#bitfighter IRC Log

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IRC Log for 2013-05-21

Timestamps are in GMT/BST.

00:02:15amgine1234567890oh wow nice update this is cool
00:02:33amgine1234567890OH NO ERRORS
00:04:10amgine1234567890fatal C:\hg\bitfighter\zap\gametype.cpp 4921
00:04:20amgine1234567890crashed
00:04:47sam686 Quit (Ping timeout: 245 seconds)
00:05:06amgine1234567890housten we have a problem
00:06:44raptorhi amgine1234567890
00:06:45raptorok
00:06:47raptorlet see..
00:07:04raptortesting your flipped bug
00:07:04amgine1234567890im trying to duplicate teh bug
00:07:41amgine1234567890ok i dupoicated the crash bug somthing about putting a item in a non valid game type
00:08:12raptorok, your flipped bug works if you deselct the joined polywall, then select it again
00:08:47amgine1234567890and the crash bug im working on
00:09:04raptorwait, one at a time... what was the rotation thing?
00:09:44amgine1234567890oh its not a butg as more a inconvence if your arboirty rotate a object if goes halwsy acroos the map somtimes
00:09:55amgine1234567890im saying find a way to make rotating fixed
00:10:01raptorah, that's because it rotates around 0,0
00:10:06raptorok
00:10:10raptorso a feature request
00:10:21amgine1234567890hwat if it found the objefcts location and rotated around it
00:10:50raptorlike a center-of-mass rotation ?
00:10:57amgine1234567890yes
00:11:03amgine1234567890is that possible?
00:11:09raptorsure is
00:11:26raptordo you think that would be useful kaen?
00:11:39amgine1234567890found a epic crash putting a flag spawn in death match crashes BF
00:11:48amgine1234567890confirmed 3 times
00:11:50raptoramgine1234567890: is that this same crash?
00:12:04amgine1234567890yes i was just confirmingg what causes it
00:12:21raptorok
00:12:28kaenI think so
00:12:35raptorok i'll write an issue
00:12:35kaenin fact I was considering writing one today
00:12:47amgine1234567890lol great minds think alike
00:13:02kaentranslate centroid to origin, rotate around origin, perform inverse translation
00:13:04kaensimple
00:13:13kaen"simple"
00:13:24raptoras a plugin?
00:13:31kaenyeah
00:13:33amgine1234567890by default would be better
00:13:35raptoror should it be a built-in feature?
00:13:42amgine1234567890built in
00:13:46kaenwell, here's sort of my thing
00:13:56kaenwe can replace a lot of the editor functions with plugins
00:13:59raptorwe can do loads with plugins now..
00:13:59amgine1234567890to the aready written function would be mroe efficent
00:14:31kaentrue, but editor plugins are easier to write, test, debug, and maintain
00:14:49raptorsuper true
00:14:58kaenso if we want a full featured editor it'd be best to put as much as we can in lua
00:15:08kaenimo
00:15:15raptori'll add it as an issue and mention this
00:15:16amgine1234567890ok its not just DM flag spawns are all borken
00:15:24kaeninteresting
00:15:30kaenbtw, amgine
00:15:34amgine1234567890yes?
00:15:37kaenplease do test the level database thing :)
00:15:44kaenwww.bitfighter.org/pleiades
00:15:48kaenit has a web interface too
00:15:59amgine1234567890ill make a nonsensivle level ok for the test?
00:16:06amgine1234567890nonsenseical
00:16:09kaensure
00:16:31amgine1234567890i wish i had my old level
00:16:47raptoramgine1234567890: do /getmap on 'kaen test' server
00:16:56amgine1234567890my bees and hornets levels was great but i lost it on my computer so its just on hte 18a server
00:17:19amgine1234567890uh my 18a build is also gone
00:17:43amgine1234567890i would have to get the old 18a stand alone zip get the map convert it over to 19 then run it though i wish i could
00:18:11amgine1234567890hmm idea automatic file translation from servers of previous version?
00:18:40raptori'll get it for you amgine1234567890
00:19:44amgine1234567890aw you diabled netrel cores?
00:20:07raptoramgine1234567890: i can't get the editor to crash like you did
00:20:20raptoryou started a new level, added a flagspawn, then... what?
00:20:44amgine1234567890i just created a level added one of every item saved then ran it
00:20:51BFLogBot Commit: 1b66330774b1 | Author: buckyballreaction | Message: Update README.txt with new CMake compiling instructions
00:21:04amgine1234567890ah cores crashed for me whne i i put them in DM
00:21:06raptorok
00:21:12raptori'll try that..
00:21:19amgine1234567890try cores in dm
00:22:25amgine1234567890 fatal (C;\hg\bitfighter\zap\gametype.cpp 4921) ovveride if you want to use this method
00:22:31amgine1234567890is what i get
00:22:35raptorha!
00:22:42raptorok
00:22:47raptori got it, too..
00:22:51amgine1234567890hoor5ay lol
00:22:56amgine1234567890also got it with cores
00:23:12amgine1234567890hold on let me confirm cores
00:23:34raptorah, that's an assert
00:23:44raptorok, it's harmless
00:23:48raptorbut does merit checking
00:24:25kaencores in bitmatch are working for me
00:24:48amgine1234567890ok i jsut got teh crash whne i was breaking a core in a dm not sure if thats what caused it but im 99% sure
00:24:59amgine1234567890so cores are maybe broken
00:24:59raptortry to duplicate again
00:25:14raptormake sure there are no other items around
00:26:21amgine1234567890haha i found a way to get around and place hostile and buetrel cores
00:26:26amgine1234567890netrel
00:31:57kaenI can not figure out for the life of me why the Intermission level says I'm the author
00:32:18kaenwhen raptor clearly uploaded it and it uses raptor_intermission as the slug
00:32:35raptorSo I uploaded that one from my machine but it didn't have anyone in the 'LevelCredits'
00:32:58amgine1234567890can somone help me test to make sure kick bans ect still work even if they havent been changed
00:33:30kaenI'm 99% sure I don't parse the levelcredits at all
00:33:35kaensure amgine1234567890
00:33:36raptorhaha
00:34:06amgine1234567890kick sucess
00:36:24amgine1234567890kaen?
