#bitfighter IRC Log

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IRC Log for 2013-04-21

Timestamps are in GMT/BST.

00:00:01Fordcars_powerpc-apple-darwin9-gcc-4.0.1: no input files
00:00:12Fordcars_oops sorry
00:01:20Watusimoto Quit (Ping timeout: 252 seconds)
00:02:40Fordcars_Command /Developper/usr/bin/gcc-4.0 failed with exit code 1 ---- the only build error I am getting
00:08:54Fordcars_oh, I am missing triangle
00:10:31raptorthat's because its gone
00:10:35raptorreplaced
00:10:44Fordcars_yeah :P
00:10:52Fordcars_I am "Clean Building"
00:10:57Fordcars_it might help
00:11:06Fordcars_and it did! yeeeaaahhhh
00:11:12Fordcars_thanks
00:23:13Fordcars_oh actually, it didn't reapair it
01:07:14Fordcars_heh
01:51:13koda Quit (Quit: k thx bai)
01:51:18Fordcars_ Quit (Quit: Leaving)
02:30:23raptor Quit (Ping timeout: 258 seconds)
02:33:18SolumnMushroom has joined
02:33:49SolumnMushroomI downgraded from Ubuntu 12.10 to 12.04.2
02:34:09SolumnMushroomAnd now, all is smooth
02:34:43SolumnMushroomExcept for one vital thing
02:44:11raptor has joined
02:44:12ChanServ sets mode +o raptor
03:03:14SolumnMushroomWi-fi is broken on the install...
03:03:28raptor Quit ()
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03:35:41ChanServ sets mode +v sam686
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03:50:45SolumnMushroomGoodnight all! Tomorrow, Wi-Fi fixes. Lots and lots of Wi-Fi fixes... :P
03:50:54raptornight!
03:51:01SolumnMushroom Quit (Quit: Leaving)
04:23:48BFLogBot Commit: 86cd6e011256 | Author: buckyballreaction | Message: Fix compiling in Linux
04:41:06BFLogBot Commit: a7d26d6b5196 | Author: buckyballreaction | Message: New algorithm for feeding holes to poly2tri. This speeds poly2tri up even more and in some cases is faster than Triangle was.
04:41:07BFLogBot Commit: 415ca326be7c | Author: buckyballreaction | Message: Use the faster polygon-contains-point algorithm (about twice as fast!) for the rest of Bitfighter
04:43:01raptorthat last algorithm was an amazing find
05:45:30BFLogBot Commit: bbdc6e77f66d | Author: buckyballreaction | Message: Fix crash when changing a level and Level Info was displayed. I'm not sure if this is the right fix..
05:53:53raptornight!
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20:20:06BFLogBot Commit: e139f9a6c0a0 | Author: watusimoto | Message: Better warning fix
20:20:08BFLogBot Commit: 1cad6e62e387 | Author: watusimoto | Message: Formatting
20:20:09BFLogBot Commit: 8e0f5a4c3db3 | Author: watusimoto | Message: Fix warning
20:20:11BFLogBot Commit: 1620f4c373da | Author: watusimoto | Message: Skeleton for in-game disovery help system
20:20:12BFLogBot Commit: 12f376bba91f | Author: watusimoto | Message: HelpBubbles are a little more refined now... like they actually look vaguely like what they should look like
20:20:44Watusimoto_just a little more work, and I can give you a demo of what I'm thinking as the replacement for the tutorial level
20:26:58raptorok
20:27:03raptoruhh.. help bubbles?
20:27:17raptor is curious
20:27:53Watusimoto_go set your loadout, for a super preview
20:28:00raptoralso I can't believe vc++ 2010 still does *not* have support for C99
20:28:13Watusimoto_it never will, by design
20:28:27raptorwhat design is that??
20:28:27Watusimoto_though it does support many c99 features
20:28:44raptorno C at all? only c++?
