Timestamps are in GMT/BST.
| 00:00:32 | raptor | ok |
| 00:00:38 | | BFLogBot Commit: bb17908ca7d8 | Author: buckyballreaction | Message: Update PPC type in tnlTypes.h |
| 00:00:39 | raptor | your fix should you choose to do it |
| 00:00:51 | raptor | edit tnl/tnlTypes.h |
| 00:01:05 | raptor | about line 343 (or nearby) is this line: |
| 00:01:10 | raptor | #elif defined(__ppc__) |
| 00:01:15 | raptor | change that line to: |
| 00:01:19 | raptor | #elif defined(__ppc__) || defined(__PPC__) |
| 00:01:33 | raptor | and run 'make' again |
| 00:02:00 | raptor | Ii recommend sticking with 018a - 019 is a bit volatile |
| 00:02:05 | raptor | ok gotta run! |
| 00:02:12 | SolumnMushroom | Bye |
| 00:02:17 | raptor | bye |
| 00:02:21 | | raptor Quit () |
| 00:09:14 | SolumnMushroom | Runn al the things as SU |
| 00:09:25 | SolumnMushroom | *Run all |
| 00:11:37 | kaen | SolumnMushroom I hope that was a joke :< |
| 00:12:39 | SolumnMushroom | Well, I'm running make a SU |
| 00:12:57 | SolumnMushroom | *as. Stupid keyboard |
| 00:14:10 | kaen | that will cause you trouble |
| 00:14:51 | kaen | you never, ever, need to (or should) run `make` as root |
| 00:14:58 | kaen | only `make install` |
| 00:15:22 | SolumnMushroom | Does it mess anything up very badly? |
| 00:15:34 | kaen | well, not permanently |
| 00:15:55 | kaen | but all of the files it makes will be owned by root, so you'll have to sudo in order to rm them |
| 00:16:01 | kaen | or to `make clean` |
| 00:16:28 | kaen | or actually to run `make` from now on |
| 00:16:45 | SolumnMushroom | Great. |
| 00:17:00 | SolumnMushroom | Well, there's always sudo |
| 00:17:01 | kaen | so it's best just to `sudo make clean` and start again (as a normal user) |
| 00:17:29 | kaen | you're already doing tricky stuff, you really don't want to complicate it with building as root |
| 00:17:30 | kaen | trust me |
| 00:18:14 | SolumnMushroom | Well, too late for that. |
| 00:18:37 | kaen | ctrl + c in the terminal |
| 00:18:39 | kaen | will kill the make |
| 00:19:15 | kaen | or build it like that, have problems, and tell me I was right later :) |
| 00:20:19 | SolumnMushroom | make clean only said *** No rule to make target 'clean'. Stop |
| 00:21:22 | SolumnMushroom | Probably because I'm not in the right directory |
| 00:21:26 | SolumnMushroom | :P |
| 00:24:14 | SolumnMushroom | I sincerely hope nothing in my computer melts... |
| 00:26:34 | kaen | nah its not damaging |
| 00:26:46 | kaen | just would cause you trouble building |
| 00:26:52 | SolumnMushroom | Take 2, this time without sudo or SU |
| 00:27:18 | SolumnMushroom | Just my standard account |
| 00:27:33 | kaen | yep, just like that |
| 00:30:10 | SolumnMushroom | We're at 36% |
| 00:30:49 | SolumnMushroom | And crash... |
| 00:31:00 | kaen | crash? |
| 00:31:04 | kaen | or build errors? |
| 00:31:45 | SolumnMushroom | Right. New folder Unsupported CPU nonsense. BRB |
| 00:34:24 | SolumnMushroom | And I'm back |
| 00:35:37 | SolumnMushroom | TNL got a refresh back to it's former ways, so I had to change it back to something that works |
| 00:37:33 | SolumnMushroom | We're at 51% |
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| 00:47:26 | SolumnMushroom | We're at 66% |
| 00:54:39 | SolumnMushroom | Now 82% |
| 01:01:00 | SolumnMushroom | 93% |
| 01:02:30 | SolumnMushroom | So close to finishing |
| 01:03:29 | SolumnMushroom | 98% |
| 01:03:53 | SolumnMushroom | Done |
| 01:04:10 | SolumnMushroom | Goodnight/bye |
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| 03:20:26 | raptor | FWIW, I reopened my fontstash issue: https://github.com/akrinke/Font-Stash/issues/5 |
| 04:12:39 | | bobdaduck has joined |
| 04:25:23 | raptor | bobdaduck: has that mine bug in FFA maps been around a while? |
| 04:34:33 | bobdaduck | uh |
| 04:34:35 | bobdaduck | yeah since like |
| 04:34:39 | bobdaduck | the beginning of bitfighter |
| 04:36:01 | raptor | huh |
| 04:36:05 | raptor | yeah, it looks like it |
| 04:39:26 | bobdaduck | IF ONLY DND HAD WHIPS |
| 04:40:40 | bobdaduck | I gave Quartz my sword editor so he'll take a big workload off me though |
