#bitfighter IRC Log

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IRC Log for 2013-03-09

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00:22:52Platskies has joined
00:26:09raptorwhat
00:26:34raptorgoing home
00:26:37raptor Quit ()
01:08:00Platskies Quit (Remote host closed the connection)
01:51:54bobdaduck Quit (Remote host closed the connection)
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02:18:17Watusimoto Quit (Ping timeout: 245 seconds)
02:39:36Little_Apple has joined
03:25:04Little_Appleoh hi CrazyLinuxNerd!
03:25:24CrazyLinuxNerdHi, can't talk right now sorry, busy configuring servers :-)
03:25:34Little_Appleah ok
03:30:42raptor has joined
03:30:42ChanServ sets mode +o raptor
03:31:44Little_Applehello raptor
03:31:50raptoroh hu
03:31:53raptoruh hi
03:32:06Little_Applei did some research on the 3ds...
03:32:20raptori still don't know what it looks like...
03:32:21Little_Appleit seems the sdk alone cost a few thousand
03:32:27Little_Applesoooo forget that
03:32:31raptoroh yikes!
03:32:37raptorthat's uh... like
03:32:43raptorlots of food for my family
03:32:50Little_Appleyea lol
03:35:37raptorso you still owe me two balance changes.. :)
03:36:46raptoractually, i'm suprised several people have been asking for repair module enhancements
03:37:47Little_Appleum...
03:37:58Little_Applebouncer and triple take less energy?
03:38:18raptorisn't triple practically free already?
03:38:18Little_Appleor bouncer deal more damage? and take the same amount of energy?
03:38:26Little_Applenot sure.
03:38:28Little_Applei never use it
03:38:32Little_Apple:P
03:40:31Little_Applei think a bitfighter port to the playstation vita would be a little more doable
03:40:34raptorthis is after 20seconds of non-stop fire: http://sam6.25u.com/upload/4screenshot_7.png
03:40:56raptorplaystation vita? where do all these game systems come from??
03:41:03Little_Applelol
03:41:13Little_Applethe playstation vita is another mobile console
03:41:42Little_Applehttp://en.wikipedia.org/wiki/PlayStation_Vita
03:42:53raptoroh neat, it already has dual axes
03:43:41Little_Appleyep so controls would be more comfortable than the 3ds
03:45:52Little_Applei think the sdk is a little more reasonably priced...
03:46:02raptori'm searching for the pricing...
03:48:49raptorhuh, looks like anyone can register as a developer, but there is a license for publising in the store
03:49:22Little_Applehmm
03:49:43raptorwe should still probably finish the android or iOS ports first...
03:51:08raptori'm just *really* bad at interface design
03:52:02Little_Apple:P
03:52:22Little_Applei think for a mobile port the level editor could be taken out
03:52:33Little_Appleso its just the game
03:52:36raptoryes, i agree
03:53:44Little_Applethe biggest problem i can see for an android or iOS port would be the controls
03:54:08raptoryes, that's were we left off in fact
03:54:21raptorkoda got everything compiling for iOS, but we have no controls
03:54:38Little_Applei could try coming up with something...
03:55:25Little_Applebut it would be.. quite rough
03:55:33raptor'virtual joysticks' were the idea
03:55:59Little_Appleyea but what about modules
03:55:59raptormy problem is that I *really* don't like developing on OSX... but koda loves it
03:56:06raptoroh yeah...
03:56:08raptorhmm
03:56:54Little_Applethe thing i cant really think of a solution to is how to control all that you could with a keyboard with your thumbs
03:57:15raptorexactly!
03:58:05raptorit might be easier if we allow tilting to do the movement.. but is tilting a common game mechanic?
03:58:33Little_Applethe best thing i can think of would be a bluetooth gamepad accessory
03:58:42raptorhaha, yep!
03:58:47Little_Applei personally hate tilting for movement...
03:59:02Little_Applei think tilt controls would be a little better for aiming
03:59:15Little_Appleand have a virtual stick for movement
03:59:23Little_Applewhich leaves one thumb for modules
04:00:52raptorthere's just so many things to do at once
04:01:02Little_Appleyea..
04:01:18raptorman Little_Apple, you're making me think mobile is bad now...
04:01:26Little_Appleahaha
04:02:08Little_Applei couldnt really think of a good solution to the controls myself which is one of the reasons i stopped nagging about it :P
04:02:34raptorhaha
04:03:03Little_Applewhich is why i think a vita port would be easier
04:03:11Little_Applewouldnt have to worry about the controls..
04:03:51Little_Applebut an iOS/android port still might work..
04:05:11raptori'm worried about distribution, though
04:05:22Little_Appleraptor: footloose wants to know if there used to be a paypal donate button on the site
04:05:38raptorthe reason why we're leaning towards andriod first is because it's easy to distribute..
04:05:51raptorno, i don't ever remember there being a paypal button
04:05:57Little_Applei can try to come up with a control scheme...
