Timestamps are in GMT/BST.
| 00:01:16 | kaen | cool... only have to dis-upgrade twice to get the unstable debian branch... |
| 00:01:22 | kaen | dist-upgrade* |
| 00:01:39 | raptor | is there to be another debian soon? (7?) |
| 00:02:07 | raptor | and are you switching distros? |
| 00:02:20 | raptor | (to debian) |
| 00:02:36 | kaen | not soon, by my mark |
| 00:02:58 | kaen | but I am probably switching to debian |
| 00:05:37 | kaen | but it does not look like bitfighter will make it into "testing" before the next release |
| 00:06:01 | kaen | although I'm not sure exactly what the probationary period is from unstable to testing |
| 00:08:04 | kaen | before the next debian release* |
| 00:09:31 | kaen | in other news, packing and building on debian is mercifully simple |
| 00:09:42 | kaen | the hardest part is definitely the miles of red tape |
| 00:10:23 | raptor | packaging is simple? how so? |
| 00:10:41 | raptor | my experience with building debs has not been friendly... but that was before our cmake system |
| 00:17:02 | kaen | well, I guess that's a relative statement |
| 00:17:16 | kaen | it's simple compared to learning a new PHP framework and hooking it up to a bitfighter client |
| 00:17:22 | raptor | haha, ok |
| 00:17:29 | raptor | I believe you now.. |
| 00:18:08 | kaen | to learn CakePHP I had to read a book and most of the api docs |
| 00:18:24 | kaen | packaging for debian has been only a dozen or so wiki pages and a short manual section |
| 00:18:39 | | BFLogBot Commit: b53cc2efb8ae | Author: watusimoto | Message: Get rid of (almost) all vestiges of Vector representations of loadouts. Still needed for communication between client and server, but otherwise mostly gone. |
| 00:19:30 | kaen | whoa, nice commit wat |
| 00:19:52 | raptor | hooray! |
| 00:20:08 | raptor | and it's huge! |
| 00:20:08 | Watusimoto | it was just ridiculous |
| 00:20:25 | Watusimoto | that's what she said!!!! |
| 00:20:32 | Watusimoto | sorry, couldn't resist |
| 00:20:38 | kaen | bahaha |
| 00:20:41 | raptor | hey.... rated G channel? |
| 00:20:51 | | raptor looks at commit |
| 00:21:00 | Watusimoto | indeed-- she said it was a huge checkin. What did you think I meant? |
| 00:21:13 | kaen | and also she said it was ridiculous |
| 00:21:25 | raptor | the mind has been poisoned - never again will I watch network television |
| 00:21:26 | kaen | both accurate assessments of the situation. |
| 00:21:51 | raptor | ok so |
| 00:22:00 | raptor | the new representation of a loadout is a string? |
| 00:22:22 | kaen | that's just INI parsing I think |
| 00:22:30 | raptor | dinner! back soon |
| 00:23:20 | | fordcars Quit (Ping timeout: 245 seconds) |
| 00:29:22 | | BFLogBot Commit: 9fd66454a4b3 | Author: watusimoto | Message: Hmmmm... displayMessagef looks very similar to displayMessage... |
| 00:29:30 | Watusimoto | this commit seems too obvious to be right. I feel I must be missing something. |
| 00:33:53 | kaen | looks right to me :x |
| 00:39:56 | raptor | back! |
| 00:40:08 | | BFLogBot Commit: 73ddb63ad9b1 | Author: watusimoto | Message: dyanmic_cast -> static_cast |
| 00:40:09 | raptor | so I read somewhere that varargs lists are evil |
| 00:40:15 | raptor | is this true? |
| 00:41:00 | Watusimoto | they seem pretty necessary to me |
| 00:41:14 | Watusimoto | evil, sure, but a necessary evil |
| 00:41:24 | Watusimoto | kind of like she said jokes |
| 00:41:56 | raptor | I think the workaround was to use vector |
| 00:42:07 | raptor | but I never got a clear reason on why they were evil.. |
| 00:42:08 | Watusimoto | a vector of what? |
| 00:42:18 | raptor | ofwhatever |
| 00:42:23 | raptor | instead of varargs |
| 00:42:27 | Watusimoto | Vector<whatever> |
| 00:42:32 | raptor | exactly! |
| 00:42:32 | Watusimoto | varargs can be mixed types |
| 00:42:41 | raptor | they can? |
| 00:42:51 | raptor | that's... sick, wrong... and useful |
| 00:43:03 | Watusimoto | printf("%s %d", "types", 2) |
| 00:43:23 | Watusimoto | that's what she said! |
| 00:43:28 | raptor | sigh |
| 00:43:29 | Watusimoto | (about varargs, that is) |
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| 00:43:52 | | BFLogBot Commit: 73ddb63ad9b1 | Author: watusimoto | Message: dyanmic_cast -> static_cast |
| 00:43:55 | | kaen Quit (Changing host) |
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| 00:44:24 | Watusimoto | so until Vector can take random stuff, I think we're stuck with varargs |
| 00:45:27 | raptor | hmmm... |
| 00:45:38 | Watusimoto | I really really really prefer typed languages like C++ and Java to those looser languages, but varargs does point out a small chink in the armor |
| 00:46:04 | Watusimoto | sometimes you just need to pass any old junk and make it work |
| 00:46:21 | raptor | so... what is the horribleness of it? the fact that if it was a public method, you could potentially exploit flaws? |
| 00:46:55 | Watusimoto | I'm not sure. I dislike it because I had a related bug once that took me a week to fix |
| 00:47:30 | raptor | it seems bad for some reason, but I can't quite seem why - maybe just because it goes against the overall 'typed' feel of the language? |
| 00:47:59 | Watusimoto | that's probably it |
| 00:48:14 | | fordcars has joined |
| 00:48:22 | Watusimoto | that and the fact that it is difficult to pass them on to other functions |
| 00:48:46 | Watusimoto | hence the 500 variations we have of compressing them into a string |
| 00:49:41 | raptor | maybe we should force string building first, before passing in stuff.. |