| 04:42:52 | raptor | this mine bug explains so many anomalies i've seen... |
| 04:43:56 | bobdaduck | like what? |
| 04:44:14 | raptor | like spybugs disappearing at odd times.. |
| 04:44:37 | raptor | I always thought it was my poor spybug fixes for last release |
| 04:45:22 | bobdaduck | lo |
| 04:45:27 | bobdaduck | aight |
| 04:45:28 | bobdaduck | night |
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| 04:49:28 | raptor | yay |
| 04:49:39 | | BFLogBot Commit: 3775091907d4 | Author: buckyballreaction | Message: Fix really old bug with mines/spybugs losing player ownership if another client connects to the same server |
| 05:02:06 | | BFLogBot Commit: 96ac6453ced4 | Author: buckyballreaction | Message: Minor performance improvements in various places involving .len() |
| 05:05:17 | raptor | SolumnMushroom will be happy: http://sam6.25u.com/upload/bitfighter-018a-5.1.ppc.rpm |
| 05:05:40 | raptor | he'd be our first linux PPC player |
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| 06:23:30 | | BFLogBot Commit: 90adafabfab3 | Author: watusimoto | Message: Clean up old messes |
| 06:23:32 | | BFLogBot Commit: b27ac6731dcc | Author: watusimoto | Message: Merge |
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| 15:09:58 | raptor | good morning! |
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| 16:06:32 | bobdaduck | Raptor come see? |
| 16:25:10 | bobdaduck | nevermind |
| 16:31:27 | raptor | hi |
| 16:31:32 | raptor | sorry was in meeting |
| 16:33:56 | bobdaduck | that's fine |
| 16:34:14 | bobdaduck | was just wondering if you wanted to see the new evil in DnD |
| 16:34:20 | bobdaduck | I got whips working |
| 16:34:20 | raptor | sure! |
| 16:34:23 | bobdaduck | JUST KIDDING. |
| 16:34:23 | raptor | what |
| 16:34:26 | raptor | ok |
| 16:34:32 | bobdaduck | OH MAN |
| 16:34:39 | bobdaduck | BUT I TOTALLY JUST FIGURED OUT A WAY TO DO IT |
| 16:34:44 | bobdaduck | hehehehehehehehehe |
| 16:34:57 | bobdaduck | hosting |
| 16:41:27 | raptor | BAD bobdaduck |
| 16:41:31 | bobdaduck | lol |
| 16:42:24 | bobdaduck | I'm working on something else evil right now |
| 16:42:43 | bobdaduck | Completely aside from dnd |
| 16:42:59 | bobdaduck | totally have an idea for how to do the whip now though so IN YOUR FACE. |
| 16:45:52 | raptor | ok |
| 16:53:09 | bobdaduck | okay so raptor |
| 16:53:35 | bobdaduck | I need to tie several objects to a player and do something to each object each turn |
| 16:54:24 | bobdaduck | And also create each object dynamically |
| 16:55:06 | raptor | you'll need arrays! |
| 16:55:14 | bobdaduck | Yeah I know xD |
| 16:55:18 | raptor | err... dictionaries! |
| 16:55:22 | bobdaduck | I've got a for loop that creates the items |
| 16:56:34 | | watusimoto Quit (Quit: Leaving.) |
| 16:56:44 | bobdaduck | how do I set up the dictionaries? |
| 16:59:10 | raptor | just like the way that is done with the swords |
| 16:59:15 | raptor | someArray = {} |
| 16:59:34 | raptor | then you insert by player name: someArray['raptor'] = someData |
| 16:59:48 | raptor | and remove using those removal helper mehtods |
| 16:59:52 | raptor | i made |
| 17:00:23 | bobdaduck | okay so how does the for loop go to do it for each of the objects? |
| 17:00:35 | bobdaduck | the sword code only does one |
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| 17:14:42 | bobdaduck | oh cool I crashed it again |
| 17:16:36 | bobdaduck | Guys recursively calling a function within itself is crashing it |
| 17:16:45 | bobdaduck | What do I do |
| 17:16:46 | raptor | stackoverflow! |
| 17:16:53 | raptor | (sorry busy at work) |
| 17:16:58 | raptor | uhh... don't do the crash |
| 17:17:35 | bobdaduck | lol |
| 17:17:42 | bobdaduck | Yeah I got a stack overflow. Thing. |
| 17:19:18 | bobdaduck | Don't do the crash? |
| 17:20:45 | bobdaduck | Bah fine I'll do it through a timer |
| 17:21:44 | bobdaduck | okay now I need an object that collides with itself but not the ship. |
| 17:21:45 | bobdaduck | xD |
| 17:25:26 | bobdaduck | If I gave you a simpler way to do the whip would you be willing to do it? |
