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| 08:33:59 | bobdaduck | crap |
| 08:34:03 | bobdaduck | I don't know flash |
| 08:35:46 | bobdaduck | (looking at the rope script thing) |
| 09:18:23 | kaen | the harder part is decrypting wtf those variables mean |
| 09:19:06 | kaen | oX[i] ? |
| 09:19:09 | kaen | seriously... |
| 09:19:41 | | fordcars has joined |
| 09:20:25 | bobdaduck | Yeah ikr |
| 09:20:29 | bobdaduck | that's what I'm doing right now |
| 09:20:46 | bobdaduck | WHO NAMES VARIABLES LIKE THAT. |
| 09:20:52 | kaen | mathematicians |
| 09:20:59 | bobdaduck | I swear those people. |
| 09:21:02 | kaen | I'd help you out but I'm on lunch break |
| 09:21:12 | kaen | I'll be available in ~4 hours |
| 09:21:25 | bobdaduck | hah, alright. |
| 09:21:46 | bobdaduck | Long lunch break |
| 09:24:08 | kaen | lol my lunch is 30 minutes so I'm getting a bite and then I have to go back to work :P |
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| 09:46:52 | fordcars | brb guys |
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| 09:51:05 | fordcars_ | oh |
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| 09:53:07 | bobdaduck | oh |
| 09:53:52 | fordcars | he |
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| 10:20:32 | bobdaduck | Hail, raptor. |
| 10:20:48 | raptor | buenos |
| 10:23:02 | raptor | sigh... monday morning meetings |
| 10:23:06 | raptor | back later.. |
| 10:25:25 | bobdaduck | have fun! |
| 10:30:11 | fordcars | yay I finally bothered to install visual c++ |
| 10:33:19 | bobdaduck | cool |
| 10:34:53 | fordcars | cool |
| 10:37:24 | bobdaduck | gnarly radical dude |
| 10:39:18 | fordcars | raaaaad |
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| 11:20:31 | fordcars | 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 |
| 11:20:37 | fordcars | whoa sorry |
| 11:20:47 | fordcars | this is my only build error |
| 11:22:47 | bobdaduck | Looks like its kaen's fault |
| 11:23:08 | fordcars | probably xD |
| 11:32:04 | | Watusimoto Quit (Ping timeout: 260 seconds) |
| 12:09:56 | raptor | fordcars: you need to use cmake |
| 12:10:14 | fordcars | uh how? |
| 12:10:48 | raptor | download: http://www.cmake.org/files/v2.8/cmake-2.8.11-win32-x86.exe |
| 12:10:51 | raptor | install |
| 12:11:29 | raptor | then, in command line, go to the 'build' directory in your bitfighter clone |
| 12:11:54 | raptor | and generate a visual studio project with cmake |
| 12:12:12 | raptor | to do that you need to know your visual studio version (which version?) |
| 12:14:10 | fordcars | 10.0 |
| 12:14:18 | fordcars | I have 32bit |
| 12:15:21 | raptor | ok |
| 12:15:35 | raptor | then in the build directory run: cmake -G "Visual Studio 10" .. |
| 12:15:40 | raptor | make sure you have those two dots |
| 12:15:53 | raptor | that will generate new project files for your system in the build directory |
| 12:16:08 | raptor | open the bitfighter solution from there |
| 12:16:19 | | CrazyLinuxNerd Quit (Quit: Leaving) |
| 12:18:09 | fordcars | wow it says cmake is not an internal or external command |
| 12:18:15 | fordcars | but I just installed it! |
| 12:18:36 | raptor | you may need to restart the terminal? |
| 12:18:39 | raptor | not sure.. |
| 12:18:51 | fordcars | can I use the gui maybe? |
| 12:21:40 | bobdaduck | you're windows right? |
| 12:21:44 | raptor | i don't know how to use the gui |
| 12:21:48 | fordcars | yes |
| 12:22:07 | fordcars | heh the gui is really simple |
| 12:22:34 | bobdaduck | raptor is linux |
| 12:22:40 | bobdaduck | linux motto: avoid gui whenever possible |
| 12:22:41 | raptor | just make sure you generate the output files in the 'build' directory, but point it to the project directory at the root of your clone |
| 12:24:36 | fordcars | well it seems to be working |
| 12:24:51 | fordcars | wait it just turned\ |
| 12:24:53 | fordcars | red |
| 12:24:53 | raptor | i should generate the project files in like 10-20 seconds |
| 12:25:14 | raptor | then that's the last time you need to run it |
| 12:25:21 | fordcars | oh that a good thing heh |
| 12:26:15 | bobdaduck | Am I going to need to do this the next time I try to build it? |
| 12:26:34 | raptor | no |
| 12:26:36 | raptor | wait |
| 12:26:49 | raptor | you cannot use the old vc++ project anymore |
| 12:26:53 | raptor | it's now broke |
| 12:27:05 | raptor | you need to use cmake to generate a new project just for your system |
