#bitfighter IRC Log

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IRC Log for 2013-03-04

Timestamps are in GMT/BST.

00:27:21Little_Apple Quit (Ping timeout: 245 seconds)
00:30:49raptor Quit ()
01:26:06Platskies Quit (Remote host closed the connection)
01:49:14bobdaduck has joined
01:50:34bobdaduckAll these people.
01:50:46bobdaduckGoodmorning, gentlepeople.
01:51:29Nothing_MuchHello
01:54:57bobdaduckI second the motion of adding trance music to the game.
01:56:51Nothing_Muchincluding the tracks bf already has? or replacing some?
01:56:59Nothing_Muchcuz I think the music's alright as it is
01:57:21cloakdoodI disagree
01:58:01raptor has joined
01:58:01ChanServ sets mode +o raptor
01:58:17bobdaduckAdding new tracks
01:58:20raptorhowdy folks
01:58:25bobdaduckI mean, I'm also running _k's track list
01:58:36bobdaduckWhich works pretty well
01:58:52bobdaduckBut, trance being my native genre I mostly just listen to it when playing anyway xD
01:59:04raptorhalf of our tracks are trance
01:59:19raptorat least according to the genre they were found under on modarchive.org
02:00:53cloakdoodThey were like soft trance
02:01:00cloakdoodNeeds more hard accents imop
02:01:01bobdaduckI don't know what tracks come with the game because I have _k's list in there too
02:01:02cloakdoodimo
02:01:06cloakdoodnot bubbly stuff
02:01:12bobdaducklol
02:01:30cloakdood"The game is fine how it is. Don't listen to this noob."
02:01:30cloakdoodhaha
02:01:41cloakdoodI find that to be rather amusing
02:01:44cloakdoodfrom the best player thread
02:02:55bobdaducklol
02:03:01raptorha, that thread was an offshoot from something else
02:03:10bobdaduckKeep in mind approx 3/4ths of all our players are 12 years old...
02:03:51cloakdoodFrom what thread is it from?
02:04:02cloakdoodbobdaduck: I used to be one of those
02:04:05cloakdoodit's kind of embarrasing.
02:04:09cloakdoodSo is my spelling
02:04:29bobdaduckYes, and when I first started playing I was a repair noob. We all have our shady pasts...
02:04:41bobdaduckIts from your suggestions thread, actually
02:06:13cloakdoodlol @ quartz's balance suggestions
02:06:47cloakdoodand bobdaduck managed to say what I said more eloquently.
02:06:51cloakdoodI'm cool with that
02:07:43bobdaduckI did?
02:07:59bobdaduckI mean, I disagree with half of what you propose for the game, so that surprises me.
02:09:00cloakdoodI mean railgun (seems like a sniper laser by your desc.)
02:09:05cloakdoodshotgun replace triple
02:09:17cloakdooddelete engineer
02:09:25cloakdoodincreased shield costs
02:09:30cloakdoodetc...
02:16:35raptordesura has been approved
02:16:42bobdaduckWhoo!
02:17:03raptormaybe that means we go back on the front page?
02:17:26cloakdoodNice.
02:18:00raptorwe charge Free.99 for the game
02:18:04raptorso not a bad price..
02:18:47cloakdoodIs that even ethical?
02:18:57cloakdoodIn reality, you really did not create much of the game
02:19:01raptorcharging nothing?
02:19:16raptorin reality i did not create much of the game, but i've sure rewritten loads of it
02:19:23cloakdoodWhy not?
02:19:37cloakdoodIt's just
02:19:41raptorumm, maybe you didn't get the joke - free99
02:19:44cloakdoodi'd have a hard time earning money off of something
02:19:54raptori.e. we give it way for free :)
02:20:07raptor*away
03:11:42bobdaduck Quit (Quit: Page closed)
03:15:27raptor Quit ()
03:32:20kaendoesn't look like we got bumped :/
03:32:40kaenbut we're still #2 on the linux games list, and #5 on the mac one.
