#bitfighter IRC Log

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IRC Log for 2013-05-20

Timestamps are in GMT/BST.

00:48:35sam686 has left
01:10:29koda has joined
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08:30:42bobdaduck has joined
08:33:59bobdaduckcrap
08:34:03bobdaduckI don't know flash
08:35:46bobdaduck(looking at the rope script thing)
09:18:23kaenthe harder part is decrypting wtf those variables mean
09:19:06kaenoX[i] ?
09:19:09kaenseriously...
09:19:41fordcars has joined
09:20:25bobdaduckYeah ikr
09:20:29bobdaduckthat's what I'm doing right now
09:20:46bobdaduckWHO NAMES VARIABLES LIKE THAT.
09:20:52kaenmathematicians
09:20:59bobdaduckI swear those people.
09:21:02kaenI'd help you out but I'm on lunch break
09:21:12kaenI'll be available in ~4 hours
09:21:25bobdaduckhah, alright.
09:21:46bobdaduckLong lunch break
09:24:08kaenlol my lunch is 30 minutes so I'm getting a bite and then I have to go back to work :P
09:35:48Watusimoto Quit (Ping timeout: 256 seconds)
09:46:52fordcarsbrb guys
09:50:54fordcars_ has joined
09:51:05fordcars_oh
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09:52:48fordcars has joined
09:53:07bobdaduckoh
09:53:52fordcarshe
10:09:14koda Quit (Ping timeout: 256 seconds)
10:20:04raptor has joined
10:20:04ChanServ sets mode +o raptor
10:20:32bobdaduckHail, raptor.
10:20:48raptorbuenos
10:23:02raptorsigh... monday morning meetings
10:23:06raptorback later..
10:25:25bobdaduckhave fun!
10:30:11fordcarsyay I finally bothered to install visual c++
10:33:19bobdaduckcool
10:34:53fordcarscool
10:37:24bobdaduckgnarly radical dude
10:39:18fordcarsraaaaad
11:04:47Watusimoto has joined
11:20:31fordcars error LNK2019: unresolved external symbol "public: __thiscall Zap::LevelDatabaseRateThread::LevelDatabaseRateThread(class Zap::ClientGame *,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >)" (??0LevelDatabaseRateThread@Zap@@QAE@PAVClientGame@1@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@Z) referenced in function "void __cdecl ChatCommands::rateMapHandler(class Zap::Client
11:20:37fordcarswhoa sorry
11:20:47fordcarsthis is my only build error
11:22:47bobdaduckLooks like its kaen's fault
11:23:08fordcarsprobably xD
11:32:04Watusimoto Quit (Ping timeout: 260 seconds)
12:09:56raptorfordcars: you need to use cmake
12:10:14fordcarsuh how?
12:10:48raptordownload: http://www.cmake.org/files/v2.8/cmake-2.8.11-win32-x86.exe
12:10:51raptorinstall
12:11:29raptorthen, in command line, go to the 'build' directory in your bitfighter clone
12:11:54raptorand generate a visual studio project with cmake
12:12:12raptorto do that you need to know your visual studio version (which version?)
12:14:10fordcars10.0
12:14:18fordcarsI have 32bit
12:15:21raptorok
12:15:35raptorthen in the build directory run: cmake -G "Visual Studio 10" ..
12:15:40raptormake sure you have those two dots
12:15:53raptorthat will generate new project files for your system in the build directory
12:16:08raptoropen the bitfighter solution from there
12:16:19CrazyLinuxNerd Quit (Quit: Leaving)
12:18:09fordcarswow it says cmake is not an internal or external command
12:18:15fordcarsbut I just installed it!
12:18:36raptoryou may need to restart the terminal?
12:18:39raptornot sure..
12:18:51fordcarscan I use the gui maybe?
12:21:40bobdaduckyou're windows right?
12:21:44raptori don't know how to use the gui
12:21:48fordcarsyes
12:22:07fordcarsheh the gui is really simple
12:22:34bobdaduckraptor is linux
12:22:40bobdaducklinux motto: avoid gui whenever possible
12:22:41raptorjust make sure you generate the output files in the 'build' directory, but point it to the project directory at the root of your clone
12:24:36fordcarswell it seems to be working
12:24:51fordcarswait it just turned\
12:24:53fordcarsred
12:24:53raptori should generate the project files in like 10-20 seconds
12:25:14raptorthen that's the last time you need to run it
12:25:21fordcarsoh that a good thing heh
12:26:15bobdaduckAm I going to need to do this the next time I try to build it?
