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| 01:57:33 | bobdaduck | lol I was just balancing some classes |
| 02:20:55 | raptor | hi |
| 03:06:04 | bobdaduck | let me know when you're up to the whip/nunchuck |
| 03:06:10 | raptor | not whip! |
| 03:06:14 | bobdaduck | YES! |
| 03:06:14 | raptor | ok, nunchuck... |
| 03:06:21 | raptor | give me the shape |
| 03:10:07 | bobdaduck | Whip! |
| 03:12:30 | raptor | no, you're crazy |
| 04:28:22 | raptor | heading to bed. night! |
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| 14:53:54 | raptor | good morning! |
| 14:58:05 | raptor | I updated the MOTD |
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| 15:45:30 | bobdaduck | I love when people play my new dungeon and they're all like "what, no engineer?" |
| 15:45:45 | raptor | heh |
| 15:46:10 | bobdaduck | Like every single person who's played it so far has said that |
| 15:48:22 | raptor | good think, too |
| 15:48:37 | raptor | otherwise you'd have people cheating with the teleporter trick |
| 15:54:03 | bobdaduck | ENGINEER IS TERRIBLE EVEN FOR DUNGEONS. |
| 15:54:56 | bobdaduck | Honestly the way the level is designed I doubt it is cheatable by engineer, but I don't want to take the risk or someone will prove me wrong. |
| 15:56:14 | bobdaduck | Okay I fixed sam's snow script |
| 15:56:21 | raptor | oh yeah? |
| 15:56:24 | raptor | as in API update? |
| 15:56:31 | bobdaduck | yeah |
| 15:57:06 | raptor | yay |
| 15:58:38 | bobdaduck | I'ma just upload it to the playeiades thingy for now |
| 15:59:18 | raptor | playdes! |
| 16:00:06 | bobdaduck | playedes! |
| 16:02:23 | bobdaduck | So is the player-joins-ffa-all-mines-turn-hostile bug fixed? |
| 16:03:00 | raptor | uhhh |
| 16:03:15 | raptor | please describe it better so I can finally write it down :) |
| 16:03:22 | bobdaduck | lol |
| 16:03:32 | bobdaduck | Okay so in a bitmatch or whatever, if you put down a few mines |
| 16:03:43 | bobdaduck | when a player joins the match they turn hostile (as in you can't see them anymore.) |
| 16:03:48 | bobdaduck | this also affects spybugs. |
| 16:04:55 | raptor | interesting... |
| 16:04:57 | bobdaduck | Also is the onShipSpawned-doesn't-take-effect-on-level-start on the list of things to fix? |
| 16:05:06 | bobdaduck | I swear how do you guys not know about all these things |
| 16:05:33 | raptor | we prefer to spend our time building a game (vs playing the game..) |
| 16:05:34 | bobdaduck | There's probably a ton of bugs that I don't even know are bugs because I've just learned to accept them for so long |
| 16:06:34 | bobdaduck | playedes... I like it. |
| 16:07:49 | raptor | ok bug written down |
| 16:08:06 | raptor | bobdaduck: have you played with the new armor module? |
| 16:08:13 | bobdaduck | in 019? |
| 16:08:16 | raptor | I'm wondering if it is too powerful now.. |
| 16:08:17 | raptor | yes |
| 16:08:27 | bobdaduck | I haven't, no. |
| 16:08:40 | bobdaduck | Last time I booted up 019 was to test watusimoto's tutorial code |
| 16:09:21 | bobdaduck | Which looks great, by the way. Obviously it should only go off if "tutorial mode" is turned on or whatever, but the actual design I really like. |
| 16:09:42 | bobdaduck | Whats the new armor module have? |
| 16:10:10 | raptor | static const F32 ARMOR_IMPULSE_ABSORBTION_FACTOR = 0.25f |
| 16:10:29 | raptor | and |
| 16:10:29 | bobdaduck | Its knockback resistant and blocks 2/3 damage |
| 16:10:30 | raptor | static const F32 ARMOR_REDUCTION_FACTOR = 0.4f |
| 16:10:42 | raptor | so it absorbs 75% of knockback |
| 16:10:47 | raptor | and 60% of damage |
| 16:10:58 | raptor | before it was 0% knockback and 50% damage |
| 16:11:03 | bobdaduck | yeah |
| 16:11:10 | bobdaduck | I think that sounds fine. |
| 16:11:29 | bobdaduck | Though honestly skylark won't be happy about losing armor-penguin-sliding |