20:28:45Watusimoto_microsoft chose not to support that
20:28:50raptorah
20:29:04Watusimoto_or sorry, I thought you meant c++99 or whatever the pre 11 standard is
20:29:13raptorno, i mean C 99
20:29:16raptorlike
20:29:22raptorhaving dynamic arrays
20:29:28Watusimoto_no comment on that
20:31:58raptoris HelpBubble client-only class?
20:32:41Watusimoto_yes
20:32:49Watusimoto_it's in the ui namespace!
20:33:02raptoroh yeah..
20:33:04raptorthanks
20:33:19Watusimoto_the help system will be entirely client based, I think
20:33:30Watusimoto_though we might be able to expand it if need be
20:33:31BFLogBot Commit: 1fef81ab076e | Author: buckyballreaction | Message: Fix compiling in Linux
20:33:48raptordo something useful!
20:33:50raptorhaha
20:35:14kaenadded 102 changesets with 387 changes to 145 files
20:35:22kaenit's been a while since I pulled...
20:35:50raptorhi kaen!
20:35:52kaenhello
20:38:59Watusimoto_yeah, I changed a lot
20:39:21Watusimoto_I went on a bit of a code cleanup rampage after your complaints about trying to build a test case
20:39:36Watusimoto_lots more to do, but some things should be better
20:39:43raptorrampage!
20:39:50Watusimoto_I'll continue to plink away at it from time to time
20:39:56raptori'm still obsessed with the triangulation stuff...
20:39:58Watusimoto_I have a plan all worked out
20:40:04Watusimoto_how's that coming?
20:40:06raptorI've delved deeper into the poly2tri algo
20:40:16LordDVG Quit (Remote host closed the connection)
20:40:34raptorwell, I implemented a hole-heirarch scheme that got another 10-30% in speed for common cases
20:41:17raptorbut I've been studying poly2tri itself and it seems like it could be even waay more effecient, with everything done in one pass
20:41:34raptori don't know why, but every once in a while I really latch onto algorithm work like this..
20:46:13kaenI can not get the in-game HUD to render any text
20:46:29raptorfonts dir soft linked into the exe dir?
20:46:35kaenyes
20:46:43kaenexe/fonts -> resource/fonts
20:46:53raptorhmm...
20:47:18kaenthe boxes are collapsed as if the font's width is zero
20:47:32raptoryeah, that happens when the fonts don't load
20:48:59Watusimoto_maybe we need an F7 page to show if the fonts are loaded
21:07:50raptoractually - i just duplicated that with a fresh clone... i wonder what's happening..
21:18:34raptori'll add the fonts dir...
21:30:44raptoralmost got it fixed kaen..
21:42:30raptoractually this was a good deficiency to find..
21:42:39raptorfontsdir was not in the folder manager yet
21:43:24raptoralso help bubbles...
21:43:54raptorWatusimoto_: you're working more on the help bubbles?
21:44:02Watusimoto_yes
21:44:10raptorok, then I reserve judgement
21:44:28Watusimoto_please do, at least until the next checkin
21:44:35Watusimoto_then we can talk
21:44:41raptorok :)
21:44:44Watusimoto_and you can vent
21:44:49raptorha
21:49:38BFLogBot Commit: db3d41d85fc9 | Author: buckyballreaction | Message: Add fonts dir to our folder system and use it in FontManager. Show it on the diagnostics screen.
21:49:43raptoryay, ok kaen, font issue resolved
21:53:04Watusimoto_ok, here it comes
21:53:08raptoroh boy!
21:53:13Watusimoto_so this breaks the loadout help bubble
21:53:14BFLogBot Commit: 91e74128b7cf | Author: watusimoto | Message: Whitespace
21:53:16BFLogBot Commit: 8e2bf79acadc | Author: watusimoto | Message: Fix help
21:53:17BFLogBot Commit: 8fde567226a2 | Author: watusimoto | Message: Show help bubble when approaching a health item
21:53:21BFLogBot Commit: 17e0b35b46eb | Author: watusimoto | Message: Merge
21:53:24Watusimoto_but now when you approach a health item, a help bubble appears
21:53:35Watusimoto_it waits 10 seconds then will do it again
21:53:46Watusimoto_in reality, it would probably just show it once and then never again
21:54:11Watusimoto_the idea is to show people how to play the game as they go, step-by-step, as they encounter new things
21:54:36Watusimoto_we can discuss the details of making it look better later; for now, I mainly want to validate the concept
21:54:45raptorok
21:54:48raptorcompililng..