00:36:25BFLogBot Commit: 1549cb28eee0 | Author: buckyballreaction | Message: Remove old MSVC project files lurking around, now that we have CMake
00:36:28raptoryay
00:36:38raptorok, i'm heading to bed
00:36:41raptorgood night all
00:37:01amgine1234567890good night
00:37:42amgine1234567890error uploading to db server from editor
00:38:17amgine1234567890gtg all goodnight mroe testing tommorw
00:38:25kaengoodnight
00:38:38raptor Quit ()
00:38:50amgine1234567890error uplaoding to db
00:38:51amgine1234567890bye
00:38:55amgine1234567890 Quit (Quit: Page closed)
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08:57:31kaenmorning
08:58:34raptormorning!
09:05:27raptorand... OSX compile is broken!
09:17:06bobdaduckYay!
09:20:31raptorkaen: I see you are including 'gtest/gtest_prod.h' directly in some of your classes - will that be a problem when releasing?
09:20:56raptoralso, it's absolutely infuriating that pressing [end] takes you to the bottom of the file instead of the line in Xcode
09:21:20kaenI don't think so, but actually I switched to a new technique which lets me use forward decs instead of that header
09:21:30kaenso if it's in a production class, that's an oversight
09:21:41raptorok, may I remove those header declarations?
09:21:48raptorerr, includes, i mean
09:22:36kaensrue thing
09:22:58kaenit might break the test build but I'll fix it after I get up and around this mornign
09:36:21BFLogBot Commit: 6290eaec9e91 | Author: buckyballreaction | Message: Fix OSX project and compilation
10:18:52bobdaduckCloak + armor
10:18:55bobdaduckWhat weapon?
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11:05:10bobdaduckguys?
11:13:42bobdaduck:(
11:13:53bobdaduck:'(
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11:29:58Watusimotogentlemen!
11:30:22Watusimotohi kaen: quick question about a triplet of lines I think you wrote:
11:30:26Watusimoto drawString((S32) (gScreenInfo.getGameCanvasWidth() - mDockWidth - horizMargin / 2), (S32) (1.5 * vertMargin + PLUGIN_LINE_SPACING * (i + 0.33)), DOCK_LABEL_SIZE, mPluginInfos[i].prettyName.c_str());
11:30:27Watusimoto S32 bindingWidth = getStringWidth(DOCK_LABEL_SIZE, mPluginInfos[i].binding.c_str());
11:30:27Watusimoto drawString((S32) (gScreenInfo.getGameCanvasWidth() - bindingWidth - horizMargin * 1.5), (S32) (1.5 * vertMargin + PLUGIN_LINE_SPACING * (i + 0.33)), DOCK_LABEL_SIZE, mPluginInfos[i].binding.c_str());
11:30:59Watusimotomy question is what are you trying to display here? in the sense of you have two strings you are showing; what alignment are you going for?
11:32:02kaenwow those are awful...
11:32:41kaenbut it shows the pretty name on the far left and the binding on the far right
11:32:53kaen(of the dock)
11:33:41kaenthe 0.33 is to bump the text down a bit so it's centered in the highlight rectangle
11:33:42kaen...
11:33:53kaenI'm sensing that there are drawString variants that support alignment
11:34:38kaen(it's code the new F9 plugin dock in the editor)
11:39:20kaenraptor, I'm 80% done with a buildbot, but is there a script somewhere for making release tarballs/zipfiles?
11:46:17raptorHELLO
11:46:19raptoroops
11:46:54raptorkaen: what? what are you using for a system?
11:47:16raptoryes script.. uh.. let me find it
11:47:23kaenhttp://buildbot.net/
11:47:27kaenon my vps
11:48:08raptorhttps://code.google.com/p/bitfighter/source/browse/scripts/create_tarball.sh?repo=tools
11:48:19raptoroh my... and I checked in my password, too
11:48:27raptorman
11:48:54raptorbah
11:49:47bobdaduck Quit (Remote host closed the connection)
11:50:13kaen:|
11:52:40raptoryeah, ok password changed..
11:53:26raptorso that script builds a source tarball of a specific tag and uploads it to Google Code
11:53:31raptorwhat exactly are you looking for?
11:54:37kaenjust something that makes a tarball that a user can download, extract, and run
11:54:48kaenideally with just the minimum required to do that
11:55:50raptorso just a dumb command: tar cfz bitfighter-some_revision.tar.gz --exclude=.hg bitfighter/
12:01:58Watusimotosorry kaen, was away... will hit f9 in the editor and see what happens
12:03:08raptorhi Watusimoto
12:03:10Watusimotoso the first item is left aligned, the second right aligned on the same line
12:03:12Watusimotohi raptor
12:03:13raptorI see this: http://sam6.25u.com/upload/3screenshot_17.png
12:03:27Watusimotoas do I, more or less
12:03:34Watusimotohow do you get out of F9 mode?
12:03:37raptorf8
12:03:47Watusimotointeresting... why not make it a toggle?
12:04:06Watusimotoin any event, we do have a right-alignment string printer if you want to use it
12:04:39Watusimoto(looking it up now)
12:05:57WatusimotodrawStringr
12:06:07Watusimotoor drawstringfr if you want to pass a format
12:06:58Watusimotoso, one reason why the F9 binding is available is that when I used it for something else, all the mac users got upset with me
12:07:15Watusimotoapparently everything F8 and above does some mac-y thing
12:07:28raptorI'm starting to hate the OSX Xcode project... maybe I should convert that to use cmake, too...
12:07:32raptoroh yeah mac
12:09:00Watusimotoso would this F9 dock replace the help screen?
12:09:58Watusimotooh... actually, I should show you how to use the new symbolstrings to do the rendering here... it would be perfect for generating key codes and the like
12:10:10Watusimotothis is exactly like what I do in the help
12:10:24raptorI'm sorry if you're having a conversation with me, when it should be kaen...
