor | good find |
| 03:52:38 | raptor | huh - that isn't part of the change, though... |
| 03:53:04 | sam686 | maybe you messed up trying to find which revision.. |
| 03:53:12 | raptor | probably |
| 03:53:19 | raptor | but that sure fixes it! thanks sam686 |
| 03:54:01 | raptor | wait wait |
| 03:54:13 | | BFLogBot Commit: 2e529cfb356b | Author: sam8641 | Message: Fix double render. |
| 03:54:42 | raptor | does it render again in the block above? |
| 03:55:11 | sam686 | it would crash if there is no mCurrentInterface |
| 03:55:28 | raptor | hmm... i guess that is a transition effect... |
| 03:56:53 | raptor | ok, now to find ship contrails problem... |
| 03:59:19 | sam686 | I see my ship trails when joining a server, but not when hosting.. |
| 04:25:20 | raptor | that is weird |
| 04:25:29 | raptor | messed up render state? |
| 04:26:31 | amgine123456 | i may of found a bug in a multi team core match with over three teams all teh teasms that lose before the final team is eliminated tie it doesnt keep track of order also in the lower right it say core/0? |
| 04:26:58 | sam686 | it might be MoveObject::setPos always setting the WarpPositionMask |
| 04:27:47 | amgine123456 | is that normal? |
| 04:28:28 | raptor | interesting, why do you think he changed it to that? |
| 04:28:50 | amgine123456 | maybe it could say your teams core were eliminated you have placed to a team in pm when a team is elimnated and it keeps track of the teams position? |
| 04:28:58 | amgine123456 | placed xxx |
| 04:29:34 | sam686 | always setting the mask bit on every tick may actually increase bandwidth (from sending the position much more often now) |
| 04:29:46 | raptor | yeah, that's weird... |
| 04:29:50 | sam686 | since MoveObject::Move uses setPos |
| 04:29:57 | raptor | can you think of a reason why he did that? |
| 04:30:15 | amgine123456 | feelsing ignored |
| 04:32:01 | amgine123456 | never mind then i guess |
| 04:32:18 | sam686 | not surem maybe a mistake or not looked over all the problem it might cause.. |
| 04:32:23 | raptor | amgine123456: sam686 and I are already in a conversation, please be patient |
| 04:35:15 | raptor | well, sam686, should I just revert that change (confirmed it is the reason...) |
| 04:40:30 | sam686 | ok |
| 04:40:47 | sam686 | you could revert the setPos stuff |
| 04:40:59 | amgine123456 | anyways i think it hsould be a priority but anyways i gtg all bye |
| 04:41:05 | amgine123456 | get that fixed! |
| 04:41:14 | sam686 | team score sorting? |
| 04:41:32 | amgine123456 | yes now i have to go or somone will be angery |
| 04:41:42 | sam686 | don't know about team sorting, since most levels has only 2 teams.. |
| 04:42:13 | amgine123456 | not really and there is one of the main maps that has three teams and is a zone control |
| 04:42:36 | amgine123456 | there are quite a few three way maps |
| 04:42:43 | amgine123456 | or more |
| 04:42:50 | amgine123456 | anyways bye |
| 04:42:56 | sam686 | well, i think team sorting repeatedly changing in scoreboard might bother |
| 04:43:59 | sam686 | its something of much lower priority (if it is) then other bugs.. |
| 04:44:45 | sam686 | will be back in about 5 minutes... |
| 04:46:59 | | amgine123456 Quit (Ping timeout: 245 seconds) |
| 04:54:41 | raptor | ok |
| 04:54:43 | raptor | back |
| 04:54:54 | | BFLogBot Commit: 3ef8eade4f84 | Author: buckyballreaction | Message: Move setMaskBits back to MoveItem. Fixes ship contrails missing, and probably reduces network. Watusimoto, was there a reason you moved this in the first place? |
| 04:54:59 | raptor | what did amgine say was a problem? |
| 04:59:17 | | kodaws has joined |