| 16:11:30 | raptor | but now it's really tank-y |
| 16:11:35 | raptor | haha, yeah |
| 16:11:55 | raptor | but he has conceeded that the game should be improved instead of keeping gimmicks |
| 16:11:57 | raptor | but |
| 16:12:02 | raptor | it's still slidey |
| 16:12:06 | bobdaduck | yeah |
| 16:12:11 | bobdaduck | At least with pulse |
| 16:12:39 | raptor | so the slidiness is still there, it's just that it absorbs being knocked around as well |
| 16:12:48 | bobdaduck | yeah |
| 16:12:54 | bobdaduck | Which is good |
| 16:13:08 | | Watusimoto Quit (Ping timeout: 272 seconds) |
| 16:13:25 | raptor | so like running into a really large guy with shoes on an ice skating rink |
| 16:13:42 | bobdaduck | lol |
| 16:13:48 | raptor | and he just laughs at you as you go *smush* and he moves 2 inches |
| 16:14:55 | bobdaduck | okay so #4 on the running bugs list |
| 16:15:02 | bobdaduck | Who put that there? |
| 16:15:08 | raptor | I did, in like 017 |
| 16:15:15 | bobdaduck | Yeah, nonissue. |
| 16:15:21 | raptor | I noticed a subtle difference with how walls operated |
| 16:15:28 | raptor | and wasn't sure what to do about it |
| 16:16:38 | bobdaduck | hm? |
| 16:17:53 | raptor | it seemed like teleporting onto walls (like in many dungeons) |
| 16:18:00 | raptor | had a behavioral change |
| 16:18:12 | raptor | like what was once easy to move off of, now you couldn't |
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| 16:19:01 | bobdaduck | Its if you teleport onto a wall that has more than wall inside of it |
| 16:19:15 | raptor | yes, that's it |
| 16:19:24 | raptor | so i just wrote it down to see if anyone cared, really |
| 16:19:28 | bobdaduck | like in _k's juggernaut level, the walls are circles made from like eighteen walls |
| 16:19:40 | bobdaduck | But its levelmaker error, not really a bug |
| 16:19:48 | raptor | we have polywalls now, too |
| 16:19:52 | raptor | ok |
| 16:19:57 | raptor | so you think I can cross it off? |
| 16:20:00 | bobdaduck | cool note though: This doesn't happen with polywalls if its only one polywall |
| 16:20:00 | bobdaduck | yeah. |
| 16:20:20 | raptor | ok |
| 16:22:17 | bobdaduck | Prizes for BBB? |
| 16:22:38 | raptor | I don't really have cash to spare for things :( |
| 16:23:38 | bobdaduck | yeah |
| 16:23:40 | bobdaduck | but prizes? |
| 16:24:34 | | BFLogBot Commit: 303cd39d6fc2 | Author: buckyballreaction | Message: Hacky way to make it so armored ships can only take 2 asteroid hits (instead of 3) |
| 16:24:45 | bobdaduck | lol |
| 16:24:48 | bobdaduck | Hacky how? |
| 16:25:05 | raptor | magic numbers! |
| 16:25:17 | bobdaduck | making asteroids do 1.2 damage instead of 1? |
| 16:25:25 | raptor | yes |
| 16:25:27 | raptor | 1.25 |
| 16:27:10 | bobdaduck | So my last thing right now: onShipSpawned not triggering on level start. Fix? |
| 16:28:27 | bobdaduck | wait, one more thing. |
| 16:28:31 | bobdaduck | One at a time though. |
| 16:29:00 | raptor | yes that was fixed by kaen |
| 16:29:30 | bobdaduck | okay |
| 16:29:43 | bobdaduck | so next: Shouldn't ships be able to use modules while engineering? |
| 16:29:58 | raptor | nope |
| 16:30:05 | bobdaduck | Why not? |
| 16:30:11 | raptor | that was done on purpose |
| 16:30:14 | bobdaduck | Yeah I can tell |
| 16:30:18 | bobdaduck | and it doesn't really make senes |
| 16:30:32 | raptor | we extended it to doing teleporters |
| 16:30:40 | raptor | because we thought they may be too powerful.. |
| 16:30:52 | bobdaduck | They're too weak at the moment, methinks |
| 16:31:05 | bobdaduck | Too powerful? |
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| 16:31:46 | raptor | baby steps - when introductin a new game changing item, we didn't want to go overboard (that's why seeker could be more powerful) |