| 00:50:28 | Watusimoto | that would only make the problem worse -- more string building code everywhere |
| 00:51:36 | raptor | i find that two-part epoxy is a good solution to broken plastic stupid stuff |
| 00:52:03 | Watusimoto | to what probem is two-part epoxy not a good solution? |
| 00:52:38 | raptor | good question - I'm not sure there is an exception |
| 00:52:43 | Watusimoto | varargs |
| 00:52:54 | raptor | ok you win |
| 00:55:50 | Watusimoto | so we have tons of code in ClientGame like this: |
| 00:55:51 | Watusimoto | getUIManager()->getGameUserInterface()->renderEngineeredItemDeploymentMarker(ship); |
| 00:55:58 | Watusimoto | (chosen completley randomly) |
| 00:56:24 | Watusimoto | I am thinking that client game should not worry about which component of the user interface will do the rendering |
| 00:56:34 | Watusimoto | I am thinking that the code should look like this: |
| 00:56:54 | Watusimoto | ui->renderEngineeredItemDeploymentMarker(ship); |
| 00:57:07 | Watusimoto | and that the ui object should do this: |
| 00:57:12 | Watusimoto | >getGameUserInterface()->renderEngineeredItemDeploymentMarker(ship); |
| 00:57:36 | Watusimoto | because why should clientgame care where the rendering is done? |
| 00:57:51 | Watusimoto | the updside is a more streamlined clientGame object |
| 00:57:55 | raptor | ok |
| 00:58:08 | raptor | so that means loads of virtual methods on the UI class? |
| 00:58:11 | Watusimoto | the downside is a huge number of passthrough functions in the ui object, whatever that is |
| 00:58:54 | kaen | !raptor |
| 00:58:54 | BFLogBot | tlhIngan toQDuj! |
| 00:58:57 | Watusimoto | but this seems a start of getting UI specific code out of ui |
| 00:59:09 | Watusimoto | sorry, out of clientgame |
| 00:59:46 | raptor | hi |
| 00:59:53 | kaen | hi, sorry |
| 00:59:58 | kaen | I edited the logbot ini |
| 01:00:05 | raptor | so please tell me, because I'm not sure, what is ClientGame supposed to be? |
| 01:00:13 | raptor | kaen: heh.. you found it! |
| 01:00:16 | Watusimoto | not sure |
| 01:00:29 | - *raptor* !kae | *raptor* !kaen |
| 01:00:52 | Watusimoto | At one point, I thought we should rename our gameType objects to game, and client/servergame to client/serverGameContext |
| 01:01:05 | Watusimoto | but it didn;t really work fully in my mind |
| 01:01:16 | raptor | handle non-UI general application logic |
| 01:01:30 | raptor | hmmm |
| 01:01:35 | Watusimoto | so the gametype is kind of the type specific variations on the game |
| 01:01:37 | kaen | it routes game stuff to ui logic afaict |
| 01:01:45 | kaen | clientgame, I mean |
| 01:01:45 | Watusimoto | and the game is the general framework in which gametypes sit |
| 01:01:59 | kaen | yes, that is my understanding. |
| 01:02:03 | Watusimoto | but should it? |
| 01:02:30 | kaen | well, gametype-specific logic is good to keep out of clientgame (or whatever it should really be called) |
| 01:02:31 | Watusimoto | I am thinking that clientgame should say "hey, we need to render a message that such and such has happend,. You -- ui guy, make it happen!" |
| 01:02:49 | raptor | maybe it could be by what ServerGame does.. |
| 01:02:53 | Watusimoto | what's happening now is more like my former boss, where it's doing a lot of micromanaging |
| 01:02:58 | raptor | *could be defined |
| 01:03:56 | Watusimoto | it does seem to be the central communication hub through which lots of stuff happens |
| 01:04:19 | Watusimoto | take this fn for example |
| 01:04:21 | Watusimoto | void ClientGame::gotPingResponse(const Address &address, const Nonce &nonce, U32 clientIdentityToken) |
| 01:04:21 | Watusimoto | { |
| 01:04:21 | Watusimoto | getUIManager()->getQueryServersUserInterface()->gotPingResponse(address, nonce, clientIdentityToken); |
| 01:04:21 | Watusimoto | } |
| 01:04:33 | raptor | and do ClientGame/ServerGame even need to inherit from the same object? |
| 01:04:41 | Watusimoto | so the thing generating the ping response has no concept of a UI, so it tells the game about it |
| 01:05:00 | Watusimoto | and here, game figures out which UI the info should be displayed on and passes the message on |
| 01:05:10 | Watusimoto | yes, they probably do |
| 01:05:20 | kaen | I would so they do, as well |
| 01:05:29 | Watusimoto | in this example, I would think that gotPingResp should just say: |
| 01:05:33 | kaen | ServerGame is authoritative, ClientGame is written to display whatever the ServerGame on the other end says, with some interpolation, so it's truely just a client |
| 01:05:39 | Watusimoto | ui->gotPingResponse(address, nonce, clientIdentityToken); |
| 01:05:47 | Watusimoto | and then ui would have the |
| 01:05:52 | Watusimoto | getQueryServersUserInterface()->gotPingResponse(address, nonce, clientIdentityToken); |
| 01:05:53 | Watusimoto | in it |
| 01:06:14 | Watusimoto | this seems a lot cleaner, but is basically just creating about a thousand pass through functions like that |
| 01:06:18 | Watusimoto | which I hate |
| 01:06:54 | Watusimoto | but if we want to separate ui code from game logic, I think this is the way |
| 01:07:17 | Watusimoto | and if we want to do any testing, we need to seperaet the ui from the game logic |
| 01:07:36 | kaen | testing!? |
| 01:07:51 | kaen | I'm on board :) |
| 01:07:53 | Watusimoto | maybe only a little |
| 01:07:55 | raptor | ah yes, the test framework we're going to make our GSoC student do... |
| 01:08:01 | kaen | a little is a good start |
| 01:08:11 | Watusimoto | one test would be a big start |
| 01:08:15 | kaen | a reasonable goal would be a testable servergame class |