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| 18:10:43 | | BFLogBot Commit: ead0f13a8d4d | Author: watusimoto | Message: More refactor of new help system; demonstrates how to handle loadout changes when there is a loadout zone available, and when there isn't |
| 18:15:23 | | SolumnMushroom has joined |
| 18:15:43 | | bobdaduck has joined |
| 18:16:38 | SolumnMushroom | Hello all! |
| 18:17:08 | raptor | hi SolumnMushroom |
| 18:17:11 | bobdaduck | sup mush |
| 18:17:14 | raptor | I have a present for you: |
| 18:17:16 | raptor | http://sam6.25u.com/upload/bitfighter-018a-5.1.ppc.rpm |
| 18:17:29 | SolumnMushroom | Yay! |
| 18:17:33 | raptor | ^^ openSUSE 12.2 ppc rpm |
| 18:18:47 | SolumnMushroom | Woo! The make worked, but the graphics are quite glitchy. Do you know of a way to take a screencap in 12.2? |
| 18:19:13 | raptor | ctrl +q |
| 18:19:22 | raptor | then look in screenshots folder |
| 18:19:29 | raptor | i'll be back later... |
| 18:21:13 | bobdaduck | Raptor here's my idea for a simpler whip |
| 18:25:07 | bobdaduck | We use like eight or so resource items |
| 18:25:12 | bobdaduck | and have them chained together |
| 18:25:43 | bobdaduck | and then have zones follow each of them which trigger the bursts |
| 18:26:45 | bobdaduck | Easier? |
| 18:26:57 | bobdaduck | I mean it sure sounds easier in my head |
| 18:33:32 | | Watusimoto_ Quit (Ping timeout: 252 seconds) |
| 18:44:58 | raptor | hi |
| 18:45:08 | raptor | SolumnMushroom: did that RPM work for you? |
| 18:46:19 | raptor | bobdaduck: honestly, I think I currently would rather put my efforts towards 019 of bitfighter, you're level is practically a new game to which I don't have as much loyalty :) |
| 18:46:46 | bobdaduck | ok ok |
| 18:47:11 | bobdaduck | uh, I'm getting the -1.#IND location on a resourceItem again... |
| 18:47:18 | raptor | ha! |
| 18:47:35 | raptor | I don't remember if we found out how that was possible - maybe kaen fixed it for 019? |
| 18:47:43 | bobdaduck | I doubt it |
| 18:47:49 | bobdaduck | I'm the only one who experienced it |
| 18:48:16 | bobdaduck | Ooh I got it working with testitems too |
| 18:49:09 | bobdaduck | Want script? |
| 19:03:53 | bobdaduck | Okay |
| 19:04:01 | bobdaduck | raptor help me with math? |
| 19:04:17 | bobdaduck | I want to set an item at a random angle but 255 distance away from the ship |
| 19:05:03 | bobdaduck | I'll probably need like, sine or cosine or whatever but I don't remember how those work. |
| 19:05:16 | bobdaduck | If you wanna just link me to a site telling me what math to do that's fine |
| 19:06:19 | bobdaduck | Sorry I'm loud today |
| 19:08:20 | raptor | hi |
| 19:08:35 | raptor | easy to understand: http://en.wikipedia.org/wiki/File:Circle-trig6.svg |
| 19:08:46 | raptor | ok, not really |
| 19:08:58 | bobdaduck | lol |
| 19:09:48 | raptor | ok |
| 19:09:50 | raptor | so |
| 19:09:59 | raptor | do you remeber: soh cah toa ? |
| 19:10:05 | bobdaduck | yeah |
| 19:10:27 | raptor | you need that and one other rule: sine is for y coordinates, cosine for x coordinates |
| 19:10:46 | raptor | now for the y coordinate use the 'soh' equation |
| 19:11:01 | raptor | but your hypotenuse is the 255 distance |
| 19:11:41 | raptor | soh: sine(theta) = opposite side of angle / hypotenuse |
| 19:11:58 | raptor | y = opposite; hypotenuse = 255 |
| 19:12:09 | raptor | so sine(theta) = y / 255 |
| 19:12:14 | raptor | now solve for y |
| 19:12:56 | | bobdaduck is processing |
| 19:13:12 | raptor | maybe a twiddla might help? |
| 19:13:37 | bobdaduck | might |
| 19:13:38 | raptor | http://www.twiddla.com/1164116 |
| 19:18:29 | | Watusimoto_ has joined |
| 19:21:00 | raptor | good bobdaduck |
| 19:21:07 | bobdaduck | WHOO MATH |
| 19:21:14 | bobdaduck | IS FINALLY USEFUL |
| 19:21:18 | raptor | so y = 255 * math.sin(math.random(360)) |
| 19:21:24 | raptor | oh OOPS |
| 19:21:27 | raptor | uhh |
| 19:21:28 | raptor | radians |
| 19:21:31 | raptor | not degrees |
| 19:21:35 | raptor | so don't use 360 |
| 19:21:39 | raptor | use tau |
| 19:21:45 | raptor | err, 2*math.pi |
| 19:22:12 | raptor | so: y = 255 * math.sin(math.random(2*math.pi)) |
| 19:22:24 | raptor | is the Lua syntax |