12:10:35raptoralso, I remember old macs didn't have f9 and above...
12:10:46WatusimotoI realize that -- I'm hoping he's listening
12:11:20Watusimoto:-)
12:18:20raptorkaen did bring up an interesting idea: have Lua do most of the editor actions
12:18:30raptorsince maintaining scripts is easier
12:18:39raptorand the API is much more robust now..
12:21:43WatusimotoI'm skeptical... there's a lot of magic going on in the editor
12:22:17Watusimotoand... is maintaining the scripts easier?
12:22:38Watusimotoevery day I work in a scripting environment
12:22:46Watusimotoand I can never tell if anything works until I test it
12:22:56raptorwell, you don't have to recompile...
12:23:02Watusimotothere's that
12:23:14Watusimotobut you can't debug
12:24:11Watusimotoand compiling isn't so onerous for anyone actually developing stuff
12:24:45Watusimotoand with scripting, it is harder to make something like a good, solid help page since things can be reconfigured in so many ways
12:24:54kaenbut it's a much lower barrier than c++ for contributors
12:25:16kaenI was actually thinking it would be easier to make good help screens
12:25:19Watusimotoagreed; but don't plugins satisfy that desire to customize the editor?
12:25:27kaensince each plugin could document itself
12:25:30kaendefinitely
12:25:56kaenbut I'm of the opinion that new "built-in" functionality for the editor is better done as plugins
12:26:33Watusimotoyes, but orgainzing that into a coherient structure with the constraints of the help screens would be quite difficult if it had to adapt to functions changing their descriptions or presence
12:26:52kaeneach function could document itself
12:27:15kaenit would be quite self-contained, and that way you don't have a monolithic help screen
12:27:41Watusimotohow would you show people how to use the editor without a monlitihic help screen?
12:28:12Watusimotolook, for example, at the first page of the editor help screen
12:28:30Watusimotoadd one more item, the screen will overflow
12:29:22Watusimotohow would a script specify which "section" it appeared in? or would the help be just a long list of functions in arbitrary order?
12:29:37kaenprobably best to do a tree structure
12:29:50kaenhave some preset sections or even let them specify their own
12:30:06Watusimoto(I do want to note that i do not believe our help is the best that can be done)
12:30:35Watusimotobut with space very limited, you could easily have sections overflow
12:30:43kaenlike imagine a collapsible/expandable/tree widget
12:30:53Watusimotoit's different on a web page where you can add mover vertical space
12:31:08raptorit was just a late night discussion brought up about adding this feature: code.google.com/p/bitfighter/issues/detail?id=204
12:31:14WatusimotoI'm trying to imagine it :-)
12:31:49kaenyou have a list of sections, under each section is a list of task -> keymappings
12:32:12kaenthat way you have one consistent way of looking up or discovering all editor functions
12:32:14kaenpast and future
12:32:18Watusimotothat's conceptually the same as we have now, right?
12:32:21kaenofficial or contrib
12:32:36kaenwhat we have now is like a functional subset of what I'm imagining
12:32:46kaenexcept that right now we have pictures
12:32:52kaenwhich I would propose eliminating
12:32:58Watusimotowell, that's a special case
12:32:58kaenbecause it would be better done on a web page
12:33:37Watusimotothe help might well be better done on a web page, but that somewhat breaks the continuity we've got going
12:33:49kaenso I guess I'm thinking of like a little popup function reference, with all functions self-organized
12:34:20Watusimotodo you know any software that does something like this?
12:34:22kaenbecause it's a reasonably simple, self-discoverable, complete, and expandable in-game help system
12:34:38Watusimotojust so I can see the idea in action
12:34:50Watusimotosimple, complete, expanable, discoverable... all good things
12:35:03kaenwell, you know how most programs have a task menu?
12:35:07kaenthat, but in a single pane
12:35:19Watusimototask menu?
12:35:22kaenfile/edit/transform/etc.
12:35:23raptorthe bitfighterOS
12:35:26Watusimotoor right
12:35:28kaeneh
12:35:36kaenjust a "list of things you can do"
12:36:10Watusimotolike Create Transoform GameSettings
12:36:40kaenyeah, those make sense
12:37:10raptor Quit ()
12:37:15Watusimotoso we'd have menu-like controls somewhere
12:38:29kaenit sounds like you understand my idea
12:38:57Watusimotomaybe I do... I understand my idea of your idea anyway
12:39:03kaenheh
12:39:37WatusimotoA well designed menu system might let us get rid of the help system, and would let things be more flexible in some ways
12:40:15Watusimotoof course, coding such a beast would be fun
12:40:21Watusimotoand by fun I mean not fun
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12:40:32kaenI don't think we're that far away
12:41:02Watusimotomaybe a bar across the bottom, between the green box and the red box
12:41:15Watusimotocould be a list of buttons that popped up the menu
12:41:54Watusimotowe do actually have buttons on one other UI screen
12:42:05Watusimotoso there is a button class of sorts somewhere
12:43:11Watusimotowell, gotta go... back later
12:45:43raptor
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12:50:18kaen
12:50:32raptorhi
12:50:45raptori don't know how i sent just a space - my client prohibits it..
12:50:53kaenweird
12:51:48raptori'm trying to remember what I'm suppose to be working on...
12:53:28raptorooo, I remember.. running bug list
12:54:41raptorkaen: what would you say to a server INI option: BotsAlwaysBalance ?
12:55:00raptorso if you have min players 4, but 3 humans are playing on one team, the server will balance up to 6
13:00:05kaenI would not object
13:00:10raptorhuh
13:00:20raptorsymbols are rendered of center vertically now
13:00:33kaenoh, I noticed that last night
13:00:38kaenforgot to report :x
13:11:32BFLogBot Commit: 9ba288ee76e9 | Author: buckyballreaction | Message: Remove dead code
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13:49:46BFLogBot Commit: a0d743190303 | Author: buckyballreaction | Message: Add 'BotsAlwaysBalanceTeams' option to force bots to balance teams with more human players, even if the minimum players has been met
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13:53:30raptorhmm... there's a bug in that..