| 01:08:19 | Watusimoto | though i do have one test coded in lua |
| 01:08:30 | kaen | I have a google-test framework setup with one test |
| 01:08:44 | kaen | it gets to the point of adding bots to the game, but fails to simulate any frames for some reason... |
| 01:09:18 | raptor | oooo Baconator is online |
| 01:09:19 | Watusimoto | the stuff I want to test usually lives in clientgame, because that's where I have been doing far more work |
| 01:09:21 | kaen | the problem I ran into before any UI stuff (which could be mocked out for testing) was the dependencies |
| 01:09:38 | kaen | between core classes |
| 01:09:53 | Watusimoto | you probably need to load all the classes en masse |
| 01:09:58 | kaen | exactly |
| 01:10:06 | kaen | but some things should almost be singletons |
| 01:10:10 | kaen | foldermanager |
| 01:10:14 | Watusimoto | but then you can do more sophisticated tests! :-) |
| 01:10:21 | kaen | make them injectable |
| 01:10:34 | kaen | but grab them if they're not injected |
| 01:11:21 | kaen | mSingletonPointer = singleton ? singleton : Singleton::get(); |
| 01:11:51 | Watusimoto | so you were suggesting folderManager has too many dependencies on othe robjects? |
| 01:11:52 | kaen | singletons are difficult to test though if you need more than one instance |
| 01:12:22 | kaen | no, that games absolutely can not be usefully instantiated unless you hand it a folder manage |
| 01:12:31 | kaen | manager |
| 01:12:54 | Watusimoto | I see |
| 01:13:21 | Watusimoto | but the game cannot hope to function without one |
| 01:13:33 | kaen | right, but it should just get one |
| 01:13:36 | kaen | if it isn't handed one |
| 01:13:48 | kaen | that would make it easier to test |
| 01:14:09 | Watusimoto | it should just get one if it isn't handed one? |
| 01:14:27 | Watusimoto | I don;t understand that |
| 01:14:55 | | BFLogBot Commit: 945d81cf624b | Author: watusimoto | Message: Formatting |
| 01:15:24 | Watusimoto | see, I am looking at the code! |
| 01:16:58 | raptor | I'm slowly beginning to think my loadout changes aren't gone to merge well.. |
| 01:17:23 | kaen | okay, http://pastie.org/7469929#64 |
| 01:17:34 | Watusimoto | so instead of having getSettings()->getFolderManager() everywhere, we should have mFolderManager, and have that set at construction? |
| 01:17:43 | raptor | ooo, you found a dynamic_cast somewhere.. I thought I killed most of them |
| 01:17:56 | kaen | yes, that would be good |
| 01:18:06 | kaen | and just set the default value to null |
| 01:18:11 | kaen | if it's null, get the singleton |
| 01:18:19 | kaen | foldermanager isn't, but it could be |
| 01:18:22 | kaen | eventmanager is |
| 01:18:52 | kaen | that link is the minimal amount of work required to instantiate a "still untestable" game object |
| 01:19:17 | Watusimoto | I see, and you'd like to reduce that code |
| 01:19:20 | kaen | yes |
| 01:19:24 | kaen | new ClientGame() |
| 01:19:34 | raptor | a test-driven code base! say it ain't so! |
| 01:19:48 | | kaen designs the interface of his dreams |
| 01:19:55 | Watusimoto | and the code you want to run is the for (int i = 0; i < 10000; i++) { game.idle(20); } but |
| 01:19:57 | Watusimoto | but |
| 01:19:59 | Watusimoto | bit |
| 01:20:02 | Watusimoto | !!! |
| 01:21:00 | kaen | yes |
| 01:21:39 | kaen | notice I *had* to declare gServerGame in my test |
| 01:21:43 | kaen | and set it... |
| 01:21:47 | Watusimoto | so... if you had no bots, you wouldnt need the botdir, you could have a default (empty) level... seems that we could pare that down a fair bit |
| 01:21:50 | kaen | and put a frowny face |
| 01:22:35 | kaen | right now I believe it has to have at least one level |
| 01:22:44 | kaen | but I wrote that code several months ago to be honest |
| 01:23:24 | kaen | oh, and this is actually code for testing luaw |
| 01:23:30 | kaen | so that's why there are bots |
| 01:23:39 | kaen | they had to kill each other |
| 01:26:13 | Watusimoto | well, I've got go get to bed, but I'll look at that code again tomorrow and see if I can find a way to simplify things. What would be helpful is if you could post an altered version of that with what you would like ot be able to do |
| 01:26:38 | Watusimoto | i.e. how would you write that test if things worked as you wished they did |
| 01:26:38 | kaen | okay I'll take another look at it |
| 01:26:54 | kaen | got it |
| 01:26:57 | Watusimoto | then I can see if there's anything I can do to help make that happen |
| 01:27:18 | Watusimoto | alright. gentlemen. good night |
| 01:27:39 | Watusimoto | (I'll read the logs tomorrow) |
| 01:32:47 | | Watusimoto Quit (Ping timeout: 276 seconds) |
| 01:37:18 | - *kaen* !rapto | *kaen* !raptor |
| 01:37:22 | - *kaen* !rapto | *kaen* !raptor |
| 01:37:23 | - *kaen* !raptor | *kaen* !raptor |
| 01:37:31 | - *kaen* raptor | *kaen* raptor |
| 01:44:25 | raptor | night! |
| 01:44:58 | fordcars | night! |
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| 02:45:24 | fordcars | wow, are you joning or not, guys? |
| 02:46:13 | raptor | ? |
| 02:46:27 | | koda has joined |
| 02:47:03 | fordcars | sorry, koda and platskies kept joining/leaving |
| 02:47:15 | fordcars | probably internet problems |
| 02:49:01 | | koda Quit (Client Quit) |
| 02:52:39 | fordcars | hey raptor, how do I get lua to get the relative directory "robots"? |
| 02:52:54 | fordcars | well the path |
| 02:53:26 | raptor | not sure - you're entering new ground here! |
| 02:53:58 | fordcars | heh, I am making a high scores systeme for my super-awesome bot :P |