| 05:03:11 | sam686 | I think amgine wants teams to be sorted by score, mostly at bottom right side.. |
| 05:03:24 | raptor | ha |
| 05:03:30 | raptor | that doesn't seem like a bug.. |
| 05:03:50 | raptor | i think it'd be a little annoying if it switched a lot.. |
| 05:07:24 | raptor | i wonder if bitfighter would run in BeOS |
| 05:10:05 | raptor | i'm looking at the sdl buildbot: http://buildbot.libsdl.org/grid |
| 05:10:20 | raptor | haiku = beos |
| 05:10:32 | | kodaws Quit (Ping timeout: 244 seconds) |
| 05:14:17 | raptor | ok, heading to bed... good night! |
| 05:14:22 | sam686 | night |
| 05:14:26 | | raptor Quit () |
| 05:14:34 | | sam686 has left |
| 06:59:36 | | kodaws has joined |
| 07:56:56 | | watusimoto has joined |
| 07:56:56 | | ChanServ sets mode +o watusimoto |
| 10:18:15 | | kodaws Quit (Quit: k thx bai) |
| 10:51:09 | | kodaws has joined |
| 15:56:27 | | raptor has joined |
| 15:56:27 | | ChanServ sets mode +o raptor |
| 15:56:37 | raptor | good day! |
| 16:11:18 | kodaws | hi |
| 17:04:08 | raptor | hi |
| 18:01:24 | | kodaws Quit (Ping timeout: 244 seconds) |
| 18:58:14 | | LordDVG has joined |
| 18:58:20 | | LordDVG Quit (Read error: Connection reset by peer) |
| 18:58:38 | | LordDVG has joined |
| 19:21:24 | raptor | ha! |
| 19:21:28 | raptor | looks like shop class is in? |
| 19:22:36 | | Watusimoto_ has joined |
| 19:23:04 | raptor | all of them from Virginia |
| 19:26:29 | Watusimoto_ | I thought one was from Rhode Island |
| 19:26:54 | raptor | not sure if it's 'shop' class per se'... |
| 19:27:11 | raptor | but they all logged on from the same IP (NAT'd) from somewhere in VA |
| 19:27:59 | Watusimoto_ | ah, sorry, wrong topic |
| 19:35:41 | raptor | i suppose it'd be hard to follow when I talk to myself.. |
| 19:41:21 | Watusimoto_ | so to answer the question you asked with your last checkin, about why I moved the bitmask |
| 19:41:40 | raptor | oh yes |
| 19:41:47 | | BFLogBot Commit: e2db91a2e01d | Author: watusimoto | Message: Whitespace |
| 19:41:49 | | BFLogBot Commit: 1bd87a93e3a0 | Author: watusimoto | Message: Merge |
| 19:41:50 | | BFLogBot Commit: 6bdd0367d9a6 | Author: watusimoto | Message: Luaize all zone objects, fix bug with setting geom causing mVertSelected to be missized |
| 19:41:52 | Watusimoto_ | I was trying to tie the changing of location to the sending of lcoation, so that it was harder to do one without the other |
| 19:42:09 | Watusimoto_ | because in my mind, they are closely linked |
| 19:42:32 | Watusimoto_ | I'm not sure if, in MoveObject and subclasses, you would setPos without setting the moveMask |
| 19:42:38 | Watusimoto_ | of the PosMask or whatever it is |
| 19:42:57 | raptor | that make sense to me... but there are these weird virtual methods: setActualPos, setActualVel, that are overriden by various child classes... |
| 19:43:06 | raptor | which make it confusing.. |
| 19:43:10 | Watusimoto_ | if there is a counter example, I'd like to see it. Though, to be fair, I have made no effort to look |
| 19:43:12 | Watusimoto_ | yes |
| 19:43:22 | Watusimoto_ | do you want a brief explanation of what those are? |
| 19:43:29 | raptor | sure |
| 19:43:38 | Watusimoto_ | so a regular object has a location |
| 19:43:40 | Watusimoto_ | a pos |
| 19:43:48 | Watusimoto_ | and you can do setPos() as expected |
| 19:43:53 | raptor | yes |
| 19:44:01 | Watusimoto_ | a MoveObject has an actual Pos and a renderPos |
| 19:44:06 | raptor | corect |
| 19:44:14 | raptor | correct |
| 19:44:15 | Watusimoto_ | so we have setActualPos and setRenderPos |
| 19:44:28 | Watusimoto_ | but what should setPos do for these objects? |
| 19:44:28 | raptor | yes that makes sense |
| 19:44:39 | Watusimoto_ | I think I mapped it to do a setActualPos |