03:32:56kaenunder "new games" anyway
03:35:41Nothing_Muchwell since new games come out
03:35:45Nothing_Muchthey're like
03:35:45Nothing_Muchyou know
03:35:46Nothing_Muchnew
03:36:22Nothing_Muchon the most popular, you're on the 4th page.. sorry
03:36:46Nothing_Muchon mac games
03:36:50Nothing_Muchdarn messed that up
03:38:03Nothing_Much7th or 8th page overall on most popular
03:45:45Nothing_Muchoh and regarding updates, it doesn't bring y ou to the front page in the "new games" thing, but blogs will show up, such as an update to the game will show up on the community page
03:46:38Nothing_MuchSo make a new announcement for the newest version!
03:47:26Nothing_Muchoh wait
03:47:33Nothing_Muchcorrection, it shows up on the "games" page
04:02:44kaenI think we're in the top ~15% for most popular
04:03:04kaennot bad for a week (and a half?)
04:03:39kaenoh lol
04:03:40kaenalmost a month
04:03:43kaenbut still
04:05:43Nothing_Muchnot too bad?
04:06:41kaenI'd say so.
04:07:14kaenI'm still crossing my fingers that the desura gods will send us a new contributor
04:09:05Nothing_MuchYou should make an announcement for that :D
04:57:39bobdaduck has joined
05:37:19bobdaduckI found a bug for raptor...
05:37:30kaenwhy would you do that...
05:38:24bobdaduckIT WAS AN ACCIDENT
05:38:35bobdaduckNOT MY FAULT YOU GUYS TAUGHT ME HOW TO MAKE LEVELGENS
05:39:27bobdaduckDo all comments in lua have to be --
05:39:32bobdaduckor is there a way to comment out blocks?
05:39:55kaenas far as I know, it only has --
05:40:03kaenoh wait
05:40:05kaen--[[
05:40:09kaen--]]
05:40:16kaenis a block comment
05:41:31bobdaduckexcellent
05:41:31bobdaduckthanks
05:41:38kaenyou bet
05:41:55kaenomg bitfighter.org is so slow ._.
05:41:59kaenat least when ssh'ing
05:46:03kaenoh man. I'm breaking stats while people are trying to use it...
05:46:33bobdaducklol
06:00:53kaennow time for a massive db operation in live production \o/
06:00:53cloakdood Quit (Quit: Page closed)
06:01:05kaenfollowed by an experimental trigger update
06:01:09kaenand then a strong drink.
06:02:09kaenhttp://www.bitfighter.org/stats/player.php?player=bobdaduck&alltime=yes
06:02:28kaennew engineering/destruction/distance columns are up
06:27:58bobdaduck Quit (Quit: Page closed)
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07:58:55QuartzYo kaen. Sent you the levels.
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08:28:08kodawsmorning
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13:07:39kaenwatusimoto, I was thinking about trying out some ELO stuff
13:07:55kaenbut I couldn't figure how to handle unauthenticated players
13:07:55watusimotoI wish you luck, my friend!
13:08:39watusimotoso what is the question exactly -- how to rate a game with 2 registered players and 2 unregistered ones?
13:08:51kaensince their ELO can be manipulated by anybody, and anyone can use unauthenticated names, factoring in unauthed users allows a massive potential abuse
13:09:09kaenand yes, that
13:09:43watusimotoi.e. I play as watusimoto and also as chumpchange in order to have a stunning vicotry to raise my rating?
13:09:50kaenright
13:10:02kaenand maybe you pump up chumpchange's ELO against chumpchange.0 first
13:10:18kaenthen you have a nice dummy account for padding stats for a while
13:10:24watusimotowell, I think it doesn't really make sense to rate anon players
13:10:37watusimotoespecially chumpchange as so many people play with that nick
13:10:45kaentrue, but in team games you need a team ELO
13:11:00kaenand you could potentially have a whole team of anons
13:11:20kaenrather a sticky problem.
13:11:37watusimotofirst thing, is we have a notion of "official games", right? I would only consider rating games that those criteria (4 players min, of wich 2 must be registered)
13:11:48kaensure.
13:11:55watusimotobut that does not address your anon team issue
13:12:57watusimotowhat if we assigned unregistered players a default rating equivalent to a medium-skilled player?