| 16:31:50 | bobdaduck | Thing to note is engineer takes almost full energy. If you're using another module, you're not going to have enough energy to build the thing |
| 16:32:52 | bobdaduck | Teleporters are useful on RTS |
| 16:33:13 | bobdaduck | When you can build 20 projectors to keep the teleporter defended |
| 16:33:56 | bobdaduck | But if the map doesn't have a designated "invincible teleporter spot" I've yet to see someone actually use a teleporter in a fight |
| 16:34:14 | bobdaduck | I'd like to see teleporters be more dynamic than that, y'know? |
| 16:34:20 | raptor | it's a strategic weapon |
| 16:34:23 | raptor | tool |
| 16:34:28 | raptor | how? |
| 16:34:58 | raptor | make them repairable? |
| 16:35:08 | bobdaduck | hah, that's a start |
| 16:35:18 | bobdaduck | but that's more just "this makes sense" than it is "this will make them more powerful" |
| 16:36:18 | bobdaduck | So possible use cases enabling module use with engineer (you can always use two modules at the same time. It makes more sense that way) |
| 16:36:32 | raptor | I have no idea where you're going with this (and my mind is honestly focused elsewhere..) |
| 16:36:34 | bobdaduck | Using boost to place a teleporter exit faster |
| 16:36:45 | bobdaduck | I just want module use while using engineer |
| 16:36:56 | raptor | ahhh |
| 16:37:33 | bobdaduck | Well basically all of them are pretty much "Okay, I'm placing a teleporter so NOW I'M COMPLETELY DEFENSELESS FOR FIVE MINUTES." |
| 16:37:44 | bobdaduck | And then enabling module use fixes that. |
| 16:38:15 | raptor | haha |
| 16:38:36 | bobdaduck | Or you could just delete engineer altogether |
| 16:38:39 | raptor | peoples are online! |
| 16:38:41 | bobdaduck | that's an acceptable fix as well |
| 16:42:39 | raptor | i just scared away all 4 players |
| 16:42:45 | bobdaduck | lol |
| 16:43:09 | bobdaduck | They were from a school, weren't they? |
| 16:43:15 | raptor | not sure |
| 16:43:26 | bobdaduck | Always a school, this early in the morning |
| 16:44:21 | bobdaduck | So um |
| 16:44:32 | bobdaduck | DnD.levelgen and Carnival.levelgen are the exact same length |
| 16:44:59 | raptor | i suppose we could *try* enabling modules while engineering... watusimoto1, kaen, what do you think? |
| 16:46:01 | watusimoto1 | part of the orginal idea when teleport enineering was that you would be defenceless, to make it harder to place good teleporters |
| 16:46:29 | bobdaduck | I think that worked a little too well |
| 16:46:30 | watusimoto1 | other than that, I'd say it comes down to creating a usable UI. |
| 16:46:49 | raptor | hi watusimoto1 |
| 16:47:40 | raptor | we could keep weapons off |
| 16:47:40 | bobdaduck | Combined with us disabling fast regen while engineering |
| 16:48:01 | bobdaduck | everyone else would have a combat advantage in energy |
| 16:48:12 | bobdaduck | Eh weapons doesn't make much senese either |
| 16:48:45 | bobdaduck | I think disabling fast regen will be enough |
| 16:50:24 | watusimoto1 | hi |
| 16:50:44 | watusimoto1 | I'll try anything once! |
| 16:50:48 | watusimoto1 | but... I have to go |
| 16:50:56 | watusimoto1 | so see y'all later |
| 16:50:58 | raptor | bye |
| 16:51:01 | bobdaduck | gj on |
| 16:51:05 | bobdaduck | the tutorial code |
| 16:52:03 | bobdaduck | and bye |
| 16:52:28 | watusimoto1 | thanks, you can give me more kudos later! :-) |
| 16:52:34 | | watusimoto1 Quit (Quit: Leaving.) |
| 17:12:56 | bobdaduck | raptor you're probably going to need updated DnD code |
| 17:13:05 | bobdaduck | Well no. It would just make reintegration easier xD |
| 17:13:15 | bobdaduck | 'cause I'm making another ranger class |
| 17:13:23 | raptor | ok, later tonight |
| 17:14:00 | bobdaduck | right right |
| 17:17:58 | bobdaduck | Woah |