| 19:22:26 | bobdaduck | is tau just the radians term for 360 degrees? |
| 19:22:32 | raptor | yes |
| 19:22:36 | raptor | most people use 2pi |
| 19:22:42 | raptor | but i'm a nerd |
| 19:22:55 | raptor | http://tauday.com |
| 19:22:56 | bobdaduck | lol |
| 19:23:45 | bobdaduck | okay if this works |
| 19:23:54 | bobdaduck | I will soon be coming out with like eight new stupid levelgen levels |
| 19:24:39 | raptor | please tell me you're not moving something each tick? |
| 19:25:18 | bobdaduck | I'm ALWAYS moving something each tick |
| 19:25:23 | bobdaduck | in like every one of my levelgens |
| 19:25:24 | bobdaduck | xD |
| 19:26:06 | bobdaduck | okay so instead they're created around center instead of the shiploc |
| 19:27:05 | raptor | that means you have to add your x,y to the ship location |
| 19:27:42 | raptor | point.new(shipLoc.x + mathyX, shipLoc.y + mathyY) |
| 19:28:00 | SolumnMushroom | raptor I haven't tried yet. |
| 19:28:45 | bobdaduck | Its making a square |
| 19:29:57 | raptor | orbitbot uses similar code |
| 19:31:05 | bobdaduck | hm |
| 19:37:09 | bobdaduck | item:setLoc(point.new(shipLoc.x + 255 * math.cos(math.random(tau)), shipLoc.y + 255 * math.sin(math.random(tau)))) |
| 19:37:27 | raptor | yeah, that should work |
| 19:37:32 | bobdaduck | It makes a square |
| 19:37:34 | bobdaduck | and |
| 19:37:41 | bobdaduck | only at specific points in the square |
| 19:38:06 | raptor | hmmm |
| 19:38:33 | raptor | let me try.. |
| 19:41:18 | raptor | did you define 'tau'? |
| 19:41:35 | bobdaduck | yeah |
| 19:41:43 | bobdaduck | 2*math.pi |
| 19:49:49 | SolumnMushroom | How do I use a command line to copy a file on to a flash drive? |
| 19:50:16 | bobdaduck | in what linux? |
| 19:50:29 | SolumnMushroom | Ubuntu 12.04 |
| 19:51:31 | bobdaduck | Google says this: http://ubuntuforums.org/showthread.php?t=1774562 |
| 19:52:02 | raptor | oh haha |
| 19:52:16 | raptor | bobdaduck: don't call math.random(tau) for both the x and y |
| 19:52:24 | raptor | call it once, and use that angle for both x and y |
| 19:53:35 | bobdaduck | okay so its a circle shape now |
| 19:53:41 | bobdaduck | but still only 8ish points? |
| 19:54:00 | bobdaduck | 6 points |
| 19:54:04 | raptor | well, you're calling it in onTick |
| 19:54:15 | raptor | oh |
| 19:54:17 | raptor | wait |
| 19:54:26 | raptor | maybe math.random only returns integers... |
| 19:54:31 | raptor | that would be bad |
| 19:54:36 | bobdaduck | uhhh |
| 19:54:36 | bobdaduck | xD |
| 19:54:40 | bobdaduck | yeah pretty sure |
| 19:54:56 | SolumnMushroom | Woo chown! |
| 19:55:03 | raptor | ah ok |
| 19:55:06 | raptor | i think i have it... |
| 19:55:18 | SolumnMushroom | sudo chown ***** /media/Lindrive |
| 19:55:28 | raptor | since radians go from 0 to ~6.285 |
| 19:55:34 | bobdaduck | If I divide math.random(tau) by math.random(tau) it makes a smily face |
| 19:56:54 | SolumnMushroom | I quote Cave Johnson: "I punch those numbers into my calculator and it makes a happy face." |
| 19:56:58 | bobdaduck | xD |
| 19:57:00 | raptor | bobdaduck: bad math! |
| 19:57:12 | bobdaduck | BAD MATH MAKES A SMILY FACE. |
| 19:57:22 | bobdaduck | How can it be bad if its smiling at me? HMMM? |
| 19:57:28 | raptor | ok bobdaduck: http://pastie.org/7720527 |
| 19:57:37 | raptor | i broke it up to make sense |
| 19:57:39 | raptor | enjoy |
| 19:57:41 | | raptor goes back to work |
| 19:59:16 | bobdaduck | hah sorry for time leech xD |
| 20:00:05 | bobdaduck | Whoo |
| 20:00:16 | bobdaduck | It works! |
| 20:03:23 | SolumnMushroom | I <3 chown |
| 20:03:52 | SolumnMushroom | And now I have cookies |
| 20:04:15 | kaen | I POSSESS MAD DIGITS, I DD BLOCKS |
| 20:04:25 | kaen | THEN I CHOWN YOUR /HOME AND MOUNT SLASH PROC |
| 20:04:41 | kaen | - yt cracker |
| 20:04:52 | kaen | best nerdcore rapper that ever was or will be |
| 20:05:37 | bobdaduck | roflwhat |
| 20:05:43 | kaen | it's a thing |
| 20:05:51 | bobdaduck | xD |
| 20:05:55 | kaen | computer scientists occasionally have freestyle rap battles |
| 20:06:12 | bobdaduck | xD |
| 20:06:53 | SolumnMushroom | Do you have that face on your clipboard? |
| 20:07:10 | bobdaduck | no |