12:26:34raptorno
12:26:36raptorwait
12:26:49raptoryou cannot use the old vc++ project anymore
12:26:53raptorit's now broke
12:27:05raptoryou need to use cmake to generate a new project just for your system
12:27:34fordcarsphew it worked, I think
12:33:31bobdaduckEngineering speedzones is gonna be a little more tricky.
12:34:49fordcars?
12:34:58fordcarsDnD?
12:38:39bobdaduckyeah
12:38:40bobdaduckxD
12:39:07bobdaduckBecause all the players will have an inventory from which they can deploy things like resourceItems, health packs, and speedzones.
12:40:07fordcarsniice!
12:40:28bobdaduck...I haven't put in speedzones yet.
12:40:36bobdaduckThe double-point system will be tricky
12:40:54bobdaduckSlightly, anyway.
12:41:09bobdaduckThe array is already three tiers deep, one more won't hurt it
12:41:34fordcarsheh
12:42:02bobdaduckAnd EVENTUALLY maybe people will be able to buy personal robots.
12:42:49fordcarshaha
12:43:14fordcarsI already have a bot that does that, you would only have to change a few lines
12:43:23fordcarshttp://bitfighter.org/forums/viewtopic.php?f=12&t=1950&p=19967#p19967
12:43:42bobdaduckyup, perfect xD
12:43:47bobdaduckCan't spawn bots via levelgen yet though
12:44:03fordcars:(
12:44:26fordcarslevelgens and bot need to have access to chat commands
12:44:39bobdaduckIKR
12:44:45fordcars:P
12:44:46bobdaduckalready on the list though
12:45:35bobdaduckwait and bot?
12:45:59fordcarshehe yeah
12:46:01bobdaduckevilBot:sendMessage("addbot evilbot.bot")
12:46:06bobdaduckbot:addBot()
12:46:10fordcarsoooooo
12:46:38fordcarsonTick()
12:46:54bobdaduckdefinitely
12:46:59fordcarshehe
12:52:19bobdaducksorry I'm at work poor internet
12:52:24bobdaduckI wouldn't advise joining the game xD
12:52:34fordcarshehehehehe
12:57:48fordcarsraptor, why is visual c++ skipping ALL_BUILD?
12:58:32fordcars2>------ Skipped Build: Project: ALL_BUILD, Configuration: Debug Win32 ------ 2>Project not selected to build for this solution configuration
13:00:04fordcarsoh it can't find ALL_BUILD it seems
13:01:17raptorhi
13:01:23raptordon't use ALL_BUILD
13:01:27raptorjust compile 'bitfighter'
13:05:24fordcarsit doesn't want to let go ALL_BUILD, keeps saying it can't find it skipped it
13:05:34raptorthat's ok
13:05:37raptordon't worry about it
13:05:43raptorjust build 'bitfighter'
13:05:51fordcarsheh ok well I am rebuilding bitfighter
13:06:01fordcarsonce again
13:10:32Watusimoto has joined
13:16:16fordcarsthe debug show up in bitfighter/exe for windows right?
13:16:36raptori don't understand
13:16:51raptorthe EXE file is still put into the 'exe' folder
13:17:07fordcarsyeah that is what I ment :P
13:17:14fordcarsmeant*
13:18:09fordcarsYEAH it finally works :D
13:18:16fordcarsthanks raptor!
13:19:37raptoryay
13:20:10raptorwhich brins up a good question: Watusimoto, should I remove the old vc++ project files from our repo now that we have cmake working well enough?
13:20:16Watusimotohi
13:20:20raptorhi
13:20:27Watusimotosure
13:20:29Watusimotowell
13:20:31Watusimotoactually
13:20:48Watusimotodo we want to include them for newbies, or force them to install cmake?
13:20:56Watusimotomaybe we want to force them
13:21:54Watusimotoor maybe we have a file in the build folder "Visual C++ Build Instructions.readme" or something very clear
13:22:02raptori've already forced fordcars to install cmake
13:22:21raptorbut yes - I should update the compile instructions in the README.txt
13:22:31WatusimotoI'm not so worried about the actual instalation, rather having people feel they can jump right in without a lot of pooting around
13:22:55Watusimotosoemone sees no vc+= project, they may think they need Linux to build or something
13:23:14raptormaybe i should create a DONT_README.txt file?
