#bitfighter IRC Log

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IRC Log for 2013-01-08

Timestamps are in GMT/BST.

00:25:24raptor has joined
00:25:27ChanServ sets mode +o raptor
00:27:18raptorhell hello
00:27:24raptoruh helo hello
00:33:38raptorwhere would be a good place to call c2mRequestMOTD? I've tried in the UIMainMenu, but it doesn't seem to have a connection by then..
00:33:44raptorand so crashes
00:43:02raptori'm sorry Watusimoto, i cannot seem to be able to repair the newest patch for the /announce...
00:43:15raptorparts are additions and parts are removals...
00:43:21raptorit's all messed up
00:43:30raptorand it looks like it's a patch on a patch??
00:47:54raptori'm going to leave him a message....
00:51:00YoshiSmb has joined
00:52:16raptorok, and i extended his deadline 24 hours, too
00:52:34raptoralso.. it looks like i fail at using the gci textarea box to leave a message...
00:54:05Watusimotohi
00:54:12Watusimotojust woke up :-)
00:54:20raptorgood mnorning!
00:54:51Watusimotouh
00:55:20Watusimotodo we have som event handler that occurs once connection is established?
00:55:31Watusimotolike where we currently call c2mrequestmotd
00:55:33Watusimoto?
00:55:36Watusimotoor something?
00:55:43raptorwe don't request that
00:55:57Watusimotook, well, maybe have the server just send it when it can
00:56:01raptori coded that function..
00:56:14Watusimotounless we have a onConnect() method on client
00:56:17Watusimotowhich we might have
00:56:22Watusimotosam686 might know
00:56:30Watusimotoas for /announce,
00:56:36WatusimotoI'll deal with that tomorrow
00:56:58raptori left a message asking him to provide a better diff..
00:56:59Watusimotoif you can't even read the patch, that's bad
00:57:03Watusimotook, good
00:57:34Watusimotoclient must know when connection is established
00:57:46Watusimotothat's when you request the motd
00:57:52raptoryes... but it's done in that infernal idle loop
00:57:59Watusimotoargh
00:58:12WatusimotoI can take a look tomorrow
00:58:18Watusimotosorry, brain is too hazy right now
00:58:27raptordon't worry - it's my problem..
00:58:33raptoryou deal with yours
00:58:35raptor:)
00:58:36Watusimotowe all share the burden
00:58:40Watusimotook, good night
00:58:42raptornight!
01:03:45Watusimoto Quit (Ping timeout: 246 seconds)
01:29:46kaen has joined
01:38:26YoshiSmb_ has joined
01:38:37YoshiSmb Quit (Ping timeout: 240 seconds)
01:46:29bobdaduck has joined
01:47:32raptormy 1 year old just dislodged his high chair table when it was firmly in place...
01:48:40bobdaduckKids do that.
01:48:45bobdaduckNothing is foolproof
01:48:54bobdaduckFor the world will simply design a better fool.
01:49:03raptorha! i like that
01:49:30raptorwe don't baby proof stuff... we let our kids fall down the stairs, etc..
01:49:56bobdaducklol
01:49:57bobdaduckwell
01:50:11bobdaduckI suppose learns them the hard way
01:50:38raptorafter about 7 or 8 falls, my (previously) 11 month old was better around staircases than most people's two-year-olds
01:50:47raptorbut don't tell anyone..
01:51:35bobdaduck_ has joined
01:52:05bobdaduck_lol
01:52:26bobdaduck_link me the bitfighter server connect notification utility?
01:52:41raptorok...
01:52:51bobdaduck_Lazy and I'm home now.
01:53:51raptorhere is the task: https://www.google-melange.com/gci/task/view/google/gci2012/8029210
01:54:05raptorunder 'upload work', the last one
01:54:27bobdaduck Quit (Ping timeout: 245 seconds)
01:55:06bobdaduck_okey
01:58:19YoshiSmb_ is now known as YoshiSmb
02:01:24kaen braces for a gdb freeze
02:04:57masterkaen has joined
02:05:17masterkaen Quit (Changing host)
02:05:18masterkaen has joined
02:05:25kaen Quit (Disconnected by services)
02:05:29masterkaen is now known as kaen
02:06:13raptorwelcome back kaen!
02:06:25kaen\:D
02:13:55raptormight your distro be more bleeding than edge?
02:14:23kaen Quit (Read error: Connection reset by peer)
02:14:54kaen has joined
02:15:14kaen:l
02:37:23sam686 has left
02:40:26YoshiSmb_ has joined
02:42:10YoshiSmb Quit (Ping timeout: 252 seconds)
02:48:15raptorok, i need ideas...
02:48:58raptoractually let me think a bit more...
02:51:04bobdaduck_rofl
02:51:15bobdaduck_"might your distro be more bleeding than edge?"
02:51:40raptorwell, he seems to suffer crashing a lot..
02:57:15kaenlol I didn't see that
02:57:23kaenactually arch didn't crash like this
02:57:27kaennot persistently anyway
02:57:39kaenI'm on ubuntu right now...
02:58:06kaenas I procrastinate repairing my arch install
02:58:19raptorpoobuntu? (have they changed their distro color from poo yet?)
02:58:31kaennope.
02:58:45raptori know watusimoto jumped to mint
02:59:53kaenI haven't tried mint in a very long while
03:00:21raptoraparently it's pretty good compared to ubuntu (being based on it..)
03:00:45raptori usually recommend mint to people who want to start linux
03:06:21kaenalright, time to see how this goes without fglrx...
03:06:41kaen Quit (Quit: trying.)
03:06:42raptorgoing to use radeonhd?
03:16:24sam686 has joined
03:16:25ChanServ sets mode +v sam686
03:18:06bobdaduck_People
03:18:11bobdaduck_Can't even make emperors revenges right
03:18:13bobdaduck_srsly.
03:18:17raptor?
03:18:41bobdaduck_dungeon = puzzles, enperors revenge = turrets.
03:19:29bobdaduck_People keep making emp revenges
03:19:32bobdaduck_and calling them dungeons
03:20:10bobdaduck_like
03:20:16bobdaduck_they put a ton of turrets
03:20:21bobdaduck_BUT THEY DON'T EVEN DO IT RIGHT.
03:20:31raptorwhat set you off on this line?
03:20:43bobdaduck_After I finish up with this game I'm going to get up and make my own emperors revenge.
03:20:50bobdaduck_The contest dungeon
03:20:53bobdaduck_Its a true dungeon.
03:21:26bobdaduck_I mean, that's probably why it was made.
03:21:33bobdaduck_Just to show people what a "real" dungeon is.
03:21:49raptorprobably
03:21:56bobdaduck_I'ma finish up with this game
03:22:06bobdaduck_and then BY GOLLY I'M GONNA SHOW THEM HOW TO MAKE AN EMPERORS REVENGE.
03:22:12raptorha
03:29:36kodaws Quit (Read error: Connection reset by peer)
03:31:09kaen has joined
03:37:26raptori'm on phantomime's server, lots of fun levels
03:37:28raptorsmall ones
03:38:59bobdaduck_I'm still in game
03:39:05bobdaduck_bloons level 80 bro
03:39:24raptoroh man, i had to forcibly break my bloons addiction...
03:40:08bobdaduck_xD
03:40:13bobdaduck_I don't play that often
03:40:23bobdaduck_but once I get in game, don't wanna stop until I lose y'know xD
03:41:02bobdaduck_Wait phantomime has a server?
03:41:03raptorwow, i haven't seen any of these maps...
03:41:15raptoryeah, come on in... looks like new maps!
03:41:31bobdaduck_I'M BUSY
03:41:35bobdaduck_I'll COME IN AFTER
03:41:36bobdaduck_xD
03:41:37raptorbegins with 66...
03:41:43raptorCOME IN NOW
03:41:51bobdaduck_Well, unless...
03:42:00bobdaduck_brb
03:42:01raptoryou can pause..
03:42:05bobdaduck_family night anway xD
03:42:12bobdaduck_Want to though
03:42:18bobdaduck_"New maps!" :D
03:42:35raptoroh yeah family night
03:42:47raptor(my family is so small that it only lasts a few minutes after dinner..)
03:43:15bobdaduck_My family is verbose.
03:43:18bobdaduck_Expect like three hours.
03:43:24raptorha!
03:43:26bobdaduck_I'll be going to bed at like midnight xD
03:43:49YoshiSmb_ Quit (Ping timeout: 255 seconds)
03:45:24raptori miss k_serv
03:49:15YoshiSmb has joined
03:59:39amgine1234567890 has joined
03:59:46amgine1234567890hi
04:04:35amgine1234567890raptor the spawn sehild is server sided right?
04:05:17raptoryes
04:05:26raptorcan't hack client side..
04:06:13amgine1234567890ok just checking i was worried somone might try tpo hack that and cheat
04:07:29amgine1234567890raptor did you ever fix the score overflow problem
04:07:45amgine1234567890i didnt see it on the list so i dont know if it was ever patched
04:08:32raptori don't know..
04:08:43raptori'm working on something else at the moment, though..
04:09:50amgine1234567890sorry to bother you if i find any missed bugs ill let you knowe
04:10:22raptorno worries - it's just hard to switch my brain to a different task sometimes..
04:12:04amgine1234567890so whats your fild your taking at the univeristy
04:13:12raptorhopefully electrical engineering
04:13:56amgine1234567890cool =)
04:20:23amgine1234567890umm what page is the use curves command on.
04:20:42raptorpage 5
04:20:59amgine1234567890onl1 1/4 pages?
04:21:12raptor5 pages in editor
04:21:24amgine1234567890im in the editor?
04:21:30raptoryes...
04:21:33raptoryou see 4?
04:21:59amgine1234567890yeah i only see 1/4 2/4 ect
04:22:18amgine1234567890wonder if whne i was copiled the bf zip if i was given the wrong one
04:22:19raptorweird!