13:58:47bobdaduckDoes a set of all sets contain itself?
13:59:16raptoris this a philosophical question?
14:00:39bobdaduckNo its a programming question
14:00:41bobdaduckfor DnD
14:00:46raptorthen no
14:00:57raptormaybe
14:01:39raptorLua might be able to do that with a pointer somewhere in the metatable, but I don't know how to do that..
14:02:05bobdaduckIt is also a philosophy question.
14:02:39bobdaduckThe philosophy part is the important part
14:02:42raptorphilosophically, it's akin to "can you divide by zero?"
14:02:51bobdaduckaccording to calculus?
14:02:52bobdaduckyes.
14:03:36bobdaduckHow is it akin to can you divide by zero?
14:03:42kaenyes it does, but I think what you asked is not what you wanted to know
14:03:52Watusimotoa set of all sets has to contain itself
14:04:17kaenin practice I can't imagine a literal set of all sets being useful
14:04:20raptori'm not smart enough for philosophy at the moment
14:04:58kaenyou probably want a set of all sets which have members of type X
14:05:05bobdaduckarray[array]
14:05:17kaenor something
14:05:17kaenor just nested arrays
14:05:17kaenlol set of all sets
14:05:19bobdaduckarray[array[array[array[array[array]]]]]]]
14:05:33kaenokay, but 90% of the time you don't want an array as the key
14:05:36kaen99%
14:05:42raptor99.99
14:05:44Watusimotokaen: one other problem with porting our editor functions to lua -- it could probably work with functions taht create new items, or those that operate on a set of selected items with no further input, but things that hve furhter interactivity with the editor, like moving a group of items with the mouse, or snapping them ot another object, would be much harder
14:06:20kaenagreed
14:06:23bobdaduckwhat's wrong with an array as its key
14:06:34Watusimotoso I was thinking, if we wanted to go with this menu-like approach, we would probably have both native and lua functions registered together
14:07:11Watusimotoand at that point, we are back to the current system, with a different presentation. which is not necessarily a bad thing
14:07:30Watusimotoit's just our current balance is strongly weighted toward the native functions
14:07:43kaenhmm, that's a very enlightened way to put it
14:07:51Watusimoto:-)
14:08:08kaenthere's a pretty good dividing line between what should be native and what should be lua
14:08:17kaenUI stuff is a good rule of thumb
14:08:26WatusimotoI think it should all be native :-)
14:08:50WatusimotoI think lua is nice and flexible, but difficult to engineer with
14:09:21Watusimotomy mental model has always been to prototype in lua, then build with c++
14:09:41raptorbut Lua is so quick! (and dirty!)
14:09:43Watusimotothat's actually how our bot zone system was developed -- sam686 wrote it first in lua, and proved it could wrok
14:10:01Watusimotoand then we rewrote it in c++
14:10:13Watusimotowhich improved the perofmance a tad
14:10:16Watusimoto:-)
14:10:18raptorand rewrote, and rewrote, and rewrote
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14:12:11Watusimotoone thing that might work in lua would be to define our menu system
14:12:21Watusimotothere are no real performance considerations
14:12:29Watusimotoand it's relatively straightforward
14:12:42Watusimotothough I don't see a clear benefit either
14:13:00raptorbusy work!
14:13:49raptori've been looking at naev again - they abstract much of their game logic and data into Lua
14:14:14raptorthings like weapons, menus, missions - all of it in Lua
14:14:30raptorI think they did it to allow easy contributions
14:17:34Watusimotowe could move more of our data to lua... effectively a giant INI file
14:17:40Watusimotonot sure if that would be good or not
14:18:24kaenwell, our data is nothing like naev's data
14:18:25bobdaduxTake all the C++ and move it to lua
14:18:37kaenbobdadux, that's kind of what I'm suggesting
14:18:41kaenbut not everything
14:18:45kaenjust new things
14:19:42kaenin fact this whole discussion about it is fairly moot, because the F9 panel is like 95% of the system I was describing
14:19:48WatusimotoI'm trying to imagine implementing a new gametype in lua
14:19:57bobdaduxI could
14:20:00bobdaduxvery nearly
14:20:01bobdaduxdo that now.
14:20:07kaenheh
14:20:12bobdaduxJust add a addToScore() event.
14:20:13bobdaduxthing.
14:20:18kaenthat's true...
14:20:23kaenI've never thought about that
14:27:30raptorthere's always LOVE
14:27:52raptorhttps://love2d.org/
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14:49:05raptori need to do rubber duck programming...
14:49:54Watusimotoradical idea: we can try c++!
14:50:26kaeninteresting...
14:50:26raptorradical, man..
14:50:35kaenI don't think it woiuld work
14:50:38kaenwould, even
14:51:30kaenaside from that, bitfighter cross-compiles happily
14:51:50kaenalthough I the exe depends on a mingw dll :/
14:51:52kaenI think*
14:52:09raptorkaen: what are you talking about?
14:52:32kaenI was at first talking about "trying c++"
14:52:36kaennow I'm talking about the buildbot
14:52:56kaenand the exe's I'm making with the msvc gcc toolchain
14:53:08raptorwell, all we need is a cross compile that succeeds or fails, right?
14:53:20kaenit'd be nice to have nightlies for the testers
14:53:22raptorwe can do a real release with visual studio..
14:53:26raptorah
14:53:56kaenso maybe for testing, the mingw dep is okay?
14:54:03raptorsure
14:54:27kaenI'm reasonably sure I can distribute the needed dll even
14:54:37raptoryou could statically compile in the stuff
14:54:43raptorand not need the DLL
14:54:45kaenah, that's true
14:54:53raptori just did it last night with CMake..