| 17:18:11 | bobdaduck | Notepadd ++ collapse and expand function feature is remarkably useful |
| 17:18:15 | bobdaduck | Why was I not using this before |
| 17:20:59 | raptor | tricks of teh trade! |
| 17:21:01 | bobdaduck | help |
| 17:21:05 | bobdaduck | what do I do |
| 17:21:08 | raptor | pres F1 |
| 17:21:08 | bobdaduck | when the error message |
| 17:21:12 | bobdaduck | is bigger than the console itself? |
| 17:21:19 | raptor | make a bigger console |
| 17:21:35 | raptor | or adjust console history to keep more |
| 17:22:01 | bobdaduck | Wha |
| 17:29:32 | bobdaduck | I got it by going to the bitfighter.server.log or whatever |
| 17:29:36 | bobdaduck | OOPS THEY'RE OP |
| 17:29:38 | bobdaduck | WHAT HAVE I DONE |
| 17:30:05 | | Watusimoto has joined |
| 17:30:13 | Watusimoto | hi |
| 17:30:24 | Watusimoto | just on for a couple of minutes |
| 17:31:57 | raptor | hello |
| 17:35:53 | Watusimoto | hi |
| 17:39:36 | raptor | Watusimoto: do you know why #25 on the running list is occuring? (when leaving the editor or a game, a level is loaded in the server game) |
| 17:40:18 | raptor | so if you host (in or out of editor) and leave the game, ServerGame::cycleLevel() is called again |
| 17:40:20 | Watusimoto | where have all these bugs come from??? |
| 17:40:43 | Watusimoto | no idea. Let me try it and see |
| 17:40:45 | raptor | actually, now that I think about it, this is that same bug about CPU being spiked after leaving a hosted game |
| 17:41:08 | raptor | the CPU spiked because, at the time, my next level was 'Celtic Arena' and the botzone building was going on |
| 17:42:33 | Watusimoto | yes, I know why |
| 17:42:46 | Watusimoto | (proximate cause, not ultimate cause) |
| 17:43:13 | Watusimoto | it's called by suspendGame |
| 17:43:29 | Watusimoto | which gets triggered because of suspendIfNoActivePlayers |
| 17:43:45 | Watusimoto | which is initiated by serverRemoveClient |
| 17:43:52 | raptor | heh |
| 17:44:01 | Watusimoto | which happens when onConnectionTerminated us run |
| 17:44:22 | Watusimoto | > bitfighter_d.exe!Zap::ServerGame::cycleLevel(int nextLevel) Line 615 C++ |
| 17:44:22 | Watusimoto | bitfighter_d.exe!Zap::ServerGame::suspendGame() Line 866 C++ |
| 17:44:22 | Watusimoto | bitfighter_d.exe!Zap::ServerGame::suspendIfNoActivePlayers() Line 921 C++ |
| 17:44:22 | Watusimoto | bitfighter_d.exe!Zap::GameType::serverRemoveClient(Zap::ClientInfo * clientInfo) Line 2456 C++ |
| 17:44:22 | Watusimoto | bitfighter_d.exe!Zap::ServerGame::removeClient(Zap::ClientInfo * clientInfo) Line 1077 C++ |
| 17:44:22 | Watusimoto | bitfighter_d.exe!Zap::GameConnection::onConnectionTerminated(TNL::NetConnection::TerminationReason reason, const char * reasonStr) Line 1873 C++ |
| 17:44:27 | Watusimoto | there's the call stack |
| 17:44:39 | raptor | mine: http://pastie.org/7669397 |
| 17:44:41 | raptor | same |
| 17:44:41 | Watusimoto | should I put that in the case? |
| 17:44:44 | raptor | so... |
| 17:44:47 | raptor | already there :) |
| 17:44:50 | raptor | so |
| 17:45:05 | raptor | maybe it was my /suspend changes that caused it? |
| 17:45:12 | raptor | or your gametype changed? |
| 17:45:14 | Watusimoto | or maybe it's always been like that |
| 17:45:30 | Watusimoto | I can look more later |
| 17:45:34 | Watusimoto | but I must go once again |
| 17:45:43 | raptor | yeah, it has always been like that - but now we're out-of-order somehow |
| 17:45:44 | raptor | ok |
| 17:45:48 | raptor | laer |
| 17:45:48 | raptor | later |
| 17:45:49 | Watusimoto | we'll fix it |
| 17:45:53 | Watusimoto | no worries! |
| 17:57:31 | raptor | I may need 9 virtual desktops to get my work done now... |
| 17:58:46 | bobdaduck | DnD is now larger than levelgen carnival :'( |
| 18:08:03 | bobdaduck | petition: make zones pop out as 10 x 2 instead of 9 x 3 |
| 18:08:57 | bobdaduck | Because seriously what the heck. |