| 12:27:34 | fordcars | phew it worked, I think |
| 12:33:31 | bobdaduck | Engineering speedzones is gonna be a little more tricky. |
| 12:34:49 | fordcars | ? |
| 12:34:58 | fordcars | DnD? |
| 12:38:39 | bobdaduck | yeah |
| 12:38:40 | bobdaduck | xD |
| 12:39:07 | bobdaduck | Because all the players will have an inventory from which they can deploy things like resourceItems, health packs, and speedzones. |
| 12:40:07 | fordcars | niice! |
| 12:40:28 | bobdaduck | ...I haven't put in speedzones yet. |
| 12:40:36 | bobdaduck | The double-point system will be tricky |
| 12:40:54 | bobdaduck | Slightly, anyway. |
| 12:41:09 | bobdaduck | The array is already three tiers deep, one more won't hurt it |
| 12:41:34 | fordcars | heh |
| 12:42:02 | bobdaduck | And EVENTUALLY maybe people will be able to buy personal robots. |
| 12:42:49 | fordcars | haha |
| 12:43:14 | fordcars | I already have a bot that does that, you would only have to change a few lines |
| 12:43:23 | fordcars | http://bitfighter.org/forums/viewtopic.php?f=12&t=1950&p=19967#p19967 |
| 12:43:42 | bobdaduck | yup, perfect xD |
| 12:43:47 | bobdaduck | Can't spawn bots via levelgen yet though |
| 12:44:03 | fordcars | :( |
| 12:44:26 | fordcars | levelgens and bot need to have access to chat commands |
| 12:44:39 | bobdaduck | IKR |
| 12:44:45 | fordcars | :P |
| 12:44:46 | bobdaduck | already on the list though |
| 12:45:35 | bobdaduck | wait and bot? |
| 12:45:59 | fordcars | hehe yeah |
| 12:46:01 | bobdaduck | evilBot:sendMessage("addbot evilbot.bot") |
| 12:46:06 | bobdaduck | bot:addBot() |
| 12:46:10 | fordcars | oooooo |
| 12:46:38 | fordcars | onTick() |
| 12:46:54 | bobdaduck | definitely |
| 12:46:59 | fordcars | hehe |
| 12:52:19 | bobdaduck | sorry I'm at work poor internet |
| 12:52:24 | bobdaduck | I wouldn't advise joining the game xD |
| 12:52:34 | fordcars | hehehehehe |
| 12:57:48 | fordcars | raptor, why is visual c++ skipping ALL_BUILD? |
| 12:58:32 | fordcars | 2>------ Skipped Build: Project: ALL_BUILD, Configuration: Debug Win32 ------ 2>Project not selected to build for this solution configuration |
| 13:00:04 | fordcars | oh it can't find ALL_BUILD it seems |
| 13:01:17 | raptor | hi |
| 13:01:23 | raptor | don't use ALL_BUILD |
| 13:01:27 | raptor | just compile 'bitfighter' |
| 13:05:24 | fordcars | it doesn't want to let go ALL_BUILD, keeps saying it can't find it skipped it |
| 13:05:34 | raptor | that's ok |
| 13:05:37 | raptor | don't worry about it |
| 13:05:43 | raptor | just build 'bitfighter' |
| 13:05:51 | fordcars | heh ok well I am rebuilding bitfighter |
| 13:06:01 | fordcars | once again |
| 13:10:32 | | Watusimoto has joined |
| 13:16:16 | fordcars | the debug show up in bitfighter/exe for windows right? |
| 13:16:36 | raptor | i don't understand |
| 13:16:51 | raptor | the EXE file is still put into the 'exe' folder |
| 13:17:07 | fordcars | yeah that is what I ment :P |
| 13:17:14 | fordcars | meant* |
| 13:18:09 | fordcars | YEAH it finally works :D |
| 13:18:16 | fordcars | thanks raptor! |
| 13:19:37 | raptor | yay |
| 13:20:10 | raptor | which 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? |
| 13:20:16 | Watusimoto | hi |
| 13:20:20 | raptor | hi |
| 13:20:27 | Watusimoto | sure |
| 13:20:29 | Watusimoto | well |
| 13:20:31 | Watusimoto | actually |
| 13:20:48 | Watusimoto | do we want to include them for newbies, or force them to install cmake? |
| 13:20:56 | Watusimoto | maybe we want to force them |
| 13:21:54 | Watusimoto | or maybe we have a file in the build folder "Visual C++ Build Instructions.readme" or something very clear |
| 13:22:02 | raptor | i've already forced fordcars to install cmake |
| 13:22:21 | raptor | but yes - I should update the compile instructions in the README.txt |
| 13:22:31 | Watusimoto | I'm not so worried about the actual instalation, rather having people feel they can jump right in without a lot of pooting around |
| 13:22:55 | Watusimoto | soemone sees no vc+= project, they may think they need Linux to build or something |
| 13:23:14 | raptor | maybe i should create a DONT_README.txt file? |
| 13:23:19 | raptor | then people would click on it.. |
| 13:23:23 | Watusimoto | :-) |
| 13:23:32 | fordcars | totally |
| 13:24:10 | Watusimoto | I 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" |
| 13:24:34 | raptor | or just COMPILE.txt |
| 13:24:47 | raptor | with instructions |