14:55:00kaencool :)
14:55:03kaenI'll take a look
14:55:13raptorgcc flags: -static-libstdc++ -static-libgcc
14:55:16raptorfor the linker
14:55:21kaen bounces
14:55:33kaenI'm excited to have a build bot
14:55:51kaenbobdadux should be excited too :P
14:56:28bobdaduxwhat?
14:57:02kaena server that makes development builds (for windows and linux)
14:57:08kaenautomatically
14:57:23bobdaduxcool?
14:57:39kaenYEAH IT IS
14:58:04raptorWatusimoto: I wasn't seriously entertaining rewriting the game in Lua...
14:58:12WatusimotoI know
14:58:12raptornow Java...
14:58:19raptori kid i kid
14:58:30WatusimotoI realize you aren't totally insane
14:58:54raptor:)
14:59:04Watusimotoone idea that keeps coming back to me, though, is doing ship rendering in lua, so we can have totally customizable ships
14:59:23Watusimotoexcept that "we tried it and it sucks"
14:59:28raptorhaha
14:59:44raptoror putting OpenGL geometry for game objects? like testItems, etc..
14:59:47Watusimotobut, aside from that, it's a great idea!
14:59:59raptornothing beats the triangle
14:59:59Watusimotobut to what end?
15:00:07raptorexactly... busy work!
15:00:11Watusimoto:-)
15:00:52raptorbut if there were a real tangible benefit - like how naev does their missions in Lua, and have gotten contributions because of it
15:01:17raptorthen it might be a good idea..
15:01:53koda has joined
15:02:40raptorhey koda, thanks for answering my NSColor issue on the SDL mailing list!
15:05:29kaenokay, I've got a little script that makes a standalone tarball. can I put it in ./misc ?
15:05:41raptoror in 'tools'
15:05:54kaenit'd be easier if it were in the tree
15:05:54raptormisc was intended for music ideas and such
15:05:58kaenoh I see
15:06:06raptorwait
15:06:10raptoryou mean same repo?
15:06:15raptori was thinking the 'tools' repo
15:06:21raptornot the 'default'
15:06:29kaenhmm maybe I can just keep it internal since only the buildbot would use it
15:06:58kaenbut also put it in tools
15:06:58kaenin case someone else needs it
15:07:07kaenright
15:07:19kaenbut now I've decided I don't really need it in the main repo at all
15:07:36fordcars has joined
15:10:24koda hugs raptor
15:10:28raptor?
15:10:36kodait's a way of greeting :p
15:10:44raptoroh hi koda!
15:12:49Watusimotoso, when the player changes a loadout, they tell the server, then the server tells the clients.
15:12:57Watusimotoit tells the clients via the ship object
15:13:08Watusimotothen it travels this path to get to the loadout indicator on screen:
15:13:09WatusimotoShip->ClientGame->UIManager->GameUserInterface->LoadoutIndicator
15:13:25Watusimotothat's a lot of passthroughs!
15:13:59raptorthat's about standard, though, right? at least for server -> client UI stuff?
15:14:42fordcarshi koda!
15:15:00koda waves
15:16:12Watusimotoit's becoming standard
15:16:22raptorkoda: have you used a recent SDL2 build on OSX? mouse movement is all crazy and clicking doesn't work...
15:16:39kodai don't like osx mouse movement since 1.2.15 :(
15:16:46kodabut haven't tried yet sdl2
15:17:10raptorok, it was working about 6 months ago... :)
15:17:27kodahappy bisect? :p
15:18:32raptornot for a while... my OSX vm is very cumbersome to develop in, and I would rather fix bugs on bitfighter at the moment :)
15:22:58kodawhat bugs ;)
15:26:40raptorWatusimoto: what *should* be the standard?
15:26:59Watusimotostandard for what?
15:27:08Watusimotooh
15:27:09Watusimotofor that
15:27:11raptorfor server -> client UI calls
15:27:24raptorthe *one true* path
15:27:45WatusimotoI'm working towards a couple of goals, in descending order of importance
15:28:09Watusimoto1) Allow us to test any game code while mocking only one class (i.e. UI Manager)
15:28:20Watusimotothis means that any UI calls have to go via UIManager class
15:29:21Watusimoto2) Make fewer "deep" calls into chains of other objects; this makes our classes more isolated and creaetes fewer dependencies. Which is somehow better.
15:29:34raptorbetter for testing, definitely
15:29:40Watusimoto3) ...
15:29:58WatusimotoI'm finding that as I do 1 and 2, I am able to move logic around in a way that actually makes more sense
15:30:17Watusimotofor example, if I weren't typing this message, I would be finishing moving the clientgame() render logic into UIGame
15:30:32raptorthen say no more!
15:30:57Watusimotowhat happens now is uigame calls client game to render
15:31:25Watusimotoclient game decides whether to render a cmdrs map or a normal game screen and calls the appropriate call in uigame
15:31:43raptorthat's weird
15:31:52Watusimotoso I'm getting rid of clientgame render and replacing it with a "should render in cmdrs map mode" call
15:32:05Watusimotothe logic is the way it is because earlier I moved all the rendering out of clientgame
15:32:25Watusimotocleitngame used to do all sorts of screen drawing and such
15:32:35Watusimotowhich it can't do anymore because of 1)
15:33:05WatusimotoI'm not actually sure that 2) is better for testing
15:33:12Watusimotobut its certainly not worse
15:33:18raptorheh
15:33:32kaenI'm certain that two is better for testing
15:33:39kaenin the general case
15:33:58Watusimotobut if you are not mocking the objects, is it still better?
15:34:19kaenyou have generally less to mock and less strictly defined interfaces
15:34:20kaenso generally you have to fix your tests less frequently
15:34:22raptorit wave me typing lots of '->' operators
15:34:27raptor*would save
15:34:38Watusimotoperhaps so
15:34:49Watusimotoin any case, I'm all for it
15:35:01raptori'll be back in a bit..
15:35:10WatusimotoI think it makes the game logic more transparent as well
15:35:14Watusimotolater
15:35:37Watusimotoand of course, understandability is probably 0)
15:35:52Watusimotoi.e. the highest value we should be shooting for
15:36:01kaenagreed.