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| 19:33:23 | bobdaduck | BAH |
| 19:33:53 | bobdaduck | I can't figure out how to get a certain point of a swordZone |
| 19:36:46 | | kodabb has joined |
| 19:38:36 | bobdaduck | In my reasoning I got as far as zoneGeom[#12] but I can't seem to make it work |
| 19:39:57 | | koda Quit (Ping timeout: 276 seconds) |
| 19:45:28 | bobdaduck | HOW MANY KODAS ARE THERE |
| 19:47:40 | kaen | lol |
| 19:47:42 | kaen | bobdaduck |
| 19:47:54 | bobdaduck | sup |
| 19:48:14 | kaen | zoneGeom[#12] is almost certainly not what you want |
| 19:48:22 | kaen | zoneGeom[12] maybe? |
| 19:48:24 | raptor | zoneGeom[#12] <-- BAD CODE |
| 19:48:48 | kaen | also, if lua doesn't throw an error on that line then I have lost all faith in it. |
| 19:49:20 | bobdaduck | lol |
| 19:49:25 | bobdaduck | Why? |
| 19:49:34 | bobdaduck | I want the twelthfth point in the zone's array |
| 19:49:49 | kaen | omg worst syntax decision ever -- |
| 19:49:58 | kaen | then you just want zoneGeom[12] |
| 19:50:09 | raptor | bobdaduck: no useing the '#' sign |
| 19:50:11 | raptor | *using |
| 19:50:16 | | LordDVG Quit (Remote host closed the connection) |
| 19:50:27 | bobdaduck | oh right |
| 19:50:31 | bobdaduck | # returns length |
| 19:50:34 | bobdaduck | xD |
| 19:50:35 | kaen | honestly there is no excuse for a length-of operator |
| 19:50:53 | bobdaduck | It is used BY SOMEONE in the code several times. |
| 19:51:21 | | Watusimoto has joined |
| 19:51:27 | kaen | most ECMAscripten just use .length or (rarely) len() |
| 19:51:43 | bobdaduck | Because # is the way it tells if a zone is a sword or not |
| 19:51:45 | raptor | yeah, a method is all that's needed... |
| 19:52:24 | kaen | I'm not saying it's a bad function, I'm saying the syntax is poorly chosen |
| 19:52:47 | kaen | point in case, you were lead to believe that it meant "item number 12" |
| 19:52:52 | kaen | case in point* |
| 19:53:00 | bobdaduck | nah I just wasn't thinking |
| 19:53:39 | raptor | yes, the pound is a poor choice |
| 19:53:48 | raptor | for operator choices, look at perl |
| 19:54:01 | Watusimoto | hi |
| 19:54:09 | | BFLogBot Commit: 2592bcb6b819 | Author: watusimoto | Message: Clean up last night's hackiness... better design, same functionality |
| 19:54:10 | | BFLogBot Commit: cee658699397 | Author: watusimoto | Message: Activate repair help when further away |
| 19:54:14 | | BFLogBot Commit: fe450be123a6 | Author: watusimoto | Message: Merge |
| 19:54:32 | kaen | ever seen this in C? : while(x --> 0) { /* stuff */ } |
| 19:54:42 | bobdaduck | no? |
| 19:54:57 | raptor | kaen: what? |
| 19:55:01 | raptor | what is that? |
| 19:55:07 | kaen | totally works |
| 19:55:12 | raptor | oh, haha |
| 19:55:15 | raptor | of course |
| 19:55:17 | kaen | it's just postdec with a comparison |
| 19:55:19 | raptor | x-- > 0 |
| 20:24:57 | | kodab Quit (Read error: Connection reset by peer) |
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| 20:29:17 | bobdaduck | There's room for 8 more classes in DnD |
| 20:30:45 | bobdaduck | That's assuming I'm doing combinations instead of permutations, and I'm leaving out weapons altogether. So there could be more but in the current system, just 8 |
| 20:31:52 | | SolumnMushroom has joined |
| 20:32:44 | raptor | kaen: if you ever get the chance to test, please load 019, start a level, and change screen modes several times (alt+enter) |
| 20:32:55 | raptor | and tell me if you see font artifacts |
| 20:33:01 | SolumnMushroom | I decided to reinstall 12.2 rather than just running the update part |
| 20:38:34 | SolumnMushroom | Just under 200 packages to go |
| 20:38:52 | raptor | SolumnMushroom: you're quite persistent |
| 20:39:54 | SolumnMushroom | I just want it to work. Because if it doesn't, I have to MAKE it work |