13:13:12kaenhmm, good idea
13:13:25kaenthat's probably the best we can do without making much more dubious assumptions
13:13:59watusimotothe reason I became interested in elo in the first place was not so much rating players over their career, but rather to make fairer teams from game-to-game (where rating anon players would be useful)
13:14:10kaenahh
13:14:11kaenI see
13:14:32kaenand each kill counts for a victory?
13:14:38kaenthat seems really straightforward.
13:14:44watusimotomaybe we could start anon players with a default rating, then rate them based on their performance during their session. but not save that rating once they disconnect
13:14:54kaen!
13:14:56kaenperfect.
13:15:32watusimotothat would allow better team making, and, if a player played for several games, would allow their interactions with other players to be better characterized
13:16:34watusimotomy original thought was to rate games based on whether you were a member of a winning or losing team
13:16:45kaenmine too
13:17:22watusimotousing kills (i.e. dogfights) is an interesting idea because it 1) increases the number of interactions you can rate and 2) removes some of the dynamics of having good/lousy teammates
13:18:16watusimotoof course there is so much randomness in things -- you can enter an interaction wounded, have a 2-1 situation, be defending with the assistance of turrets, etc.
13:19:21kaenI'd say that falls under the inherent inaccuracy of quantifying skill
13:19:34watusimotoso it might make sense to rate games only, or it might be interesting to add a data point every time a player kills another, with the killer granted a victory and the defeatee granted a defeat
13:19:58watusimotothat would also simplify the elo problem, because now you've got a series of 1-1 matches
13:20:11watusimotowhich is what it was originally designed for
13:21:08watusimotoit might be interesting to see how that metric performs compared to say a simple kill/death ratio
13:21:39watusimotoor the older metric of rating each player by the number of points they score / total points scored since they started playing
13:22:46kaenwith that last suggestion, do you mean including both games AND dogfights in the calculation?
13:22:51kaenor did I misunderstand?
13:23:25watusimotono, that last line I typed was the metric I first tried, which was replaced by k/d ratio for some reason that perhaps raptor remembers (but I don't)
13:23:43watusimotothese for the purpose of creating better teams
13:23:49kaen>>> so it might make sense to rate games only, or it might be interesting to add a data point every time a player kills another
13:24:02watusimotook
13:24:05watusimotoumm
13:24:39watusimotoI was just thinking aloud about different possible answers to the question of "what do we rate"?
13:24:45kaenoh alright :)
13:25:00kaennow I have some things to try. I'll report back with progress
13:25:13watusimotoyeah, that's probably best :-)
13:25:18kaenoh, also I don't think we can retroactively create ELOs using per-dogfight
13:25:35kaenbecause I don't think ELO calculations are commutative, and the data we have is a total per game
13:25:35watusimotoah, you were thinking about mining the database
13:25:39kaenyes
13:25:48watusimotoah, ok. That thought never ocurred to me
13:26:05watusimotoI always imagined it would be done on the server level, in real-time
13:26:16kaenme too
13:26:17watusimotobut certainly for team-based ratings, the database makes sense
13:26:29watusimotobecause we have pretty deep historical data
13:26:29kaenbut I thought it would be nice if we didn't start everybody at zero
13:26:35kaenyes.
13:26:52watusimotothat would also be good because we'd see pretty quickly if the ratings made any sense
13:26:57kaenexactly
13:27:06watusimotook, well that sounds like a good place to start then
13:27:40watusimotodogfght level ratings would require either gathering new stats (which might be interesting in themselves) or doing in-game calculations
13:28:17kaenplayer vs. player stats could potentially be massive
13:28:22watusimotono kidding
13:28:31kaenexponential, I think :x
13:28:36watusimotoat least!
13:29:05watusimotothey could be small records, but there would be a lot of them
13:29:31watusimotowell start with what we've got, and let's see what happens
13:29:37kaensounds good
14:06:56bobdaduck has joined
14:07:48bobdaduckWatusimoto: I found a bug in lua for you and/or raptor
14:07:54bobdaduckWho should I give it to?
14:10:14watusimotowhat is it?
14:12:38bobdaduckAffecting forcefields (removing them, changing their team, etc.) seems to only affect the force field projector, and not the beam.
14:12:58bobdaduckI removed a projector and the beam was still there, but not the little triangle part.