| 02:54:03 | raptor | also note that your discovery of the ability to use IO may mean we remove that - it's a huge risk |
| 02:54:16 | fordcars | haha ok :P |
| 02:54:42 | raptor | or at least replace it with some mechanism to write to a certain location (but none else) |
| 02:56:28 | fordcars | ok :P |
| 02:57:44 | fordcars | io.wirte("bitfighter.ini", "w") -- ouch |
| 02:58:12 | raptor | OUCH |
| 02:59:08 | fordcars | maybe I will just go without high scores then |
| 03:01:35 | Platskies | fordcars: My internet is third-world :( |
| 03:01:39 | Platskies | I'm sorry |
| 03:02:20 | fordcars | it's fine, I won't go crying over it ;) |
| 03:02:49 | fordcars | I have slow internet too sometimes |
| 03:03:11 | fordcars | but happily the dude that lives in our basement will be going soon :D |
| 03:03:31 | Platskies | My internet just plain drops out for periods of time, it's really sucky |
| 03:04:20 | fordcars | the dude in my basement downloads on average 4 gb per day, haha |
| 03:05:08 | Platskies | on average my ISP's site says usually 600 MB to a GB |
| 03:05:20 | Platskies | mebbe more |
| 03:06:10 | fordcars | ah ok |
| 03:06:43 | fordcars | before the dude in our basement came, we were using around 25 gb per month |
| 03:06:57 | fordcars | now we use 150 gb per month :P |
| 03:34:26 | fordcars | YES I am finally done my super-epic bot! |
| 03:35:56 | fordcars | posting on forums,,, |
| 03:36:45 | | kaen has joined |
| 03:37:05 | fordcars | Platskies: did you ever make a complaint about your internet? This kinda sucks |
| 03:37:15 | fordcars | to your ISP |
| 03:37:30 | Platskies | Well I don't think we should even have broadband, lol |
| 03:37:38 | fordcars | lol |
| 03:37:40 | Platskies | But we somehow got it :D |
| 03:37:58 | Platskies | have you heard about the NBN in Australia? |
| 03:38:14 | fordcars | nope |
| 03:38:31 | Platskies | Basically a huge fibre network we're supposed to get |
| 03:38:47 | Platskies | It's not clear when our suburb gets it though :( |
| 03:39:07 | kaen | building 018a against debian unstable... |
| 03:39:15 | kaen | fingers crossed gentlemen |
| 03:39:33 | Platskies | "Construction to commence within one year - we will commence construction in your area from Nov 2012 in phases with last construction scheduled to commence in Mar 2014*." |
| 03:39:36 | Platskies | >.< |
| 03:39:37 | fordcars | kaen: is there going to be a bot contest soon? |
| 03:39:40 | kaen | hehehe |
| 03:39:46 | kaen | not that |
| 03:39:46 | kaen | I know of |
| 03:39:53 | fordcars | haha |
| 03:39:58 | fordcars | haha |
| 03:40:00 | kaen | but I know sam would make an entry |
| 03:40:08 | kaen | and I would too |
| 03:40:11 | fordcars | ok, I will post my bot on forums |
| 03:40:13 | fordcars | well duh |
| 03:40:46 | fordcars | all the devs do, and a few "MooBots" A_Bot show up in the contest too ;) |
| 03:41:25 | fordcars | *Moobots/a_bots |
| 03:41:38 | fordcars | *A_Bots |
| 03:43:02 | fordcars | but your/sam's bot would probably be a bot to hack in the bank of america or something :P |
| 03:44:37 | kaen | I was thinking it could be a combat bot competition |
| 03:44:57 | kaen | play the bots against each other like a player tournament |
| 03:47:36 | fordcars | nice! |
| 03:47:51 | fordcars | we may need spectator mode, though |
| 03:49:38 | kaen | I've actually been working on it |
| 04:10:11 | fordcars | neat |
| 04:19:42 | fordcars | brb |
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| 05:50:40 | raptor | I cannot change the laws of physics! |
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| 07:06:09 | fordcars | argh |
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| 08:03:39 | fordcars_ | night guys! |
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| 13:16:20 | kaen | !raptor |
| 13:16:20 | BFLogBot | tlhIngan toQDuj! And two-part epoxy advocate. |
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| 14:22:58 | | ChanServ sets mode +o raptor |
| 14:23:25 | kaen | !raptor |
| 14:23:25 | BFLogBot | tlhIngan toQDuj! And two-part epoxy advocate. |
| 14:23:34 | raptor | ha! |
| 14:24:04 | kaen | I got this from a Debian dev today: "Please contact me if you need assistance." |
| 14:24:10 | kaen | which I guess is a green light |
| 14:24:35 | raptor | yay! |
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| 14:30:00 | raptor | Watusimoto: did you see the response from the TNL guy? |
| 14:30:04 | kaen | okay, I just ran into this while reading the new maintainer stuff: |
| 14:30:05 | kaen | The license must not restrict anyone from making use of the program in a specific field of endeavor. For example, it may not restrict the program from being used in a business, or from being used for genetic research. |
| 14:30:08 | raptor | I'm not sure how to interpet it.. |
| 14:30:21 | kaen | which immediately makes me think of Triangle |
| 14:30:29 | raptor | interesting |
| 14:30:41 | raptor | we may not be compliant.. |
| 14:30:54 | | kaen dies |
| 14:31:25 | raptor | however - I've had the idea of replacing it with this: http://sites-final.uclouvain.be/mema/Poly2Tri/ |
| 14:31:45 | kaen | http://packages.debian.org/squeeze/libtriangle-1.6 |
| 14:31:48 | kaen | it's non-free |
| 14:31:48 | raptor | in fact, we almost did once (for 015a) |
| 14:31:52 | kaen | we'd have to be non-free too |
| 14:31:56 | raptor | booo |
| 14:32:23 | kaen | according to debian, bitfighter is therefore not "free" software :x |
| 14:32:26 | kaen | interesting |
| 14:32:39 | | kaen inspects the linked library |
| 14:32:41 | raptor | well, they have a 'high' standard |
| 14:32:44 | | Watusimoto Quit (Ping timeout: 264 seconds) |