| 20:40:01 | bobdaduck | xD |
| 20:40:03 | SolumnMushroom | One way or another |
| 20:44:00 | | kodabb Quit (Quit: Leaving) |
| 20:48:11 | SolumnMushroom | <50 packages left |
| 20:48:27 | | koda Quit (Ping timeout: 260 seconds) |
| 20:51:29 | SolumnMushroom | Done with the download |
| 20:56:24 | SolumnMushroom | FAIL... |
| 20:56:39 | SolumnMushroom | Now it won't boot period. |
| 20:57:30 | raptor | welcome to Linux! |
| 20:59:21 | bobdaduck | lol |
| 21:00:39 | | Darrel Quit (Quit: Closed IRC client) |
| 21:16:33 | kaen | raptor, I do |
| 21:16:44 | raptor | a ha! |
| 21:16:47 | raptor | then i'm not crazy |
| 21:17:27 | kaen | oh wait... |
| 21:17:40 | kaen | stale build. for some reason cmake didn't build the bitfighter exe at all |
| 21:18:28 | kaen | huh. fails silently if sdl-dev isn't installed |
| 21:18:43 | kaen | builds everything but the client. anyway, testing again |
| 21:28:06 | bobdaduck | So if I offered to make the BBB winner a custom sword in DnD... |
| 21:28:15 | bobdaduck | Would that be likely to incentivize at all? xD |
| 21:34:32 | SolumnMushroom | Take 5 |
| 21:35:35 | kaen | raptor, yep still get artifacts |
| 21:35:39 | kaen | also the ship jitters |
| 21:38:30 | SolumnMushroom | WOO!!!! No reinstall needed! Just needed to boot from the CD |
| 21:39:22 | bobdaduck | nice |
| 21:41:44 | | Watusimoto Quit (Ping timeout: 252 seconds) |
| 21:51:17 | SolumnMushroom | And that's the only way I can do it... |
| 21:51:45 | raptor | kaen: jitters? |
| 21:52:15 | raptor | SolumnMushroom: that means the bootloader on the machine is broke |
| 21:52:30 | raptor | i think there is a YaST module that helps with reinstalling the bootloader |
| 22:00:22 | kaen | it jitters about the center of the screen by maybe ten pixels |
| 22:00:41 | kaen | if it were happening on your machine you'd notice it immediately, I think |
| 22:07:28 | SolumnMushroom | Getting linux to work. Slightly more fun than playing Sonic R for the SEGA Saturn. |
| 22:13:33 | bobdaduck | rofl |
| 22:21:09 | | Wuzzy has joined |
| 22:21:17 | bobdaduck | Wuzzy! |
| 22:23:16 | | Wuzzy Quit (Read error: Connection reset by peer) |
| 22:23:53 | bobdaduck | :( |
| 22:23:59 | bobdaduck | Okay so rapto |
| 22:24:20 | bobdaduck | There are six module combinations left |
| 22:24:25 | bobdaduck | And you're assinged to two of them |
| 22:24:30 | bobdaduck | and I've thrown the rest on Quartz |
| 22:25:15 | bobdaduck | SO. |
| 22:25:20 | bobdaduck | Whips and nunchucks. |
| 22:39:04 | raptor | I just finished a class about electromagnetic physics... what makes you think I don't want a break from math for a few days? |
| 22:40:00 | raptor | ok.. really, I like math (it's why I'm still obsessed with improving the triangulation algorithm) |
| 22:40:18 | bobdaduck | xD |
| 22:40:38 | bobdaduck | Because of how COOL it would be if you got the whip to work! |
| 22:41:27 | raptor | well, to be perfectly honest, I've already done plenty of work on that levelgen... |
| 22:41:35 | bobdaduck | lol |
| 22:42:22 | bobdaduck | Do you not want to? |
| 22:42:26 | bobdaduck | 'cause that's fine too. |
| 22:43:14 | raptor | i don't at the moment... you'd have to catch me in a mood where I'm not recovering from school, I think |
| 22:43:26 | bobdaduck | lol alright |
| 22:43:29 | raptor | :) |
| 22:43:38 | bobdaduck | Think I could throw it at someone else though? |
| 22:44:04 | raptor | I'm sure you could - but kaen is really the only other scripter here - and I'm sure he has his own projects... |
| 22:44:20 | bobdaduck | hm, yes... Sam, perhaps? |
| 22:44:25 | raptor | like that editor plugin (which I think would be awesome!) |
| 22:44:53 | kaen | raptor, which? |
| 22:45:04 | raptor | polygon object to polygon object |