| 13:24:56 | Watusimoto | when I look at a project casually, if I don;t see a proj file, I get discouraged |
| 13:25:08 | raptor | really? |
| 13:25:16 | Watusimoto | I figure I need to create a whole build system just to compile the thing |
| 13:25:21 | Watusimoto | and then will it work? |
| 13:25:26 | raptor | I always look for a README or COMPILE |
| 13:25:34 | Watusimoto | I do that on Linux |
| 13:25:37 | raptor | and follow instructions.. |
| 13:25:47 | Watusimoto | :-) |
| 13:26:20 | Watusimoto | ok, you can delete the project though |
| 13:26:50 | bobdaduck | Do we still use Win_include_do_not_distribute? |
| 13:27:06 | raptor | nope |
| 13:27:26 | raptor | in fact, that has already been removed.. |
| 13:27:39 | bobdaduck | Okay I couldn't remember |
| 13:30:15 | raptor | oh my, the readme is woefully out of date |
| 13:31:46 | fordcars | wow |
| 13:32:18 | bobdaduck | lol |
| 14:16:50 | fordcars | man I really have to work, so later |
| 14:18:38 | bobdaduck | seeya |
| 14:21:15 | | fordcars Quit (Ping timeout: 250 seconds) |
| 14:32:56 | bobdaduck | Okay guys |
| 14:33:09 | bobdaduck | Engineering speedzones. |
| 14:33:15 | bobdaduck | Check. |
| 14:35:12 | bobdaduck | Wait are they called gofasts? |
| 14:38:58 | raptor | uhhh |
| 14:39:22 | raptor | not sure - there seems to be some sort of inconsistent terminology problem with that object... |
| 14:40:24 | Watusimoto | they were originally called speedzones, and I renamed them in game, but not in code |
| 14:40:33 | Watusimoto | a speed zone implies going slow |
| 14:40:40 | Watusimoto | and it implies a zone |
| 14:40:47 | Watusimoto | neither of which applies here |
| 14:40:56 | bobdaduck | xD |
| 14:41:02 | raptor | how about ShipAccelerator |
| 14:41:12 | bobdaduck | speedPad? |
| 14:41:13 | Watusimoto | that sounds rather... dorky |
| 14:41:17 | bobdaduck | lol |
| 14:41:22 | raptor | just like GoFast |
| 14:41:27 | raptor | :) |
| 14:41:32 | Watusimoto | gofast is perfect! |
| 14:41:34 | bobdaduck | gravitonObjectLauncher |
| 14:41:51 | raptor | MakeShipGoFasterator |
| 14:41:54 | Watusimoto | centrifugal vehicle flinger |
| 14:42:06 | Watusimoto | big red chevron |
| 14:42:10 | raptor | haha |
| 14:42:15 | bobdaduck | rofl |
| 14:42:51 | bobdaduck | SpeedPad? |
| 14:48:10 | bobdaduck | So uh |
| 14:48:17 | bobdaduck | should I let people keep circles in their inventory? |
| 14:48:43 | bobdaduck | and soccer balls? |
| 14:49:39 | bobdaduck | Asteroids? |
| 14:51:59 | bobdaduck | Serious questions. |
| 14:52:18 | raptor | no Circles please |
| 14:54:29 | bobdaduck | What about asteroids and soccer balls? |
| 14:54:40 | raptor | sure |
| 14:55:14 | bobdaduck | Soccer balls will have very weird behavior due to goalzone collision in a non-goalzone gametype |
| 14:55:24 | raptor | oh yeah... |
| 14:55:50 | bobdaduck | And asteroids will kind of kill you and everyone and will be weird to use. |
| 14:58:00 | bobdaduck | Well okey then |
| 14:58:07 | bobdaduck | Next order of business: |
| 14:58:11 | bobdaduck | How should things be priced? |
| 14:58:24 | raptor | with ship explosion bits |
| 14:58:56 | bobdaduck | xD |
| 14:59:22 | bobdaduck | its in gold. You get about five gold per flag capture. |
| 15:00:20 | bobdaduck | ResourceItem: 15. TestItem: 30. Insurance: 20. RepairItem: 125. EnergyItem: 150. Core: 100. Teleporter: 250. SpeedZone: 275. Customized Spawn: 200. |
| 15:00:26 | bobdaduck | Those sound about right? |
| 15:01:12 | raptor | i have no idea... |
| 15:01:23 | raptor | seems like resourceitem abuse would happen quickly |
| 15:01:40 | bobdaduck | Its hard to abuse those though |
| 15:01:46 | bobdaduck | They're too small |
| 15:02:30 | bobdaduck | Alright I'll bump up the price on the first three |
| 15:03:07 | bobdaduck | Which is the most valuable resource though? |
| 15:03:49 | bobdaduck | most people are running around with 100 gold unless they're saving up for something. |
| 15:04:19 | bobdaduck | Guess it'll need playtesting. |
| 15:29:33 | bobdaduck | Guys I can't use ctrl-Shift-X to scale asteroids |
| 15:29:35 | bobdaduck | fix plz |
| 15:32:08 | raptor | intended behavior |
| 15:32:26 | bobdaduck | Orly? |
| 15:32:38 | raptor | can you scale testitems? |
| 15:35:09 | bobdaduck | Nope |
| 15:35:34 | raptor | they are static objects |
| 15:35:48 | bobdaduck | Yeah but |
| 15:35:52 | bobdaduck | there's different sizes of asteroids |