04:11:35Little_Applethe aspect ratio would also be much wider
04:12:06Little_Applemaybe the controls could be off to the side keeping the aspect ratio the same?
04:12:47raptorlike non-stretch with black bars?
04:13:30Little_Appleyes
04:13:37raptorgood idea
04:14:00Little_Applebut that way the ships might appear to be tiny..
04:14:10Little_Appleand it would be pretty hard to hit things
04:15:51raptorwell we'd use one of the screen dimensions to its fullest
04:19:19Little_Applea health bar might be nice... due to the fact that its hard enough to see the ship as it is
04:23:29Little_Applemaybe have the screen shifted to one side even...
04:39:22Little_Appleraptor: heres what i've come up with... http://i.imgur.com/OoRiUkV.png
04:41:04Little_Appleits kinda minimalistic...
04:42:56raptorhow do you do the aim vs movement?
04:43:12Little_Appleaiming would be done with tilt
04:43:30Little_Appleoh wait... how would you fire...
04:43:34Little_Applehmmmmm
04:43:50Little_Apple3rd button!
04:43:57Little_Appleer....
04:44:07Little_Applevoice commands.
04:44:13Little_Appleits brilliant.
04:45:27raptoractually, have you played with a joystick before?
04:45:54raptorfiring can be done in two ways... trigger OR extreme aim
04:46:12raptorso we could take care of firing with extreme aim
04:46:20raptorbut we'd need another virtual joystick
04:47:24Little_Appleyea but then you wouldnt have any fingers left for modules..
04:47:36raptorthat's what your tongue is for!
04:47:43Little_Appleor nose
04:47:48Little_Apple:D
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04:49:19Little_Applewhoops
04:50:31Little_Applemaybe automatic firing for when either module is used?
04:51:02raptordouple tapping?
04:51:14Little_Applehmmm... maybe
04:56:56Little_Applemy best solution is to just touch the screen
05:34:42Little_Applehttp://farm6.static.flickr.com/5129/5279082639_641ebe4239_b.jpg
05:35:27raptorwhoa
05:35:31raptorwhere did that come from?
05:37:25Little_Applei dont know lol
05:37:31Little_Applefootloose sent it to me
06:21:13raptorgood ngiht!
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13:07:21Watusimotojust a reminder that we need to add seekers to the weapon stats page
13:33:40raptor has joined
13:33:40ChanServ sets mode +o raptor
13:34:41raptorseekers are not stats?
13:34:43raptorhmmm
13:34:49raptorand good day
13:38:29c_korn has joined
13:38:44c_kornhello
13:39:20c_korntrying to create a Debian package for Ubuntu 12.10 amd64 there is this error: http://0bin.net/paste/2a29df41537b5ef8d143f0fb407bbe7d56a1fee1#YJzxm6eRgYRSYm10FQx3vkgan0ZGj0NiNsqrkbfLUlw=
13:39:27raptorhi
13:39:33raptorwelcome to #bitfighter!
13:40:06raptorc_korn: use the cmake system instead of the old Makefile
13:40:15raptorcd build && cmake ..
13:41:00raptoralso, there are two cmake patches you make need to apply to the stock 018a release found here: https://build.opensuse.org/package/show?package=bitfighter&project=games
13:41:52raptor you'll notice that we build for debian 6.0 already on that build page, and you can look at the .dsc, debian.rules, etc. for reference
13:43:30c_kornthe package is for the Ubuntu gaming site playdeb.net (I am the maintainer of this repository)
13:43:47raptoroh great! you guys are back up and running then?
13:43:54c_kornyup
13:43:57raptorexcellent
13:45:03raptorthe OBS (Open Build Service) can build for Ubuntu, but our game uses some packages in the 'universe' repository which isn't always imported
13:45:16raptorso we've had to point people to the debian build
13:46:51koda Quit (Quit: K Thx Bai)
13:47:09Watusimotohi
13:47:13raptorhi
13:47:20Watusimotojust found out that /shuffle is broken in 018a
13:47:30raptorawww
13:47:34WatusimotoI'll fix it, but it's annoying none-the-less
13:47:44Watusimotootoh, shows how many people use that feature!
13:47:56raptorhaha
13:48:07Watusimotohi christoph!
13:48:45raptoroh yikes, when i try to /shuffle, i can't use the keyboard anymore
13:49:08Watusimotoraptor: what do you think we should do when we haev a feature like /shuffle that no one appaerntly uses, but that we (or at least i) as admin think is a good feature?
13:49:18Watusimotoshould we fix it or axe it?
13:49:30raptori've actually seen this one used in contest parties
13:49:47Watusimotook, then I'll fix it. I'm working on related stuff anywway
13:49:53raptorbut i think it is worth keeping around for a couple releases...
13:50:00raptorbecause yes, i think it is useful
13:50:18raptorare you working on the /suspend removal and idle fixes?