21:54:50Watusimoto_there is some ugly hacky code in there for the moment
21:55:00Watusimoto_but it will be cleaned up if we decide we like the idea
21:55:13Watusimoto_so to test, fly over a health item
21:55:24Watusimoto_you can repeat it 10 seconds later to see it again
21:55:38raptorloadout warning shows in the middle of the map
21:55:54Watusimoto_as I said, that's broken
21:56:05Watusimoto_it should be anchored to a fixed position on the screen
21:56:09Watusimoto_not a map location
21:56:30Watusimoto_so we'd have some items at fixed screen locations, and some anchored to items in game
21:56:38raptorok
21:56:39Watusimoto_the health pack is an example of the latter
21:56:49Watusimoto_the loadout is a (broken) example of the former
21:56:59raptori like it - look and feel has a ways to go, I think, but good concept
21:57:04Watusimoto_yes
21:57:07Watusimoto_of course
21:57:23Watusimoto_so we'd probably start with movement keys, followed by shooting, then module activation
21:57:30raptoralso, what about managing the system? e.g. turning the bubbles on/off
21:57:35Watusimoto_then when the user changes loadout a message there
21:57:43Watusimoto_yes, there will be a way to disable them
21:57:52Watusimoto_they'd only be activated the first time you played
21:58:03Watusimoto_each would be shown once, then never again
21:58:36Watusimoto_that's the idea, anyway
21:58:45raptorok
21:58:56Watusimoto_so... vent away :-)
21:59:11raptori remember once we discussed using a scripted tutorial, do you still think that would be good?
21:59:17Watusimoto_I don't know
21:59:34Watusimoto_this could be hooked into that; we could have server side tirggers for creating the help bubbles
21:59:48raptormy only issues are with the look-and-feel - not very retro yet, it seems
21:59:49Watusimoto_my thinking has changed a bit since seeing those videos
21:59:57Watusimoto_no, not at all
22:00:06Watusimoto_it is my first idea, not refined at all
22:00:22Watusimoto_I don't like it, for what it's worth
22:00:24raptorbaby steps..
22:00:55Watusimoto_kaen: when you get a chance, take a look at let me know your opinion
22:01:02Watusimoto_of the general concept, that is
22:01:12raptorso you're working on the help bubbles; what is the most useful ideas to make the game more friendly?
22:01:20raptorthe *next most useful
22:01:26raptorbot manager?
22:01:27Watusimoto_robot manager?
22:01:31Watusimoto_yes
22:01:33raptorha
22:01:37raptorhmm... ok
22:01:39Watusimoto_I think we should have two tiers
22:01:50Watusimoto_1) a simple how many bots?
22:02:01Watusimoto_that many bots would be added to every level until changed
22:02:10Watusimoto_a second tier might ask about which bots and params and such
22:02:27Watusimoto_but I think we need a simple way to get bots into a game without much mucking around
22:03:01Watusimoto_I have a radical idea for the help bubbles; not terribly retro (in our sense) but possibly quite funny and therefore maybe attention getting
22:03:11raptorlet me get you some screenshots..
22:03:17Watusimoto_and that is to have the help bubbles accompanied by Clippy
22:03:34Watusimoto_you know you like that idea!