| 20:07:20 | kaen | if it came from random over random, he'll probably never see it again |
| 20:07:33 | bobdaduck | I didn't listen to my mom and my face froze that way |
| 20:07:39 | kaen | lol |
| 20:07:40 | bobdaduck | and now its the only emote I can make |
| 20:07:46 | SolumnMushroom | Okay then |
| 20:10:32 | bobdaduck | nerdcore |
| 20:10:37 | bobdaduck | beautiful |
| 20:10:57 | kaen | revel in its glory |
| 20:11:26 | kaen | mc frontalot is generally recognized as the progenitor of the genre (and also as one of maybe three good nerdcore rappers) |
| 20:15:39 | SolumnMushroom | Now booting off the disc |
| 20:16:10 | bobdaduck | Okay! I broke gameplay again. |
| 20:16:37 | kaen | -- imagine that :P |
| 20:18:06 | SolumnMushroom | Now booting off the disc... AGAIN |
| 20:18:59 | SolumnMushroom | 2121 is the magic combo... |
| 20:19:43 | SolumnMushroom | Entered password... |
| 20:20:08 | SolumnMushroom | And, I'm in. |
| 20:20:43 | bobdaduck | yay |
| 20:21:43 | SolumnMushroom | raptor: What's the YaST thing to fix the bootloader? |
| 20:23:34 | bobdaduck | Yet another Stupid Terminal |
| 20:23:39 | bobdaduck | Obviously |
| 20:24:47 | SolumnMushroom | I could see that, but it has modules |
| 20:24:59 | SolumnMushroom | So it's even MORE confusing |
| 20:26:57 | | SolumnMushroom checks raptor's breathing... |
| 20:27:20 | | SolumnMushroom checks raptor's pulse... |
| 20:27:40 | SolumnMushroom | Hmm... |
| 20:28:56 | SolumnMushroom | There it is |
| 20:29:24 | SolumnMushroom | It's faint, but it's there |
| 20:30:45 | bobdaduck | lol |
| 20:30:55 | bobdaduck | He's prolly in a meeting or something |
| 20:30:59 | bobdaduck | just google it? |
| 20:32:15 | SolumnMushroom | No, when I found his pulse, I found a note that said where to look. I'm now attempting to figure it out... |
| 20:35:35 | SolumnMushroom | Trying something... |
| 20:36:04 | SolumnMushroom | FAIL |
| 20:37:09 | SolumnMushroom | Why is watusimoto away as op and here as just a user? |
| 20:37:22 | kaen | he's on at home and work |
| 20:37:24 | kaen | most likely |
| 20:37:34 | kaen | do you need help, SolumnMushroom ? |
| 20:37:41 | kaen | sounds like you can't get it to boot... |
| 20:38:08 | SolumnMushroom | In one form or another... I may need therapy... |
| 20:38:23 | kaen | yes, that's a common side-effect of linux |
| 20:38:29 | kaen | especially installing a new distro |
| 20:39:04 | kaen | but that means the medicine is working :) |
| 20:39:11 | SolumnMushroom | I'm taking a YouTube break |
| 20:39:39 | bobdaduck | xD |
| 20:39:48 | bobdaduck | I feel like youtube is the wrong place to go for a break |
| 20:39:53 | bobdaduck | bitfighter is a much better choice |
| 20:40:44 | kaen | I just tried playing with a new player |
| 20:40:58 | kaen | he didn't move the entire time, but joined and left two different servers |
| 20:41:07 | bobdaduck | lol |
| 20:41:41 | bobdaduck | who? |
| 20:42:11 | kaen | was a weird name b[something I forgot] alpha |
| 20:44:02 | bobdaduck | okay so as way of compensation for breaking the gameplay again |
| 20:44:08 | bobdaduck | I'm gonna make another real levelgens level xD |
| 20:44:13 | SolumnMushroom | http://www.youtube.com/watch?feature=endscreen&NR=1&v=PZ-GedM4ePg |
| 20:44:25 | bobdaduck | Man mush, you and your creepy gaming |
| 20:50:09 | SolumnMushroom | I don't know. The bad writing just amuses me |
| 20:53:17 | | LordDVG has joined |
| 20:57:20 | SolumnMushroom | Stupid diet ad man. You know nothing |
| 21:01:59 | Watusimoto_ | raptor: are you still looking for memory optimizations for copying points between Vector<Point> and whatever poly2tri uses? |
| 21:02:32 | Watusimoto_ | i just tried casting a Vector<Point> to an F32 array... and it worked! |
| 21:02:52 | Watusimoto_ | so if the memory arrangement is similar, and its just a question of what things are called, a direct cast might work |
| 21:03:19 | Watusimoto_ | my next checkin will have this code... see void renderTestItem(const Vector<Point> &points, F32 alpha = 1) implementation |
| 21:06:36 | Watusimoto_ | I only hope it is platorm independent |