13:50:22Watusimotono
13:50:33Watusimotoworking on a surprise feature :-)
13:50:39c_kornhi Watusimoto
13:50:48raptorfeature!
13:50:50raptoryay
13:51:04c_korn"/usr/bin/ld: cannot find -ltomcrypt" this library is only required for linking?
13:51:08Watusimotonot so much a feature as eye candy
13:51:23raptorc_korn: did you use the cmake system? it should build libtomcrypt
13:51:32c_kornyes, used it.
13:51:41Watusimotoc_korn: I'm glad playdeb is back up
13:51:48c_kornthanks Watusimoto
13:51:56raptorbrb
13:52:15c_kornhum, http://0bin.net/paste/2c7cb93a6518e4daf4ddd33e6c5909b495632568#vb7IN3tSbcN3MTRXyUWrDjOLVenf/tClKeame0A3CN8=
13:54:36Watusimotowe'll need to wait for raptor to answer that one
13:55:55raptorhi, sorry, there was sadness in the kids' room
13:55:58raptorok looking...
13:56:24raptorc_korn: that is odd
13:56:36raptorwhere did you grab the source?
13:57:01c_kornlet me extract the tarball again
13:57:41raptordid you take a look at the debian.rules we use?
13:57:47c_kornwget http://bitfighter.googlecode.com/files/bitfighter-018a.tar.gz 7400a23f461103920cda523237fd9196 bitfighter_0.0.018a.orig.tar.gz
13:57:48raptoron the OBS page
13:58:05Platskies Quit (Remote host closed the connection)
13:59:01raptoryep, that's the correct one
13:59:26raptorthere is a CMakeLists.txt in the libtomcrypt directory
14:00:11c_kornok, build succeeded
14:00:20c_kornseems the make build it broke cmake
14:00:29raptorhmmm
14:00:35raptorwe should get rid of the old make files
14:00:59raptori never thought this day woudl come! :)
14:01:06c_kornthis is my debian/rules ;) %:
14:01:07c_korn dh $@ --parallel --buildsystem=cmake
14:01:28raptorthat's it?
14:01:43raptorthat's much less complicated than mine...
14:03:29raptorWatusimoto: I'm suprised at how many players want a repair module enhancement
14:03:39raptorthey're probably collaborating
14:03:51c_kornyou can take a look here. but this is still the old version. I do not need those patches an longer: https://github.com/ckorn/PlayDeb/tree/precise/bitfighter
14:04:45raptorwow, you package a lot!
14:06:18c_kornthis is what lintian says about the packages: http://0bin.net/paste/b75e91b423651e865d9b05b27d319eee35ce5c07#PGr5vukoLKnRIEspxyBLksu73ooC1L+bbpjL6oz5vEY=
14:07:11c_kornspelling mistakes, static linking to sqlite and a missing manpage
14:07:58Watusimotoc_korn: please let us know if there is anything we can do to make it easier to package
14:08:16c_kornfix those lintian warnings ;)
14:08:20Watusimotoraptor: I keep hearing about double click repair, but I'm not sure what it would do... dump all your energy at once?
14:09:00raptorWatusimoto: that's the idea
14:09:10raptorc_korn: I will fix spelling mistakes
14:09:13raptor:)
14:09:36raptorwe don't have a man page
14:09:43raptorin fact, i know nothing about creating one...
14:09:54c_kornhum, Error compiling script /home/korn/.bitfighter/scripts/lua_helper_functions.lua cannot open /home/korn/.bitfighter/scripts/lua_helper_functions.lua: No such file or directory
14:10:36c_kornah, the game looks in the wrong directory: /usr/share/bitfighter/sfx/phaser.wav
14:10:55c_kornit is: /usr/share/games/bitfighter/sfx/phaser.wav
14:11:39raptoroh
14:11:51raptorfor linux you need to set a definition
14:12:22raptorin my debian.rules: sed -i -e 's/LINUX_DATA_DIR.*$$/LINUX_DATA_DIR "\/usr\/share\/games"/' config.h
14:12:50raptoryou have to set the LINUX_DATA_DIR in the config.h
14:13:00raptorwe should move that to CMake
14:13:23WatusimotoI thought we did
14:13:40Watusimotooh, sorry, misread
14:13:42Watusimotocancel
14:14:54c_kornwhere is /usr/share coming from initially?
14:15:20c_kornis there a cmake option to set it? (like configure --datadir=/usr/share/games/bitfighter)
14:15:39raptorit is in the config.h file found at the repository root
14:15:59raptorbut that should be changed to CMake - it was an oversight on my part before release
14:16:09c_kornah, it is already there and does not get created. then I write a patch.
14:16:27raptoryes
14:16:51raptorthanks for finging bugs in the packaging! we just barely moved to CMake and have been slowly ironing out the wrinkles
14:17:25Watusimotoraptor: I was just helping zemmer with a minecraft problem, and took a look at how they do acheivements
14:17:39c_kornwhy do you have sqlite.c in your repository anyway?