14:13:49watusimotook, sounds easy to fix
14:13:56watusimotothanks, I'll add it to the list
14:18:03bobdaduckI mean, obviously that could be a useful mechanic that I could work with, but its obviously not intended functionality xD
14:18:45watusimotonope, we'll fix it
14:35:23bobdaduck Quit (Quit: Page closed)
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17:34:55kodaws Quit (Ping timeout: 260 seconds)
18:13:26kaen Quit (Remote host closed the connection)
18:28:18bobdaduck10 servers
18:28:21bobdaduck1 player online
18:29:39watusimoto Quit (Read error: Operation timed out)
18:33:39kaen has joined
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19:17:01ChanServ sets mode +o raptor
19:26:38raptorheh
19:26:42raptorcoboys cowgirls cows
19:33:21bobdaducklol
19:34:09kaen Quit (Read error: Connection reset by peer)
19:34:57raptorof course i'm a cow..
19:38:32bobdaduckRaptor can you sticky the discussion thread?
19:38:42raptorok
19:39:42raptordone
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19:58:19ChanServ sets mode +o raptor
19:59:21raptorhi
19:59:29Watusimotohi
19:59:35Watusimotoso what is /hideplayer?
19:59:55raptorapparently we have a whole load of commands you can issue in global chat
20:00:05bobdaduckShould be like a global mute
20:00:07raptorif you're one of watusimoto, raptor, sam686, kaen
20:00:15bobdaducklol
20:00:19raptormaster.cpp:1412 is where the fun begins
20:00:41raptoralso i found out you can do private messages in global chat like so: /bobdaduck message for you
20:00:59Watusimotothis I coded looong ago. it was the first "chat cmd"
20:01:07bobdaducklol
20:01:15Watusimotothough arguably it should now be /pm
20:01:19Watusimotoif we want it at all
20:01:38bobdaduckit would be useful.
20:02:01bobdaduckI think admins should be able to mute players on their server
20:02:11raptorthey can
20:02:36bobdaduckSo that the person can't talk or so that the admin doesn't see them talking?
20:03:01raptoryou should look at the instructions!
20:03:01Watusimotoso /hideplayer is a mute cmd
20:03:02raptor:)
20:03:11raptorits /gmute
20:03:15raptorfor global mute
20:03:20raptorthey are silenced and don't know it
20:03:22Watusimotohmmmm
20:03:24bobdaduckHm, okay
20:03:29raptoron game servers
20:03:34raptorit's a great troll tool
20:03:35Watusimotodoes anyone ever acutally use f5 chat?
20:03:44kaendefinitely
20:03:45bobdaduckI do
20:03:46raptorWatusimoto: yes
20:03:49Watusimotook
20:03:54bobdaducklol
20:03:57WatusimotoI don't think I ever have
20:04:06raptorevery once in a while i find more people just gabbing in global chat than in a game
20:04:15Watusimotoso maybe we should try to standardize the /cmds
20:04:38raptorso /hideplayer is an interesting one
20:04:40Watusimotoand put them in the help somewhere
20:05:02raptornot only does it not relay chat for the player, but also hides them at the bottom of global chat and the JSON list
20:05:08Watusimotowe could (maybe) incorporate them into the huge /cmd structure we maintain
20:05:20Watusimotoand the json list?
20:05:23raptorthe master commands?
20:05:26raptoryes
20:05:35raptorthese are master commands only, that i'm talking about
20:05:41Watusimoto(maybe -- would help with standardization)
20:05:49WatusimotoI understand
20:06:16Watusimotowho can issue /hideplayer?
20:06:41bobdaduckwat kan rapt and sam
20:06:49raptorthere is an admin list maintained in the master.ini
20:06:56Watusimotointeresting
20:07:20Watusimotowell, it sounds like /hideplayer might be useful but do too much
20:07:34raptori think it all started when CleverBot decided sam686 was to be his troll target
20:07:47raptorand sam686 took measures..
20:07:49bobdaduckThat happened?
20:07:52raptoryeah
20:07:57bobdaduckI missed that...
20:08:28bobdaduckWhat'd he do?
20:08:37raptormake sam686 his target
20:08:49bobdaduckHow so?