| 22:45:26 | bobdaduck | is that the one that's a graphing calculator? |
| 22:45:36 | kaen | no, it's a different one |
| 22:45:38 | raptor | I can only imagine the time i'd have saved if I had a plugin like that |
| 22:45:50 | bobdaduck | What's it do? |
| 22:45:51 | kaen | like barrier -> polywall |
| 22:46:00 | kaen | or generally any polygon to any other |
| 22:46:22 | bobdaduck | hm |
| 22:46:53 | raptor | you know - draw something with barriers, select it, turn it into loadout zone! |
| 22:46:54 | bobdaduck | Welp I'ma head out |
| 22:46:58 | raptor | later |
| 22:46:59 | bobdaduck | seeyall |
| 22:47:10 | kaen | bye |
| 22:47:29 | kaen | I'm actually working on user permissions in pleiades |
| 22:47:31 | bobdaduck | I'm afraid I don't see the use. I build my levels pretty much exclusively out of polywalls and then going into the text file and converting those is pretty easy |
| 22:47:38 | bobdaduck | ANWAY BYE. |
| 22:47:46 | | bobdaduck Quit (Remote host closed the connection) |
| 22:47:46 | kaen | bobdaduck, you have better foresight than I do |
| 22:47:52 | kaen | just a second too late |
| 22:48:33 | raptor | yes but... text editor |
| 22:49:16 | kaen | anyway, something about querying against data not tied to a cakephp Model thwarts the test fixtures... |
| 22:49:30 | kaen | so it works but the tests fail because they use data from the production database :x |
| 22:52:46 | raptor | huh |
| 23:12:32 | SolumnMushroom | Trying to do 2 things. 1: Compile BF. 2: Get Dropbox |
| 23:12:52 | raptor | yay BF! |
| 23:13:58 | SolumnMushroom | The "1-Click 12.2 Install" thing isn't working for me. Of corse. |
| 23:14:08 | raptor | of course! |
| 23:15:05 | raptor | oh |
| 23:15:08 | raptor | that's because |
| 23:15:09 | raptor | ppc |
| 23:15:19 | raptor | there are no ppc RPMs for bitfighter (or most things) |
| 23:15:47 | SolumnMushroom | Guess I'll have to make one! |
| 23:16:47 | SolumnMushroom | What's the zypper for png and opengl? |
| 23:17:52 | SolumnMushroom | I got OpenAL and Zlib, but not PNG or OpenGL |
| 23:19:06 | raptor | zypper in libpng-devel |
| 23:19:17 | raptor | if it's available in ppc... |
| 23:19:32 | raptor | for opengl: zypper in mesa-devel |
| 23:20:12 | raptor | oh, you'll need SDL, too: zypper in libSDL-devel |
| 23:20:23 | SolumnMushroom | libpng-devel worked |
| 23:21:11 | SolumnMushroom | 35 packages for mesa |
| 23:22:10 | SolumnMushroom | Does that tell you anything about ppc support? |
| 23:22:38 | raptor | wow, i'm suprised... |
| 23:22:45 | raptor | it seems supported! |
| 23:22:56 | SolumnMushroom | 66 for libSDL |
| 23:23:32 | SolumnMushroom | And 0MB will be dedicated to anti-virus |
| 23:23:45 | SolumnMushroom | Because Linux |
| 23:24:28 | raptor | security through obscurity! |
| 23:25:26 | raptor | when your does get hacked, just reinstall! |
| 23:25:31 | raptor | *your system |
| 23:26:52 | SolumnMushroom | I need to keep the disc anyway! I need it to boot! |
| 23:27:07 | raptor | so what type of computer is it on? |
| 23:27:13 | raptor | and is it the only OS on it? |
| 23:27:47 | raptor | for when the time comes: for i in $( ls ../resource ); do ln -s ../resource/$i; done |
| 23:27:55 | SolumnMushroom | It is on an iBook G4 and with only 40GB to work with, it is the only OS on it |
| 23:30:51 | SolumnMushroom | When I ran the command, the terminal said nothing. |
| 23:31:12 | SolumnMushroom | Is that good or bad? |
| 23:31:15 | raptor | oh no! I didn't mean to do it yet |
| 23:31:23 | raptor | that's OK it's harmless (mostly) |
| 23:31:33 | raptor | after you compile bitfighter |
| 23:31:48 | raptor | you'll need to run that in a specific directory. But were not there yet |
| 23:32:26 | SolumnMushroom | It's ok. I kept the .tar.gz just in case |
| 23:32:42 | kaen | totally harmless to do it ./build , just won't work :) |