14:17:44raptorand ideas?
14:17:47Watusimotothey are basically mapped out in such a way that you need to acheive them in a certain order
14:17:58raptorinteresting...
14:17:58Watusimotoachieving one unlocks another
14:18:10Watusimotoalmost like a tech tree
14:18:17raptorc_korn: sqlite.c is used for local statistics tracking
14:18:59c_kornyeah, but why do you compile it yourself? just link to the shared lib (this is what the lintian error about statically linking to sqlite is about)
14:19:26raptorc_korn: i don't remember teh original thinking behind it honestly
14:19:40raptormy spelling today is suffering..
14:20:51raptorhey Watusimoto, c_korn has applied this patch to bitfighter, and I know nothing about the related system: https://github.com/ckorn/PlayDeb/blob/precise/bitfighter/patches/disable_profiler.patch
14:21:06raptordo you?
14:21:28c_kornis the joystick.ini a problem? and what about the music? http://0bin.net/paste/8b7cd88c64c3809d84c3c8a1f4213fa3e40207c9#lUsaNj/YFqMDPJ/AG5S/Av0w9856m0Qgtj3F577pYII=
14:22:07c_kornthis patch is completely useless. the include is already commented out
14:22:22Watusimotoall it seems to do is remove a commented line that optionally enabled the profiler
14:22:29c_korndon't ask me why quilt added the second hunk (probably whitespace issues)
14:22:55Watusimotowhich we've never actually enabled in practice (I did once, but wasn't ready to really play with it)
14:23:21Watusimoto>>> this patch is completely useless. the include is already commented out <<< :-)
14:23:49Watusimotowhy did you make that suggestion?
14:24:33c_kornbut it was not commented out in some version. resulting in a compile error. this is why I created this patch initially.
14:25:02Watusimotoah, ok
14:25:31c_korndon't assume I write patches to remove comments :D
14:26:38Watusimotohey! 0bin implements the feature I was going to design a website around!
14:26:46Watusimotoone less project!
14:26:52Watusimotoit's the burn after reading feature
14:27:28c_kornok, seemed I forgot to include the music dir and joystick.ini in the package. bbl
14:27:38WatusimotoI can use that to send a password and be sure that only you get it
14:27:42raptor:)
14:27:51Watusimotoif you can't read it it means someone else did, so I know I need to change the pw
14:27:56koda has joined
14:27:58raptorWatusimoto: i just found 0bin yesterday
14:28:03Watusimotoand if you do read it, I know no one else can
14:28:10Watusimotoif you trust the system
14:28:12raptorit loks really neat
14:28:19Watusimotoindeed
14:28:27WatusimotoI'll be back in a bit
14:28:35koda0bin?
14:28:43Watusimotogoing to play a game (board game!) with my son
14:28:52raptorkoda: pastebin where the server don't know the contents of the paste
14:29:02raptoryay board game
14:29:27Darrel has joined
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14:49:31c_kornre
14:49:38raptorhi
14:50:26c_kornactually the intention for 0bin is to secure the server providers not the users
14:50:40raptoryes, to absolve them of responsibility
14:50:44c_korn"The goal of 0bin is not to protect the users or their secrets."
14:52:08c_kornit is like mega. but only for plain text
14:52:30c_korndo you need the master.cfg to be installed, too?
14:53:10raptorno
14:53:18raptorunneeded
14:55:22c_korngreat. then the package should be ready.
14:57:01raptoryay!
14:59:08c_kornhttp://0bin.net/paste/dd7e8d74cb4c04b06db0e420629e7fd97c7eca1f#Z9ARLTIGP6gHG1uoncMW6o8k8hDB9qpY3FONsxdr2fk=
15:01:19c_kornyou can even follow the build ;) http://build.getdeb.net:4321 should begin in a few minutes
15:07:12c_kornomg, it compiles ;)
15:12:45raptorhooray!
15:19:19c_kornpushed my changes. package will be published in a few hours. the mirrors need to sync first.
15:19:41raptorthanks!
15:20:24raptori'm curious
15:20:51raptorwhat would the *proper* way be to handle the LINUX_DATA_DIR in the build system?
15:21:53c_kornhm, not sure how cmake works. with configure you can set datadir and datarootdir which are then written to some config.h as #define I think.
15:22:34raptorok, I preset up that config.h based on that idea, but we have never used autotools only a simple Makefile
15:23:42c_kornmaybe this is the way to do it with cmake: https://github.com/lookout/cgreen/blob/master/config.h.cmake
15:24:18raptorhmmm
15:24:27raptorok, i'll look into it..