| 19:44:41 | raptor | depends if you're on the client or server, right? |
| 19:45:08 | Watusimoto_ | ah, well, on the client I don;t think you ever know the actualPos |
| 19:45:18 | Watusimoto_ | I think you really only have one pos, which is the renderPos |
| 19:45:24 | Watusimoto_ | but I'm not positive about this |
| 19:45:28 | raptor | server wouldn't have the render position, then |
| 19:45:53 | raptor | i think 'render' is client-side prediction |
| 19:46:00 | Watusimoto_ | maybe client has both, the renderpos is where it's drawing, and the actualpos is where the server has last said it was |
| 19:46:07 | raptor | waiting to receive actual, so client should have both |
| 19:46:12 | Watusimoto_ | and the client tries to bring those together as unobtrusively as possible |
| 19:46:13 | raptor | yes |
| 19:46:18 | Watusimoto_ | in which case, yes, it would have both |
| 19:46:24 | Watusimoto_ | and server would only have acutlapos |
| 19:46:28 | Watusimoto_ | so I think you are right |
| 19:47:02 | Watusimoto_ | well, in any event, I think some of the confusion is btwn the setPos and setActualPos doing the same thing |
| 19:47:10 | Watusimoto_ | and when do you use one and when do you use the other? |
| 19:47:25 | raptor | exactly - i'm still confused about that.. |
| 19:47:56 | raptor | or at least, the pathways to get there... |
| 19:48:06 | Watusimoto_ | so my contention is that (like Plato and his certitude that women had more teeth than men, without ever bothering to look) we want to set the Pos mask whenever the server calls setPos |
| 19:48:07 | raptor | and i'm not entirely positive that they are all correct... |
| 19:48:42 | Watusimoto_ | well, setPos and setActualPos are somewhat interchangeable |
| 19:48:48 | raptor | ok, that makes sense.. |
| 19:49:35 | raptor | so my revert fixes the bug... probably because WarpPositiionMask was being set all the time, too? |
| 19:49:39 | Watusimoto_ | wrong |
| 19:49:41 | Watusimoto_ | void MoveObject::setPos(const Point &pos) |
| 19:49:41 | Watusimoto_ | { |
| 19:49:41 | Watusimoto_ | setActualPos(pos); |
| 19:49:41 | Watusimoto_ | setRenderPos(pos); |
| 19:49:41 | Watusimoto_ | Parent::setVert(pos, 0); // Kind of hacky... need to get this point into the geom object, need to avoid stack overflow TODO: Can get rid of this? |
| 19:49:43 | Watusimoto_ | updateExtentInDatabase(); |
| 19:49:45 | Watusimoto_ | } |
| 19:49:50 | Watusimoto_ | setPos is not the same as setActualPos |
| 19:50:12 | Watusimoto_ | (you were not wrong, I was wrong, to clarify what the wrong was referring to) |
| 19:50:28 | raptor | hehe, i don't mind being wrong... i frequently am |
| 19:50:40 | Watusimoto_ | your revert did fix the bug |
| 19:50:55 | Watusimoto_ | though I think it was because the setmask thing was in the wrong place |
| 19:50:59 | Watusimoto_ | and wasn't being called |
| 19:51:58 | Watusimoto_ | ok, here is a setPos that isn't associated with a setmask |
| 19:51:59 | Watusimoto_ | if(!objectHit) // No collision (or if isBeingDisplaced is true, we haven't been pushed into another object) |
| 19:51:59 | Watusimoto_ | { |
| 19:51:59 | Watusimoto_ | Point newPos = getPos(stateIndex) + getVel(stateIndex) * moveTime; // Move to desired destination |
| 19:51:59 | Watusimoto_ | setPos(stateIndex, newPos); |
| 19:52:00 | Watusimoto_ | break; |
| 19:52:02 | Watusimoto_ | } |
| 19:52:09 | Watusimoto_ | that's in MoveObject::move |
| 19:52:40 | raptor | what |
| 19:52:44 | Watusimoto_ | so I'm going to leave your revert in place and not worry about it for the moment |
| 19:53:13 | raptor | ha!... maybe one of our GSoC projects could be bringing sanity to the client-side prediction system... |