04:23:05amgine1234567890normally its ctrl +; right?
04:23:24raptoryes, i see it just fine... maybe your INI isn't set up correctly...
04:25:14amgine1234567890hmm not only isnt it not on mine but the ctrl + ; isnt working for me
04:26:14raptordo you have a section in your INI called 'EditorPlugins' ?
04:26:22raptorif so, add the following line below it:
04:26:24raptorPlugin1=Ctrl+;|draw_arcs.lua|Make curves!
04:26:36amgine1234567890i think i know whats wrong whne BF18 was compiled for me it seems the .ini file isnt there
04:27:12amgine1234567890becuase i couldnt use the installer so i had it ocmpiled into a zip but i think the .ini file was forgotten
04:27:45raptorthe INI is somewhere on your system, probably in %appdata%
04:27:49raptoruse that
04:28:34amgine1234567890im using windoes so would it be in C:/windows maybe?
04:29:55raptor%appdata%
04:30:03raptorif you do start->run
04:30:10raptortype in: %appdata%
04:31:46amgine1234567890no ini file?
04:32:16raptoris there a sub-directory called Bitfighter in there?
04:32:23raptorif so, in that should be the INI
04:34:09amgine1234567890is it hte bitfighter configuration file?
04:34:41raptoryes
04:37:47amgine1234567890hmm cant find editor plugins
04:40:04amgine1234567890found it
04:40:09amgine1234567890 hte line was missing?
04:40:12amgine1234567890 weird
04:40:19raptorif it was, add it
04:40:23amgine1234567890Plugin1=Ctrl+;|draw_arcs.lua|Make curves! was missing from my ini file
04:40:32raptorweird
04:40:35raptoryeah, add it
04:40:56amgine1234567890err do i add it after the text?
04:41:37raptoryes, put it on it's own line
04:41:49raptorbut before the next section
04:52:41YoshiSmb Quit (Ping timeout: 276 seconds)
04:57:00YoshiSmb has joined
05:42:47YoshiSmbi need to go to the bed.
05:42:59YoshiSmb21:35 hours.
05:43:03YoshiSmbbye
05:43:05YoshiSmb Quit ()
05:50:33raptorsam686: are you up?
05:52:02sam686sort of..
05:52:09sam686but are kindof falling asleep..
05:53:09raptorok - would you know of a way to do a master connection disconnect after a certain amount of seconds
05:53:10raptor?
05:53:12amgine1234567890im alseep tdont talk to me XD
05:54:06amgine1234567890btw raptro the patch you gave me worked
05:54:38sam686master's main loop checking for a time expiring and doing something? or client checking time on idle loop?
05:55:00raptorok, but no way to queue up a disconnect like with deleteObject?
05:55:09raptoramgine1234567890: good!
05:55:38sam686there wasn't a queue written for master side..
05:55:52raptorok, no problem... i think i can work around it..
05:55:57amgine1234567890ugh im having diffulty making hte curve i want....
05:56:32sam686but you could create a timer that counts up on main() idling loop and do something if timer went up by a specific number..
05:56:49raptoryes.. i think i found a way around it though..
05:57:20raptorok, heading to bed!
05:57:26raptorgood ngiht everyone!
05:57:26sam686night
05:57:28amgine1234567890goodniught
05:58:00sam686my clock is almost now the first 2 letters of "amgine"
05:58:14amgine1234567890lol
05:58:18sam686(am midlight 12:00 AM)
05:58:31raptor Quit ()
05:58:36sam686good night, midnight.
05:58:46amgine1234567890sam you leaving?
05:59:05sam686i am not leaving... I am falling asleep...
06:00:19amgine1234567890sam question about the level files are hey written in lua?
06:00:29amgine1234567890or are they C++
06:02:30amgine1234567890i found a problem in BF 18 (bug) if auto b;lance teams is on and theres only 1 team the game seems to add the max number of bots im not 100 sure thoughjt let me confirm it
06:02:49amgine1234567890i opened a level in the editor and all of a sudden 50 bots where added
06:03:45amgine1234567890btw are level coordiniates in polar?
06:05:07amgine1234567890i confirmed the autobot problem
06:06:06amgine1234567890if there is one player and autoblance teams is set to on it adds the max nubmer of bots
06:14:53amgine1234567890sam you here?
06:15:40amgine1234567890bye
06:15:45amgine1234567890 Quit (Quit: Page closed)
06:17:09amgine1234567890 has joined
06:17:46amgine1234567890new buig confirmed game crashes if bot grabs a energy tiem that was added by chaging the level coding.
06:19:50amgine1234567890 Quit (Client Quit)
06:51:38bobdaduck_ Quit (Quit: Page closed)
07:17:31amgine1234567890 has joined
07:18:17amgine1234567890cool fact irc chat works on the 3ds amazing ^—^
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08:14:52amgine1234567890is trolling xd
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08:42:12watusimoto has joined
08:42:12ChanServ sets mode +o watusimoto
09:09:27amgine1234567890 has joined
09:09:51amgine1234567890hi wattisimo.
09:11:50amgine1234567890 has left
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09:14:28amgine1234567890wattisimo you there?
09:19:52amgine1234567890 Quit (Ping timeout: 245 seconds)
09:21:35amgine1234567890 has joined
09:22:24amgine1234567890note irc does not work on 3ds after all lol.
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13:19:10hdon has joined
13:19:16hdonhi all :D
13:24:43hdonany devs in here?
13:24:47hdon(all devs?)
13:27:58hdonhave you guys ported oglconsole to glfw? i'd be interested in getting those changes upstream. the project is now hosted at github
13:48:44sam686never heard of glfw, so I think probably didn't port oglconsole to glfw.. We do use oglconsole with a few fixes, but we might not have updated oglconsole yet..
13:49:15sam686but i will be gone for 10 hours, later.. (other devs can help you while i am gone)
13:59:46hdonthanks sam
14:01:03hdonwell, someone thinks they ported it to glfw
14:01:41hdonthe revision 374f3059f42c from October 6 in the default branch (tip as of yesterday)
14:02:01hdonhas a new preprocessor condition #ifdef OGLCONSOLE_USE_GLFW
14:02:29hdoni wonder if maybe you guys got oglconsole from somewhere else than the original sourceforge project page and it already had that in it?
14:03:17hdonbut one thing that is quite interesting to me is
14:03:57hdonOGLCONSOLE_CREATE_PACKED_FONT which actually seems to be writing a file "packedfont.c"
14:04:01hdoni'm very curious about that :)
14:05:22hdoni have some experimental branches that i have sadly never shared with the world. i have one branch that makes oglconsole a full ANSI terminal emulator with also an API to forkpty()
14:05:55hdonand just last night when i decided to brush it off and use it for a project i decided it would be fun to add support for code page 850 and a new font
14:06:35hdonsince it seems to have at least one project that actively uses it though i'd like to assess what fixes and changes they have or want before i figure out if or how to release these other features
14:07:23hdoni've also fixed a few bugs and incorporated a few bug fixes since the sourceforge days
14:37:09watusimotohi
14:37:28watusimotoI'm kind of a dev :-)
14:37:52watusimotoand I have wrestled with oglconsole, hdon
14:38:03hdonawesome :D
14:38:09hdoni never really finished it or polished it up
14:38:19watusimotoare you the author
14:38:23watusimoto?
14:38:41hdonthe only reason i found this project was because i was going to use oglconsole in a new project and i had a copy of it with a typo in the directory name that i googled, lol
14:38:43hdonyes
14:38:51hdonbut the game looks cool :)
14:38:59watusimotothanks
14:39:08watusimotoWe did a lot with the console
14:39:11hdondo you guys just use one full screen console?
14:39:18watusimotoyesish
14:39:20hdonand where did the glfw code come from?
14:39:29watusimotonot sure -- what is glfw?
14:39:29hdonit seems like someone planned to use glfw and then didn't
14:39:35hdonidk but there's some code in there for it
14:39:42hdonit's uh... OGLCONSOLE_USE_GLFW i think
14:39:57hdonit's only used so far i think to set up key code macros for GLFW
14:40:11hdonso i wonder if someone ported it to GLFW, or started to, and then that code somehow got into your game, lol
14:40:22hdonwhen i wrote it i tried to structure it so it could be ported to platforms other than SDL
14:40:25watusimotoAny glfw work was probably done by raptor; he and I did all our console work
14:40:29hdoni had planned to port it to GLUT but i never did
14:40:45hdoni'm really curious about the "packedfont.c" file
14:40:47hdonwhat is that?
14:40:48watusimotoI'm so done with glut!
14:40:51hdonheh
14:41:02watusimotopackedfont is probably a set of font data
14:41:02hdonyeah i never really use glut but
14:41:04hdoni wanted to support it
14:41:11hdononce upon a time
14:41:18hdonwell there's some code in there that looks like
14:41:28hdonit might be writing a C source file containing a font
14:41:31watusimotoanway, I had originally planned on pushing the changes upstream, but we made a lot of changes, and it began to seem less feasible
14:41:36hdonto "packedfont.c"
14:41:39hdonso i was curious what that was
14:42:06watusimotowe fixed a couple of major bugs, though :-)
14:42:14hdonwell if you could perhaps make a diff between the version of oglconsole you started out with and your current version, it will be easier for me to see what changes you've made
14:42:18watusimotoand did a lot with the cmd history
14:42:18hdonawesome :)
14:42:30hdonyeah i saw the cmd history stuff but haven't looked closely. what did you do with that?
14:42:48watusimotoI don't remember exactly; made it work a bit like bash
14:42:58hdonoh! like... control-r and stuff like that?