15:36:49kaenI think understandability comes from having a set of components with clear responsibilities which can be easily reasoned about
15:37:04kaenthat happens to be the same criteria for a system which is easy to test
15:37:21Watusimotoyes, agreed
15:37:28kaenyou can look at thing, known what it's supposed to do, know what it's not supposed to do, and have a general idea of how it does it
15:37:37Watusimotoso... if I can get rid of gameUI, would you be interested in mocking UIManager?
15:37:39Watusimoto:-)
15:37:48kaensure thing
15:37:57WatusimotoI have about 50 cases to go
15:38:07Watusimotoso it won't be tonight... but maybe this week
15:38:15kaenif you can make uimanager a perfect facade class, it should be a breeze for me
15:38:23Watusimotothat's the idea
15:38:31kaenright on :)
16:09:15amgine1234567890 has joined
16:09:24amgine1234567890hey
16:09:29amgine1234567890im back
16:10:09amgine1234567890raptor kaen or koda if you want to discuss problems on the "project" leets do it in query
16:10:55amgine1234567890let me know when your not afk
16:12:31BFLogBot Commit: c9d2ba9da68f | Author: watusimoto | Message: Remove UI code from ClientGame... again (didn't I just do that???)
16:12:33BFLogBot Commit: e9302f3f6f70 | Author: watusimoto | Message: Merge
16:12:34BFLogBot Commit: a7dc93ab26eb | Author: watusimoto | Message: Another big chunk of UI code out of ClientGame... even ClientGame::render() is gone!
16:12:36BFLogBot Commit: fa24a89fdbd0 | Author: watusimoto | Message: Merge
16:12:48amgine1234567890hey im back wattisimo
16:12:52Watusimotohi
16:13:48Watusimotoamgine1234567890: chat here please
16:13:56Watusimotodid it work in 018a?
16:14:05amgine1234567890no
16:14:16amgine1234567890and there are other people here i dont want the spoliers to leak
16:14:22Watusimototoo many vertices?
16:14:27amgine1234567890thats why im using query
16:14:34Watusimotothat's not a spoiler :-)
16:14:58amgine1234567890nope i just medrged 2 walls into a v then tried to merge a third nothing
16:15:30amgine1234567890uh the db doesnt work for me error connecting to server is what i get whne itry that on that build
16:15:59Watusimotowell, I'm heading to bed.. I'll check in in the morning
16:16:09Watusimotoactually, will try now
16:16:23LordDVG Quit (Remote host closed the connection)
16:16:24amgine1234567890im on a windows stand alone build
16:17:10amgine1234567890also any word on the assert crahs bug in editor i found yesterday?
16:17:53amgine1234567890btw suggestion a checlered flag for the goal zones ;)
16:17:56amgine1234567890checkered
16:20:02Watusimotopolywalls or regular walls?
16:20:19amgine1234567890hold on
16:21:05Watusimotook, well, regular walls work, as long as they are in a W shape, not a Y shape
16:21:15Watusimotoi.e. end-to-end
16:22:10Watusimotoping me again tomorrow if you can't get it to work.
16:22:15amgine1234567890but ys are common shpes
16:22:23Watusimotowalls are only lines
16:22:24amgine1234567890 may want to look into it
16:22:38amgine1234567890for example my bee and hornets map was all ys
16:22:46Watusimotocan't -- their geometry is to have a begin and end point. ys don't fit
16:23:06Watusimotothey just have to be separate
16:23:06amgine1234567890well ok maybe i can think of a better way for them to be programmed
16:23:21amgine1234567890to be mergable
16:23:23Watusimotook, well anyway... good night!
16:23:32amgine1234567890goodnight
16:23:34Watusimoto Quit (Remote host closed the connection)
16:25:08bobdadux Quit (Remote host closed the connection)
16:29:37kaenamgine1234567890, are you using your username/password when you upload?
16:29:47amgine1234567890hey kaen
16:29:51kaenhello
16:30:29kaenamgine1234567890, you should really just chat here
16:30:35kaenwe're not that worried about leaks
16:30:42amgine1234567890orfine
16:30:44amgine1234567890ok
16:30:52kaenwhat's error say?
16:31:07amgine1234567890jsut said error unable to connect to server
16:31:16kaenah, helpful error message, that
16:31:17amgine1234567890to db
16:31:38kaenno numbers or anything?
16:31:50amgine1234567890also you cant merge poly walls in a y formation which is very problematic in designs
16:32:10kaenthat wall thing is a deep limitation and not likely to be fixed
16:32:17amgine1234567890nope just a black box that says unable to connect to server pops up
16:32:27kaen:l
16:32:34kaenokay well I have an idea
16:32:43kaenit'll take me a while to try it though
16:39:31amgine1234567890ok i may of found a bug
16:40:06amgine1234567890never mind
16:45:05koda Quit (Quit: koda)
16:47:28amgine1234567890hmm that looks kinda cool =)
16:59:48bobdaduck has joined
17:00:02bobdaduckonPlayerChangedTeams(player, teamIndex, punishment)
17:00:06bobdaduck Quit (Remote host closed the connection)
17:00:53fordcarslater guys
17:01:25amgine1234567890later
17:05:26fordcars Quit (Ping timeout: 250 seconds)
17:32:31amgine1234567890kaen?
17:32:35amgine1234567890raptor?
17:32:53kaenhello
17:33:23sam686 has joined
17:33:23ChanServ sets mode +v sam686
17:40:56amgine1234567890hey sam you there?
17:41:09amgine1234567890found a crash bug in the version 19 beta
17:56:28SolumnMushroom has joined
17:57:32SolumnMushroomI have shared Bitfighter with one of my Steam friends
18:01:46amgine1234567890ratpro kaen sam you there?
18:02:07kaenyep
18:04:13amgine1234567890kaen i tried using hte /showids command and it crashed BF
18:06:43kaenit's working fine for me :/
18:06:50kaendo you know how to get a stack trace?