| 15:35:53 | raptor | with a defined size, etc. |
| 15:35:56 | raptor | oh |
| 15:35:58 | raptor | uhh |
| 15:36:07 | raptor | select asteroid, press [enter] |
| 15:36:20 | bobdaduck | Yeah but |
| 15:36:36 | bobdaduck | I want an asteroid that is 2.5 |
| 15:36:41 | bobdaduck | enter only allows 2 or 3 |
| 15:37:05 | raptor | size is also used to determine how many generations of asteroid children |
| 15:37:31 | bobdaduck | so 1.25 asteroid children |
| 15:37:35 | bobdaduck | I don't see the problem here. |
| 15:37:38 | raptor | heh |
| 15:39:37 | bobdaduck | 'cause I'm trying to trace an asteroid with lineitems for the shop |
| 15:45:00 | bobdaduck | but the asteroid doesn't fit into a 4x4 box |
| 15:45:08 | bobdaduck | so I want to scale it down by like .75 |
| 15:45:41 | raptor | trace it normal, then scale the trace |
| 15:45:41 | bobdaduck | Anyway fix pls |
| 15:45:50 | raptor | have to go! |
| 15:45:51 | raptor | later |
| 15:45:54 | bobdaduck | Seeya! |
| 15:45:55 | bobdaduck | xD |
| 15:45:55 | | raptor Quit () |
| 15:46:48 | bobdaduck | Check mark for monday |
| 15:55:11 | | fordcars has joined |
| 15:56:04 | bobdaduck | FORD HELP ME |
| 15:56:17 | bobdaduck | DnD.levelgen IS OVER 2000 LINES LONG |
| 15:58:06 | | koda has joined |
| 16:06:06 | fordcars | lol |
| 16:06:10 | fordcars | wasssssssup |
| 16:09:05 | bobdaduck | 2000 LINES LONG. |
| 16:09:09 | bobdaduck | DO YOU KNOW HOW MANY THAT IS. |
| 16:10:36 | bobdaduck | That's ten meters of code. |
| 16:10:55 | bobdaduck | That's like |
| 16:10:58 | bobdaduck | longer than a bus |
| 16:12:00 | bobdaduck | I HAVE CODED A BUS MAN.; |
| 16:14:47 | | fordcars Quit (Ping timeout: 250 seconds) |
| 16:14:50 | | fordcars_ has joined |
| 16:15:22 | fordcars_ | but whyyyyyyyyyyy |
| 16:15:38 | bobdaduck | Because DnD |
| 16:29:02 | kaen | I have a hunch you could pare it down a bit... |
| 16:31:30 | bobdaduck | Uh |
| 16:31:34 | bobdaduck | I could remove documentation |
| 16:31:56 | bobdaduck | Pare it down meaning remove functionality to make it smaller? |
| 16:31:56 | bobdaduck | xD |
| 16:35:38 | fordcars_ | ctrl-a |
| 16:35:40 | fordcars_ | then dlete |
| 16:35:51 | fordcars_ | e |
| 16:36:44 | bobdaduck | Hey it worked! |
| 16:37:53 | bobdaduck | Now levelgen carnival is the bigger one, and all is as it should be! |
| 16:40:16 | | bobdaduck Quit (Remote host closed the connection) |
| 16:42:13 | fordcars_ | wow ok |
| 16:56:15 | Watusimoto | what a waste of time this project has been. |
| 16:56:26 | | BFLogBot Commit: 55d8e9d085c9 | Author: watusimoto | Message: Fix some warnings, one potentially serious |
| 16:56:27 | | BFLogBot Commit: c29671de4e7b | Author: watusimoto | Message: Merge |
| 16:56:29 | | BFLogBot Commit: 7b24a5e76f35 | Author: watusimoto | Message: Warnings |
| 16:56:30 | | BFLogBot Commit: 73fb84911d18 | Author: watusimoto | Message: Warnings |
| 16:56:32 | | BFLogBot 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. |
| 16:56:33 | Watusimoto | I took it too far... but at least it pretty much works now |
| 16:56:33 | | BFLogBot Commit: 40801c1b6b36 | Author: watusimoto | Message: Merge |
| 16:57:08 | Watusimoto | at least the first page of the help looks pretty! |
| 16:58:30 | Watusimoto | though that was just a side effect of testing the symbolstring junk |
| 17:02:01 | fordcars_ | by the way, when you use engeneer, you have to press esc after engeneering an item |
| 17:02:11 | fordcars_ | is that normal? |
| 17:08:41 | kaen | heh nope |
| 17:09:35 | fordcars_ | heh ok |
| 17:09:40 | fordcars_ | just got a vm |
| 17:22:35 | | raptor has joined |
| 17:22:35 | | ChanServ sets mode +o raptor |
| 17:22:49 | | fordcars_ Quit (Ping timeout: 250 seconds) |
| 17:24:41 | raptor | howdy folks |
| 17:25:02 | raptor | ooo, commits! |
| 17:25:30 | raptor | my straight-line ancestry is ruined! ruined! |
| 17:25:50 | kaen | ditto |
| 17:25:53 | kaen | bracing for mergestorm |
| 17:26:21 | raptor | category 5! |
| 17:26:25 | kaen | yeah |
| 17:26:34 | kaen | you weren't by chance doing UI stuff were you? |
| 17:26:50 | raptor | uhh... i don't remember, i think i was sleep-coding.. |
| 17:27:03 | raptor | yes, i was playing with the scoreboard |
| 17:27:32 | raptor | oh, uhh and other UI stuff with going idle |
| 17:27:34 | | raptor is sorry |
| 17:27:46 | kaen | I think I'll be fine |
| 17:28:03 | kaen | everything I did was in LineEditor and text input classes |
| 17:28:16 | raptor | ok - i didn't touch that.. |