14:43:08watusimotono, only superficially
14:43:18hdonah, too bad. i really like control-r in bash
14:43:26watusimotonever tried it before
14:43:36hdonso if you're in bash, or any other gnu readline interface
14:43:46hdonand you hit control-r and type a string that can be found in a previous command
14:43:53watusimotolooks like a super find
14:43:54hdonit will search backward in your command history and find the first instance of that string
14:43:57watusimotolooks good
14:44:02hdonit's really useful
14:44:06watusimotoI have a bash window right here
14:44:13hdonparticularly when you find yourself hitting the up arrow like five times in a row lol
14:44:21hdon has too many bash windows
14:44:34watusimotoso no, we didn't do that, but the command history cycles a bit like bash
14:44:54hdonhow so?
14:45:04watusimotoI don't recall -- it was a while ago
14:45:05hdoni saw wrap() is that something to do with it?
14:45:10hdonah ok
14:45:21watusimotothat's probably for wrapping long lines on the console window
14:45:26hdonahhhh
14:45:30hdonyeah that was always an annoyance
14:45:38watusimotoDonny Viszneki
14:45:42hdonthat's me
14:45:44watusimotothat's the name I was searching for!
14:46:15watusimotoso it looks like you haven't touched the project for what, 2 years?
14:46:29hdonprobably
14:46:32hdonwell like i said
14:46:37hdoni have a couple experimental branches that i never released
14:46:56hdonthe really different one is a full ansi terminal emulator with a forkpty() api
14:47:05hdoni have it running bash but it doesn't run vim very well :|
14:47:51hdoni've always wanted to create an educational game about programming so the idea of allowing the player to actually use a real operating system inside a game has intrigued me. hence the terminal emulator
14:48:02watusimotoso we probably based it off your Jan 03, 2009 code
14:48:27hdon finds a tarball on sf
14:48:38watusimotoit's on github
14:48:42hdonLOL
14:48:44hdonthis is how ambitious i was:
14:48:45hdonOGLCONSOLE is a versatile drop-down console for OpenGL applications that use SDL, GLUT, GtkGlArea, QGLWidget, and more. (Currently only SDL support is implemented.)
14:48:55hdoni wanted to implement so much...
14:48:58watusimotowe added Bitfighter support
14:49:02hdon:D
14:49:06hdonwell BitFighter uses SDL
14:49:26watusimotowell, yes, but we had to bend oglconsole to fit the bitfighter way
14:49:39watusimotowell, it was more a meeting in the middle, I'd say
14:49:42hdona big request i always used to get when i first created it was a way to customize the "open console" keyboard shortcut at runtime. never did it :|
14:50:05watusimotoso here's what I'm thinking
14:50:20watusimotothere are some fixes and improvements we made that you'd probably want
14:50:33hdonso what is it used for in the game? i almost always used oglconsole just for development purposes. debugging information could go to the console, and i could issue commands in the console to load up levels or other assets, manipulate them, etc.
14:50:40hdonyes i'm thinking that as well
14:50:45watusimotothere are some architectural changes (minor, but important) that we made that you might not want
14:50:53hdon nods
14:50:56watusimotoand I'm trying to figure out how to separate the two
14:50:56hdonhowever
14:51:10hdonthe fact that you felt you had to make those latter changes
14:51:10hdonsuggests that i may want to see them anyway
14:51:13hdonso that i can decide if there's a way to make oglconsole better
14:51:20hdonmaking people not feel they have to make such deep changes
14:51:28watusimotowell, of course you could look at them
14:51:52hdonwell if i can just get my hands on a good diff and have the opportunity to say "what about this part?" that will be enough for me i think :)
14:51:58watusimotothere are also some ongoing display glitches
14:52:15hdoni tried diffing it against my current version and it's kind of ... noisy
14:52:22hdonoh please tell me about those
14:52:36hdoni just fixed a bug last night having to do with the console flashing on the screen once when you close it
14:52:41watusimotobtw, we use it for displaying scripting logs in game, and are trying to figure out how to use to to execute scripts and such
14:52:49hdonhmm
14:52:55hdoni USED to have a bunch of example programs with it
14:53:05hdonthere was an example if you embed lua how to make it a lua shell
14:53:08hdonand python
14:53:10watusimotobut that's more a scripting issue than a console issue
14:53:31hdonwhat scripting language do you guys use?
14:53:55watusimotowhen you fill the screen with text, it looks like the texture doesn't quite match the window size, and some columns get lost or scrunched
14:54:00watusimotowe use lua
14:54:07hdonhmm
14:54:12hdoni'll try to find my old lua example
14:54:23watusimotoI had originally hoped to use the console as an interactive debugger
14:54:31watusimotobut my lua skills are not up for that
14:54:37hdonas for this bug... is there an easy way for me to reproduce it? or can you show me a screenshot?
14:54:50watusimotothat was why I imported it in the first place
14:54:56hdonembedding lua is kind of shitty the first time you do it. then you just know how to do it.
14:55:03watusimotoI can't now, but next time I see it, which will probably be tonight, I can
14:55:11hdonah ok :)
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14:55:33hdonanother thing i'm thinking about changing is...
14:55:37watusimotoas it happens I'm working on improving the stack traces for scripting errors, and that involves a lot of reading the console
14:55:43hdonright now when you resize the console
14:55:46hdonit just stretches your character's graphics
14:55:47watusimotohi raptor
14:55:58watusimotodo you remember Donny Viszneki?
14:55:58hdoninstead of resizing the console so that it can have more or less lines/columns
14:56:00raptorhi
14:56:12raptori've have been frantically reading your conversation in the logs...
14:56:15watusimotoha
14:56:19raptoroglconsole author... welcome!
14:56:23hdonhi thanks :)
14:56:29watusimotohe wants his console back! :-)
14:56:48raptoralso, i have never seen glfw before in my life... looks like it is a replacement framework for GLUT..
14:57:00hdonwatusimoto, :P
14:57:16watusimotowe're trying to figure out how to logically backport the beneficial changes we've made
14:57:19hdonraptor, yeah that's what i think it is. in either case, i was just curious if you guys needed the bit of code that mentions it
14:57:23raptoruh...
14:57:29raptorbackport our changes..
14:57:37watusimotoyes
14:57:38hdonyeah that's what i'm going to do :)
14:57:48watusimotoit's going to be complicated, I think
14:57:50hdonbut i also wanted to pick your brains
14:58:01raptorhmm.. we've essentially merged it to death with our code
14:58:06watusimotohdon: can you pastie that noisy diff you made?
14:58:17hdonto make the process go smoothly and to perhaps make oglconsole more flexible so that, had you started using it now, you wouldn't have to make such big changes to it to use it :)
14:58:22hdonwatusimoto, sure
14:58:44watusimotomust be shop class day
14:59:24hdonhttp://codebad.com/~hdon/oglconsole.c.patch.html
14:59:41raptorthey're all on 017!
14:59:47watusimotoI think noisy is an appropriate description
15:00:53hdonindeed. i think i can produce a better diff just by changing some options but
15:01:00hdoni think first i just want to find the right revision to diff against
15:03:06watusimotowell, I think this comment answers your font question:
15:03:08watusimoto// There are two fonts available: The original ConsoleFont and the alternate PackedFont,
15:03:08watusimoto> // which is a chunkier, more pixelly font than ConsoleFont.
15:03:13hdonalso i wanted to ask what OGLCONSOLE_CharEvent() was for. i think that might have been part of the port to glfw or something.
15:03:28raptori ported it to SDL2
15:03:37hdonooh, thanks :)
15:03:46hdonwhat needed changing for that?
15:03:46raptori probably added that to handle the SDL2 textinput API...
15:03:59hdonohhhh
15:04:08hdoni remember seeing that discussed on the mailing list
15:04:13hdonat least
15:04:23hdonwhen people were talking about how to solve text input challenges in SDL
15:04:33hdondidn't have time to stick around and see the result though :(
15:04:57raptorbefore with SDL1.2 you had a key pressed event with a way to grab the unicode character
15:05:18hdon nods
15:05:19raptorbut with SDL2 they are separate events: key press is different than text input
15:05:31watusimotohere is what I'm going to suggest
15:05:40watusimotoas the most practical way forward
15:05:43hdoniirc the purpose was to support various i18n functions that each windowing environment offers
15:05:44raptorso i had to figure out how to handle that in our code as well as adapt the console
15:05:53hdonand other accessibility technologies i guess
15:06:03watusimotolooking through this diff, there is no way to go back
15:06:04hdonseems like a good idea
15:06:20raptorwatusimoto: looks like we added the console with changes in it already...
15:06:29hdonwatusimoto, dont' bother looking too hard, i think i already have a good idea of what all the changes are
15:06:34hdonafter talking with you :)
15:06:36watusimotoI would suggest creating a small project that uses a console
15:06:45watusimotoand just use our code as a starting point
15:06:52watusimotoand see what you like and what not
15:06:58hdonhmmmmmmmmm
15:06:59hdona capital idea i think
15:07:09watusimotobecause we started working around when you stopped
15:07:29hdoni got a job and got too busy for it :(
15:07:42watusimotothe only real question is whether Wouter Reckman's changes need to be incorporated
15:07:42hdonbut now i am very unemployed so i have plenty of time
15:08:15watusimotoyou only have 6 merges since 2009
15:08:16hdoni think i received a couple patches from him but my git revision log only mentions him once, so i think i only committed one of his changes
15:08:21watusimoto2 are removing dead code
15:08:33watusimotoone is adding a function (that we may have also added)
15:08:50watusimotoone looks somewhat trivial
15:09:01watusimotoand the remianing two can't be that bad
15:09:27watusimotoa lot of our game-specific changes were marked as such
15:09:32watusimotothough less so as time passed
15:09:42watusimotobut we did the big ones early
15:09:53hdon nods
15:10:26hdonif you don't know what the packedfont.c thing is i'd suggest removing it, the file never gets written, and probably your game doesn't depend on source code and recompiling in order to include the output file packedfont.c
15:10:35hdon"never gets written"
15:10:37hdoni mean never gets read
15:10:43hdononly written
15:10:54hdonthe only way it gets read is by the compiler
15:10:57watusimotopackedFont is our alternate font, I think
15:11:05hdonwell you may have a font file called packedfont.c
15:11:23hdonbut it does not seem to me that this functionality of the game *writing* to a file with that name has anything to do with it
15:11:27watusimotoI figured this all out once
15:11:31hdonunless your game is also a font studio :)
15:11:38watusimotoand have almost entirely forgotten
15:11:41hdonand if your game is a font studio i really want it :)
15:11:49watusimotonot really!