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| 14:33:04 | kaen | certainly |
| 14:33:54 | raptor | if you want to know, the issue with poly2tri was: we got Triangle to work first, we were tired of spending time on bot zone generation, and we were eager to release.. |
| 14:34:33 | kaen | that's as good a reason as any |
| 14:35:17 | raptor | but I have had plans to try and adapt it and use in stead of Triangle - it seems to be the best alternative, although I haven't tested to see how well it works.. |
| 14:39:46 | raptor | the 'effeciency' table in the above poly2tri link mentions other possible libraries, too |
| 14:40:04 | raptor | ply2tri is a google code project: https://code.google.com/p/poly2tri/ |
| 14:40:06 | kaen | okay if I'm reading the source correctly there is only one call to triangle |
| 14:40:14 | kaen | does that sound accurate? |
| 14:40:30 | kaen | BotNavMeshZone.cpp:513 |
| 14:40:32 | raptor | yep - we actually tried to abstract it enough so that we could use other libs |
| 14:40:36 | raptor | if needed |
| 14:41:03 | kaen | well, that's probably the easiest library transplant any could ever do |
| 14:41:21 | kaen | as long as I can muscle into and out of poly2tri's format |
| 14:42:31 | kaen | plus there's already debugging facilities and a working system to test it with |
| 14:43:24 | raptor | the one thing I remembered worrying about was this: https://code.google.com/p/poly2tri/issues/detail?id=34 |
| 14:43:49 | raptor | one of the issues says there is a problem with coincident vertices |
| 14:44:48 | raptor | oh neat, there's several repos for different langauges... |
| 14:44:55 | raptor | 'default' is c++ I think |
| 14:46:12 | raptor | found someone's github project: https://github.com/jhasse/poly2tri |
| 14:52:10 | kaen | that's a vexxing issue |
| 14:53:28 | kaen | "Poly2Tri does not support repeat points within epsilon." |
| 14:54:41 | kaen | ugh. it should just partition the polygons when repeat vertices are found. |
| 14:59:43 | raptor | yeah... *sniff* |
| 15:03:41 | | Watusimoto has joined |
| 15:06:54 | raptor | FIST is another one, but I can't find anything on the license.. |
| 15:15:25 | raptor | kaen: maybe I should open an SO question on the matter? |
| 15:22:01 | kaen | raptor, https://code.google.com/p/polypartition/ |
| 15:22:14 | kaen | will that do it? |
| 15:22:28 | raptor | your search has been more fruitful! |
| 15:22:33 | raptor | looking.. |
| 15:22:49 | kaen | it's one .cpp file |
| 15:23:03 | kaen | has unit tests... |
| 15:23:06 | raptor | it needs to support holes |
| 15:23:09 | kaen | it does |
| 15:23:16 | raptor | really?? |
| 15:23:39 | kaen | 4/5 supplied algorithms do |
| 15:23:42 | raptor | oh yeah, huh... |
| 15:23:51 | kaen | oops, 3/5 |
| 15:25:07 | raptor | huh |
| 15:25:36 | kaen | and it has a one-call interface |
| 15:27:16 | raptor | i'd say let's try it |
| 15:27:37 | raptor | not sure which algo to test with... maybe we'd just do all of them on a variety of crazy levels |
| 15:28:27 | kaen | start with the top one since it's recommended as a generic solution |
| 15:28:40 | raptor | that's the one FIST uses, I think |
| 15:43:12 | kaen | codelite doesn't even run on debian unstable... |
| 15:43:21 | kaen | time to give eclipse-cdt another spin |
| 15:47:33 | raptor | mmmm RAM nomnom |
| 15:55:32 | raptor | where would a good place be to keep the ServerPermissions enum that I'll be creating? |
| 15:57:12 | raptor | i.e for None, LevelChange, Admin, Owner |
| 16:07:43 | kaen | I'd maybe call it ClientRole and put it on clientinfo |
| 16:08:22 | kaen | alternatively, ServerGame |
| 16:08:30 | kaen | if the client doesn't need to know about it |
| 16:11:45 | | Wuzzy has joined |
| 16:18:08 | kaen | by my estimation eclipse will take about an hour to index the whole bitfighter tarball... |
| 16:18:15 | kaen | er, repo |
| 16:18:23 | raptor | oh... uh.. you should exclude the boost headers |
| 16:18:29 | kaen | oh hahaha |
| 16:18:33 | kaen | didn't even think about that... |
| 16:19:08 | raptor | project -> properties -> resource -> resource filters |
| 16:19:29 | raptor | i did an 'exclude all' name matches 'boost' |
| 16:19:30 | raptor | or something |
| 16:19:53 | kaen | I deleted the folder from the project |
| 16:19:59 | kaen | and am just using cmake to build |
| 16:27:23 | raptor | taking off for a few hours - i'll back later this afternoon |
| 16:27:52 | | raptor Quit () |
| 16:39:35 | | LordDVG Quit (Ping timeout: 256 seconds) |
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| 16:43:45 | | BFLogBot Commit: 854fe6b7bbcf | Author: watusimoto | Message: Rename function, implement in parent (sort of) to avoid cast |
| 16:43:46 | | BFLogBot Commit: 8f2395b15633 | Author: watusimoto | Message: Move setting loadout to ClientInfo, where all the action was anyway |
| 16:43:48 | | BFLogBot Commit: 3a3ad98579a7 | Author: watusimoto | Message: I think I figured out how to remove gServerGame from ClientInfo. If the assert doesn't trigger after a while, we can remove it and call it good. |
| 16:56:46 | | BFLogBot Commit: 59d99eb4b316 | Author: watusimoto | Message: Flag possible bug in MeritBadges enum |
| 16:56:47 | | BFLogBot Commit: d7826ba7ce57 | Author: watusimoto | Message: Remove gServerGame from gameConnection... this one was a gimme |
| 16:58:32 | | LordDVG has joined |
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| 17:20:57 | | Watusimoto Quit (Ping timeout: 246 seconds) |