15:24:29raptorthanks
15:25:33c_kornthose variables can then be filled in CMakeLists.txt or overwrite them with cmake -DFOO=bar https://github.com/lookout/cgreen/blob/master/CMakeLists.txt
15:27:09c_kornalso don't forget: configure_file(config.h.cmake ${CMAKE_CURRENT_BINARY_DIR}/config.h)
15:27:10koda Quit (Quit: K Thx Bai)
15:27:35raptorok, i'll have to do some research
15:28:57koda has joined
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16:09:11c_kornhere you go, https://plus.google.com/u/0/117277779496344929549/posts/WgK7Ma3LeAZ
16:10:05raptorgreat!
16:11:19raptorFYI, that screenshot is a little out of date
16:11:33c_kornwhat should I use instead?
16:11:44raptorthere are some newer ones here: https://bitfighter.org/screenshots
16:12:57raptoractually
16:13:08raptori think watusimoto has some better ones on desura...
16:13:23raptorhttp://www.desura.com/games/bitfighter/images
16:14:26c_kornthis one? http://media.desura.com/cache/images/games/1/21/20792/thumb_940x3000/screenshot6.png
16:14:34raptorhaha, sure!
16:14:57raptormainly the colors have changed a little so has the interface
16:16:03Watusimoto has joined
16:19:28raptorc_korn: if you don't mind my asking; what had happened to playdeb for all of those months?
16:19:42raptorit seemed to just disappear
16:21:39c_kornthe server crashed
16:21:51raptorthat stinks
16:21:53c_kornand it seemed we did not have an up-to-date backup
16:21:57c_kornwhich we had at the end
16:22:27raptoroh good
16:22:35c_kornscreenshot updated, btw
16:23:03raptorthanks!
16:37:27Darrel Quit (Ping timeout: 260 seconds)
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16:40:52Watusimotoyes, thanks
16:44:47LordDVG has joined
17:03:29Little_Apple has joined
17:03:48Little_Appleraptor: i have come up with a solution!
17:04:14Little_Applei think.
17:04:55raptorhi Little_Apple
17:05:14Little_Applehello, what do you think about using the volume button to fire?
17:05:25raptorha
17:05:48Little_Applei think it could work...
17:09:06raptorb hhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
17:14:37raptorvvvvvvvffffffvvvvvvvvvvvvvvvvvvvvvv
17:15:34Little_Appleits a code!
17:23:44raptorok back
17:24:36raptorhonestly i don't know much about mobile interface to suggest one method is good or familiar over another
17:41:06Little_Appleim off for now
17:41:08Little_Apple Quit (Quit: Page closed)
17:51:41raptorBFLogBot
17:51:41BFLogBotI'm a real boy.... I think?
18:13:10-kornbluth.freenode.net- *** Looking up your hostname...
18:13:10-kornbluth.freenode.net- *** Checking Ident
18:13:10-kornbluth.freenode.net- *** No Ident response
18:13:10-kornbluth.freenode.net- *** Couldn't look up your hostname
18:13:15BFLogBot has joined
18:13:15Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/'
18:13:15Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 GMT 2013
18:13:15-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
18:13:48BFLogBot Commit: 374d1bb878a1 | Author: buckyballreaction | Message: Spelling errors
18:14:10raptorthere were other commits to fix cmake
18:14:29raptorbut logbot port was not open for some reason so i restarted it
18:15:43raptorWatusimoto: do we want to revisit our sqlite integration?
18:16:00raptoras in, decide to remove it or make it compile-optional?
18:20:35c_korndynamic linking would be enough to make lintian happy
18:20:54raptoryes, but we have the more serious issue of whether or not our game needs it anyway :)
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20:04:09Watusimotohi raptor
20:04:15Watusimotowhat is the deal with sqlite?
20:04:19Watusimotocausing problems?
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20:28:51Little_Applehello
20:32:36Little_AppleCrazyLinuxNerd: will you be able to make it to the level contest party tonight?
20:41:55CrazyLinuxNerdLittle_Apple: No sorry :/
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21:00:51raptorhello peoples
21:01:53raptorWatusimoto: the issue is just that sqlite is included in most linux distros anyways and that we should just link against it instead of statically compile
21:02:10raptorbut *another* issue is if anyone actually uses the sqlite features...
21:02:29raptori.e. the local stats database
21:02:29Little_Applehello
21:02:31raptorhi Little_Apple
21:03:07Watusimotohi
21:03:14raptorhi
21:03:36raptor2 hours until contest party!
21:03:40Watusimotowhat do we use sqlite for now? stats on a master with no mysql?
21:03:49raptoronce upon a time
21:04:02raptorwe thought a local stats database for each and every game server would be cool
21:04:18raptorit's an INI option that I think it defaulted to off
21:04:46Watusimotobut those stats could be stored in master and retrieved on demand
21:04:48raptorbut we also decided to add it to master
21:05:01Watusimotoah, that was before master stats?