20:08:59raptori think he started using the JSON list to make fun of sam686 with 5 or 6 clients on at once
20:09:43bobdaduckThewhat
20:10:14raptorJSON list == the 'online players' list on the website
20:10:58bobdaduckokay
20:15:06Watusimotoso you asked if we still need it
20:15:11Watusimotowhat do you think?
20:15:22raptorhmmm
20:15:30Watusimotomaybe we should rename it nuke player
20:15:41bobdaducklol
20:15:53raptoryeah, needs a rename - maybe separate the the muting part from it?
20:16:00Watusimotowhy would anyone start trolling an admin?
20:16:05bobdaduckWell Opti has sure been crying out for some rules and a method to enforce them...
20:16:07raptorbecause... cleverbot
20:16:08Watusimotomaybe, yes
20:16:22Watusimotook, well i don;t really know him... but still rather dumb
20:16:50Watusimotoor maybe we could have /gmute <severity>
20:17:00raptorhmm
20:17:05Watusimoto /gmute cleverbot
20:17:12Watusimoto /gmute json cleverbot
20:17:25Watusimoto /gmute playerlist cleverbot
20:17:28Watusimotosoemthing like that
20:17:28raptori mean, people can just log on as a different name - which is why sam686 then proceeded to code /hideIP
20:17:40Watusimotowhat does that do?
20:17:54raptorsame as hideplayer, but for the entire IP address
20:17:56Watusimotosame thing but by ip?
20:17:57Watusimotook
20:18:13raptoragain, i think that is why these commands came about..
20:18:13Watusimoto /gmute ip <addr>
20:18:23Watusimoto /gmute json ip <addr>
20:18:24Watusimoto??
20:18:50raptori like /gmute <name or IP> and /nuke <name or IP>
20:18:50Watusimotowe'd probably need a /help gmute
20:19:04Watusimotowhat if I'm playing with 192.168.1.1
20:19:09Watusimotoas my username
20:19:33raptorthe major assumption is that admins won't do anything dumb... :)
20:19:39raptorbut maybe that is too much of an assumption?
20:19:56Watusimotodumb, probably. malicsious, I think we're safe for the moment
20:20:08raptoranyways what was funny was that i did /hideplayer on someone yesterday
20:20:17Watusimotowhat do you mean by dumb? and why?
20:20:19raptorand it nuked everyone else instead
20:20:32bobdaducklol
20:21:37raptordumb? maybe we're thinking of different things
20:21:50raptor: /hideip 127.0.0.1
20:21:54raptorwin!
20:22:17kaenwouldn't that be harmless?
20:22:24raptorprobably
20:22:26kaenunless bitfighter.org tries to connect to itself.
20:22:35bobdaducklol
20:22:39kaenand then only if it does so through loopback
20:22:56raptoractually, i think there is a minor bug in TNL somewhere...
20:22:57Watusimotohow long do these /hide things last?
20:23:10raptoruntil you reconnect to master, i think
20:23:27Watusimotomaybe they should have a 1 or 4 hour timeout
20:23:33raptorad least for /hideplayer
20:23:42raptor: /hideip, i'm not sure
20:23:45Watusimotooh, so it resets when cleverbot reconnects to master?
20:23:56LordDVG has joined
20:24:02raptor: /hideplayer was the only one i tested
20:24:14raptorand that was the behavior
20:24:21raptorwhich didn't seem too hard to get around
20:24:39Watusimotonot at all
20:25:05raptori think /hideip might stay until you restart master
20:28:24Watusimotothat should also probably have a timeout
20:32:29raptorwell, it's been 2 days and so far no real bugs... (other than bobdaduck's API stress testing ones..)
20:35:01raptorusually footloose find a bug within a day
20:35:03raptor*finds
20:35:38raptoroh Watusimoto, did you see I put up a standalone build: https://code.google.com/p/bitfighter/downloads/list
20:36:32WatusimotoI saw that
20:36:33Watusimotogood
20:36:48WatusimotoI was going to suggest we call it portable, not standalone, as that;s the standard terminology
20:37:00raptorok, i'll change it
20:37:07Watusimotobut good job
20:37:09bobdaduck_ has joined
20:37:16Watusimotohow hard was it building for desura this time around?