| 19:53:39 | Watusimoto_ | now there's a thought |
| 19:53:44 | Watusimoto_ | and add ipv6 |
| 19:53:46 | Watusimoto_ | to tnl |
| 19:53:52 | raptor | ipv6! |
| 19:53:56 | raptor | that's a good one! |
| 19:53:59 | raptor | koda take notes |
| 19:54:10 | Watusimoto_ | we need a wiki page for these ideas |
| 19:54:16 | Watusimoto_ | I'll create one |
| 19:54:21 | raptor | ok |
| 19:56:23 | Watusimoto_ | http://bitfighter.org/wiki/index.php/GSOC_ideas |
| 19:56:25 | raptor | other ideas that came up sunday: the journal (replay/save games), mobile port work, observer mode, automated testing (ha), GLES2 |
| 19:56:44 | Watusimoto_ | I'll add them |
| 19:57:21 | raptor | koda proposed full rendering abstraction (no OpenGL - basically only SDL) |
| 19:57:34 | raptor | feel free to reject any of these |
| 19:57:55 | Watusimoto_ | what's an example of sdl vs. opengl? |
| 19:57:56 | raptor | robot personality editor |
| 19:58:40 | raptor | i'm not exactly sure what koda had in mind... but he said that you'd program to a rendering layer in SDL2 which would then translate to OpenGL, Directx, whatever |
| 19:58:53 | raptor | (I think that's what he said...) |
| 19:58:53 | Watusimoto_ | and that's to make porting easier? |
| 19:58:58 | raptor | yes |
| 19:59:11 | Watusimoto_ | because SDL has been so great to work with! |
| 19:59:15 | raptor | haha |
| 19:59:38 | raptor | oh, webGL |
| 19:59:42 | raptor | another idea.. |
| 19:59:52 | raptor | which would require GLES2 |
| 20:00:10 | Watusimoto_ | webgl? |
| 20:00:18 | Watusimoto_ | for what, html5 client? |
| 20:00:19 | raptor | basically in-browser 3d games |
| 20:00:21 | raptor | yes |
| 20:00:27 | Watusimoto_ | that would be nice |
| 20:00:31 | Watusimoto_ | lightweight client |
| 20:00:33 | Watusimoto_ | no hosting |
| 20:00:38 | Watusimoto_ | only playing |
| 20:00:42 | raptor | i think that was all we came up with... except for my suggestion as a rewrite into Java |
| 20:00:48 | Watusimoto_ | no |
| 20:00:51 | Watusimoto_ | :-) |
| 20:00:59 | raptor | yeah, i was out of ideas by then.. |
| 20:01:22 | Watusimoto_ | i wonder if it would be possible to port TNL to JS |
| 20:01:24 | raptor | oh another: simplification of the collision system |
| 20:01:47 | raptor | because we have like 4 collision-related methods semi-randomly thrown around |
| 20:02:24 | Watusimoto_ | that might tie into a physics revamp |
| 20:02:45 | Watusimoto_ | or rather an abstraction and modularization of the physics system |
| 20:03:02 | raptor | yes |
| 20:03:22 | raptor | when we're done it'll be a new game! |
| 20:03:41 | Watusimoto_ | since you and sam joined, it has already become a new game |
| 20:03:53 | Watusimoto_ | really, and unbeliveably better |
| 20:03:53 | | koda has joined |
| 20:03:55 | raptor | yes... with Wagner |
| 20:04:00 | raptor | :) |
| 20:04:02 | Watusimoto_ | yes that |
| 20:06:11 | Watusimoto_ | just took a quick look at Galcon Fusion game, and how they do their account settings |
| 20:06:21 | Watusimoto_ | they've buried their signin under a submenu of Options |
| 20:06:51 | Watusimoto_ | you startup with a main menu; no user name input as first screen |
| 20:06:57 | Watusimoto_ | and they have nice menu music |
| 20:07:01 | raptor | haha |
| 20:07:28 | raptor | koda: http://bitfighter.org/wiki/index.php/GSOC_ideas |
| 20:07:43 | koda | wow |
| 20:07:52 | koda | we are getting serious :) |
| 20:08:01 | Watusimoto_ | and their help system is nice -- you can interact with items on the screen while reading about them |
| 20:08:29 | Watusimoto_ | but our credits are cooler |
| 20:09:14 | raptor | haha |