22:03:35kaenShippy
22:03:42Watusimoto_HA
22:03:45Watusimoto_ha
22:04:29raptorhttp://sam6.25u.com/upload/2snapshot4.png
22:04:40raptorhttp://sam6.25u.com/upload/2snapshot5.png
22:04:42raptor^^ for ideas
22:05:55raptorNO CLIPPY
22:05:59Watusimoto_probably too complex
22:06:14Watusimoto_the first screen could be our tier 2 screen
22:06:39Watusimoto_though I do like the don't get cocky bit
22:07:01raptorI was thinking more along the lines of just adding a part under 'host game' to specify bots
22:07:26raptoroh, but yeah... The skill stuff is much more complex than what I thought
22:07:56raptori wasn't thinking of having an overall skill, rather bot profiles, with which you could adjust certain things like offense/defense
22:08:19Watusimoto_auto skill adjust... that might be interesting
22:09:03Watusimoto_maybe we could use kaen's suggestion of querying the bots to see what parameters they want to use
22:09:12raptoroh yeah, if they keep dying against you, they go up a skill level... until you lose every time
22:09:28Watusimoto_but I think as a first cut, just asking about the number of bots would be a good start
22:09:43Watusimoto_that probably right on the hosting screen
22:09:57Watusimoto_and maybe also on the first tier Options screen
22:10:03Watusimoto_(from in game
22:10:05Watusimoto_)
22:10:19Watusimoto_or maybe a Bots menu item with a sub menu on the Options screen
22:10:42Watusimoto_I also think we should use the gradient fill in that menu
22:11:17raptoroooo
22:11:20Watusimoto_I'm heading to bed in a few minutes
22:11:21raptoryeah, the fancy box?
22:11:27Watusimoto_sure!
22:11:36raptorfancy box around all menus!
22:11:39Watusimoto_maybe I could use that in my popups
22:11:43raptoryeah
22:11:51Watusimoto_maybe add some bolts
22:11:54raptorso an honest question
22:11:56Watusimoto_vector bolts, that is
22:12:16raptorafter our entire UI change... will our game still be considered retro at all?
22:12:22Watusimoto_I think so
22:12:26raptorbecause, retro is ugly, right? :)
22:12:32Watusimoto_the graphics are still asteroid-like
22:12:42Watusimoto_and will remain so
22:12:55raptorso as long as we have asteroids, we're good?
22:13:04raptor(that was in jest)
22:13:09Watusimoto_and as long as they look like asteroids, and feel in place in the game, yes
22:13:16raptorhaha ok
22:13:21Watusimoto_that might be a good test
22:13:33Watusimoto_if they start looking a bit out of keeping with the rest of the game, we've erred
22:13:45Watusimoto_but nothing we;ve done changes that
22:13:57Watusimoto_in fact, the roman font doesn't really look very retro at all
22:14:00raptorthe teleporters seem out of place still...
22:14:04Watusimoto_yes, I concur
22:14:07raptorbut I'm used to them
22:14:11Watusimoto_yes
22:14:29Watusimoto_maybe we can revisit your teleporter remake
22:14:46raptoroh yeah... i have that diff lying around sometime...
22:14:51raptorsomewhere
22:14:58raptor 's brain isn't fully here
22:15:37raptorso start with a simple bots-in-game option in the hosting menu?
22:16:03Watusimoto_http://www.hardcoregaming101.net/spacewar/spacewar2.htm
22:16:09Watusimoto_scroll down to the asteroids screen
22:16:15Watusimoto_(about 1/3)
22:16:19raptorI've wondered if we need to make the hosting menu sub-directoried..
22:16:23Watusimoto_that's what retro text looks like
22:16:30Watusimoto_maaybe
22:16:37Watusimoto_but I hope not!
22:16:54raptoryeah, balance between options and ease
22:17:15raptorALL CAPS
22:18:19Watusimoto_lots of good retro vector games on that site
22:18:28raptorhey look... star castle!
22:19:02Watusimoto_ok, well, good night!
22:19:06raptorgood night
22:19:13Watusimoto_PS You should try playing star castle sometime
22:19:23raptori stink at all games
22:19:25raptorbut ok
22:22:16raptorinstalling mame...
22:24:02Watusimoto_ Quit (Ping timeout: 245 seconds)
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