20:38:36raptoronly slightly easier, but I now have a script that takes to DEBs and generates the entire directory structure needed
20:38:44raptorso next time it should be much easier
20:39:26bobdaduck Quit (Ping timeout: 245 seconds)
20:45:26Watusimotoand for windows?
20:46:13raptorwindows was easy, just make the portable build and upload as MCF
20:51:31raptorLittle_Apple brought up the idea of porting to Nintendo 3DS
20:52:08bobdaduck_lawl
20:54:00raptori wonder if SDL2 supports taht..
20:54:12LordDVG Quit (Remote host closed the connection)
20:54:27raptorlooks like no: http://buildbot.libsdl.org/builders
20:54:38raptorbut there was a 'DS' port for SDL 1.2
20:55:01Darrel Quit (Quit: Closed IRC client)
21:02:21Watusimotohow can we support a platform none of us has?
21:02:34bobdaduck_rofl
21:02:43raptoremulation!
21:02:49raptor(I support OSX...)
21:02:54bobdaduck_ is now known as bobdaduck
21:02:59raptorbut we should probably do android/iOS first?
21:03:02raptor(if possible)
21:03:18bobdaduckThere's probably a lot more profitability to android/iOS
21:03:24bobdaduckNintendo is kind of flopping right now.
21:03:50raptorprofitability == more players, right?
21:04:12bobdaduckRight.
21:04:54kaenso readline is even more of a hassle to hook up than I thought
21:05:08raptoryeah... that has been our diagnosis..
21:05:24kaenputting aside the fact that it won't build for windows as shipped, it also doesn't have an easy way wiring it to handle async io
21:05:49raptoroh yeah, the windows issue..
21:06:02kaenit *really* wants to block and read from STDIN
21:06:50kaenand then also there are many call sites that would have to be rewired (because of the way Events bubble through the UI, especially textInput)
21:07:35kaenapparently whatever handles the F5 chat does not handle the server list chat
21:07:45raptornope
21:07:55kaenthat was unexpected...
21:08:13kaenso anyway, I'm throwing my hands up regarding readline.
21:08:21raptorwelcome to the club :)
21:08:38kaenhave you guys actually tried hooking it up before?
21:08:43kaenor was I the first fool?
21:09:05raptorwe never reached code after seeing the problems you just enumerated
21:09:19kaenit has an alternate, callback-based interface
21:09:21kaenostensibly
21:09:40kaenbut using it does not override its block-and-read behavior without much work
21:09:53raptorit would be gnarly to integrate
21:10:36kaenI got it to the point that it reads text (if you type it into the terminal...) but I gave up when I realized I'd have to rewrite most of the line input stuff to pass along modifier codes.
21:10:51raptorblech
21:10:56kaenso anyway, you convinced me.
21:11:07WatusimotoI tried readline, but did not get as far
21:11:07raptorand i didn't even have to try!
21:11:33raptorreadline does its own convincing
21:11:45Watusimotomaybe there's an alterate to readline we could use?
21:12:37kaenI think the distance to a complete-enough readline implementation from where we are is less than what it would take to wire in another library
21:12:40Watusimotohttp://thrysoee.dk/editline/
21:12:44kaenI think we'd be better off refactoring
21:12:55kaeneditline depends on curses, afaik
21:13:05Watusimotocurses!
21:13:50raptorcurses!
21:13:55raptor(why are we cursing?)
21:14:25kaenI mean, what's left? Home/end, a reusable history component, and maybe some intra-line editing stuff like ^W?
21:14:49raptoryeah, our own implementation is pretty advanced as is..
21:14:50kaeneverything else exists, although it is somewhat duct-taped together
21:15:06raptorand pegaloca!
21:15:26WatusimotoI'm cursing that editline uses curses
21:15:41raptormaybe bitfighter could use aalib!
21:16:05Watusimotoperfect!
21:16:15raptoractually that would be hilarious...
21:16:35kaenbest INI option ever
21:16:43raptorwe'd have to abstract the graphics layer
21:16:46bobdaducklol
21:16:58kaenI don't think so. we could pass the buffer contents as an image
21:16:58raptorwhich koda wants us to do for some reason..