13:23:19raptorthen people would click on it..
13:23:23Watusimoto:-)
13:23:32fordcarstotally
13:24:10WatusimotoI think we should at least put a file with VC++ in the title, even if it just says "creating a VC++ project file is easy... see the readme for details"
13:24:34raptoror just COMPILE.txt
13:24:47raptorwith instructions
13:24:56Watusimotowhen I look at a project casually, if I don;t see a proj file, I get discouraged
13:25:08raptorreally?
13:25:16WatusimotoI figure I need to create a whole build system just to compile the thing
13:25:21Watusimotoand then will it work?
13:25:26raptorI always look for a README or COMPILE
13:25:34WatusimotoI do that on Linux
13:25:37raptorand follow instructions..
13:25:47Watusimoto:-)
13:26:20Watusimotook, you can delete the project though
13:26:50bobdaduckDo we still use Win_include_do_not_distribute?
13:27:06raptornope
13:27:26raptorin fact, that has already been removed..
13:27:39bobdaduckOkay I couldn't remember
13:30:15raptoroh my, the readme is woefully out of date
13:31:46fordcarswow
13:32:18bobdaducklol
14:16:50fordcarsman I really have to work, so later
14:18:38bobdaduckseeya
14:21:15fordcars Quit (Ping timeout: 250 seconds)
14:32:56bobdaduckOkay guys
14:33:09bobdaduckEngineering speedzones.
14:33:15bobdaduckCheck.
14:35:12bobdaduckWait are they called gofasts?
14:38:58raptoruhhh
14:39:22raptornot sure - there seems to be some sort of inconsistent terminology problem with that object...
14:40:24Watusimotothey were originally called speedzones, and I renamed them in game, but not in code
14:40:33Watusimotoa speed zone implies going slow
14:40:40Watusimotoand it implies a zone
14:40:47Watusimotoneither of which applies here
14:40:56bobdaduckxD
14:41:02raptorhow about ShipAccelerator
14:41:12bobdaduckspeedPad?
14:41:13Watusimotothat sounds rather... dorky
14:41:17bobdaducklol
14:41:22raptorjust like GoFast
14:41:27raptor:)
14:41:32Watusimotogofast is perfect!
14:41:34bobdaduckgravitonObjectLauncher
14:41:51raptorMakeShipGoFasterator
14:41:54Watusimotocentrifugal vehicle flinger
14:42:06Watusimotobig red chevron
14:42:10raptorhaha
14:42:15bobdaduckrofl
14:42:51bobdaduckSpeedPad?
14:48:10bobdaduckSo uh
14:48:17bobdaduckshould I let people keep circles in their inventory?
14:48:43bobdaduckand soccer balls?
14:49:39bobdaduckAsteroids?
14:51:59bobdaduckSerious questions.
14:52:18raptorno Circles please
14:54:29bobdaduckWhat about asteroids and soccer balls?
14:54:40raptorsure
14:55:14bobdaduckSoccer balls will have very weird behavior due to goalzone collision in a non-goalzone gametype
14:55:24raptoroh yeah...
14:55:50bobdaduckAnd asteroids will kind of kill you and everyone and will be weird to use.
14:58:00bobdaduckWell okey then
14:58:07bobdaduckNext order of business:
14:58:11bobdaduckHow should things be priced?
14:58:24raptorwith ship explosion bits
14:58:56bobdaduckxD
14:59:22bobdaduckits in gold. You get about five gold per flag capture.
15:00:20bobdaduckResourceItem: 15. TestItem: 30. Insurance: 20. RepairItem: 125. EnergyItem: 150. Core: 100. Teleporter: 250. SpeedZone: 275. Customized Spawn: 200.
15:00:26bobdaduckThose sound about right?
15:01:12raptori have no idea...
15:01:23raptorseems like resourceitem abuse would happen quickly
15:01:40bobdaduckIts hard to abuse those though
15:01:46bobdaduckThey're too small
15:02:30bobdaduckAlright I'll bump up the price on the first three
15:03:07bobdaduckWhich is the most valuable resource though?
15:03:49bobdaduckmost people are running around with 100 gold unless they're saving up for something.