21:05:05raptorbut we've never had a case where master didn't have mysql
21:05:10raptorno
21:05:27Watusimotook, well, it seems clear there is no good use case
21:05:43raptorwe added it more or less simultaneously with our stats database
21:05:49Watusimotoalthough....
21:05:52raptorin a fit of "this would be cool!"
21:06:04WatusimotoI was thinking just yesterday about a use for sqlite on the clients
21:06:24Watusimototo manage cacheing of a central level repository
21:06:41Watusimotoor to actually store levels
21:06:48Watusimotobut that may not make any sense
21:07:29Watusimotowe could always store levels as files with md5 hash as their name
21:07:32raptorlocal database storage is a *really* good idea
21:07:34Watusimotoand get most of the benefit
21:07:36raptorif we need it
21:07:41Watusimotoif
21:07:50raptorbut then we'd need a way to retrieve it
21:07:57raptorthat is useful to the user
21:08:04raptorlike firefox does with its history manager
21:08:36Watusimotowell, a list of level names/specs/previews might be useful
21:09:14WatusimotoI would really like to incorporate a preview into the various level choosers we have
21:09:31Watusimotobut I'm not sure sqlite is the answer
21:10:37Watusimotoso is our use of sqlite actually causing a problem?
21:10:47Watusimotoor is it just less efficient than using the system copy?
21:11:26Watusimotobecause I am all about static linking and not worrying about a duplicate copy of the lib code
21:12:18raptorjust less space efficient
21:12:28raptorsqlite is a really good choice for a local database
21:12:50raptori like static compiling, too, much less 'mess', especially with our Xplat software
21:13:22raptorso it's not really hurting anything other than adding to the game size at the moment
21:13:43Watusimotodo we even distribute it at all?
21:13:54Watusimotoif it's only in master, then it really is harmelss
21:14:03raptorit's compiled into the main game
21:14:15raptorit was added to be a local stats database for a dedicated server
21:14:50Watusimotowhy was c_korn asking about it? did it interfere with his work?
21:15:05raptorhe's a linux packager for a shared-library based distribution
21:15:08raptor(so am I)
21:15:29raptorthe convention is to link libraries not statically compile
21:15:33Watusimotoyou mean a linux distro?
21:15:38Watusimotobased around shared libs?
21:15:43raptoryes
21:15:52Watusimotoa desktop distro?
21:15:54raptor(there are non-shared lib based distros, but they're rare)
21:16:18raptorit's just convention for all mainstream linux distros
21:16:45Watusimotomaybe I just don;t get something... I thought all (most) os's were shared library things, but with the option of static compiling
21:16:54raptoryes
21:16:56raptorthey are
21:16:58Watusimotono different than windows
21:17:28Watusimotoso all we're talking about here is whether to use the (equivalent of) the sqlite dll that's on the system already or shipping our own
21:17:28raptorbut because we are not dynamically linking a common shared library and instead have chosen to statically compile it, convention is broken
21:17:35raptory
21:18:01raptorthat is what c_korn was talking about, because his build system threw a warning on the matter
21:18:15Watusimotohow did the system know what we were using internally?
21:18:32raptorthere are several packaging 'lint' systems
21:18:42WatusimotoI mean, it's our binary... the system should keep out
21:18:48raptorafter a package is created the lint program runs through the package to make sure it conforms
21:18:56raptoropenSUSE / Fedora do the same thing
21:19:15Watusimotowhat about our static linking of lua?
21:19:27Watusimotoif someone isntalled lua on their system, wouldn't it be the same issue?
21:19:36raptorit *would* detect that if we didn't compile it as libluavec
21:19:41raptorbut you're right
21:20:02raptorto see an example of a lint output: https://build.opensuse.org/package/live_build_log?arch=x86_64&package=bitfighter&project=games&repository=openSUSE_12.2
21:20:06raptorlast 2 pages
21:20:12raptorthere is a RPMlint report
21:20:57WatusimotoI detect an air of the ridiclous in this conversation... maybe I'm just not a true believer :-) static linking is a developer decision, not a religous one!
21:21:17raptorand I completely feel the same way
21:21:29Watusimotoso
21:21:34raptorI hope I'm not trying to convince in any way - I'm just trying to be informative
21:21:37Watusimotonow that we've got that cleared up...
21:21:44Watusimoto:-)
21:21:55Watusimotothe question is do we need sqlite
21:22:03c_kornWatusimoto: point is of fixing bugs in the lib. shared linking: fix it in one place. static linking: fix all n apps which have it linked.
21:22:04raptoryes, that is my issue now
21:22:06Watusimotothe answer seems to be in the immediate case, no
21:23:02c_kornbut I think games are no subject of security issues anyway ;) doesn't matter
21:23:09Watusimotoc_korn: yes, that's true, but you can also argue the other way, and say the advantages of avoiding (the equivalent of) dll hell are worth not being able to have the user upgrade parts of your system in a way that you haven't tested
21:23:24raptorto be honest, there is less of DLL Hell on Linux...