| 21:07:45 | SolumnMushroom | Sonic R's OST would be more fitting in Katamari Damacy |
| 21:15:31 | kaen | watusimoto, assuming you're doing "(F32*) points.address()" then it should be cross platform |
| 21:16:23 | kaen | SO says std::vector is specified to be contiguous, and cites this: http://www.open-std.org/jtc1/sc22/wg21/docs/lwg-defects.html#69 |
| 21:20:23 | raptor | back! |
| 21:20:33 | raptor | Watusimoto_: what |
| 21:20:36 | raptor | you can do that? |
| 21:20:54 | Watusimoto_ | seems so |
| 21:21:03 | Watusimoto_ | kaen: yes, that |
| 21:21:12 | raptor | ok good |
| 21:21:13 | kaen | point's only members are F32, and the inner std::vector is laid out like an array |
| 21:21:19 | Watusimoto_ | (F32 *)&point[0] |
| 21:21:26 | raptor | yes, we use a std::vector as the backing for TNL::Vector |
| 21:21:36 | raptor | Watusimoto_: looks beautiful! |
| 21:21:37 | Watusimoto_ | that was my theory... and it worked! |
| 21:21:50 | kaen | nice one, I never would have thought of it |
| 21:21:56 | raptor | SolumnMushroom: yAst has a bootloader module |
| 21:22:03 | Watusimoto_ | so anyay, that's a really fast way to convert a bunch of points into stuff that can be rendered by opengl |
| 21:22:22 | raptor | Watusimoto_: I think the main issue is that poly2tri uses pointers everywhere |
| 21:22:33 | Watusimoto_ | we have pointers! |
| 21:22:38 | raptor | so it passes a p2t::Point object around with just the pointer |
| 21:22:51 | Watusimoto_ | oh |
| 21:22:52 | Watusimoto_ | wait |
| 21:23:08 | Watusimoto_ | their Point object is based on S64s |
| 21:23:14 | Watusimoto_ | or something like that |
| 21:23:16 | raptor | oh yeah... that too |
| 21:23:18 | Watusimoto_ | I remember looking |
| 21:23:18 | raptor | doubles |
| 21:23:31 | Watusimoto_ | not doubles; they're ints, I think |
| 21:23:45 | SolumnMushroom | I found it, but I need to experiment with some stuff |
| 21:24:09 | Watusimoto_ | no, they're doubles |
| 21:24:46 | Watusimoto_ | maaaaybe we could convert them to floats, and then we can do a direct conversion |
| 21:25:35 | Watusimoto_ | ha, therey's a comment in poly2tri that starts: |
| 21:25:39 | Watusimoto_ | See: J. Shewchuk, "Triangle: ..." |
| 21:26:49 | raptor | haha |
| 21:26:52 | kaen | lol |
| 21:28:13 | | Darriel Quit (Read error: Connection reset by peer) |
| 21:28:21 | raptor | Watusimoto_: did he ever write you back? |
| 21:28:49 | Watusimoto_ | no |
| 21:29:14 | Watusimoto_ | but you're happy with the switch to poly2tri? |
| 21:29:17 | raptor | yes |
| 21:29:21 | raptor | almost |
| 21:29:27 | Watusimoto_ | then it doesn't matter |
| 21:29:38 | raptor | i mean, our implementation is about as good as it can get without adjusting poly2tri itself |
| 21:29:38 | Watusimoto_ | but still... |
| 21:29:50 | Watusimoto_ | how would you adjust it? |
| 21:30:01 | Watusimoto_ | F32 instead of F64? |
| 21:30:04 | raptor | no no no |
| 21:30:16 | Watusimoto_ | no |
| 21:30:16 | raptor | the sweepline algo that triangulates a region |
| 21:30:30 | raptor | what it does is triangulate *everything* |
| 21:30:33 | raptor | then |
| 21:30:47 | raptor | upon finalization of the mesh, it searches for triangles within holes and removes them |
| 21:31:49 | raptor | what we currently do is call poly2tri for each possible playable aread, including concentric areas within continuous (donut-like) holes |
| 21:32:05 | raptor | so we may call poly2tri 20 times |
| 21:32:18 | Watusimoto_ | ok |
| 21:32:28 | Watusimoto_ | so doing it all in one pass would be better |
| 21:32:40 | raptor | but it can be done in one pass if we can figure out how to clean up triangles appropriately |
| 21:32:41 | raptor | yes |
| 21:33:06 | raptor | i was working on this to avoid studying for finals, then finals happened, and I haven't look back yet |
| 21:33:22 | Watusimoto_ | how would you clean them up? remove triangles in ccw polys that are not in cw polys? |
| 21:33:53 | raptor | yes something like that, see http://code.google.com/p/poly2tri/issues/detail?id=74#c4 |
| 21:34:15 | Watusimoto_ | well, I just spent 15 minutes trying to fix the orientation of testitems that I somehow broke |