15:04:19bobdaduckGuess it'll need playtesting.
15:29:33bobdaduckGuys I can't use ctrl-Shift-X to scale asteroids
15:29:35bobdaduckfix plz
15:32:08raptorintended behavior
15:32:26bobdaduckOrly?
15:32:38raptorcan you scale testitems?
15:35:09bobdaduckNope
15:35:34raptorthey are static objects
15:35:48bobdaduckYeah but
15:35:52bobdaduckthere's different sizes of asteroids
15:35:53raptorwith a defined size, etc.
15:35:56raptoroh
15:35:58raptoruhh
15:36:07raptorselect asteroid, press [enter]
15:36:20bobdaduckYeah but
15:36:36bobdaduckI want an asteroid that is 2.5
15:36:41bobdaduckenter only allows 2 or 3
15:37:05raptorsize is also used to determine how many generations of asteroid children
15:37:31bobdaduckso 1.25 asteroid children
15:37:35bobdaduckI don't see the problem here.
15:37:38raptorheh
15:39:37bobdaduck'cause I'm trying to trace an asteroid with lineitems for the shop
15:45:00bobdaduckbut the asteroid doesn't fit into a 4x4 box
15:45:08bobdaduckso I want to scale it down by like .75
15:45:41raptortrace it normal, then scale the trace
15:45:41bobdaduckAnyway fix pls
15:45:50raptorhave to go!
15:45:51raptorlater
15:45:54bobdaduckSeeya!
15:45:55bobdaduckxD
15:45:55raptor Quit ()
15:46:48bobdaduckCheck mark for monday
15:55:11fordcars has joined
15:56:04bobdaduckFORD HELP ME
15:56:17bobdaduckDnD.levelgen IS OVER 2000 LINES LONG
15:58:06koda has joined
16:06:06fordcarslol
16:06:10fordcarswasssssssup
16:09:05bobdaduck2000 LINES LONG.
16:09:09bobdaduckDO YOU KNOW HOW MANY THAT IS.
16:10:36bobdaduckThat's ten meters of code.
16:10:55bobdaduckThat's like
16:10:58bobdaducklonger than a bus
16:12:00bobdaduckI HAVE CODED A BUS MAN.;
16:14:47fordcars Quit (Ping timeout: 250 seconds)
16:14:50fordcars_ has joined
16:15:22fordcars_but whyyyyyyyyyyy
16:15:38bobdaduckBecause DnD
16:29:02kaenI have a hunch you could pare it down a bit...
16:31:30bobdaduckUh
16:31:34bobdaduckI could remove documentation
16:31:56bobdaduckPare it down meaning remove functionality to make it smaller?
16:31:56bobdaduckxD
16:35:38fordcars_ctrl-a
16:35:40fordcars_then dlete
16:35:51fordcars_ e
16:36:44bobdaduckHey it worked!
16:37:53bobdaduckNow levelgen carnival is the bigger one, and all is as it should be!
16:40:16bobdaduck Quit (Remote host closed the connection)
16:42:13fordcars_wow ok
16:56:15Watusimotowhat a waste of time this project has been.
16:56:26BFLogBot Commit: 55d8e9d085c9 | Author: watusimoto | Message: Fix some warnings, one potentially serious
16:56:27BFLogBot Commit: c29671de4e7b | Author: watusimoto | Message: Merge
16:56:29BFLogBot Commit: 7b24a5e76f35 | Author: watusimoto | Message: Warnings
16:56:30BFLogBot Commit: 73fb84911d18 | Author: watusimoto | Message: Warnings
16:56:32BFLogBot Commit: 771a76c93c33 | Author: watusimoto | Message: Instructions working well for keyboard keys using new rendering system. Need to add text to controller glyphs, but this phase is essentially complete.
16:56:33WatusimotoI took it too far... but at least it pretty much works now
16:56:33BFLogBot Commit: 40801c1b6b36 | Author: watusimoto | Message: Merge
16:57:08Watusimotoat least the first page of the help looks pretty!
16:58:30Watusimotothough that was just a side effect of testing the symbolstring junk
17:02:01fordcars_by the way, when you use engeneer, you have to press esc after engeneering an item
17:02:11fordcars_is that normal?