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| 17:58:23 | | BFLogBot Commit: ce9ec71ff586 | Author: sam8641 | Message: Fixed errors from level having "Spawn 0 3.402823466e+38 3.402823466e+38" - fix triangulation less then 3 vertex crash - fix emitMovementSparks crash - fix openAL freeze from NAN point position |
| 17:58:25 | | BFLogBot Commit: 415fa205a3fa | Author: sam8641 | Message: Fix always starting from keyboard when joystick is available. |
| 18:53:31 | | koda Quit (Quit: Leaving) |
| 19:54:35 | | VeSun has joined |
| 19:54:41 | VeSun | Yo |
| 19:55:00 | | VeSun Quit (Client Quit) |
| 19:55:36 | | fordcars has joined |
| 20:06:04 | bobdaduck | Okay so what we do |
| 20:06:21 | bobdaduck | is allow for dynamic level editing while actually playing the level |
| 20:06:32 | bobdaduck | And then steal all the minecraft players |
| 20:06:47 | fordcars | heh |
| 20:07:00 | fordcars | that some way of doing it |
| 20:20:08 | bobdaduck | Holy crap |
| 20:20:18 | bobdaduck | Who coded the logic for the [j]oin command in the editor? |
| 20:20:21 | bobdaduck | its BEAUTIFUL. |
| 20:22:34 | bobdaduck | I just joined two polywalls and it worked amazingly better than I had hoped xD |
| 20:24:25 | fordcars | heh, probably raptor |
| 20:24:41 | fordcars | it's neat, huh? try joining loadouts it is aweosme |
| 20:25:50 | bobdaduck | HOLY CRAP YOU CAN DO THAT? |
| 20:26:00 | bobdaduck | HOLY CRAP |
| 20:29:26 | | Darrel has joined |
| 20:30:07 | fordcars | hehe, it's way cleaner than seeing a bunch of GOALs or LOADOUTs everywhere :P |
| 20:37:42 | bobdaduck | arg where's raptor when I need him |
| 20:42:13 | | Watusimoto has joined |
| 20:42:56 | bobdaduck | Goodmorning, gentlewat. |
| 21:04:59 | | Darrel Quit (Read error: Connection reset by peer) |
| 21:15:16 | | LordDVG has joined |
| 21:20:38 | Watusimoto | hi |
| 21:22:18 | fordcars | hi |
| 21:30:47 | sam686 | hi |
| 21:43:21 | | raptor has joined |
| 21:43:22 | | ChanServ sets mode +o raptor |
| 21:45:51 | raptor | hwody folks |
| 21:45:57 | raptor | we're all here! |
| 21:46:08 | raptor | it's Saturday! |
| 21:47:44 | raptor | wow sam686 how do you find these weird bugs... |
| 21:48:04 | fordcars | later |
| 21:49:43 | raptor | FYI bobdaduck, I think it was Watusimoto that did the polywall join stuff.. |
| 21:50:23 | sam686 | just one question, why use ABS if there is abs in #include <math.h>? |
| 21:51:28 | Watusimoto | either 1) it extends to zap days or 2) it extends to the days before I knew there was a math.h or 3) the math.h version only works on floats or something stupid like that |
| 21:51:44 | sam686 | MathUtils.h line 44, i almost want to have a #define ABS abs instead of what is currently there.. |
| 21:52:26 | sam686 | abs works on integer and floats, that what the function descriptions saying.. |
| 21:52:29 | | fordcars Quit (Ping timeout: 245 seconds) |
| 21:53:44 | Watusimoto | if abs works, no need to redefine it |
| 21:53:50 | Watusimoto | we can replace ABS with abs |
| 21:54:05 | Watusimoto | but I'm starting to remember that there is a reason why it is there |
| 21:54:18 | Watusimoto | which, if you replace it, I suspect you'll discover |
| 21:54:29 | Watusimoto | and then you can tell me :-) |
| 21:55:09 | sam686 | I will test it first as #define ABS abs before going everywhere to replace it.. |
| 21:56:07 | sam686 | ok it appears to work fine.. |
| 22:02:37 | | fordcars has joined |
| 22:03:45 | bobdaduck | Raptor did you get the DnD levelgen working? |
| 22:05:58 | raptor | hi |
| 22:06:10 | raptor | bobdaduck: no... it'll actually involve another registry |
| 22:06:54 | raptor | (and I haven't had time - maybe today or tonight..) |
| 22:08:38 | raptor | kaen: how go your Triangle replacement exploits? |
| 22:09:00 | Watusimoto | replacing triangle??? |
| 22:09:02 | Watusimoto | why??? |
| 22:09:05 | | LordDVG Quit (Remote host closed the connection) |
| 22:09:10 | Watusimoto | I <3 triangle! |
| 22:09:33 | raptor | because of it bitfighter will go under the 'non-free' debian repo |
| 22:09:48 | Watusimoto | only that? |
| 22:09:55 | raptor | yeah, that's it.. |
| 22:10:19 | raptor | and so kaen and I embarked upon research to replace it.. |
| 22:10:50 | Watusimoto | there is no replacement |
| 22:11:23 | raptor | yeah - it hasn't seemed easy to find one - I was hoping that maybe 2 years later we'd come across something just as good but more open |
| 22:11:37 | Watusimoto | Is this the problem? |
| 22:11:38 | Watusimoto | Distribution of this code as */ |
| 22:11:42 | Watusimoto | oops |
| 22:11:53 | Watusimoto | Distribution of this code as part of a commercial system is permissible ONLY BY DIRECT ARRANGEMENT WITH THE AUTHOR. |
| 22:12:24 | Watusimoto | because that's the only "not free" part of the license I see |
| 22:12:32 | raptor | also because libtriangle is in the non-free part of debian |
| 22:12:36 | fordcars | or.......... make your own Triangle 0.o |
| 22:12:47 | sam686 | I still remembered my first attempt to have automatic bot zone generation, a LUA script runs as a levelgen that generates only squares and rectangles bot zones.. |
| 22:12:56 | raptor | well... debian has 'high' standards |
| 22:13:14 | Watusimoto | also there's a clause about compensation |
| 22:13:25 | Watusimoto | sam686: we've sure come a long way! |
| 22:13:56 | raptor | i looked at poly2tri again but it isn't as robust |
| 22:14:13 | Watusimoto | fordcars: the source code for triangle is over 16,000 lines |
| 22:14:25 | fordcars | oh |
| 22:14:34 | Watusimoto | though we don't need all of it |
| 22:15:05 | Watusimoto | it's big, but it is **fast** |
| 22:15:50 | fordcars | well, good luck :3 |