| 17:28:38 | raptor | Watusimoto: I have no idea what you were trying to do with the instructions... |
| 17:29:11 | raptor | oh wait... key graphics |
| 17:29:14 | raptor | cool |
| 17:31:34 | raptor | kaen have you ever used the mercurial rebase extension? |
| 17:31:57 | | koda Quit (Quit: koda) |
| 17:32:04 | raptor | it let's me keep a nice straight line in our code tree |
| 17:32:06 | kaen | my hgrc implies that I have, but I don't recall the experience |
| 17:32:11 | raptor | nice when a bisect is needed |
| 17:32:11 | kaen | oohhh |
| 17:32:29 | raptor | http://mercurial.selenic.com/wiki/RebaseExtension |
| 17:32:29 | kaen | I'll check it out |
| 17:50:41 | raptor | Watusimoto: kaen: do either of you think we could somehow drop the readline and ncurses dependency of lua-vec on linux? |
| 17:53:40 | Watusimoto | what I was trying to do was pressure test my new string/symbol rendering system |
| 17:54:44 | Watusimoto | the 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 |
| 17:55:14 | Watusimoto | I basically created it for the inline help, but I wanted to see what else it could do |
| 17:55:26 | Watusimoto | so... that's what I was doing with the instructions |
| 17:55:28 | Watusimoto | :-) |
| 17:55:51 | Watusimoto | as for ncurses... I've never looked at how lua uses it, but we certainly don't need it |
| 17:55:57 | Watusimoto | nor readline |
| 17:56:02 | raptor | ok, i'll try to remove it... |
| 17:56:29 | Watusimoto | good luck! on the other hand, it's not a horrible dependency |
| 17:57:15 | Watusimoto | ok, time for sleeping in my bed, not on the couch |
| 17:57:20 | Watusimoto | good night! |
| 17:57:23 | raptor | night! |
| 17:57:25 | kaen | night |
| 17:57:34 | raptor | readline is a horrible dependency... |
| 17:57:53 | Watusimoto | well, I'd be plenty happy without it |
| 17:58:06 | raptor | just so we don't need to install it on dedicated servers.. |
| 17:58:13 | Watusimoto | I did want to harness it for our console, but I've given up on it |
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| 18:11:20 | | Watusimoto Quit (Ping timeout: 252 seconds) |
| 18:12:49 | | BFLogBot Commit: 835e7163ed28 | Author: buckyballreaction | Message: Remove readline as a lua-vec dependency on Linux |
| 18:14:51 | | sam686 has joined |
| 18:14:51 | | ChanServ sets mode +v sam686 |
| 18:16:40 | raptor | updating master... nobody move |
| 18:39:05 | | fordcars Quit (Ping timeout: 250 seconds) |
| 18:44:14 | | BFLogBot Commit: 65d9268ecb06 | Author: kaen | Message: use monospace font for text input |
| 18:44:19 | kaen | wow |
| 18:44:23 | kaen | rebase works like a charm! |
| 18:44:40 | kaen | also, menus like awful if text entry uses a different font than all the others |
| 18:44:53 | kaen | so I'm going to try changing the rest of the value text to monospace |
| 18:53:39 | raptor | ok |
| 19:00:01 | | fordcars has joined |
| 19:02:49 | | BFLogBot Commit: 230895fe570a | Author: kaen | Message: use monospace for all menuitem values |
| 19:05:01 | raptor | uh oh! |
| 19:05:04 | raptor | mus tchekc out this change... |
| 19:09:51 | raptor | kaen: the font isn't in the editor level load screen |
| 19:10:00 | kaen | oh that's right |
| 19:10:00 | raptor | is that not considered a text input screen |
| 19:10:02 | raptor | ? |
| 19:10:05 | kaen | it totally is |
| 19:10:12 | kaen | I just totally forgot about that screen :x |
| 19:10:18 | kaen | it doesn't handle the special keys either... |
| 19:11:03 | raptor | also cursor is a bit off vertically: http://sam6.25u.com/upload/3screenshot_16.png |
| 19:11:33 | raptor | but i like it! |
| 19:11:51 | kaen | okay |
| 19:12:10 | kaen | I'm going to add ctrl+w and ctrl+u handling for delete word and line respectively |
| 19:12:13 | kaen | that cool? |
| 19:12:30 | raptor | sure! |
| 19:36:15 | kaen | :) |
| 19:36:26 | | BFLogBot Commit: c32faa742220 | Author: kaen | Message: fix in-game chat cursor alignment |
| 19:36:28 | | BFLogBot Commit: 76024c7d448e | Author: kaen | Message: make editor level name entry screen consistent with other UI changes |
| 19:36:29 | | BFLogBot Commit: bbacf3d25afd | Author: kaen | Message: add ctrl+w to delete last word and ctrl+u to delete preceding characters when inputting text |
| 19:36:56 | kaen | raptor, check it out! |
| 19:36:58 | kaen | I love it already |
| 20:09:20 | fordcars | At the first screen in options, Move ship, anybody getting something weird there? |