17:08:41kaenheh nope
17:09:35fordcars_heh ok
17:09:40fordcars_just got a vm
17:22:35raptor has joined
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17:22:49fordcars_ Quit (Ping timeout: 250 seconds)
17:24:41raptorhowdy folks
17:25:02raptorooo, commits!
17:25:30raptormy straight-line ancestry is ruined! ruined!
17:25:50kaenditto
17:25:53kaenbracing for mergestorm
17:26:21raptorcategory 5!
17:26:25kaenyeah
17:26:34kaenyou weren't by chance doing UI stuff were you?
17:26:50raptoruhh... i don't remember, i think i was sleep-coding..
17:27:03raptoryes, i was playing with the scoreboard
17:27:32raptoroh, uhh and other UI stuff with going idle
17:27:34raptor is sorry
17:27:46kaenI think I'll be fine
17:28:03kaeneverything I did was in LineEditor and text input classes
17:28:16raptorok - i didn't touch that..
17:28:38raptorWatusimoto: I have no idea what you were trying to do with the instructions...
17:29:11raptoroh wait... key graphics
17:29:14raptorcool
17:31:34raptorkaen have you ever used the mercurial rebase extension?
17:31:57koda Quit (Quit: koda)
17:32:04raptorit let's me keep a nice straight line in our code tree
17:32:06kaenmy hgrc implies that I have, but I don't recall the experience
17:32:11raptornice when a bisect is needed
17:32:11kaenoohhh
17:32:29raptorhttp://mercurial.selenic.com/wiki/RebaseExtension
17:32:29kaenI'll check it out
17:50:41raptorWatusimoto: kaen: do either of you think we could somehow drop the readline and ncurses dependency of lua-vec on linux?
17:53:40Watusimotowhat I was trying to do was pressure test my new string/symbol rendering system
17:54:44Watusimotothe instructions were basically fine before, but it provided a good example of how you can now build a complex object with strings and fonts and symbols and line work and what not, and render it all at once
17:55:14WatusimotoI basically created it for the inline help, but I wanted to see what else it could do
17:55:26Watusimotoso... that's what I was doing with the instructions
17:55:28Watusimoto:-)
17:55:51Watusimotoas for ncurses... I've never looked at how lua uses it, but we certainly don't need it
17:55:57Watusimotonor readline
17:56:02raptorok, i'll try to remove it...
17:56:29Watusimotogood luck! on the other hand, it's not a horrible dependency
17:57:15Watusimotook, time for sleeping in my bed, not on the couch
17:57:20Watusimotogood night!
17:57:23raptornight!
17:57:25kaennight
17:57:34raptorreadline is a horrible dependency...
17:57:53Watusimotowell, I'd be plenty happy without it
17:58:06raptorjust so we don't need to install it on dedicated servers..
17:58:13WatusimotoI did want to harness it for our console, but I've given up on it
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18:12:49BFLogBot Commit: 835e7163ed28 | Author: buckyballreaction | Message: Remove readline as a lua-vec dependency on Linux
18:14:51sam686 has joined
18:14:51ChanServ sets mode +v sam686
18:16:40raptorupdating master... nobody move
18:39:05fordcars Quit (Ping timeout: 250 seconds)
18:44:14BFLogBot Commit: 65d9268ecb06 | Author: kaen | Message: use monospace font for text input
18:44:19kaenwow
18:44:23kaenrebase works like a charm!
18:44:40kaenalso, menus like awful if text entry uses a different font than all the others
18:44:53kaenso I'm going to try changing the rest of the value text to monospace
18:53:39raptorok
19:00:01fordcars has joined
19:02:49BFLogBot Commit: 230895fe570a | Author: kaen | Message: use monospace for all menuitem values
19:05:01raptoruh oh!
19:05:04raptormus tchekc out this change...
19:09:51raptorkaen: the font isn't in the editor level load screen
19:10:00kaenoh that's right
19:10:00raptoris that not considered a text input screen
19:10:02raptor?
19:10:05kaenit totally is
19:10:12kaenI just totally forgot about that screen :x
19:10:18kaenit doesn't handle the special keys either...
19:11:03raptoralso cursor is a bit off vertically: http://sam6.25u.com/upload/3screenshot_16.png
19:11:33raptorbut i like it!
19:11:51kaenokay
19:12:10kaenI'm going to add ctrl+w and ctrl+u handling for delete word and line respectively
19:12:13kaenthat cool?
19:12:30raptorsure!