21:17:05raptorreally??
21:17:14kaenif aalib takes images
21:17:24kaenSDL makes it easy to create bitmaps from buffers
21:17:32raptori actually haven't studied it much outside of its existence
21:17:44kaenand ogl has render to texture extensions, even
21:18:21kaenof course, processing each frame as an image would probably give you atrocious performance
21:18:54raptorbut think of the ascii art!
21:19:03raptorscreenshots would be *amazing*
21:19:07bobdaduckrofl
21:19:28kaenI imagine aalib basically does creative OCR
21:20:05WatusimotoYou saw this:
21:20:06Watusimotohttp://www.delorie.com/gnu/docs/readline/rlman_41.html
21:20:11Watusimoto(I'm guessing)
21:20:20kaenyep
21:20:23Watusimotoit seems lame that you can't feed it actual keys
21:20:30Watusimotoyou have to just tell it to fetch something
21:20:40raptorit's GNU
21:20:50raptorit does it the only One True Way
21:21:06kaenit's beautiful if you're writing a command-line system utility or something
21:21:18Watusimotoyes
21:21:20kaenit'd let you use pipes, files, whatever you want
21:21:31kaenbut it's just awful for real-time graphical stuff
21:21:58Watusimotowe need an alternative alternative interface
21:22:05Watusimotowhere we can feed it keystrokes
21:22:53kaenwell, my plan was to modify character values via bitwise operations, which is what readline type stuff accepts by default
21:23:07Watusimotothat page I linked above says this:
21:23:10Watusimoto"which will read the next character from the current input source"
21:23:24Watusimotoany idea if we can define our own input source?
21:23:25kaeni.e. ctrl+g is the hexcode of g bitwise anded with 0b00111111
21:23:37kaenyeah, you just make a pipe()
21:23:45kaenand set rl_instream and rl_outstream
21:23:49Watusimotoso user presses a key, say "g", and we stick that in a buffer and tell readline to read it
21:24:17kaenyes, that's what I was doing via fprintf
21:24:27kaenbut still readline would block
21:24:32kaeneven after fflush
21:24:36Watusimotoeven if that key was waiting there?
21:24:49kaenyes, but that was a failing on my part most likely
21:24:59Watusimotorl_callback_read_char suggests it just reads and returns
21:25:13kaenit invokes some other internal stuff when that happens
21:25:30kaenrl_internal_read_char, rl_redisplay
21:25:31Watusimotostuff that somehow blocks?
21:25:45raptori'm feeling like our efforts should be put elsewhere... like the android port or something
21:25:49raptoror aalib
21:25:58raptor:)
21:26:29Watusimotobut you have to admit that a good cmd line would be... good
21:26:34kaenyes.
21:26:42kaenI want it so bad...
21:26:45Watusimoto:-)
21:26:50raptorbut we're command line users
21:26:56Watusimotobut I veto any enabling of emacs commands
21:26:58raptori mean, tab-complete in a game? that's amazing!
21:27:11raptor(i've only played old games..)
21:27:17kaen:)
21:28:04kaenthe main problem with the callback interface that I encountered is that it skips some terminal settings which readline() proper takes care of
21:28:16kaenthings like canonical interpretation and keypress timeout, at least
21:28:37kaenso I'd have to learn about all those goofy termcap functions and settings
21:28:54kaenand then properly configure whatever fd we use for the buffer
21:29:21kaenor overcome it programatically and pray that it's portable
21:31:50raptoror
21:31:52raptoraalib!
21:31:59raptorok, i'll shut up
21:33:48bobdaducklol
21:38:15raptorwhat would be our next major projects? Lua52, then?
21:39:00raptorGUI reorganization?
21:39:11raptor(for the launch screen not to prompt you)
21:41:21Watusimototesting!
21:41:31raptorunit tests?
21:41:32Watusimotounit test, component test, smoke test
21:41:39Watusimototesting framework
21:41:43raptorfuzzers!
21:42:11WatusimotoI'm sort of joking, but I would like to make some testing possible
21:42:33Watusimotoand that means getting all render code into a UI* or related file
21:42:37Watusimotoand out of clientGame
21:43:06Watusimotowe also have tons if ideas in google code
21:43:06raptormultithreading the sound/video/network ?