18:07:40amgine1234567890no
18:07:45kaenhmm
18:08:05amgine1234567890but i opened hte ditor rank the level im working on and tested it tried show ids and crash
18:16:08amgine1234567890it might be somthing else i try to duplicate it
18:20:28fordcars has joined
18:22:01raptorhowdy folks
18:22:06amgine1234567890hey raptor
18:22:10raptorhi
18:22:13amgine1234567890found 2 new problems
18:22:37amgine1234567890on my version i tired using hte /showids command and that keeps crashing it
18:22:50raptorhow can i duplicate?
18:23:18amgine1234567890well i jsut made a level (in my case im editing the default dm) rank it then tried the /showids commands
18:23:27raptorrank it?
18:23:28amgine1234567890ran
18:23:34raptorran, ok
18:23:38raptorhow did you edit it?
18:24:07amgine1234567890just modrenized it add teles made the center one polygon and loadout zone add forcfeilds
18:24:13amgine1234567890do you want to see it?
18:24:16amgine1234567890im testing it now
18:24:20raptorok
18:25:45amgine1234567890i htink my version is a tad better then the original
18:25:57raptorkaen! you allowed better editor level select editing!
18:26:20amgine1234567890??
18:26:30raptoroh wow amgine1234567890, i got the crash
18:26:40amgine1234567890yeah
18:26:53amgine1234567890kaen is also working on the db server
18:27:15amgine1234567890 hnw i try a black box pops up that says error could not connect to server if i try to submit teh map
18:27:24amgine1234567890hes working on that problem
18:27:30raptorand you loaded the the game with your username and password?
18:27:38amgine1234567890yes im sure
18:27:52kaenyou're on windows, right amgine?
18:28:06amgine1234567890yes the winodws stand alone build
18:28:42kaenbut it works for bobdaduck just fine... hm
18:28:55amgine1234567890umm
18:28:55fordcarsit doesn't work for me
18:29:03fordcarsbuild it last nightà
18:29:03amgine1234567890=p
18:29:08kaengreat \o/
18:29:17fordcarswait trying again
18:29:24raptorkaen: need me to test something?
18:29:37fordcarsanybody know how to convert mp4 to wmv on winodws!?! Nothinig works!
18:30:29amgine1234567890uh i may of found a new problem
18:30:54raptoralso amgine1234567890, something that would be really helpful to us devs: if you find a bug, please get it to duplicate properly before posting here in the channel, otherwise it's hard for us to focus
18:31:10amgine1234567890 i loaded nexus and selected all then rptated and the force feids snapped weird i will double check it
18:31:16kaenfordcars, http://winff.org/html_new/
18:31:34raptoramgine1234567890: forcefields going weird on rotation is a known bug, thanks
18:31:44fordcarsthanks kaen that seems good
18:32:50raptoramgine1234567890: i wrote down that one crash with the /showids
18:33:01amgine1234567890ok
18:33:26amgine1234567890if i can figurwe out why the db isnt working for me then ill submit a level then test the /rate command
18:34:06kaenI have a suspicion it's related to a TNL bug
18:34:22amgine1234567890or i may be being stupid
18:34:25kaenspecifically that sockets return an error code on successful connect calls (on linux)
18:34:29amgine1234567890 and not be logged in whne i htink i am
18:34:48kaenfordcars says it doesn't work for him
18:34:52amgine1234567890of course to test that womone else would have to host so i can check
18:34:57kaenseems unlikely that both of you would have that problem
18:35:03kaenI can host real quick
18:35:19amgine1234567890ok
18:35:28fordcarsyeah I can't connect to db
18:35:32kaenhosting
18:35:33fordcarscoming
18:35:41amgine1234567890woah i just tired to connect to your server kaen and bam crash
18:35:49kaendarn
18:36:09amgine1234567890your ping timed out
18:36:15amgine1234567890werid
18:36:20fordcarsheh
18:36:24fordcarsby the way
18:36:25amgine1234567890i Bf didnt crash whne i tried to login again
18:36:39amgine1234567890wonder if hasd somthing to do of coming from the editor
18:37:00fordcarserror opening joystic 1 (null) in Bitfighter command line at startup, normal?
18:37:07raptorfordcars: known bug
18:37:13fordcarsgoood
18:37:54fordcarsby the way kaen that converter is just for select cameras!
18:38:19amgine1234567890im updating and modrenizing all the default stock maps to make them better
18:38:34amgine1234567890whne im doneill try hosting
18:38:51kaenfordcars, it's just a frontend to ffmpeg
18:39:02kaenit should support operating on the files themselves
18:39:06fordcarsyeah, I'll try it anyway
18:39:19kaenugh
18:39:20raptorfordcars: winff will allow you to make a custom profile, I think
18:39:21kaentree is broken
18:39:55fordcarswell winff is doing something
18:40:23raptorman
18:40:31fordcarsthe simply beautiful DOS command prompt
18:40:43raptorand it's in the class file i'm working on!
18:40:44fordcars._.
18:40:53fordcarshah
18:41:02amgine1234567890ahhhhhh scroll lock bug again
18:41:39fordcarsscroll lock? isn't that just the normal key lock bugs
18:41:46fordcarskey gets stuck
18:41:48raptorkaen: want me to fix? or are you already working on it..
18:42:06kaenI'm actually in my windows VM trying to dupe the upload problems
18:42:12amgine1234567890kinda its where you are scrolling and zooming at the same time and it gets stuck scorlling forcing you to close BF
18:42:14raptorok, i'll fix
18:42:44fordcarsheh never got that before
18:42:50kaenwhat's the free version of vc++ ?
18:42:51amgine1234567890hold on ill comfirm
18:42:58amgine1234567890let me double confirm it first
18:43:11raptoruh...
18:43:12fordcarsI have seriously no idea what winff is doing right now, but seems to be working
18:43:16raptor'express edition' ?