15:11:53hdonbit rotten happens first in the brain :P
15:11:55hdonbit rot*
15:12:17hdoni'm surprised i was able to successfully make as many fixes and changes as i did last night in just a couple hours
15:12:29hdonit's probably easier for me to remember it
15:12:42hdonbecause wherever my memory fails me, i can resynthesize the thought process that went into it
15:12:58hdonoh i forgot about
15:13:04hdonTNL_OS_MOBILE
15:13:06hdonwhat's that macro do?
15:13:25watusimotothat's for our not really working port to android/ios
15:13:28hdonit's in a "BitFighter specific block"
15:13:31hdonahh
15:13:46hdoni don't like touch arcade games
15:13:47watusimotoAnything with TNL is a macro from our networking library
15:14:11hdonarcade games were made because we had joysticks and buttons. touch screens don't have those things and i don't like their emulations :(
15:14:19watusimotonope
15:14:30hdonbut....
15:14:36hdonmaybe you could tilt to set your ship velocity
15:14:40hdonand touch to aim/fire
15:14:48watusimotofirst it needs to run
15:14:53raptorok, i'm off to work...
15:14:53hdonah, yes
15:14:58watusimotolater!
15:14:59hdonnice meeting you raptor
15:15:03hdonthanks for porting oglconsole again :)
15:15:06raptori'll be back, don't worry :)
15:16:05hdonmicrosoft has deprecated fopen() and vsnprintf() ??
15:16:18raptori think watusimoto did most of the legwork, i just made the code uglier..
15:16:31raptorok, back soon..
15:16:32watusimotoI'm not sure; sometimes you just want it to shut up
15:16:37hdonlol
15:16:59raptor Quit ()
15:17:23hdonmaybe i should get up to speed with SDL2
15:17:38hdonbut... for my current project i have no problem just using SDL 1.2.x
15:17:46hdonis SDL2 just the name for SDL 1.3?
15:18:03hdonSDL 1.3 was the big change coming when i was still active on the SDL mailing list
15:19:08watusimotoI'm not sure about the history, but I would suggest moving to sdl2 when you can. lots of bugfixes and improvements
15:47:15morozowdmitry has joined
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15:49:44morozowdmitryhi, watusimoto
15:49:53watusimotohi
15:53:50morozowdmitryi've already made something, where can i demonstrate it?
15:54:29watusimotowill it run on Mint?
15:54:34watusimotoIf so, I can try it here
15:55:05watusimotoit should, as you said this would support gnome
15:55:27watusimotootherwise, raptor can check it out when he gets back
15:55:48morozowdmitryprobably yes. it requires PQT4
15:56:38morozowdmitryGtk StatusIcon doesn't work properly in KDE and Unity
15:56:49morozowdmitryso i used PQT4
15:59:03morozowdmitrycan i send the file by e-mail?
15:59:59watusimotoyes -- watusimoto@bitfighter.org
16:01:39morozowdmitryi'll improve it a bit, and will send it to you soon. is it ok?
16:01:58watusimotogreat
16:04:04morozowdmitryok, bye
16:04:15morozowdmitry Quit (Quit: Ex-Chat)
16:05:30raptor has joined
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16:06:00raptorhello!
16:06:38watusimotohi
16:06:52raptorpyQT4
16:06:55raptorgreat!
16:07:13watusimotois your kid playing on the keyboard again?
16:07:20raptorhehe
16:07:35raptorthat's what the linux notifier used
16:07:40raptoruses
16:07:48raptoraccording to moozowdmitry
16:07:54raptori buchered that..
16:11:22raptorlooks like sam686's server died..
16:13:00watusimotooddly, last night I was having problems connecting to the master
16:13:08watusimotoI kept getting id collisions
16:13:17watusimotowhich are never supposed to happen
16:13:34raptori've had that happen to me 2 or 3 times in the last year or so, too
16:13:43watusimotostrange
16:13:54raptoralso Little_Apple said he was having the same problems over and over again one night
16:14:03raptorwas in the summer, it hink
16:14:04watusimotowhen I coded that, I thought I'd never see the message
16:14:15watusimotoso maybe somehting is not as random as it should be
16:14:43raptori ran into the code the other night - it was based on the player name, i think
16:15:32hdon tries to build bitfighter
16:15:40LordDVG Quit (Remote host closed the connection)
16:17:02hdoni'm using revision 374f3059f42c from Sat Oct 06 01:00:36 2012 +0200
16:17:12hdoni got some stl-related error messages. horay.
16:17:19hdonduring linking, even
16:17:27raptorhdon: what OS?
16:17:33hdongnu/linux
16:17:58hdong++ 4.4.3
16:18:36raptorwhat are the errors?
16:18:49raptor(use http://pastie.org or similar)
16:21:32hdonraptor, very bottom (obviously) http://pastebin.mozilla.org/2045493
16:21:52watusimotowhy are you building with an october codebase?
16:22:05hdonuh... that's what i got when i cloned, so i thought it was the latest
16:22:08hdon looks
16:22:17raptoroh haha, yeah - you'll need to apply the following patch
16:22:18watusimotolatest would be from yesterday or so
16:22:24hdondid you guys leave google code?
16:22:27watusimotono
16:22:31hdonwhen i hg pull
16:22:35raptorhttps://build.opensuse.org/package/view_file?expand=1&file=bitfighter-fix-global-static-assert.diff&package=bitfighter&project=games
16:22:36hdoni get nothing out of it
16:22:47hdoni'm in default branch
16:22:55hdon clicks
16:22:58watusimotoweird
16:23:06raptormaybe that's the 018 release?
16:23:13raptorno no, we released after that..
16:23:30hdonraptor, seems like the asserts are broken and i can just work around that by preprocessing them out?
16:23:36raptorhuh, maybe check the pull URL in bitfighter/.hg/hgrc
16:23:38watusimotohttp://code.google.com/p/bitfighter/source/list shows the most recent checkin less than 24 hrs ago
16:23:41hdonjust looking at the patch and nothing else
16:23:55hdonhmm
16:23:58hdoni knew that, deep down
16:24:00hdon figures out what's wrong
16:24:05hdondefault = https://code.google.com/r/vittoriogiovara-bitfighter-again/
16:24:11raptorwrong!
16:24:11hdoncan you guys hg paths and tell me what it says?
16:24:14hdongah!
16:24:24raptorthat's koda's experimental iOS branch...
16:24:26watusimotohg clone https://watusimoto%40bitfighter.org@code.google.com/p/bitfighter/ 
16:24:41raptorhdon: default = https://bitfighter.googlecode.com/hg/
16:24:48watusimotothat's why it won't build!
16:24:51hdonok watusimoto i'll just need your authentication credentials
16:24:54hdon:P
16:24:57watusimotooops
16:25:10raptoryeah, i cannot guarantee koda's clone compiles...
16:25:12hdon pulls from new location
16:25:18hdonit has about
16:25:23hdonten billion warnings
16:25:29hdon(the last build i tried)
16:25:35raptorgetting better then! :)
16:25:37hdonbut no errors except the linker problem
16:25:55hdonbut... my C++ is rusty i wouldn't want to try to start remembering how to troubleshoot a linker error
16:26:03hdonwith templates involved
16:26:10raptoryeah, i gave you the fix..
16:26:19raptorand it only took me 4 weeks to figure out
16:26:51watusimotois it _that_ fix?
16:26:54hdonok i cleaned and am rebuilding
16:26:57raptoryeah...
16:27:05watusimotothat's not in the codebase?
16:27:08raptorit is!
16:27:21raptorjust not in october
16:27:28hdonraptor, that doesn't look like a fix it looks like a work-around
16:27:57hdon shrugs
16:27:58watusimotocheckout the latest and build that!
16:28:06raptorwell, technically - that's how it was originally until i figured out how to do compile time asserts
16:28:10hdoni'm doin it
16:29:10hdoni once wrote a C++ header that used templates to address individual i/o pins on an msp mcu...
16:29:18hdonno more templates!
16:30:00hdon attempts to justify his cowardice with moral indignation
16:30:08hdons/justify/cover up
16:31:06hdonit linked
16:31:13raptorgreat!
16:31:22hdonshould i make install or just run it?
16:31:49hdoni tried running it and the lua interpreter could not be configured
16:31:59hdonand it can't find my sounds
16:32:01hdonhmm
16:32:04hdonit's looking in /usr/share
16:32:15hdoncan i configure with a --prefix=/usr/local ?
16:32:29raptorah
16:32:30raptorwell..
16:32:39raptorsort of
16:33:12raptorwhat distro?
16:33:20raptorwe don't have a 'make install'
16:33:46raptorjust go into the exe/ folder and soft link all ../resource/* directories
16:33:51raptorand run the binary from there
16:34:19raptorif you're looking for an installation, then you can check out various packages for the game..
16:34:37hdonoh
16:34:43hdonbut
16:34:47hdonit clearly looked in /usr/share
16:34:55hdoni'll follow your instructions :)
16:35:27raptorit sure did - it makes a best guess if no resources are found, and since i'm the Linux maintainer, my distro defaults to /usr/share... :)
16:38:22hdonraptor, does my cwd matter?