21:23:29raptor(nowadays)
21:23:37Watusimoto.so hell :-)
21:23:41raptorhahaha
21:23:43raptoryeah..
21:24:00raptorbut mature distros have been rigid enough on the matter for a while that it isn't really an issue..
21:24:24raptorand Linux doesn't keep forward compatibility like Windows has kindly done
21:24:49Watusimotoin any case, I think we can get rid of sqlite for our current purposes, but we may decide to add it back in the future
21:24:50c_kornif compatibility with an old lib version breaks and there are apps still using the old version then the distro has to distribute both versions
21:25:05c_kornthis is why (inline in windows) there is a version in each .so file
21:25:24c_korns/inline/unlike/
21:25:49WatusimotoI can see some future uses, but they;re mostly speculation at this point.
21:26:16WatusimotoI think I'm more a monlithic binary kind of guy, as opposed to a cloud of parts person
21:26:28c_korne.g. /usr/lib/x86_64-linux-gnu/libsqlite3.so.0.8.6
21:27:38raptorONE BINARY TO RULE THEM ALL
21:28:10Watusimotoso if sqlite fixes a bug, would they re-release libsqlite3.so.0.8.6 or create libsqlite3.so.0.8.7
21:28:21raptorbackport the fix
21:28:27Watusimototo libsqlite3.so.0.8.6
21:28:31raptoryep
21:28:51Watusimotoso libsqlite3.so.0.8.6 will always have a guranteed interface
21:29:00raptoryep
21:29:10Watusimotohence (less) .so hell
21:29:16raptoryep
21:29:30c_kornthis is the idea. there is also symbol file in each package where you can see which versions introduced a symbol
21:29:40raptoranyways, this is all fun stuff - soo... back to bitfighter!
21:29:44raptor:)
21:29:50Watusimotoha
21:30:05raptorso what I can do is: remove sqlite completely or
21:30:18c_kornso assume you have sqlite 0.8.7 on your system but only use functions from 0.8.6 then the dependency is sqlite >= 0.8.6
21:31:00Watusimotobut then you'd need either 0.8.6 or be sure that 0.8.7 was compatible
21:31:22raptoror i don't know just ifdef it out on Linux or something..
21:31:38raptorprobably can with the build system
21:31:57raptori wish more people had responded to my 'top 3 balance changes' thread....
21:32:28WatusimotoFor me the question is what would be easier to add it back later if we decided to do so, vs. the cost of carrying the extra (temporarily) unused functionality around that we might never actually use
21:32:56Watusimoto(they'll respond, give it time... the essayists are probably still crafting their 5page responses)
21:33:00c_kornyeah, you can always force sqlite 0.8.7 manually. but the packaging system is so clever to figuere out that it may not necessarily required ;)
21:33:34raptorit doesn't hurt anything right now other than added a few seconds (maybe more on windows/mac) for compiling, and have a size increase of like .5-1 MB
21:34:20Watusimotowell, I completely understand the advantages/disadvantages of static v. dynamic linking... I just think it should be the developer's choice based on their set of tradeoffs
21:35:12Watusimotoraptor: how hard would it be to ifdef it out on all platforms?
21:35:31raptorWatusimoto: i know of know way to conditionally include the library in a vc++ project
21:35:33c_kornyeah, but it is not a Debian policy. so even if an app links statically the Debian maintainer must patch to source for dynamic linking. to ensure that a fix in the lib affects all apps which uses it.
21:35:40raptorI can do it in CMake
21:35:52raptori don't know how in Xcode either...
21:36:31koda_Cmake <3
21:36:40raptoroh hi koda_
21:36:45koda_Hai
21:36:47raptoryes cmake has been nice...
21:36:55koda_But...?
21:37:05Watusimotook, well uh... remove it from cmake, and we'll just let it ride in win and mac for the moment
21:37:22raptorkoda_: Little_Apple and I have been having a hard time coming up with a useful interface for a game that uses dual-axes controls and several other buttons, on mobile platforms...
21:37:30Watusimotothen if we decide to use it in the future, we can deal with the debian issue then
21:37:49c_korn(not that I care about that policy too much … especially regarding games)
21:37:55raptorwould you have any ideas? we've heard of virtual joysticks, but we need other buttons to fire, change weapon, etc
21:37:57Watusimotoc_korn: :-)
21:38:30koda_raptor: Let me get on a real keyboard and then we talk
21:38:36raptorheh
21:38:38raptorok
21:39:45Watusimotohttp://www.makeuseof.com/tag/3-dual-joystick-shooters-free-iphone/
21:39:55Watusimotomaybe one of these has a good interface
21:40:01Watusimotoif only I had an iphone
21:40:32raptoryeah so you could curse it when it doesn't let you do what you want?
21:41:01raptorhuh - looks like fire buttons in the middle of joystick..