| 21:34:20 | raptor | in light of our current conversation, that comment should make more sense |
| 21:34:23 | raptor | what? |
| 21:34:32 | Watusimoto_ | reading... |
| 21:34:55 | Watusimoto_ | only to find out that they have had this same "broken" orientation since about Bitfighter 003 |
| 21:35:05 | raptor | heh |
| 21:35:07 | Watusimoto_ | maybe even longer |
| 21:36:15 | raptor | i've fixed two bugs so far that might have come from zap! |
| 21:36:17 | Watusimoto_ | yes, makes mroe sense |
| 21:36:22 | Watusimoto_ | wow! |
| 21:36:32 | Watusimoto_ | you mean recently, or lifetime total |
| 21:36:36 | raptor | recently |
| 21:36:41 | Watusimoto_ | great |
| 21:36:46 | Watusimoto_ | always fun to do that |
| 21:37:03 | raptor | yes, it's good to know I'm not the only fallible programmer... |
| 21:37:12 | Watusimoto_ | hardly |
| 21:37:28 | raptor | even our forebearers made mistakes! |
| 21:37:49 | raptor | bobdaduck: can you create the levelgen section? |
| 21:37:53 | Watusimoto_ | better than debugging this: |
| 21:37:54 | Watusimoto_ | http://kottke.org/13/04/dont-mess-with-texass-old-computers |
| 21:37:57 | bobdaduck | what |
| 21:38:10 | raptor | what |
| 21:38:25 | bobdaduck | can I create the levelgen section of what? |
| 21:38:46 | raptor | forums |
| 21:38:56 | raptor | sorry, missed a noun in my previous sentence |
| 21:39:21 | bobdaduck | oh |
| 21:39:27 | bobdaduck | uhh |
| 21:40:41 | bobdaduck | yeah sure |
| 21:40:50 | bobdaduck | I guess |
| 21:41:56 | Watusimoto_ | kaen, do you happen to know if the memory layout of vectors/structs/etc. is part of the C++ spec? |
| 21:42:47 | Watusimoto_ | I guess I want to know if my point/F32 trick works by spec, or works because it's the most logical way for a compiler to work (but could break somehow somewhere) |
| 21:43:13 | Watusimoto_ | and if you don't happen to know, that's fine |
| 21:43:37 | raptor | Watusimoto_: you could always just commit and see if we're broken :) |
| 21:44:05 | raptor | actually... |
| 21:44:11 | Watusimoto_ | I'm not really that worried, but memory tricks like this always make me a tad nervous |
| 21:44:43 | raptor | actually |
| 21:44:44 | raptor | ha! |
| 21:44:55 | raptor | I use that same trick already in my poly2tri implementation |
| 21:45:01 | bobdaduck | okay done |
| 21:45:11 | raptor | thanks bobdaduck! |
| 21:45:12 | bobdaduck | someone should take a look at it at some point |
| 21:45:43 | raptor | Watusimoto_: ¤tPoly[0] |
| 21:45:46 | | LordDVG Quit (Remote host closed the connection) |
| 21:45:51 | raptor | to convert from vector to array |
| 21:45:57 | Watusimoto_ | yes |
| 21:46:03 | Watusimoto_ | we use that a fair bit |
| 21:46:11 | Watusimoto_ | that made me nervous at first too |
| 21:46:19 | raptor | oh, are you talking about some other trick? |
| 21:46:27 | Watusimoto_ | casting that to F32* |
| 21:46:53 | kaen | [14:17:03] <kaen> SO says std::vector is specified to be contiguous, and cites this: http://www.open-std.org/jtc1/sc22/wg21/docs/lwg-defects.html#69 |
| 21:46:56 | Watusimoto_ | this: (F32 *)&point[0] |
| 21:47:15 | Watusimoto_ | and structs are also, I suppose |
| 21:47:27 | Watusimoto_ | because otherwise half the C programs in existance would be broken |
| 21:47:30 | raptor | Watusimoto_: I think that'll work as long as the F32 members are the first things declared in the struct/class |
| 21:47:32 | Watusimoto_ | (broken more) |
| 21:47:46 | Watusimoto_ | they're the only data members |
| 21:47:48 | raptor | so as long as the primitives are aligned at the start |
| 21:47:59 | Watusimoto_ | well... we'll see!! |
| 21:48:52 | raptor | bobdaduck: do you think the section should go under 'development'? |
| 21:49:07 | bobdaduck | I think the bots section should be under "community" |
| 21:49:12 | kaen | maybe bots, levegens, plugins should all be one |
| 21:49:16 | kaen | call it "scripting" |
| 21:49:34 | raptor | most people will post their code with levels so I figure the 'gallery' would be more like code snippets or generic things |
| 21:49:35 | bobdaduck | Only if there's three subsections there. |
| 21:49:52 | bobdaduck | "script gallery" works |