16:38:50hdonhttp://pastebin.mozilla.org/2045498
16:39:37raptorshouldn't matter...
16:39:42raptorodd, no libmodplug?
16:39:54hdonugh, i didn't notice i needed it
16:40:11raptorok do the following: rm -r ~/.bitfighter/
16:40:15hdonis it trying to fall back to wav files when the mods aren't there?
16:40:22hdondone
16:40:23raptorremove the home preference directory
16:40:27raptorok, now re-run
16:40:52raptor(and install libmodplug if you want music)
16:41:03hdonidentical output. ENOENT lua_helper_functions and game will proceed without sound
16:41:13hdonand console lua interpreter doesn't exist aborting environemnt setup
16:41:24raptorthat's just because i cannot find your script/ folder
16:41:33raptoruhh
16:42:04raptoris your ~/.bitfighter folder have the resources in it?
16:42:06raptor*does
16:43:56hdoni would guess not let me look
16:44:01hdoni symlinked them into exe like you said
16:44:11hdonit's in the pastebin see if i did it right
16:44:19raptoractually, you can just create a standalone version: in the exe folder do: touch .standalone
16:44:30raptoryou did it right, but maybe you found a bug in something...
16:44:41hdonat least it wasn't in my coffee
16:45:12hdonaccording to apt i already have libmodplug installed
16:45:45hdon/usr/include/libmodplug/modplug.h etc.
16:46:01raptordo: ldd ./bitfighter
16:46:05raptoron the executable
16:46:13raptortell me if there are an 'not found' s
16:46:20hdonwell
16:46:26hdonok
16:46:53hdonwouldn't the linker have cried already when i was linking? if you guys use dlopen() it won't show up here anyhow
16:47:01raptorles
16:47:02raptoryes
16:47:05hdon libmodplug.so.0 => /usr/lib/libmodplug.so.0 (0x00007f5a9404c000)
16:47:45raptorso why is it loading libmodplug.so.1?? weird..
16:48:28hdonoh, i didn't even notice that. i wanted to make it find its assets first
16:48:33hdoni'll deal with libmodplug next
16:48:37hdonlet's make it find its wavs
16:49:03raptoryou can add a file '.standalone' in the exe folder to do that
16:49:26raptormy guess is you did a release, not debug, build
16:49:46raptormake debug
16:50:12raptorrelease builds require setting the LINUX_DATA_DIR
16:50:28raptor(see config.h)
16:51:01hdonraptor, sorry i didn't try your .standalone thing
16:51:03hdonit worked
16:51:06hdoni hear music even
16:51:10raptoryay
16:51:16hdoni bet, raptor
16:51:21hdonthat if i do strace on ldd
16:51:29hdoni will see that it too tried to open libmodplug.so.1
16:51:30hdonand failed
16:51:33hdonand then found libmodplug.so.0
16:51:39raptortry it
16:53:58hdonwill in a second, phone, brb
16:56:51raptorwatusimoto: I have a leaky head gasket on my car (so antifreeze is leaking); and the mechanic said the $1200 repair job wouldn't be worth it given the age of the motor
16:57:07watusimotoouch!
16:57:08raptorsoo... any ideas? (i know, not Bitfighter related...)
16:57:35watusimotorefactor it!
16:57:47raptori'd need a proper IDE..
16:58:04watusimotoI assume you are not up for doing it yourself
16:58:11watusimotohold, on, boss wants to chat...
16:58:13watusimotobrb
16:59:53raptori could set aside time to do it myself - i'm generally good with my hands, i have tools, i have the $25 car repair manual.. but i don't have anything to lift the car or the skill to make any new parts fit old parts with metal cutting...
17:01:50hdonraptor, i recommend going to a scrap yard to find a part that fits but is in working condition
17:01:58hdonif you don't want to be trying to make two unfitting parts fit
17:06:54raptora new head gasket set only costs 50 - 70 dollars!
17:08:48hdonit's just a flat piece of steel
17:09:11hdon laments how even car technology prices are inflated by weak consumers
17:09:22raptorha
17:49:06watusimotowhew
17:49:47watusimotothe gasket itself is cheap, but there is a lot of stuff to get out of your way
18:06:34watusimoto Quit (Ping timeout: 248 seconds)
18:27:00kaenpretty good log this morning, #bitfighter
18:27:03kaeninteresting read.
18:27:10raptortook forever..
18:27:52kaentrue that
18:29:12kaenraptor if you don't even have a jack I can't recommend replacing your own head gasket.
18:29:22kaenit's not really a diy thing for most cars
18:30:02kaenyou're likely to end up with a pile of disassembled engine parts, which is harder to sell than a assembled engine parts.
18:30:15raptorno? do you have some experience? i imagine that there is a lot of labor involved, and lots of parts...
18:31:48kaenI do a little bit with my own car, and my dad has worked on cars for like 25 years
18:32:04kaen(as a hobby)
18:32:09kaenhe still doesn't replace his own head gaskets.
18:32:51raptoroh really..
18:33:00raptorthey must be pretty gnarly, then
18:33:10kaenit took the two of a us a whole weekend to move all of the parts out of the way on my old camaro
18:33:29kaenjust for him to demonstrate to me why we were parting the car out instead of fixing it
18:33:39raptorha!
18:34:18raptorok, so it's an inordinate amount of work..
18:34:28raptorwell, now what to do
18:35:36kaentry to find someone who wants to fix it :)
18:35:50kaenis it an expensive one?
18:37:08raptorthe mechanic (who's been decent over the years) said it would be $1000 to replace + $200 to have the machinist make sure it fits just right
18:37:25raptori asked him if he said the work was worth it, and he said no
18:37:40raptorthe car is so old anyways (it has 150,000 miles)
18:37:48raptoralmost 20 years old
18:40:58raptorunless that wasn't your question? maybe i misunderstood..
18:45:25hdondoes bitfighter support IPX?
18:48:28raptorTNL does... but i've never actually seen it run on IPX...
18:48:51raptorwe need to update TNL to support ipv6 some day... but that's going to be a beast
18:49:00hdonwhere did TNL come from?
18:49:07hdonwhy will it be such a beast?
18:49:08raptorTorque Network Library
18:49:25raptorthey open sourced their first iteration of it several years ago
18:49:39hdonah
18:49:46raptoripv6 handling will require a lot of new code/refactoring/research
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18:51:17hdonthat seems odd
18:51:25hdonthey really aren't that much different
18:51:38raptor32 bit vs 128 bit?
18:51:45raptorthat seems pretty different to me...
18:51:53hdonyou mean the address size?
18:51:59hdoni don't think that really matters
18:52:22hdonTNL appears to even give you classes to abstract you away from things like IP addresses and perhaps datagrams as well
18:52:38hdonwhich means not having to change game code probably, though the datagram payload size might be an issue
18:52:43YoshiSmbhi. it everything is ok?
18:52:47raptorpart of the problem is that TNL uses old deprecated interfaces for ip4
18:53:07raptornone of which work for ipv6
18:55:03hdonon... windows you mean?
18:55:08raptoran linux
18:55:12raptor*and
18:55:27raptori should say *NIX
18:55:37hdonif you know, which APIs are deprecated that it uses?
18:55:46hdonon linux
18:56:02raptorlooking quickly..
18:56:17bobdaduck has joined
18:56:42raptorgethostbyname() is the one my packaging system complains about, and it uses a different struct for net data
18:56:57raptorgetaddrinfo() is supposed to be the replacement
18:57:03raptorbut i haven't had time to do that much research
18:57:18hdonah, yeah
18:57:26hdonidk, it doesn't seem like a very big deal to me
18:57:49bobdaduckGoodmorning, gentlemen.
18:57:52hdonon linux at least
18:57:53hdoni don't know about other platforms
18:58:33raptorhdon: we'd have to make sure it works on all platforms - it's a lot of research for me (since I'm not too familiar with the IP* code) and I don't have the time at the moment..
18:58:37raptorhi bobdaduck
18:58:46bobdaduckCan we have the google design another in-editor tool, like the curve tool? (Hotkey is like ctrl-; or something)
18:59:04bobdaduck...Granted, I don't even have anything in mind. But still.
18:59:15raptorbobdaduck: please rephrase your question, i do not know what 'the google' is
18:59:41raptoroh
18:59:48raptoryou mean the Google Code-In students?
19:00:06bobdaduckYeah sure that.
19:00:09bobdaduckThe google guys.
19:00:16raptorGCI students...
19:00:32raptorhmm... a plugin should be too hard...
19:00:42raptor*shoudn't
19:01:02hdon"google summer of code," "google code-in"... somehow "code-in" sounds a lot like "shut-in"
19:01:43bobdaduckThe google guys.
19:01:44raptorGCI is almost over, i think next week is the last..
19:01:50bobdaduckOkey
19:02:44bobdaduckOut of curiosity, how did they get their projects?
19:04:15raptorwe are part of a 'mentoring orginazation' and we put up some tasks to do
19:04:45raptorthen the students from all over the world who sign up with Google can choose an organization and task to do through a website Google has set up
19:05:07bobdaduckThat's cool.
19:05:14raptorher eis the site: https://google-melange.appspot.com/gci/homepage/google/gci2012
19:05:31raptorshadowX.loner is on!
19:05:55bobdaduckI'm at work!
19:05:58bobdaduckTell him Hi for me.
19:08:11ShadowXLoner has joined
19:08:24bobdaduckNevermind I'll tell him myself.
19:08:28bobdaduck"Hi shadow!"
19:08:37ShadowXLoner'Sup ya'll?
19:08:42raptorhello hello
19:08:43ShadowXLonerLong time no see.
19:09:44ShadowXLonerHow's Bitfighter been doing in my absence?
19:13:25ShadowXLonerOpti still a loveable nuisance?
19:14:27raptori don't think i've seen him in a game for a while...