| 20:09:37 | Watusimoto_ | and they have "high scores" (called ranks) under a multiplayer menu |
| 20:10:17 | Watusimoto_ | wichi wouldn't really work for us because we have no single player mode |
| 20:10:27 | koda | raptor: we've got time, but that page needs a lot of additions |
| 20:10:42 | koda | like difficulty level, prerequisites, description and who to ask |
| 20:11:11 | raptor | like this?: http://www.hedgewars.org/gsoc_ideas2012.html |
| 20:11:32 | raptor | we started the page roughly 10min ago... |
| 20:22:43 | | LordDVG Quit (Remote host closed the connection) |
| 20:22:56 | koda | like that yes :p |
| 20:23:01 | koda | i told you we had time! |
| 20:23:09 | koda | btw hedgewars is going beta |
| 20:23:11 | koda | whooo |
| 20:23:18 | raptor | WOW |
| 20:23:24 | raptor | you mean like 0.10? |
| 20:23:27 | raptor | :) |
| 20:29:24 | koda | 0.0.0.0.0.0.1 |
| 20:29:26 | koda | :D |
| 20:29:36 | raptor | ha! |
| 20:48:04 | Watusimoto_ | never overcommit on your versions |
| 20:51:06 | Watusimoto_ | the downside of a broswer version of Bitfighter would be an independent codebase |
| 20:51:25 | Watusimoto_ | unless we used Google native client |
| 20:51:35 | raptor | Salt! |
| 20:51:52 | raptor | i haven't heard much about native client in a while... |
| 20:52:20 | raptor | cool!: https://developers.google.com/native-client/community/porting/SDLgames |
| 20:52:39 | Watusimoto_ | neither have I |
| 20:52:53 | Watusimoto_ | whoa |
| 20:53:36 | raptor | wow, looks more complete than when i last saw this... |
| 20:54:14 | Watusimoto_ | yes, and now with sdl support |
| 21:00:13 | koda | watusimoto: actually you can just compile c |
| 21:00:16 | koda | c++ |
| 21:00:19 | koda | to llvm bytecode |
| 21:00:24 | koda | and then process it with emscripten |
| 21:00:41 | koda | that will generate a javascript(+webgl) from the same codesource |
| 21:00:41 | raptor | no way! |
| 21:00:48 | koda | nacl is not needed at all |
| 21:00:54 | raptor | is that how you did hedgewars?? |
| 21:01:12 | koda | that's the way we did for hw, with the additional step of a pas 2 c converter |
| 21:01:24 | raptor | whoa! |
| 21:02:12 | raptor | i had no idea llvm worked that way... |
| 21:04:25 | koda | me neither |
| 21:04:31 | koda | you did see the demo right? |
| 21:04:35 | raptor | yeah |
| 21:04:43 | raptor | i thought it was magic |
| 21:06:27 | koda | lol |
| 21:07:01 | Watusimoto_ | wow |
| 21:07:07 | Watusimoto_ | so how is the performance? |
| 21:07:08 | raptor | i could not figure out how on earth a pascal game could appear in mybrowser in so short a time... |
| 21:07:39 | koda | watusimoto: judge for yourself http://hedgewars.org/hwjs/hwjs.html |
| 21:09:22 | Watusimoto_ | sigh... it killed chrome |
| 21:09:29 | koda | ahah |
| 21:10:13 | Watusimoto_ | oh wait, it's back... somehow |
| 21:10:41 | raptor | those evil banana-heads! |
| 21:12:00 | Watusimoto_ | I'd say that's pretty amazing |
| 21:23:26 | raptor | koda: where is your script to build hedgewars with emscripten? is it in the repo somewhere? |
| 21:23:50 | koda | no it is still to be merged |
| 21:23:58 | koda | it's in student's clone |
| 21:24:09 | raptor | ok, which clone? :) |
| 21:24:19 | koda | webport |
| 21:24:22 | koda | by xymengy |
| 21:24:40 | koda | there should be a 'fork' of emscripten in web_port |
| 21:24:47 | koda | and some tools in... tools/ (like pas2c) |
| 21:25:18 | raptor | ah, found it... |
| 21:40:46 | raptor | well, bitfighter compiles with clang... |
| 21:43:33 | raptor | rats, libtomcrypt doesn't... |
| 21:52:46 | raptor | now it does... |
| 22:01:53 | | amgine123456 has joined |
| 22:02:02 | amgine123456 | huh? |
| 22:02:15 | amgine123456 | fake watissimo? |