| 22:16:06 | Watusimoto | I'm trying to figure out how to get a ServerGame object into an object constructed from Lua |
| 22:16:23 | Watusimoto | which means tangling with luaw again |
| 22:16:37 | Watusimoto | I'm still not sure I'm ready yet |
| 22:16:44 | Watusimoto | I'm having flashbacks |
| 22:17:03 | raptor | don't do it! |
| 22:17:28 | Watusimoto | I'm in a mood to cut back on gServerGames, and this is the only way |
| 22:17:31 | raptor | oh hey, latest commit compiles. thanks! |
| 22:18:01 | Watusimoto | did an earlier one fail? |
| 22:19:37 | raptor | no... it's just that 2 windows developers are back at the code.. :) |
| 22:19:55 | raptor | oh also, did you see the response from the TNL2 guy? |
| 22:21:18 | sam686 | raptor, on MathUtils.h line 44, does changing to this compiles? #define ABS abs |
| 22:21:24 | raptor | i will test |
| 22:21:38 | sam686 | if yes, we could get rid of define and rename ABS to abs.. |
| 22:21:47 | raptor | ok |
| 22:23:32 | raptor | almost done.. |
| 22:23:41 | Watusimoto | raptor: just read it |
| 22:23:47 | Watusimoto | not sure what it means... |
| 22:24:01 | raptor | yeah... |
| 22:24:20 | raptor | I don't know either - I honetly don't see any of our changes merging |
| 22:24:20 | | bobdaduck Quit (Ping timeout: 264 seconds) |
| 22:24:28 | raptor | or vice versa |
| 22:25:18 | raptor | sam686: compiles and seems to run just fine |
| 22:27:36 | kaen | just woke up from a much-needed post-work slumber |
| 22:28:16 | raptor | welcome back to the land of the living |
| 22:29:08 | Watusimoto | some of our fixes were minor -- they might merge |
| 22:29:16 | Watusimoto | we haevn't really done that much to tnl |
| 22:31:21 | | bobdaduck has joined |
| 22:31:48 | raptor | Watusimoto: where would a good place be for the Permissions enum? kaen suggested ClientInfo |
| 22:32:06 | bobdaduck | But raptor I'm 7/8ths done with the actual level and I can't unveil it until the levelgen is ready! *bambi eyes* |
| 22:32:11 | Watusimoto | where is most of the relevant permission code handled? |
| 22:32:17 | raptor | everywhere! |
| 22:32:19 | Watusimoto | ClientInfo seems like a good place |
| 22:32:28 | raptor | clientgame and clientinfo |
| 22:32:29 | raptor | ok |
| 22:32:29 | | fordcars Quit (Ping timeout: 245 seconds) |
| 22:32:30 | | BFLogBot Commit: 5c9f28c8583c | Author: sam8641 | Message: Get rid of ABS define and use abs instead. |
| 22:32:39 | Watusimoto | yeah, clientInfo |
| 22:41:49 | | fordcars has joined |
| 22:42:00 | | the-quartz has joined |
| 22:42:12 | the-quartz | Staying classy in the bitfighter forums |
| 22:42:26 | raptor | hi the-quartz |
| 22:42:32 | the-quartz | hi the-raptor |
| 22:42:42 | bobdaduck | hi the-bobdaduck |
| 22:42:45 | bobdaduck | ...wait. |
| 22:42:47 | | kaen kaen cautiously opens his browser... |
| 22:42:47 | fordcars | hi the |
| 22:42:48 | the-quartz | da-bobdaduck |
| 22:42:53 | the-quartz | hi the-kaen |
| 22:42:54 | bobdaduck | perfect |
| 22:43:00 | kaen | bob-daduck |
| 22:43:01 | bobdaduck | I dunno if kaen is around |
| 22:43:08 | bobdaduck | da-bobduck? |
| 22:43:17 | the-quartz | Bobduck, I've called you that before. |
| 22:43:25 | kaen | how about: bobdaduck |
| 22:43:31 | bobdaduck | lol |
| 22:43:32 | the-quartz | Also Mormon Cores is like |
| 22:43:39 | the-quartz | Team Bobducks vs. Quartzducks |
| 22:43:42 | bobdaduck | xD |
| 22:43:47 | fordcars | . |
| 22:43:48 | the-quartz | I was just playing it with this new guy and he lost |
| 22:43:52 | the-quartz | good times |
| 22:43:59 | fordcars | main_gi? |
| 22:44:00 | the-quartz | yes |
| 22:44:08 | fordcars | heh |
| 22:44:11 | the-quartz | main_gi came in and was like "YEAH SO I'M SUPER COOL, I MAKE ADVENTURE MAPS NOT NORMAL MAPS" |
| 22:44:11 | Watusimoto | I just figured out how to use luaW to create a seperate constructor for Lua specific objects without creating an initialize() function. Here is an example: http://pastie.org/7492974 Which do you prefer? The top, or the bottom (which is our current way of doing things) |
| 22:44:22 | the-quartz | I'm like okay ... cool story bro. let's play some dungeons |
| 22:44:29 | fordcars | haha |
| 22:44:40 | bobdaduck | lol |
| 22:44:42 | raptor | Watusimoto: wait what? |
| 22:45:32 | Watusimoto | look at the code; the bottom version uses a constructor for creating an item from lua (L is supplied) or for TNL (no L). The two constructors are combined together currently |
| 22:45:35 | raptor | Watusimoto: top seems cleaner |
| 22:45:44 | raptor | interesting - i had no idea you could do that |
| 22:46:06 | Watusimoto | you pass a custom allocator function (lua_constructor in this case) |
| 22:46:18 | Watusimoto | there is a third option let me write that up |
| 22:46:42 | the-quartz | anyone want to see my new crappy Rabbit map |
| 22:46:44 | the-quartz | Get online I'll host it |
| 22:47:05 | bobdaduck | sure |
| 22:47:12 | bobdaduck | *continues to make bambi eyes at raptor* |
| 22:48:34 | Watusimoto | http://pastie.org/7493000 |
| 22:48:39 | Watusimoto | the new one is at the bottom |
| 22:48:44 | Watusimoto | hence my comment about the init function |
| 22:49:05 | Watusimoto | because that last option was always available, and is used in some places |
| 22:50:56 | kaen | I like the custom allocator option |
| 22:51:04 | Watusimoto | I think I prefer the top version as well; the middle one is expedient, and the bottom one is ugly |
| 22:51:27 | Watusimoto | the problem is the amount of work to implement the top one is rather painful... it's kind of an all-or-nothing thing |