19:15:06ShadowXLonerI haven't seen many people in a game for a while :D
19:15:42ShadowXLonerI'll be back later guys. Got life shit to do.
19:16:04raptorlater
19:17:23kaenpfft. life.
19:17:52raptoreat, drink, breathe bitfighter!
19:17:54kaenraptor, I've been having the craziest problem
19:18:03raptoruh oh..
19:18:09kaenwhen I join a game, I never finish connecting.
19:18:18kaenit just hangs right where the connection should complete
19:18:21raptorwith the current code?
19:18:22kaenlatest hg
19:18:25kaenoh
19:18:26raptorhmmm...
19:18:29kaenbut here's the thing
19:18:44kaenworks fine with a stock clone. only my swarm clone has the problem
19:18:45kaenbut
19:18:56kaenI have checked and double and triple checked the code
19:19:08kaenand I can not find anything that would cause the behavior
19:19:16kaenit's an assertion
19:19:25raptorbit size problem?
19:19:34kaensomething to do with an invalid name or something
19:19:37kaenlet me find it
19:20:10kaen(fixed gdb freezing, btw: it was fglrx's fault)
19:20:15raptorha!
19:20:21raptorwhat driver are you using now? radeonhd?
19:21:39kaenzap/gameConnection.cpp:87
19:21:45kaenjust radeon
19:21:47kaenafaik
19:22:04kaen86 TNLAssert(mClientInfo->getName() != "", "Client has invalid name!");
19:22:40raptorah that - i've triggered that when i've connected *without* supplying a username to master
19:22:53kaenhuh
19:23:09kaenlet me see...
19:23:33raptorbut it doesn't have to do with connecting to master exactly, rather that the game has no username and therefore cannot fill out the clientInfo properly
19:24:02YoshiSmb Quit (Ping timeout: 245 seconds)
19:24:28kaensorry I mixed up my bugs
19:24:50kaenthe assertion I fixed by editing my config file back to normal....
19:25:03kaenand now I'm getting the actual hang on connection to a server
19:25:18raptoryeah, i'm no entymologist either...
19:25:38kaenhaha
19:28:58raptori've had that hang when there is a protocol mismatch
19:32:04kaenoh boy.
19:32:23kaenalright that makes sense.
19:32:32raptorso if you add/remove an s2c or c2s anywhere, you need to change the protocol number
19:32:40kaenooph
19:32:41kaenthat's it then
19:32:43raptorOR...
19:32:45raptorwait
19:32:48raptorthere is a workaround...
19:32:51kaenokay
19:33:12raptorsee what sam686 did here: http://code.google.com/p/bitfighter/source/detail?r=6c32224282337a806341fdadec1dbdabd80891f1
19:33:45raptorsee that ', 1' at the end there?
19:33:59raptorif you increment that for the RPC, it will work for the current protocol
19:34:15raptorso for instance if the highest number in other RPCs is 1 then you use 2
19:34:22raptorbe back soon - meeting...
19:34:28kaenk tahnks
19:34:29kaenthanks.
19:37:27kaennow that I think about it, there's no reason to care about this bug at all
19:37:47kaenI can't join release servers in my experimental branch... no surprise there
19:38:02kaen(not even really a bug)
19:45:34bobdaducklol
19:48:50bobdaduckkaen teach me how to rogue
19:49:54kaendaggers
19:49:59kaenare you daggering hard enough?
19:50:15kaenwield one until you get up to expert
19:50:22kaenyou can throw like 5 daggers per turn at that level
19:50:29kaenthen make a stack of enchanted daggers
19:50:45kaenif you have good luck and a stack of +4 or +5 daggers, the game is easy
19:51:03kaenalso, rogues are super duper squishy for a melee class, so get your AC down fast
19:51:11kaendo you know about dwarven mithril?
19:51:53kaenanyway, try to pick some up from the mines
19:52:16kaen(I assume you know to get lots of armor anyway, but it's really important for rogues)
19:52:40kaenaaaand that's pretty much the early game
19:53:02kaenalso, you'll probably need to spam elbereth a ton
19:53:21kaenthat's kind of the difference between ascending characters and just dying a lot.
20:03:51bobdaduckSorry was afk
20:04:03bobdaduckWhat about dwarven mithril?
20:04:19bobdaducklol yeah, elbereth.
20:05:12bobdaduckSee, I pretty much have only ever ascended based on finding an early wish.
20:05:30bobdaduckNot enough to be a level 1 suicidal fountain quaffer (usually) but still.
20:05:42bobdaduckI tend to not do well unless I have top-tier equipment.
20:06:52kaensee, real nethack strategy is basically "how do I get to the castle"
20:07:02kaen(where you get at least three wishes
20:07:03kaen)
20:07:38bobdaducklol
20:07:43kaend mith is the best armor after DSM
20:07:45bobdaduckDig for victory!
20:07:49kaenyeah.
20:07:54kaenthat's what Maud does
20:08:05bobdaduckYou know of dig for victory?
20:08:06kaenmost of his ascensions are arcs
20:08:09kaenyes.
20:08:10bobdaduckI read it somewhere and laughed.
20:08:22bobdaduckarcs?
20:08:32kaenarcheologist
20:08:41bobdaduckohright.
20:08:42bobdaduckxD
20:09:08bobdaduckSo what do you do?
20:09:49kaento ascend?
20:09:55kaenit's a long process.
20:10:19bobdaduckWell, yeah.
20:10:27bobdaduckHelp me figure out early game.
20:10:43bobdaduckI usually do fine until a leocrotta appears and kills me in one hit.
20:11:38kaenbut in order of importance: good gear (AC <= -1), escape items, MR, reflection or a BoH, some source of perma E
20:11:52kaenat AC -1 you start reducing the amount of damage you take
20:12:02kaeneverything above that just makes it more likely to miss
20:12:36bobdaduckAh, didn't know that.
20:12:43kaenAC is the silent killer
20:12:53bobdaduck(what's BoH?)
20:12:58kaenbag of holding
20:13:09kaenpretty much essential in your ascension kit.
20:13:09bobdaduck(and perma E?)
20:13:15bobdaduckOh right.
20:13:18kaenwand of fire or lightning
20:13:24kaento burn Elbereth onto a tile
20:13:24bobdaduckI don't know these acronyms is all
20:13:40kaenMR is magic resistance
20:13:44bobdaduckah.
20:13:51kaenyou also need MC 3, but that's covered in "good gear"
20:13:55kaend mith provides MC 3
20:14:24kaenyou might want to learn about magic resistance vs magic cancellation
20:14:36bobdaduckMC is like... Makes you less likely to get stoned by a cockatrice and stuff?
20:14:51kaenand stuff.
20:15:00kaenMR is more for immediate attacks
20:15:12kaenMC has three levels, MR you either have it or don't
20:15:18kaenand also there's Reflection
20:15:26kaenwhich protects your items
20:15:29kaenand stuff.
20:15:33bobdaduckRight
20:15:43kaenalso saves you from gazing monsters
20:15:45bobdaduckI usually get silver dragon scale mail and a cloak of magic resistance.
20:15:52kaenthat's the gold standard of gear
20:16:05kaenalthough some quest artifacts give MR, which is sweet
20:16:16bobdaduckYeah
20:16:23kaenalternatively, GDSM and a "oReflection
20:16:24bobdaduckBut the wizard steals quest artifacts
20:16:34bobdaduckI DO NOT KNOW ACRONYMS.
20:16:37kaennot frequently
20:16:38bobdaduck:P
20:16:46kaengray dragon scale mail
20:16:53bobdaduckOkay
20:16:54kaenamulet (") of reflection
20:17:04bobdaduckah
20:17:04kaenthey're pretty intuitive
20:17:11bobdaduckOn my phone I play with a tile set >.<
20:17:14kaenoh
20:17:20kaenthen they will not be...
20:17:30bobdaducklol
20:17:41kaenyou should join #nethack
20:17:46kaenthey'll teach much better than I can
20:17:56kaenyou'll get waaaaaay more advice than you want, I promise
20:18:28bobdaducklol
20:18:36kaen(there are 275 people in there right now)
20:19:27bobdaduckholy people.
20:19:30bobdaduckxD
20:19:38bobdaducklol
20:19:55kaensee what I did there?
20:20:12bobdaduckYeah
20:20:20bobdaduckwall of text incoming
20:20:45kaenno, you'll have to strike up a real conversation
20:20:49kaentell them what you've tried
20:20:53kaendescribe a specific problem
20:22:21bobdaduckWell, they seem congenial.
20:23:17kaenthey're a nutty group
20:23:35kaenamong them are PhDs of mathematics and fellows at MIT
20:23:52kaenmany are programmers too.
20:25:30bobdaducklol
20:36:07raptorso tell me, what is a good interface for nethack?
20:36:10raptorthe original?
20:36:53bobdaduckI play it on my smartphone using a tileset
20:37:01bobdaduckI actually have a hard time playing it on the computer now
20:38:00bobdaduck@kaen: What is "rodney" on #nethack?
20:38:12bobdaduckIt seems like a bot but its reporting on peoples deaths and stuff
20:44:42kaenit's a bot
20:44:49kaenreporting on people's deaths and stuff
20:45:01kaenonly people who are playing on the server
20:45:23kaenraptor, I find it unplayable without a keyboard
20:45:53kaenmost people find in unplayable without "tiles" (little pictures instead of the usual letters)
20:46:16kaenwhen I play I use a terminal with a massive font size at full screen
20:46:43bobdaducklol
20:46:46kaenbut I have a 16:9 screen, so that helps
20:46:54raptoraach, does it require root? i think my nethack package is broken...
20:47:04kaennot supposed to
20:47:05bobdaduckI played the original rogue
20:47:08bobdaduckthat was fun.