19:36:15kaen:)
19:36:26BFLogBot Commit: c32faa742220 | Author: kaen | Message: fix in-game chat cursor alignment
19:36:28BFLogBot Commit: 76024c7d448e | Author: kaen | Message: make editor level name entry screen consistent with other UI changes
19:36:29BFLogBot Commit: bbacf3d25afd | Author: kaen | Message: add ctrl+w to delete last word and ctrl+u to delete preceding characters when inputting text
19:36:56kaenraptor, check it out!
19:36:58kaenI love it already
20:09:20fordcarsAt the first screen in options, Move ship, anybody getting something weird there?
20:11:39bobdaduck_m has joined
20:12:54raptorbe back to test!
20:12:58raptor*i'll be back
20:13:13raptorfordcars: you'll have to be specific - the dev build has all sorts of weird stuff..
20:13:19raptorback soon...
20:13:41kaenfordcars, I can't figure out what you're talking about :/
20:27:06fordcarshehe ok, for me on my windows, the location where it is supposed to say the controls to move ship (the right side of the "Move Ship") displays weird symbols (O# or something similar)
20:32:11fordcarsphew finally installed that vm!
20:32:30kaenokay, that's a bug :)
20:32:39fordcarsok :P
20:35:27fordcarsalso, not sure if it's a bug but, when in a game,when you use scroll wheel to scrool through weapons, well when you go to the upper limit (3rd weapon) it will go back to the first weapon, like normally. But when you are at the first weapon and you scroll downwars, it will not jump to the 3rd weapon. Is that a bug or an undocumented feature?
20:42:38raptorhi again
20:43:25kaenhello
20:43:46kaendo you know how to get the visible area in game coordinates?
20:44:13kaenI'm trying "shipPos.x - gScreenInfo.getGameCanvasWidth() / 2" etc.
20:44:30raptori think there is a special scoping method for it..
20:44:42kaenI remember seeing computevisiblearea or something
20:44:45kaenbut can't seem to find it
20:46:52raptori found Game::getScopeRange
20:46:52bobdaduck_m Quit ()
20:46:56raptormaybe a lead..
20:47:26raptorGame::computePlayerVisArea
20:48:20raptoralso see the end of ClientGame::worldToScreenPoint
20:48:25raptorsuch weird methods..
20:48:28raptorold old code
20:48:56fordcarslater guys, off to bed
20:50:05kaenlater
20:50:12kaenchecking those methods now...
20:53:25fordcars Quit (Ping timeout: 250 seconds)
20:55:44raptoroh yay! ctrl+w is awesome!
20:56:45kaenI thought so too :)
20:59:27amgine1234567890 has joined
20:59:30amgine1234567890;)
20:59:35amgine1234567890anyone here?
21:00:01kaenI am
21:02:56amgine1234567890hey kaen
21:03:02amgine1234567890can i ask somthing
21:03:03kaengreetings'
21:03:06kaensurely.
21:03:29amgine1234567890i know that there are many bitfighter videos on youtube but does bitfighter have a offical channel on youtube?
21:04:14kaenif it does, I am not aware of it
21:04:52amgine1234567890hmm well thats somthing i was thinking of looking into cuase im not sure if it does eithedr
21:05:13raptor_k had a channel called 'BitfighterVideo' or something, at one time
21:05:47amgine1234567890also a idea what if people were allwoed to place teles on wall if there isnt a wall within x distance just a idea cause you cant now i htinks
21:05:58amgine1234567890if your on a wall
21:06:11amgine1234567890cause in if your on a large polywall
21:06:40amgine1234567890if that makes sense
21:17:31BFLogBot Commit: a14d67a124f9 | Author: buckyballreaction | Message: Modify statics of SpeedZone slightly
21:25:55kaenI'm loving this rebase thing
21:25:58kaenno messy merge commits
21:25:59BFLogBot Commit: e29f60911e84 | Author: kaen | Message: add vertex count to F6 display (not perfectly accurate, but it's a good start)
21:26:08raptoryeah, me too!
21:26:38amgine1234567890how about this if a player hits the same speed zone x times they go horizonbtal of where they were to expace automaticly would break dungeons though but would make other maps more playable
21:27:06kaenamgine1234567890, that is positively indecipherable
21:27:10raptori've tried convincing watusimoto to use it, but he doesn't mind just merging
21:27:22raptorand can put up with my complaints when bisecting
21:27:31kaenheh
21:37:37raptorhi amgine1234567890
21:37:52amgine1234567890hey
21:37:54raptorI'm afraid I don't understand your last idea, could you rephrase it?