| 22:51:38 | Watusimoto | every lua class would need to be rewritten |
| 22:51:48 | Watusimoto | or at least the constructors would |
| 22:52:19 | Watusimoto | but it does seem to untangle the logic a bit |
| 22:52:53 | kaen | sounds like a wishlist type item. unless there are some immediate gains from it? |
| 22:53:10 | kaen | or other compelling motivation for it. |
| 22:53:27 | | Wuzzy Quit (Quit: Wuzzy) |
| 22:54:12 | Watusimoto | well, I was hoping to use this method to get rid of a whole stack of gServerGames, but I don't think it will work |
| 22:54:29 | Watusimoto | I was going to add Servergame as a second param to the lua_constructor |
| 22:54:46 | bobdaduck | brb |
| 22:54:47 | Watusimoto | but that makes creating a NexusZone from lua... challenging |
| 22:55:13 | Watusimoto | as we have no servergame object there |
| 22:57:40 | Watusimoto | one other nice thing about the custom allocator is it would let us keep our lua specific constructor code with the rest of the lua methods in the .cpp files |
| 22:57:55 | Watusimoto | right now they are sperarated in a way that feels unnatural |
| 22:59:39 | raptor | is it bad to have a gServerGame? (I probably ask this everytime you go down this road) |
| 23:00:31 | Watusimoto | are you trying to get me to replay the 3 day argument I had with my coworker at my last job about this? |
| 23:00:42 | Watusimoto | (there I was arguing in favor of a global object) |
| 23:00:53 | raptor | heh |
| 23:01:12 | Watusimoto | it was one of thsoe scorched earth arguments |
| 23:01:28 | raptor | nobody wins and every leaves wanting to strangle everyone |
| 23:01:29 | Watusimoto | I had to destroy the village to save it |
| 23:02:13 | Watusimoto | I am of the opinion that fewer global objects are better |
| 23:02:24 | Watusimoto | and serverGame feels like a pretty major thing to be a global |
| 23:02:33 | Watusimoto | especially as it only exists some of the time |
| 23:03:11 | Watusimoto | there are a few places where it seems ok, like when the client game does some fancy debugging display showing things like bot zones that the client doesn't ordinarliy have access to |
| 23:03:27 | Watusimoto | but it feels worse for mainline functionality like our lua code |
| 23:03:55 | Watusimoto | something that kaen said last night got me thinking about this |
| 23:09:57 | Watusimoto | I think there is no way to pass a server game into a lua-called constructor, nor to provide it as part of the method signature, so we may be stuck with a global |
| 23:11:10 | Watusimoto | although... the main place we use them is in LuaGame, which provides info about the current game |
| 23:12:17 | Watusimoto | we could provide that via a different mechanism (i.e. a table that is continuously updated, like the recent changes to ModuleInfo) and that would get rid of a lot of methods and a lot of gServerInfos |
| 23:13:58 | Watusimoto | we did manage to completely eliminate gClientGame |
| 23:14:15 | Watusimoto | and the code feels better for it |
| 23:15:21 | raptor | hmmm |
| 23:23:00 | raptor | I broke it now! |
| 23:31:55 | | the-quartz Quit (Quit: Page closed) |
| 23:35:29 | | bobdaduck Quit (Remote host closed the connection) |
| 23:53:07 | | BFLogBot Commit: 976e1388fa2a | Author: watusimoto | Message: Comments, formatting |
| 23:53:09 | | BFLogBot Commit: 091be4cd72cd | Author: watusimoto | Message: Move function closer to where it's used |
| 23:53:11 | | BFLogBot Commit: 5b1590665813 | Author: watusimoto | Message: Move render function into UIGame |
| 23:53:12 | | BFLogBot Commit: fad80f753f40 | Author: watusimoto | Message: Mercurial going bananas! |
| 23:53:14 | | BFLogBot Commit: 40a411450a4f | Author: watusimoto | Message: Clean up a sloppy implementation |
| 23:53:22 | fordcars | Script Help String ------ What is this in editor plugins (.ini)? |
| 23:54:07 | Watusimoto | defines a plugin |
| 23:54:08 | Watusimoto | Plugin1=Ctrl+;|draw_arcs.lua|Make curves! |
| 23:54:27 | fordcars | ahhhhhhhhh thanks! |
| 23:54:38 | Watusimoto | press ctrl + ;, runs draw_arcs, displays Make curves in help |
| 23:55:36 | fordcars | btw, there aren't the plug-ins in help menu anymore, watusimoto |
| 23:55:45 | fordcars | instructions |
| 23:57:02 | Watusimoto | did you try from the editor? |
| 23:57:06 | fordcars | yep |
| 23:57:10 | Watusimoto | last page of help |
| 23:57:16 | Watusimoto | I see them in my current build |
| 23:57:24 | sam686 | http://sam6.25u.com/upload/text1304/130413_18-04-09.txt maybe a bug that keeps duplicating the entries maybe on version update? |
| 23:57:28 | raptor | it's autogenerated only if it finds editor plugins set up properly in the INI |
| 23:57:57 | Watusimoto | I see it on 018a as well |
| 23:57:58 | fordcars | watusimoto, I see "Scripting Console", coming soon |
| 23:58:04 | Watusimoto | after that |
| 23:58:06 | fordcars | in 018a |
| 23:58:10 | Watusimoto | yes |
| 23:58:11 | fordcars | nothong else |
| 23:58:19 | fordcars | 14 pages |
| 23:58:29 | Watusimoto | editor help is only 6 pages |
| 23:58:34 | Watusimoto | you're looking at regular help |
| 23:58:52 | sam686 | 018a have only 4 pages of editor help.. |
| 23:59:16 | fordcars | oh right, I checked out editor menu, still has 4 pages and no plug-ins |
| 23:59:27 | fordcars | 4th page is Scripting COnsole |
| 23:59:29 | Watusimoto | actually , I see 5, with plugins |
| 23:59:35 | fordcars | ah |
| 23:59:44 | Watusimoto | on 018a |
| 23:59:50 | fordcars | so plugins are missing for me, but I think I know why |
| 23:59:51 | Watusimoto | fordcars: make sure you have some plugins defined in your ini |