20:47:12kaenunless you're playing in wizard mode
20:48:02Watusimoto has joined
20:48:07kaenwait, I remember this from somewhere. I used a distro once where I had to like setuid the nethack binary
20:48:30kaenit had something to do with a debian policy
20:50:35kaenraptor, if you telnet to nethack.alt.org you can play without installing anything
20:50:39kaenalthough I think you have to register.
20:52:19bobdaduckkaen can I play with tiles on Nao?
20:53:06Watusimotohi
20:53:50Watusimotoso raptor: my thoughts... buy a new car
20:54:08Watusimotoor, better, a good used car
21:00:45kaenbobdaduck, yes but I forget how
21:01:26kaenbobdaduck http://junction404.com/#ebonhack
21:02:14bobdaduckThe flash client is weird
21:02:27bobdaduckand pressing down doesn't make the character go down
21:02:45bobdaduckand up doesn't make the character go up
21:03:02bobdaduckIts treating up as a 'T'
21:20:27raptorexcept i'm a poor college student again...
21:31:42kaenbobdaduck, you need to use vikeys
21:31:45kaenhjkl
21:31:50kaenyunm
21:33:07kaenthat looks like gibberish now that I read it... http://nethackwiki.com/wiki/Vikeys
21:37:53bobdaducklol
21:37:56bobdaduckIts fine
21:38:02bobdaduckEbonhack works
21:55:20raptorWatusimoto: i figured out how to open an anonymous connection and close it again after it performs an action... but you might not like it
21:55:35raptori used a callback
21:55:35Watusimotouh oh
21:55:44raptorwith really funky syntax
21:55:49Watusimotooh brother
21:56:35Watusimotofunky like this? http://www.youtube.com/watch?v=5CImrIKNmBo
21:57:13bobdaduckFunky like funkytownnnn
21:57:22raptori can't believe i'm watching that...
21:57:40bobdaducklol
21:59:14raptorusing syntax here: http://www.newty.de/fpt/fpt.html
21:59:25raptorspecifically 2.1 and 2.5
22:00:12raptortypedef void (MasterServerConnection::*callback) ()
22:00:43raptorthen in the connection: (*this.*callback)();
22:01:54Watusimotowhat ultimate design did yo settle for? caller explicitly requests motd, then terminates when it gets it?
22:02:14Watusimotoor server just sends it on connect?
22:03:10raptorthe first
22:03:19raptorcaller sets callback of c2mRequestMOTD
22:03:38raptorthen in m2cSetMOTD, it disconnects if it was an anonymous connection...
22:04:00bobdaduckArg kaen, these tiles are SLIGHTLY different than what my phone uses. A dagger has the look of an athame, for example
22:04:02raptorit would be cleaner to disconnect in the same block as calling the callback
22:04:15raptorbut it disconnects before the response it gotten from master...
22:05:00Watusimotooh -- would be cleaner to do c2mRequestMotd(); disconnect()?
22:05:07raptorcorrect
22:05:15raptorbut it disconnects too quickly
22:05:35Watusimotobut you need to do c2mRequestMotd().... wait... then in m2cHere'sMotd() you do the disconnect
22:05:44raptorcorrect
22:05:49raptori was hoping for some disconnect(1000), or the like, but it doesn't really exist
22:05:58Watusimotothat would be hacky too
22:06:03raptorheh, so true
22:06:22Watusimotowhy not create a m2cSendMotdAndDisconnect() method
22:06:32raptori do...
22:06:33Watusimotowhere does the callback come in?
22:06:34raptorsort of
22:06:50raptorin m2cSendMotd, it calls terminateIfAnonymous()
22:07:05raptorthe callback comes in onConnectionEstablished
22:07:18raptorit runs the callback there
22:07:36raptorso theoretically a callback can be used on any type of connection, anonymous or not
22:07:51Watusimotowhat does that callback do? request the motd?
22:07:54raptoryes
22:08:09raptorbut the trick is to add my terminateIfAnonymous() method to whatever method you want to disconnect on
22:08:23Watusimotooh, because different connections could be establisned and would all call onConnEst
22:08:36raptoryes
22:08:40Watusimotoand only one sort needs to call getMotd
22:08:44raptoryes
22:08:57Watusimotoso let me ask this
22:09:01Watusimotois this worth it?
22:09:02raptori am trying my hardest to make the code useable for future case scenarios
22:09:05raptoryes, well...
22:09:13raptori learned some funky syntax!
22:09:33raptorthis is all in preparation so we don't need UINameEntry on start up
22:09:44Watusimotoyes, I know
22:10:04Watusimotobut we are taking a relatively clean system and making it rather complex and convoluted
22:10:37Watusimotowhat about going back to the idea of retrieving the MOTD via independent channels (such as HTTP)?
22:10:55raptoryes...
22:11:11Watusimotoand not trying to overload a system designed for building persistent connections in this way?
22:11:25raptori thought we settled on anonymous master connections for some reason, but now i don't remember why...
22:11:39Watusimotowe did
22:11:43Watusimotofor a couple of reasons
22:11:56Watusimoto1) use common port
22:12:05Watusimoto2) we have no http capactiy currently
22:12:11Watusimoto3) code reuse
22:12:19Watusimoto4) we didn;t realize how ugly things would get
22:12:29raptorah yes - we'd have to code http GET, etc..
22:12:43Watusimotowell, we could build in curl
22:12:56raptoryes - but then i'd have to get that compiled on windows..
22:13:07Watusimotowe already do, for the updater
22:13:12raptorreally??
22:13:15Watusimotoyes
22:13:23Watusimotothat's how we get the .exe
22:13:36WatusimotoI'm 99% sure
22:13:44raptorit doesn't use it's own home-grown stuff?
22:13:47raptorhuh
22:13:56WatusimotoI don't think so
22:14:19Watusimotoverifying now
22:14:46Watusimotowe use libcurl
22:14:55Watusimotowe have a dll
22:15:06raptorwhat
22:15:14raptorstatically linked or distributed?
22:15:57WatusimotoI am not sure... all the source is there as well
22:16:36Watusimotothere is a libcurl.dll in the bitfighter/updater folder
22:16:38raptorhuh
22:17:10Watusimotooh, and 5) we didn;t want the additional dependency of a web server
22:18:01Watusimotobut how important is it to get the login name off the initial screen?
22:18:23Watusimoto(when comparing designs, you always need to include the no-build option)
22:18:39raptorwhat really makes it all complicated is the 'system designed for persistent connections' i.e. that curse`d Game::checkConnectionToMaster() method in the idle() loops....
22:18:49amgine123456790 has joined
22:18:57Watusimotohow so?
22:19:19Watusimotowe could possibly get rid of that if that were the problem
22:19:29amgine123456790hi wattisimo did you see my post.
22:19:40Watusimotohi amgine123456790 ???
22:19:53raptorbecause it's constantly checking to make sure it is connected, if not it tries to reestablish the connection; it also has loads of other checks all with loop-aware logic
22:20:37Watusimotowhat if we added a "if notSupposedtoBeConnectedYet { return; }" at the top?
22:20:42raptorwell, i kind of agree with koda, that it'd be nice to jump straight to the main screen
22:20:57WatusimotoI kind of do too
22:21:01raptorWatusimoto: that does exist already in the loop: ifShouldConnectToMaster()
22:21:54raptorbut anyways - my solution is more or less complete now after the initial head-bashing
22:22:18raptornow i jus thave to add UI checks for whether were connected to master as a client; if not, pop-up UINameEntry
22:22:32Watusimotook
22:22:34raptorbut yes, it adds complexity..
22:22:54Watusimotocallbacks aren't horrible design
22:23:10raptorwe use one other in our code: the TestFunc for database object searching
22:23:20Watusimotowe use them all over
22:23:32raptoroh and the soundsystem ones...
22:23:37raptoryes.. i guess we do
22:23:38amgine123456790 Quit (Ping timeout: 245 seconds)
22:25:44raptori'm not sure amgine fully understands the limitations of online chat
22:25:51bobdaduckHow so?
22:25:59raptorhi bobdaduck
22:26:13bobdaduckI'm still here.
22:26:16amgine1234567890 has joined
22:26:58amgine1234567890bug found if a bot touches a energy item the game crashes.
22:27:09raptorgreat!
22:27:46Watusimotooh boy
22:27:52raptorhmm... looks like its fixed in latest release
22:27:59raptori'm on nascar track, with 12 bots...
22:28:04Watusimotoyou mean 018a
22:28:06Watusimoto?
22:28:13raptoryes, sorry
22:28:17raptorlatest... commit
22:28:20amgine1234567890lol i find bugs even when im not trying lol.
22:29:17amgine1234567890i confirmed the energy bug on several maps
22:29:41Watusimotoamgine1234567890: we've fixed a lot of bugs since the release
22:29:59raptorheh: this is what happens when you play with 12 bots on nascar track: http://sam6.25u.com/upload/6screenshot_0.png
22:30:47Watusimotoooph!
22:31:00bobdaduckOoph!
22:31:01amgine1234567890i think i may of found another bug not sure when auto balnce is on it adds the max number of bots to a dm?
22:31:06raptorrather difficult to make it around the track..
22:32:16raptorthat is a good test map for multiple reasons... lots of in-scoped items, spybugs everywhere
22:37:22amgine1234567890 Quit (Ping timeout: 245 seconds)
22:40:07raptoruih oh, on exit of bitfighter: *** glibc detected *** ./bitfighter: corrupted double-linked list: 0x00000000018c2160 ***
22:41:45bobdaduckI always get an error when I hit the X button of a server
22:41:49bobdaduckAlways.
22:42:00raptoryeah, i was hosting..
22:42:01bobdaduckWell
22:42:04bobdaduckthe program crashes.
22:42:12bobdaduckWhich is essentially what I was looking for anyway
22:42:15bobdaduckbut still!