| 23:33:06 | kaen | do it in* |
| 23:33:20 | SolumnMushroom | Ahh, ok. Still nice to have a backup |
| 23:34:34 | SolumnMushroom | So I just run make -j2 /home/*****/Downloads/bitfighter-018a yes? |
| 23:35:05 | SolumnMushroom | *"make -j2 /home/*****/Downloads/bitfighter-018a" |
| 23:35:29 | SolumnMushroom | To avoid confusion |
| 23:36:21 | SolumnMushroom | ***** taking place of my username |
| 23:36:40 | raptor | ok |
| 23:36:51 | raptor | in your bitfighter-018a directory |
| 23:37:17 | raptor | go into the 'build' directory |
| 23:37:30 | raptor | and type: cmake .. |
| 23:37:35 | raptor | (two dots there) |
| 23:37:48 | SolumnMushroom | Got it |
| 23:37:53 | SolumnMushroom | Next |
| 23:37:58 | raptor | tell us if there were any errors |
| 23:38:04 | SolumnMushroom | Nope |
| 23:38:20 | raptor | ok, now, still in the 'build' directory, type 'make -j2' |
| 23:38:46 | SolumnMushroom | Done. It's now running |
| 23:39:00 | raptor | you see the percentages, etc.? |
| 23:39:06 | SolumnMushroom | Yes |
| 23:39:20 | raptor | excellent... now let's hope there are no compiling errors :) |
| 23:39:35 | SolumnMushroom | My computer's fan is going crazy... |
| 23:40:00 | SolumnMushroom | libmodplug is causing errors |
| 23:40:21 | SolumnMushroom | Nonfatal errors, but errors |
| 23:40:55 | raptor | oh |
| 23:41:02 | raptor | zypper in libmodplug-devel |
| 23:41:30 | raptor | hmmm.... i wonder if there are small patches needed.. |
| 23:42:57 | SolumnMushroom | I love working with people who A: know what they are doing and B: can explain it to me when I don't. |
| 23:44:02 | SolumnMushroom | Now I need to zypper in libvorbis-devel |
| 23:44:16 | raptor | oh yeah... |
| 23:44:25 | raptor | and 'speex-devel' and openal-devel |
| 23:44:47 | SolumnMushroom | I got OpenAL |
| 23:45:13 | raptor | even the -devel library part? |
| 23:46:10 | SolumnMushroom | Yup. That was part of the 5 packages I got during the cmake part. I used "zypper install openal-devel" |
| 23:46:18 | raptor | excellent |
| 23:46:56 | raptor | SolumnMushroom: is your machine architecture considered 'powerpc' or 'ppc64' ? |
| 23:47:12 | SolumnMushroom | Yup. reran it, and it gave me a nothing to do. And it is ppc, not ppc64 |
| 23:47:43 | SolumnMushroom | "Unsupported Target CPU"... |
| 23:48:50 | SolumnMushroom | Remember when I said "I hate my life"? It's still true. |
| 23:49:35 | SolumnMushroom | Stupid TNL... |
| 23:50:11 | raptor | wait... TNL said this?? |
| 23:50:17 | SolumnMushroom | Yes |
| 23:50:23 | raptor | interesting... |
| 23:50:32 | | raptor looks |
| 23:50:39 | raptor | you're getting closer! |
| 23:50:52 | SolumnMushroom | Can you link me to the latest SC of 019? |
| 23:51:09 | raptor | yes, but you'll need to install 'mercurial' to get it |
| 23:51:25 | raptor | follow directions here: http://code.google.com/p/bitfighter/source/checkout |
| 23:53:05 | SolumnMushroom | I'm running zypper in git |
| 23:53:12 | raptor | not git |
| 23:53:14 | raptor | mercurial |
| 23:53:27 | raptor | but it won't hurt to install git |
| 23:54:43 | raptor | SolumnMushroom: \ |
| 23:55:01 | raptor | can you please run the following command, then paste the output on pastie and send it to me?: gcc -dM -E - < /dev/null |sort |
| 23:55:24 | SolumnMushroom | I will one hg is done |
| 23:56:35 | raptor | ok, I have to run, but i'll be back later |
| 23:56:44 | raptor | it may be that I need to patch TNL for it to work |
| 23:56:50 | SolumnMushroom | Ok |
| 23:57:05 | raptor | you can run that command in a new terminal - it outputs really quickly |
| 23:57:44 | SolumnMushroom | Woo, multitabs! |
| 23:58:19 | raptor | use: http://pastie.org/ |
| 23:59:19 | SolumnMushroom | pastie.org/7712257 |
| 23:59:33 | raptor | great! |
| 23:59:35 | raptor | looking |
| 23:59:46 | raptor | ha! |