| 20:11:39 | | bobdaduck_m has joined |
| 20:12:54 | raptor | be back to test! |
| 20:12:58 | raptor | *i'll be back |
| 20:13:13 | raptor | fordcars: you'll have to be specific - the dev build has all sorts of weird stuff.. |
| 20:13:19 | raptor | back soon... |
| 20:13:41 | kaen | fordcars, I can't figure out what you're talking about :/ |
| 20:27:06 | fordcars | hehe 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) |
| 20:32:11 | fordcars | phew finally installed that vm! |
| 20:32:30 | kaen | okay, that's a bug :) |
| 20:32:39 | fordcars | ok :P |
| 20:35:27 | fordcars | also, 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? |
| 20:42:38 | raptor | hi again |
| 20:43:25 | kaen | hello |
| 20:43:46 | kaen | do you know how to get the visible area in game coordinates? |
| 20:44:13 | kaen | I'm trying "shipPos.x - gScreenInfo.getGameCanvasWidth() / 2" etc. |
| 20:44:30 | raptor | i think there is a special scoping method for it.. |
| 20:44:42 | kaen | I remember seeing computevisiblearea or something |
| 20:44:45 | kaen | but can't seem to find it |
| 20:46:52 | raptor | i found Game::getScopeRange |
| 20:46:52 | | bobdaduck_m Quit () |
| 20:46:56 | raptor | maybe a lead.. |
| 20:47:26 | raptor | Game::computePlayerVisArea |
| 20:48:20 | raptor | also see the end of ClientGame::worldToScreenPoint |
| 20:48:25 | raptor | such weird methods.. |
| 20:48:28 | raptor | old old code |
| 20:48:56 | fordcars | later guys, off to bed |
| 20:50:05 | kaen | later |
| 20:50:12 | kaen | checking those methods now... |
| 20:53:25 | | fordcars Quit (Ping timeout: 250 seconds) |
| 20:55:44 | raptor | oh yay! ctrl+w is awesome! |
| 20:56:45 | kaen | I thought so too :) |
| 20:59:27 | | amgine1234567890 has joined |
| 20:59:30 | amgine1234567890 | ;) |
| 20:59:35 | amgine1234567890 | anyone here? |
| 21:00:01 | kaen | I am |
| 21:02:56 | amgine1234567890 | hey kaen |
| 21:03:02 | amgine1234567890 | can i ask somthing |
| 21:03:03 | kaen | greetings' |
| 21:03:06 | kaen | surely. |
| 21:03:29 | amgine1234567890 | i know that there are many bitfighter videos on youtube but does bitfighter have a offical channel on youtube? |
| 21:04:14 | kaen | if it does, I am not aware of it |
| 21:04:52 | amgine1234567890 | hmm well thats somthing i was thinking of looking into cuase im not sure if it does eithedr |
| 21:05:13 | raptor | _k had a channel called 'BitfighterVideo' or something, at one time |
| 21:05:47 | amgine1234567890 | also 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 |
| 21:05:58 | amgine1234567890 | if your on a wall |
| 21:06:11 | amgine1234567890 | cause in if your on a large polywall |
| 21:06:40 | amgine1234567890 | if that makes sense |
| 21:17:31 | | BFLogBot Commit: a14d67a124f9 | Author: buckyballreaction | Message: Modify statics of SpeedZone slightly |
| 21:25:55 | kaen | I'm loving this rebase thing |
| 21:25:58 | kaen | no messy merge commits |
| 21:25:59 | | BFLogBot Commit: e29f60911e84 | Author: kaen | Message: add vertex count to F6 display (not perfectly accurate, but it's a good start) |
| 21:26:08 | raptor | yeah, me too! |
| 21:26:38 | amgine1234567890 | how 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 |
| 21:27:06 | kaen | amgine1234567890, that is positively indecipherable |
| 21:27:10 | raptor | i've tried convincing watusimoto to use it, but he doesn't mind just merging |
| 21:27:22 | raptor | and can put up with my complaints when bisecting |
| 21:27:31 | kaen | heh |
| 21:37:37 | raptor | hi amgine1234567890 |
| 21:37:52 | amgine1234567890 | hey |
| 21:37:54 | raptor | I'm afraid I don't understand your last idea, could you rephrase it? |
| 21:38:17 | amgine1234567890 | long time no see my grandparents health has been going downhill so im not on much |
| 21:38:26 | amgine1234567890 | and never mind that its a bad idea |
| 21:38:49 | amgine1234567890 | is it possible to create a debug script for BF errors liek there is for bots? |
| 21:39:18 | amgine1234567890 | that would trace errors so oyu could find them easier (built in debugger basicly) |
| 21:39:26 | raptor | sort of |
| 21:39:45 | raptor | because bitfighter is written in c++, which is a compiled language, it is a bit harder |
| 21:40:21 | raptor | basically we would make a debug-type build and give it to whomever, then when it crashes, you can pick out trace errors easier |