22:42:22amgine1234567890 has joined
22:43:04amgine1234567890btw is the bot thing a bug
22:43:13bobdaduckIt also does that when I run from debug mode in the commit
22:43:35bobdaduckWhen I hit exit (not the x, just "quit bitfighter" normally) it would crash.
22:43:44bobdaduckDunno if that's still a problem but it seems relevant.
22:43:57raptorbobdaduck: with 018?
22:44:10bobdaduckyeah
22:44:31raptorbut only after you host?
22:45:26bobdaduckNah
22:45:31bobdaduckwhen I was running from vc++
22:45:36bobdaduckin debug mode
22:45:39bobdaduckit would crash every time.
22:45:46bobdaduckThis was a while ago though
22:46:51amgine1234567890raptor wattisimo says some of the bugs since 18 release have been fixed was the ergy bug fixed.
22:47:04raptoryes, it was
22:47:11raptori just tested that, no crash
22:47:40amgine1234567890ok'
22:47:53bobdaduckum
22:48:01bobdaduckI get off work *fairly* soon
22:48:05bobdaduckI'll test it when I get home
22:49:00amgine1234567890is the bot thing a bug?
22:49:37bobdaduckGranted I don't think I have the latest commit anymore, I'll have to figure out/remember how to update it
22:50:19raptorodd crash after hosting lots of bots; http://pastie.org/5651223
22:50:29raptoramgine1234567890: which bot thing?
22:51:54amgine1234567890if auto balance is set on it adds the max number of bots in dm?
22:56:07amgine1234567890 Quit (Ping timeout: 245 seconds)
23:02:22bobdaduck Quit (Ping timeout: 245 seconds)
23:05:18Fordcars has joined
23:05:25Fordcarshi
23:05:32raptorhi
23:06:02FordcarsHey raptor can you send me the link to that .json on bitfighter.org for the notifier app?
23:06:12raptorsure
23:06:18raptorhttp://bitfighter.org/bitfighterStatus.json
23:06:23FordcarsThanks!
23:06:31raptorit updates every 10 seconds or so
23:06:39Fordcarsok
23:12:53Watusimoto_ has joined
23:15:37Watusimoto Quit (Ping timeout: 248 seconds)
23:15:50hdonraptor, what info is in that json?
23:16:21raptorplayers and server that are online
23:16:25raptor*servers
23:25:07Watusimoto_hdon: here is a pic showing that text scrunching I described earlier
23:25:08Watusimoto_http://img11.imageshack.us/img11/3487/44614414.png
23:25:18hdonWatusimoto_, thanks :D
23:25:43raptoroh look, my name is in the pic..
23:26:05hdonWatusimoto_, are you talking about how, like, the string "_tick" gets wrapped around in that one line, and it looks like there's too much empty space on the right?
23:26:27Watusimoto_so it is
23:26:49Watusimoto_no
23:26:54Watusimoto_Look at the last line
23:27:19Watusimoto_number: 10'E
23:27:23Watusimoto_wait a minute
23:27:29Watusimoto_it's a totally different problem
23:27:43Watusimoto_I thought those E like thigns were garbled 8s
23:27:57Watusimoto_but it's really some weird character on the end of the line
23:28:14Watusimoto_I think this might not be an oglconsole issue at all
23:28:26Watusimoto_or at least not a font issue
23:28:32hdonWatusimoto_, oh, if that's the bug i think it is, that is actually because that revision of oglconsole only supports a limited character set, but you can basically send any 8-bit non-zero character to it, and it will have a buggy result
23:29:00Watusimoto_but why would a string from lua have out of bounds chars in it?
23:29:00hdonWatusimoto_, if you'd like, i can give you a copy of the new branch i created last night which addresses that issue
23:29:18Watusimoto_that would be great
23:29:18hdonWatusimoto_, it's not really out of bounds, it's just not in the very limited character palette that oglconsole had then
23:29:27Watusimoto_but what char is that???
23:29:32Watusimoto_a LF or CR?
23:29:45hdonWatusimoto_, so this new branch is an implementation of oglconsole for the good old code page 850 dos font (like what you get in "cmd" prompt in windows)
23:30:03Watusimoto_ok
23:30:08hdonWatusimoto_, could be CR but not LF. LF is never rendered, it gets digested by the API to advance the console a line
23:30:59Watusimoto_raptor: this also shows the new lua stacktrace I'm hacking in
23:31:24Watusimoto_showing all local vars at all levels of the stack
23:32:16hdonWatusimoto_, http://codebad.com/~hdon/oglconsole850.tar.gz
23:32:21raptoroooo
23:33:01hdonWatusimoto_, part of why i'm in this channel talking to you guys is to figure out what direction to take oglconsole. i still want to keep it simple, but, for instance, i'm not sure what characters to support and such, or how important things like color are to people
23:33:32hdoni'd like to just mull it around for a day, and then put a few hours of work into it, and then let it stagnate for another 6 years, if that's cool with you guys :P
23:33:42Watusimoto_sure. I'd say skip color
23:34:01Watusimoto_I think it would rarely be used
23:34:35Watusimoto_just curious, after having a little time to work it over, are you going to try to use the bitfighter version, or is that just to painful to contemplate?
23:35:33hdoni'll want to incorporate bugfixes, but i will probably just reimplement the fixes myself, as i am always likely to do
23:36:27Watusimoto_are you going to try to pull out our fixes?
23:38:00Watusimoto_also, is the fix for the screenshot problem just using the new font, or do you think there is a code fix required as well?
23:38:11hdonhow do i get lua shell to raise an error?
23:38:35hdonWatusimoto_, there is a code fix required. it's in that tarball
23:38:49hdonwell, it's actually a new feature, to support more characters
23:38:51hdonoh
23:38:52hdonbut Watusimoto_
23:39:01hdonyou guys did use a different character palette already i think
23:39:23hdonlet me take a quick look
23:39:40raptorwe have our own vecotr-based in-game font
23:39:50raptorbut for the console i think we just used what came with it
23:40:04hdonok here it is
23:40:08hdon#ifdef OGLCONSOLE_USE_PACKED_FONT
23:40:17hdon#define FIRST_CHARACTER '\x00'
23:40:23hdon#define LAST_CHARACTER '\x7F'
23:40:32raptori sure don't remember us adding that...
23:40:37hdonand then it proceeds to define CHAR_PIXEL_W CHAR_PIXEL_H CHAR_WIDTH and CHAR_HEIGHT
23:40:47hdonso it's quite different than the shitty code i had
23:40:59hdonthe way i organized the font palette for oglconsole a long time ago was really stupid
23:41:11hdonthe way the 850 branch now does it is
23:41:31Watusimoto_live and learn :-)
23:41:37hdonit now just assumes characters are 8x8 pixels in the palette
23:41:47hdonand that they are arranged in a 128x128 pixel image
23:42:12hdonWatusimoto_, how do i open the console in game?
23:42:15raptori think oglconsole is the *only* part of our game that requires an opengl texture
23:42:22Watusimoto_ctrl-/
23:42:23hdonLOL
23:42:28hdonraptor, believe it or not...
23:42:40hdoni originally considered doing them as GL_POINTS
23:42:50hdonalso GL_LINES
23:43:05hdonbut then i decided there was no reason because texture-mapping was never going to be broken
23:43:20hdonand if texture mapping was broken in the OpenGL implementation i didn't want to have any part in debugging it
23:44:05Watusimoto_all our other text is gl primitives
23:44:09hdon:)
23:44:32hdoni used to like this one library that would render TTF fonts using various kinds of primitive geometries
23:44:49hdoniirc it inspired oglconsole's name. it was like, oglft or something
23:45:27hdonit is possibly also responsible for me wanting to support GLUT (that and, so many opengl demos written for glut that i found at the time)
23:49:35hdonhow do i open the console in the game?
23:49:47Watusimoto_we tried so hard to make glut work
23:49:55Watusimoto_raptor bore the brunt of the sdl conversion
23:51:02raptori was gored in the gut
23:51:45hdonWatusimoto_, glut is not for games really
23:52:19Watusimoto_nor is it for modern computers
23:52:26hdoni'm pretty sure Khronos just wanted glut around to encourage people to be able to share OpenGL programs across platforms
23:52:52Watusimoto_it served a purpose at one point; it's just been surpassed
23:52:54hdondevelopers i mean
23:53:12hdon nods
23:53:14hdonso
23:53:20hdonhow
23:53:20hdondo
23:53:20hdoni
23:53:20hdonopen the console in game?
23:53:24hdoni need to know!
23:54:30raptorhdon: join/host a game, or go into the editor and press CTRL + /
23:57:44BFLogBot Commit: fc5c3ed0b7e2 | Author: watusimoto | Message: First step towards centralizing running of Lua methods
23:57:45Watusimoto_gab something anchored down!
23:57:46BFLogBot Commit: 3c49c11717e0 | Author: watusimoto | Message: Basic plugin functionality working with new running method
23:57:47BFLogBot Commit: c7ad3ba73d58 | Author: watusimoto | Message: Fix condition when plugin is run and returns no menu items
23:57:49BFLogBot Commit: 7eb00bb21bfc | Author: watusimoto | Message: Ok, plugins working in all scenarios: good menu, no menu, menu return nothing, menu contain error, menu return garbage
23:57:50BFLogBot Commit: 3c113611aea0 | Author: watusimoto | Message: Merge
23:57:53BFLogBot Commit: bb962e20aec3 | Author: watusimoto | Message: Some bot documentation
23:57:54BFLogBot Commit: 4cf847f15aca | Author: watusimoto | Message: Move robot getName() over to new pcall system -- code is now much cleaner and better documented
23:57:56BFLogBot Commit: b311b50ed84b | Author: watusimoto | Message: Move blank name check into runGetName() for tidyness
23:58:12Watusimoto_is that all? I thought there were more than that
23:58:52raptormust have been a lot of work

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