21:43:15Watusimotois that needed?
21:43:21raptorno
21:43:29raptorunless we want 10000 FPS!
21:43:29Watusimotoalso level library and music library
21:43:35Watusimotogreat!
21:43:36raptorah level database
21:43:48Watusimotoso... what sounds most fun?
21:45:02bobdaduckI vote for GUI reorg and similar to that, player profile pages in-game.
21:46:24Watusimotowhat would player profiles show?
21:46:30Watusimotoand how would you access them?
21:47:06bobdaduckFrom the main menu, and it would pull stats pretty much directly from kaens individual player-stats list
21:47:27bobdaduckBut if we continue to have badges then it is a REQUIREMENT that we give the players some way of choosing which badges to show.
21:47:40bobdaduckThis could be done from an individual player-profile page.
21:48:31bobdaduckI'd really like to just full out thread kaens stats into the game, but that might be a little big.
21:50:03kaenpulling from the player_mv is an interesting idea.
21:50:12kaenone I hadn't thought of
21:50:39kaenbut updating an in-game page wouldn't be as simple as updating web pages
21:51:38kaenand it would require another UI, as well an RPC, mapping code, and some additional SQL logic in master
21:51:52kaenand all would have to be updated (along with the web pages) any time we make a change.
21:52:06kaenso if we do it, we should wait until the stats stuff settles a bit.
21:52:09kodaand hellp
21:52:11kodaand hello
21:52:18kaenhello
21:52:21Watusimotohi
21:52:23raptorhello
21:52:24kodai might have missed previous pings 'cos i left my pc on =_=
21:52:38Watusimotocreating the ui isn't hard at all... only tedious
21:52:50kodaso while i have everyone's attention
21:52:54kodadid you notice this repo?
21:52:55kodahttps://github.com/mrozbarry/bitfighter-experiments
21:53:03kaenit's beard!
21:53:04raptoroh, i had a question for you koda, what was your reasoning behind suggesting we abstract the rendering layer?
21:53:25raptoroh, haha, beard's repo!
21:53:34Watusimotokoda: that was an attempt at a massive rewrite of bitfighter
21:53:47Watusimotoit was an attempt to do too much at one time... and failed
21:53:51kodabeard?
21:54:05Watusimotosome dude
21:54:09raptora very enthusiastic developer that showed up once
21:54:16kaena strange man with big dreams and a short attention span.
21:54:23raptorhe's on teh SDL mailing list
21:54:28raptorresponds a lot actually
21:54:32raptor'alex barry'
21:54:33raptori think
21:54:36Watusimotoit's too bad he didn't focus on smaller chunks
21:54:51Watusimotonice guy though
21:55:25raptoryes
21:55:42kodathat's one of the authors of SDL :p
21:55:51raptorhe is?
21:56:02kodahe was once at the gsoc summit
21:56:06raptorcan't be...
21:56:18raptorhuh
21:57:07kodai hoped it was a still active repo
21:57:15raptor Quit (Read error: Connection reset by peer)
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21:58:58Watusimotoalas, no
22:09:40fsafdsafsa has joined
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22:35:29bobdaduckkaen
22:35:35kaenyes.
22:35:42bobdaduckFootloose has requested that I bug you to add thumbs ups to forum posts.
22:35:58kaenconsider me bugged.
22:36:21bobdaduckOkay well
22:36:24bobdaduckMy work here is done.
22:36:27bobdaduckTime to head home!
22:36:45bobdaduck Quit (Quit: Page closed)
22:41:23kaen Quit (Read error: Connection reset by peer)
23:14:08kaen has joined
23:16:34Watusimotointeresting patch... try it full screen
23:16:36Watusimotohttp://pastebin.com/77Exp4rv
23:21:27kaenlooks god awful without alpha blending (as in my case)
23:21:48kaenbut a cool patch nonetheless
23:22:07kaenorbitron is a pretty popular font for futuristic action games, too
23:25:48WatusimotoI don't want to use it as the main game font, just in some selected places
23:25:56Watusimotobut yes, it does look pretty terrible!
23:29:57WatusimotoIf I could collapse the outline into a single stroke, it might look better
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