| 21:40:46 | raptor | but it's not as friendly as a scripting language like that which bots and levelgens use (Lua) |
| 22:21:53 | raptor | sam686: I fixed cmake so mingw compiles in Windows |
| 22:22:07 | raptor | but it links against libstdc++ and libgcc_* |
| 22:22:13 | raptor | do you know a way around this? |
| 22:31:31 | kaen | raptor, is there a limit to the number of vertices clipper can handle? |
| 22:32:01 | kaen | it seems like merging any two polywalls which would result in more than 64 verts will fail |
| 22:32:25 | raptor | i don't think so... |
| 22:32:55 | raptor | clipper has been quite robust - it outputs polygons of any size |
| 22:33:04 | kaen | oh that's right... |
| 22:33:05 | kaen | hmm |
| 22:33:57 | amgine1234567890 | yes 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 |
| 22:35:13 | kaen | I'm talking specifically polywalls |
| 22:35:22 | kaen | but anyway I was wrong about the vert limit |
| 22:35:48 | kaen | but rather I'm getting inconsistent results when the polywall edges are *just* touching |
| 22:36:13 | raptor | ah |
| 22:36:27 | raptor | go to kaen test and search for 'organic blocks' |
| 22:43:14 | raptor | no one panic! i'm rebooting master |
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| 22:43:44 | | BFLogBot2 has joined |
| 22:43:44 | | Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/' |
| 22:43:44 | | Set 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. |
| 22:45:39 | kaen | okay, so I've found a case where it passes for the rendering merge but fails for the "J" merge |
| 22:45:41 | kaen | is that a bug? |
| 22:46:04 | raptor | the J merge was watusimoto's custom code, I think, no? |
| 22:46:32 | raptor | I think he may have coded that before we started using clipper for stuff |
| 22:46:41 | kaen | it passes to clipper |
| 22:46:45 | raptor | really? |
| 22:46:45 | kaen | I'm in it right now |
| 22:46:58 | raptor | well, then that seems weird |
| 22:47:00 | kaen | bool success = clipper.Execute(ctUnion, solution, pftNonZero, pftNonZero); |
| 22:47:14 | raptor | ok that seems ok |
| 22:47:38 | | BFLogBot Quit (Ping timeout: 246 seconds) |
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| 22:49:47 | | Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/' |
| 22:49:47 | | Set 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. |
| 22:57:02 | kaen | raptor, sam686, what are your general thoughts on our release-readiness? |
| 22:57:22 | raptor | running bug list! |
| 22:58:07 | kaen | sure, but if we magically got that to zero, what would be left? |
| 22:58:20 | kaen | wat's tutorial stuff |
| 22:58:26 | kaen | balance changes |
| 22:58:30 | raptor | I think there are at least 3 major projects: the help system, bot configuration options, and... running bug list! |
| 22:58:42 | raptor | maybe a few issues here and there.. |
| 22:59:25 | kaen | pleiades needs about one week of focused work before it's ready for prime time |
| 23:00:03 | raptor | oh yyeah the level DB |
| 23:00:23 | kaen | there's a handful of polishing to do on the client side for that too |
| 23:00:27 | kaen | nothing major though |
| 23:02:04 | | BFLogBot Commit: f1fd636b8440 | Author: buckyballreaction | Message: CMake: Support MinGW/MSYS in Windows. Make sure to generate "MSYS Makefiles" |
| 23:15:26 | raptor | feeling the itch to release? |
| 23:15:58 | kaen | always :) |
| 23:16:52 | kaen | I love a good feedback loop |
| 23:23:10 | amgine1234567890 | need a beta tester? |
| 23:25:01 | raptor | what do you tink kaen, are we ready for some beta testing yet? |
| 23:25:04 | raptor | *think |
| 23:25:49 | kaen | as long as the beta tester in question understands the implications of beta testing :) |
| 23:26:34 | raptor | amgine1234567890 has been a good bug hunter in the past, he helped find a dozen or so bugs for the 017 (018?) release |
| 23:26:48 | kaen | oh cool |
| 23:26:52 | kaen | then do it to it! |
| 23:26:58 | amgine1234567890 | uh i saw that pm? |
| 23:27:02 | raptor | but I usually don't like him to test unless we have something moderately acceptable ... |
| 23:27:13 | raptor | not just him, of course, other testers |
| 23:27:25 | amgine1234567890 | well you know me test test testing away |
| 23:27:33 | kaen | I'd say we're in moderately acceptable range already |
| 23:27:37 | raptor | ok |
| 23:27:46 | raptor | amgine1234567890 let me get you a debug windows build |
| 23:27:48 | kaen | maybe we could advance into "fit for human consumption" soon |