21:47:29Watusimotoso looking at a few games on youtube, the standard seems to be two virtual sticks in either corner
21:47:47Little_Applebut how would you control modules?
21:52:45Watusimotosee here around 2:15
21:52:46Watusimotohttp://www.youtube.com/watch?v=xsX22O4ZQtA
21:52:49Watusimotofor a good example
21:52:54Watusimotomodules
21:52:55Watusimotoyeah
21:53:39Watusimotomaybe steer with your index finger, activate mdoule buttons with middle finger
21:54:05Watusimotomaybe have a toggle rather than a hold down to activate kind of thing
21:54:53Little_Applewho plays with their index fingers....
21:57:35raptoryeah... that's reserved for picking your nose
21:58:53Watusimotoif all you have is your thumbs...
21:59:06Watusimotothere's some cool stick on joysticks that might work
22:00:40Little_Applei actually own one
22:00:51Little_Appleaaaaand its pretty awfuk
22:00:59Little_Appleawful*
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22:03:55Watusimotohttp://www.youtube.com/watch?v=1duiy1biH1o
22:04:07Watusimotothis one shows a playstation emulator
22:04:25Watusimoto2:40 shows a good screenshot of how theyve arranged all the buttons
22:04:36Watusimotonot (at all) sure this woudl work for us
22:04:47Watusimotobut it does have shoulder buttons and such
22:06:32WatusimotoLittle_Apple: which joystick do you have?
22:06:40Watusimoto(i.e. the sucky one)
22:06:47Little_Applethe thinkgeek joystick-it for iphone
22:07:34Little_Appleits a great concept but it just doesnt work that well
22:07:57Watusimototheone that looks like a big metalic stick?
22:08:03Little_Appleyep
22:08:06Little_Applejust smaller
22:08:16Little_Applethe ipad version is much bigger and probably works better
22:11:44raptorwe could just disable modules for mobile users
22:11:53raptorproblem... solved!
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22:14:05raptorok, added the /shuffle bug to the running list
22:14:10raptortime for balance changes!
22:14:11Watusimotothese things called "fling" look like the better way to go
22:15:41raptor?
22:17:55Watusimotohttp://www.youtube.com/watch?v=46F6Z-GGH3c
22:18:00Watusimototo pick one at random
22:19:05raptori think this is a good change
22:19:13BFLogBot Commit: 34ba484376d1 | Author: buckyballreaction | Message: Reduce phaser damage slightly, effectively making it take 6 shots to kill instead of 5 [*]
22:19:33Little_Appleyea fling looks much nicer than what i have
22:20:37raptorneat!
22:21:01raptorof course the future is to actually have something more than a flat screen to interface with
22:21:50raptorlike this: http://www.tactustechnology.com/index.html
22:25:35Watusimotonice video... probably still a ways from commercial use
22:25:43raptoryes
22:33:51bobdaduck has joined
22:34:28bobdaduckGoodmorning
22:34:28bobdaduckgents'
22:34:57Little_Appleswag.
22:35:02raptormornin'
22:36:15raptorour projectile::idle method is a mess
22:36:42raptorthe trick is to get bouncers to extend their range on bounce, but not do it indefinitely
22:42:54bobdaduckCONTEST PARTY IN TWENTY MINUTES GUYS
22:43:11Little_Appleyup
22:46:58raptorI am disappointed in the low response for my balance changes.. I like the responses that are there, though
22:49:05raptorbobdaduck: lamp made concept art somewhere?
22:49:13bobdaducklol
22:49:21bobdaduckuh
22:50:42raptorthe calm before the storm?
22:56:42raptorhaha
22:56:54WatusimotoI'd take that as a yes
22:56:55raptori made bouncers last 100 ms longer with every bounce
22:57:09raptoryou can 'charge' them up with shield against a wall
22:57:17raptoronce let go, they last like 12 seconds
22:58:24raptorWatusimoto: can you think of some 'smart' way to extend the life of a bounce once bounced? maybe give it a ratio of life left?
22:59:01bobdaduckLamp didn't realy make concept art for suns
22:59:05bobdaduckhe just made this crazy level.
22:59:22bobdaduckkaen test
22:59:36raptor35seconds and bouncer is still going...
22:59:46raptor45 second life...
23:00:15Watusimotoevery time it bounces... just add a bit of life juice to it
23:00:40WatusimotoI'm sure there's some nuance that I don't see... because if there wasn't, you'd never ask that question!
23:01:11raptoradding 100ms to life after each bounce isn't enough for normal usage
23:01:19raptorbut you can charge bouncers against a wall
23:02:13Watusimotowhat do you mean charge against a wall?
23:02:35raptoruse shield against a wall with bouncer to add loads of time to it
23:02:46Watusimotowe probably want to have a cap somehow
23:03:28Watusimotobut I see now the problem... people will try to bank their shots to extend the range. But maybe that's a good thing
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23:53:47bobdaduckraptor check this

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