21:38:17amgine1234567890long time no see my grandparents health has been going downhill so im not on much
21:38:26amgine1234567890and never mind that its a bad idea
21:38:49amgine1234567890is it possible to create a debug script for BF errors liek there is for bots?
21:39:18amgine1234567890that would trace errors so oyu could find them easier (built in debugger basicly)
21:39:26raptorsort of
21:39:45raptorbecause bitfighter is written in c++, which is a compiled language, it is a bit harder
21:40:21raptorbasically we would make a debug-type build and give it to whomever, then when it crashes, you can pick out trace errors easier
21:40:46raptorbut it's not as friendly as a scripting language like that which bots and levelgens use (Lua)
22:21:53raptorsam686: I fixed cmake so mingw compiles in Windows
22:22:07raptorbut it links against libstdc++ and libgcc_*
22:22:13raptordo you know a way around this?
22:31:31kaenraptor, is there a limit to the number of vertices clipper can handle?
22:32:01kaenit seems like merging any two polywalls which would result in more than 64 verts will fail
22:32:25raptori don't think so...
22:32:55raptorclipper has been quite robust - it outputs polygons of any size
22:33:04kaenoh that's right...
22:33:05kaenhmm
22:33:57amgine1234567890yes ive noticed that wall m,erging can be very inaccurate for example on one mf my level it refues to merge the walls on my hexagons
22:35:13kaenI'm talking specifically polywalls
22:35:22kaenbut anyway I was wrong about the vert limit
22:35:48kaenbut rather I'm getting inconsistent results when the polywall edges are *just* touching
22:36:13raptorah
22:36:27raptorgo to kaen test and search for 'organic blocks'
22:43:14raptorno one panic! i'm rebooting master
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22:43:44Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/'
22:43:44Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 UTC 2013
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22:43:44-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
22:45:39kaenokay, so I've found a case where it passes for the rendering merge but fails for the "J" merge
22:45:41kaenis that a bug?
22:46:04raptorthe J merge was watusimoto's custom code, I think, no?
22:46:32raptorI think he may have coded that before we started using clipper for stuff
22:46:41kaenit passes to clipper
22:46:45raptorreally?
22:46:45kaenI'm in it right now
22:46:58raptorwell, then that seems weird
22:47:00kaen bool success = clipper.Execute(ctUnion, solution, pftNonZero, pftNonZero);
22:47:14raptorok that seems ok
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22:49:47Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/'
22:49:47Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 UTC 2013
22:49:47-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
22:57:02kaenraptor, sam686, what are your general thoughts on our release-readiness?
22:57:22raptorrunning bug list!
22:58:07kaensure, but if we magically got that to zero, what would be left?
22:58:20kaenwat's tutorial stuff
22:58:26kaenbalance changes
22:58:30raptorI think there are at least 3 major projects: the help system, bot configuration options, and... running bug list!
22:58:42raptormaybe a few issues here and there..
22:59:25kaenpleiades needs about one week of focused work before it's ready for prime time
23:00:03raptoroh yyeah the level DB
23:00:23kaenthere's a handful of polishing to do on the client side for that too
23:00:27kaennothing major though
23:02:04BFLogBot Commit: f1fd636b8440 | Author: buckyballreaction | Message: CMake: Support MinGW/MSYS in Windows. Make sure to generate "MSYS Makefiles"
23:15:26raptorfeeling the itch to release?
23:15:58kaenalways :)
23:16:52kaenI love a good feedback loop
23:23:10amgine1234567890need a beta tester?
23:25:01raptorwhat do you tink kaen, are we ready for some beta testing yet?
23:25:04raptor*think
23:25:49kaenas long as the beta tester in question understands the implications of beta testing :)
23:26:34raptoramgine1234567890 has been a good bug hunter in the past, he helped find a dozen or so bugs for the 017 (018?) release
23:26:48kaenoh cool
23:26:52kaenthen do it to it!
23:26:58amgine1234567890uh i saw that pm?
23:27:02raptorbut I usually don't like him to test unless we have something moderately acceptable ...