| 23:27:54 | raptor | hahaha |
| 23:28:11 | amgine1234567890 | heres 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 |
| 23:28:30 | raptor | we'd need a build bot |
| 23:28:43 | kaen | I was thinking about putting one up |
| 23:28:53 | raptor | what's that called? continuous integration server? |
| 23:28:57 | raptor | or something |
| 23:28:57 | kaen | it would be easy for linux, and I think I got bitfighter to cross compile once |
| 23:28:59 | kaen | yes :) |
| 23:29:00 | amgine1234567890 | lol great minds think differntly eh |
| 23:29:15 | raptor | and i just fixed it for MinGW! |
| 23:29:17 | kaen | but anyway 019 servers aren't visible to 018a clients |
| 23:29:20 | kaen | oh, awesome! |
| 23:29:37 | amgine1234567890 | dont forget stand alone in zip format for me |
| 23:29:49 | kaen | back soon |
| 23:29:51 | amgine1234567890 | windows |
| 23:29:54 | amgine1234567890 | ok |
| 23:30:05 | amgine1234567890 | *puts bug seeking device on* |
| 23:30:18 | raptor | ok |
| 23:30:59 | amgine1234567890 | btw i dont know if you fixed it but the merge walls had seroius problems in the past including 18a of not doing it |
| 23:35:29 | raptor | compiling... and I promised myself I wouldn't boot up windows again tonight.. |
| 23:36:11 | raptor | kaen: I'd write down the wall merge bug, I think.. with the test case you found |
| 23:37:33 | amgine1234567890 | i 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 |
| 23:37:46 | amgine1234567890 | but that was 18a |
| 23:38:03 | raptor | amgine1234567890: was that the bees and hornets level? |
| 23:39:43 | amgine1234567890 | i think we should consider increasing the base stock maps for 19a or later |
| 23:39:52 | amgine1234567890 | theres only 1 of each |
| 23:44:42 | amgine1234567890 | if theres such a hting as light black thats not grey |
| 23:44:54 | raptor | that might be good, just barely visible |
| 23:45:06 | raptor | ok amgine1234567890: http://sam6.25u.com/upload/bitfighter-019-beta-f1fd636b8440.zip |
| 23:45:11 | raptor | there is your beta build |
| 23:45:27 | amgine1234567890 | any specifics to test? |
| 23:45:37 | amgine1234567890 | sounds editors ect |
| 23:45:38 | raptor | hmm.. |
| 23:46:07 | raptor | we haven't changed sounds much.. |
| 23:46:20 | raptor | i th ink just general playability |
| 23:46:26 | raptor | we did some weapon balance changes |
| 23:46:43 | raptor | and crash searching :) |
| 23:46:58 | amgine1234567890 | you know me i love crashes XD |
| 23:47:29 | amgine1234567890 | sadly i accidently deleted the file with my bees and hornets levels so hte only place it exists is on hte server |
| 23:48:30 | amgine1234567890 | first thing i see is error opening joystick 1 <[null]> is that normal? |
| 23:48:42 | raptor | no, we have that written down |
| 23:48:44 | raptor | thanks |
| 23:48:59 | amgine1234567890 | that popped up in the debug box |
| 23:49:14 | amgine1234567890 | it might be because i dont have a joystick though |
| 23:49:19 | raptor | yes, that's why |
| 23:49:51 | amgine1234567890 | still might be worth checking that joysticks work i dont have one (i need one ) |
| 23:50:13 | amgine1234567890 | and i have yet to get my gravis destoryer pad working on my computer |
| 23:51:08 | amgine1234567890 | umm whats upload to DB? |
| 23:51:22 | amgine1234567890 | assuming that will be removed? |
| 23:51:51 | raptor | nope :) |
| 23:51:57 | raptor | we will have an online level database |
| 23:52:06 | amgine1234567890 | oh thats cool |
| 23:52:06 | raptor | don't tell anyone thought |
| 23:52:14 | amgine1234567890 | i can keep secrets |
| 23:52:20 | amgine1234567890 | i did for 18 |
| 23:52:28 | raptor | kaen has been working on it, it's really good |
| 23:52:39 | amgine1234567890 | although you might want to put hte full wpords not just DB |
| 23:52:49 | raptor | when he comes back, i'd ask him if he wants you to test |
| 23:54:35 | amgine1234567890 | ahhh yes] |
| 23:55:04 | amgine1234567890 | so 2 poly walls can be joined into one wall but then if you try to add another wall to join at the same vertice |
| 23:55:48 | amgine1234567890 | bascily it cant seem to merge walls that have already been merged |
| 23:56:24 | amgine1234567890 | BUG FOUND! |
| 23:56:52 | amgine1234567890 | fix bug using horinztal and vertical flip on merged walls |
| 23:59:17 | amgine1234567890 | *fix removment of rotation problem make rotation fixed8 |