| 22:03:45 | amgine123456 | well anyways hi how is BF18 coming |
| 22:05:38 | amgine123456 | you know i had a dream that gave me a idea anyways in the dream BF was complertly coverted onlne and teh number of people playing was dramaticly increased ayways would it be possible to completly convert BF to online ie no download needed? now aboiuly some things would need to be added / changed but i wa wondering if it would be posssible to convert Bf completly to java or flash? |
| 22:06:47 | amgine123456 | or osme other program maybe if the game didnt need a download it we make it more appleaing to people. |
| 22:07:12 | amgine123456 | idn maybe you could decide though i thihnk it would be a great move in the long run. |
| 22:12:14 | Watusimoto_ | converting bf to another language would be a HUGE task |
| 22:12:20 | Watusimoto_ | basically like rewriting the entire game |
| 22:12:26 | Watusimoto_ | and all the supporitng libraries |
| 22:12:34 | Watusimoto_ | won't happen |
| 22:13:01 | Watusimoto_ | but there are new technologies that might help in other ways, that we're looking into |
| 22:13:20 | Watusimoto_ | maybe, someday, we'll get bf in the browser |
| 22:13:23 | Watusimoto_ | but not today |
| 22:13:56 | amgine123456 | i know but i think someday in the future its a task worth completing. |
| 22:14:32 | Watusimoto_ | yes, probably so |
| 22:21:21 | Watusimoto_ | maybe a gsoc task could be to make our walls less insane |
| 22:23:50 | | BFLogBot Commit: 6e205ad82566 | Author: watusimoto | Message: Formatting |
| 22:23:52 | | BFLogBot Commit: a038715081a2 | Author: watusimoto | Message: Can now add PolyWalls via Lua |
| 22:24:15 | raptor | our walls are insane |
| 22:26:47 | amgine123456 | although maybe the walls grpaics could be a little sharper to match the rest of teh game |
| 22:26:58 | amgine123456 | there a tad soft in my opinion |
| 22:29:23 | amgine123456 | you know one thing that really think should be added to BF is team sorting on the scoreboard with a number indicating the teams place this would help indicate who lost first in multi team core matches as well as help calarify what the teams posisitons as far as score goes at teh end of the game they are currently in a set order so you have to take the time to read all the scores to figure out the placment order wouldnt be ni |
| 22:29:48 | amgine123456 | if that made sense at all. |
| 23:04:49 | raptor | amgine123456: scoreboard will stay static on team games because it is confusing to have to search for you team location every time you want to see the score |
| 23:04:59 | raptor | but, it may be a good idea to mark the winner |
| 23:11:42 | Watusimoto_ | what if we made the winning team have a larger scoreboard, that kind of pops out a little |
| 23:11:53 | Watusimoto_ | like it moves to the front |
| 23:11:57 | raptor | yes, something like that |
| 23:12:08 | Watusimoto_ | that might be nice |
| 23:13:39 | | amgine123456 Quit (Ping timeout: 245 seconds) |
| 23:14:38 | Watusimoto_ | https://code.google.com/p/bitfighter/issues/detail?id=168&thanks=168&ts=1351120478 |
| 23:15:41 | raptor | unless of course, you favor reordering the scoreboard in team games.. |
| 23:16:17 | raptor | we do reorder in single-team games... |
| 23:16:58 | Watusimoto_ | no I agree with your comment |
| 23:17:13 | Watusimoto_ | though it would be easy to find your team given the colors are rather prominent |
| 23:17:30 | Watusimoto_ | but I think we start by leaving team order fixed |
| 23:23:03 | raptor | compiling with LLVM gives loads more warnings.... |
| 23:52:39 | | Fordcars has joined |
| 23:52:45 | Fordcars | hi |
| 23:58:32 | | amgine123456789 has joined |
| 23:59:34 | | raptor Quit () |