23:27:13raptornot just him, of course, other testers
23:27:25amgine1234567890well you know me test test testing away
23:27:33kaenI'd say we're in moderately acceptable range already
23:27:37raptorok
23:27:46raptoramgine1234567890 let me get you a debug windows build
23:27:48kaenmaybe we could advance into "fit for human consumption" soon
23:27:54raptorhahaha
23:28:11amgine1234567890heres a idea i had what if there was a exlcuive testing server that was always running but required a password so only tersters could get on
23:28:30raptorwe'd need a build bot
23:28:43kaenI was thinking about putting one up
23:28:53raptorwhat's that called? continuous integration server?
23:28:57raptoror something
23:28:57kaenit would be easy for linux, and I think I got bitfighter to cross compile once
23:28:59kaenyes :)
23:29:00amgine1234567890lol great minds think differntly eh
23:29:15raptorand i just fixed it for MinGW!
23:29:17kaenbut anyway 019 servers aren't visible to 018a clients
23:29:20kaenoh, awesome!
23:29:37amgine1234567890dont forget stand alone in zip format for me
23:29:49kaenback soon
23:29:51amgine1234567890windows
23:29:54amgine1234567890ok
23:30:05amgine1234567890*puts bug seeking device on*
23:30:18raptorok
23:30:59amgine1234567890btw i dont know if you fixed it but the merge walls had seroius problems in the past including 18a of not doing it
23:35:29raptorcompiling... and I promised myself I wouldn't boot up windows again tonight..
23:36:11raptorkaen: I'd write down the wall merge bug, I think.. with the test case you found
23:37:33amgine1234567890i had a level in fact its submited on one of the servers its a bumch of hexagons and its a zone caprute anyways for some reason it kept refusing to merge the walls
23:37:46amgine1234567890but that was 18a
23:38:03raptoramgine1234567890: was that the bees and hornets level?
23:39:43amgine1234567890i think we should consider increasing the base stock maps for 19a or later
23:39:52amgine1234567890theres only 1 of each
23:44:42amgine1234567890if theres such a hting as light black thats not grey
23:44:54raptorthat might be good, just barely visible
23:45:06raptorok amgine1234567890: http://sam6.25u.com/upload/bitfighter-019-beta-f1fd636b8440.zip
23:45:11raptorthere is your beta build
23:45:27amgine1234567890any specifics to test?
23:45:37amgine1234567890sounds editors ect
23:45:38raptorhmm..
23:46:07raptorwe haven't changed sounds much..
23:46:20raptori th ink just general playability
23:46:26raptorwe did some weapon balance changes
23:46:43raptorand crash searching :)
23:46:58amgine1234567890you know me i love crashes XD
23:47:29amgine1234567890sadly i accidently deleted the file with my bees and hornets levels so hte only place it exists is on hte server
23:48:30amgine1234567890first thing i see is error opening joystick 1 <[null]> is that normal?
23:48:42raptorno, we have that written down
23:48:44raptorthanks
23:48:59amgine1234567890that popped up in the debug box
23:49:14amgine1234567890it might be because i dont have a joystick though
23:49:19raptoryes, that's why
23:49:51amgine1234567890still might be worth checking that joysticks work i dont have one (i need one )
23:50:13amgine1234567890and i have yet to get my gravis destoryer pad working on my computer
23:51:08amgine1234567890umm whats upload to DB?
23:51:22amgine1234567890assuming that will be removed?
23:51:51raptornope :)
23:51:57raptorwe will have an online level database
23:52:06amgine1234567890oh thats cool
23:52:06raptordon't tell anyone thought
23:52:14amgine1234567890i can keep secrets
23:52:20amgine1234567890i did for 18
23:52:28raptorkaen has been working on it, it's really good
23:52:39amgine1234567890although you might want to put hte full wpords not just DB
23:52:49raptorwhen he comes back, i'd ask him if he wants you to test
23:54:35amgine1234567890ahhh yes]
23:55:04amgine1234567890so 2 poly walls can be joined into one wall but then if you try to add another wall to join at the same vertice
23:55:48amgine1234567890bascily it cant seem to merge walls that have already been merged
23:56:24amgine1234567890BUG FOUND!
23:56:52amgine1234567890 fix bug using horinztal and vertical flip on merged walls
23:59:17amgine1234567890*fix removment of rotation problem make rotation fixed8

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