| 21:50:09 | raptor | that's a good idea |
| 21:50:31 | raptor | Script gallery - and put levelgen and editor stuff there |
| 21:50:44 | raptor | as for bots |
| 21:50:54 | bobdaduck | three subsections: Levelgens, plugins, bots |
| 21:51:02 | raptor | maybe only move over the topics that actually have example code? |
| 21:51:34 | bobdaduck | Change the "bots" section to a "scripting chat" section or somesuch |
| 21:51:41 | raptor | and put the rest in 'technical discussion' ? Or do we need a section just for technical help with scripting |
| 21:51:54 | bobdaduck | hm |
| 21:52:11 | bobdaduck | Technical scripting discussion might be a good idea but technical discussion will work |
| 21:57:29 | raptor | ok |
| 22:02:09 | kaen | I linked #debian-mentors to our google code repo... the feedback has been fairly pessimistic |
| 22:05:03 | bobdaduck | yeah? |
| 22:44:02 | Watusimoto_ | bummer |
| 22:47:18 | raptor | kaen: how so? |
| 22:47:27 | raptor | just because it isn't github? :) |
| 22:49:11 | raptor | hey should be forgiving because we're a cross-platform project :) |
| 22:57:07 | Watusimoto_ | my latest push was not recorded in these forums |
| 22:57:19 | Watusimoto_ | oops |
| 22:57:22 | Watusimoto_ | take that back |
| 22:58:12 | | BFLogBot Commit: c08cfda8ed53 | Author: watusimoto | Message: Nice outlines for testItems and resourceItems; includes refactor of way these items are rendered |
| 22:58:27 | Watusimoto_ | there we go |
| 22:58:56 | bobdaduck | hmmmm |
| 22:59:25 | raptor | uh oh |
| 22:59:28 | Watusimoto_ | I have enough objects for the moment... now I need to make the logic of when to show what help a little nicer |
| 23:00:50 | raptor | Watusimoto_: can y ou do me a flavor? |
| 23:00:57 | Watusimoto_ | sure |
| 23:01:05 | raptor | i reopened this issue: https://github.com/akrinke/Font-Stash/issues/5 |
| 23:01:12 | raptor | can you please host a game |
| 23:01:14 | Watusimoto_ | oh brother |
| 23:01:18 | Watusimoto_ | sure |
| 23:01:19 | raptor | and do alt + enter a few times |
| 23:01:23 | Watusimoto_ | ok |
| 23:01:32 | Watusimoto_ | and see what happens font wise? |
| 23:01:38 | raptor | and see if on one of the full screen modes, you see minor edge artifacts on the game timer? |
| 23:01:41 | raptor | yes please |
| 23:01:47 | Watusimoto_ | ok, back in a sec |
| 23:01:54 | raptor | thanks |
| 23:02:56 | Watusimoto_ | ok |
| 23:03:03 | Watusimoto_ | did 20 cycles of all screen modes |
| 23:03:16 | Watusimoto_ | I see no artifacts in full screen or in normal modes |
| 23:03:24 | raptor | argh! |
| 23:03:30 | raptor | stink |
| 23:03:31 | Watusimoto_ | I did not check stretched, however, but I think that proves the point |
| 23:03:38 | raptor | do stretched! |
| 23:03:43 | Watusimoto_ | ok |
| 23:03:48 | raptor | please |
| 23:03:58 | bobdaduck | I'll check it in a bit myself |
| 23:04:18 | | bobdaduck Quit (Remote host closed the connection) |
| 23:04:58 | Watusimoto_ | the only artifact I saw was a scratch on my screen |
| 23:05:04 | | BFLogBot Commit: 45ecb0d5d942 | Author: buckyballreaction | Message: Add new class to CMake |
| 23:05:12 | Watusimoto_ | now including stretched |
| 23:05:20 | Watusimoto_ | win7 |
| 23:05:44 | raptor | ok |
| 23:05:46 | raptor | thank you |
| 23:07:40 | Watusimoto_ | I'm going to check one more time after reviewing your case notes |
| 23:07:42 | Watusimoto_ | just to be sure |
| 23:07:53 | raptor | on that issue, if you click on the last image, you see what I consider an artifact? |
| 23:07:56 | raptor | ok |
| 23:08:57 | Watusimoto_ | no |
| 23:09:04 | Watusimoto_ | definitely not |
| 23:09:05 | raptor | zoom in |
| 23:09:09 | raptor | look at the time |
| 23:09:13 | Watusimoto_ | no |
| 23:09:14 | Watusimoto_ | no |
| 23:09:17 | raptor | zoom into 100% |
| 23:09:28 | Watusimoto_ | I mean my retest definitly showed not artifacts |
| 23:09:32 | Watusimoto_ | I see them on your drawing |
| 23:09:38 | raptor | ah ok, phoew |
| 23:09:57 | raptor | all right - i'll check in my mac VM... |
| 23:21:05 | raptor | artifacts on osx! |
| 23:25:31 | raptor | updated the fontstash issue |
| 23:44:13 | | raptor Quit () |