18:43:18fordcarskaen, express
18:43:21fordcarsyeah
18:43:44fordcars32bit computers can only use vc++ 2010 max
18:43:47fordcarsfyi
18:44:37kaen2010 express is asking me for a key
18:44:52kaenoh
18:44:53kaenfree key
18:44:54kaenderp
18:45:07raptordo a good search, there's loads of them
18:45:11raptor*google
18:48:45kaenwindows XP in a free VM on a cheap laptop under an outdated Debian install
18:48:51kaennot my workflow of choice
18:49:00raptorhah
18:49:46fordcarspoor laptop!
18:50:08kaenit seems to be working
18:50:41BFLogBot Commit: 2fb12da541af | Author: buckyballreaction | Message: Fix compiling. Declarations of functions in templates must come before the template
18:51:47kaenyep
18:51:53kaenthis should be like a twenty minute build
18:52:11kaenjust now rounding off tomcrypt
18:52:12raptorif you're lucky!
18:52:33raptorhow many processors do you have (and how many did you give the VM?)
18:54:02kaentwo and one
18:54:24raptorah, i'm blessed with 4 and 2...
18:54:37kaenI can't believe dual core feels outdated already
18:54:49raptorheh
18:54:55raptorit's because we want to do so much!
18:55:30amgine1234567890that statment just gave me a idea
18:55:49amgine1234567890multi team cores in core match
18:56:09amgine1234567890example if there was 2 teams then you would have to destory part of the core thats your oppenent in the dm
18:56:32amgine1234567890but if you accidently shot your own cores then you would lose
18:56:47amgine1234567890core parts
18:58:26fordcarsnooooo the conversion didn't work! The file might be currupted arghghghg
18:58:54amgine1234567890dun dun dun XD
18:59:10amgine1234567890* the price is right fail sound plays*
18:59:22fordcarsstop complaning I have one core pentium4!
18:59:38amgine1234567890im not i was just making a joke
18:59:48fordcarslol I was talking to raptor haha
19:00:06fordcarswell kaen
19:00:27fordcarslol sorry
19:02:24kaenall the way to S in the server sources
19:02:45kaenI can only pray that I dont have to change a header while I'm doing this...
19:03:02raptorhaha
19:04:11fordcarsbrb guys getting on my mac to convert the file
19:04:19kaenas an aside, raptor: when I run cmake using the gcc-mingw32 toolchain, it claims it's unable to find the libraries
19:04:42kaenit *can* find SDL (not SDL2) and interestingly libPNG
19:04:45kaenall the others fail
19:05:04raptorkaen: from which environment? DOS or MSYS?
19:05:09kaenlinux
19:05:19raptoroh... odd
19:05:23raptorhaven't tried that yet
19:05:28raptorbut... dinner! back later
19:05:30kaenyeah
19:05:34kaenok
19:05:35amgine1234567890raptor
19:05:41amgine1234567890aew
19:05:59amgine1234567890i was going to ask him if hes played the dos game his named is mirroed after XD
19:08:30fordcars Quit (Ping timeout: 250 seconds)
19:12:37amgine1234567890remind him to asnwer that when he gets back
19:13:32amgine1234567890if you tap metal sppons toghether and lower the sample rqate it sounds just like........
19:14:31amgine1234567890joke of the day Xd
19:14:43kaenjust like what?
19:14:46kaenI don't get it
19:16:28kaenlinking....
19:16:37kaenLIIIIIIIIINNNNNNNNNKKIIIIIIIIIIIIINNNNNNNGG
19:18:19amgine1234567890??
19:18:47kaenI'm linking my windows build :)
19:18:51kaenit's taking several minutes
19:18:55amgine1234567890ah
19:19:13amgine1234567890i want to test DB make sure the /rate works
19:19:29kaenI know, my friend
19:19:29amgine1234567890uhh what was the link to hte db page again
19:19:37kaenbitfighter.org/pleiades
19:20:11raptorhi
19:20:14raptorstill linking?
19:20:21kaenindeed
19:20:38kaendone!
19:20:43raptor28 min!
19:20:48kaenwoo!
19:21:52kaenduplicated!
19:21:54kaenawesome!
19:22:05kaenintractable platform-specific bugs!
19:22:43raptoraww man
19:27:24amgine1234567890you back now raptor?
19:27:30raptorhi
19:27:40amgine1234567890raptor have you played the dos game your named after?
19:27:48raptorlong time ago, yes
19:28:01raptornever got far in it though
19:28:05amgine1234567890i still have dos box cant let those games go XD
19:28:29amgine1234567890espiccily one must fall 2097
19:28:56amgine1234567890raptor do you remeber what you said about my map yesterday that you would do?
19:29:48amgine1234567890umm i also have a question it says to go into option to diable the tutorial but i dont see the option to disable it
19:29:52raptorno.. didn't I say for you to ask watusimoto?
19:30:13amgine1234567890well hes gone XD
19:30:36amgine1234567890of course if you jsut handed me a 18a standalone build ide do it myself
19:30:53amgine1234567890and im preety sure you said you would Xd
19:31:01raptorget the one from the download site
19:31:18amgine1234567890its not a stand alone xip format
19:31:21amgine1234567890zip
19:31:42raptoryes it is: https://bitfighter.googlecode.com/files/Bitfighter-018a-portable.zip
19:33:50kaenwow...
19:33:58kaenvc++ does not have a stop build button
19:34:02kaenas far as I can tell
19:34:02raptorit does
19:34:07raptorit's just really well hidden
19:34:15kaenit would seem so...
19:34:25raptorlike right click on the target and select 'stop' (but i don't rmemeber)
19:34:52raptormaybe it was in a random menu..
19:35:53amgine1234567890raptor what was the link to see prevoius chat recrods i want to check somthing here
19:37:13raptorit's in the channel message
19:37:55amgine1234567890there was a link i was given a few days ago i cant remeber it
19:38:11amgine1234567890you can aslo see what people said im trying to remeber the link though
19:38:26kaenhah!
19:38:31kaenright click on the task menu
19:38:36kaenselect build
19:38:46kaenthen a cancel button pops up on the toolbar
19:38:56amgine1234567890hmm
19:38:58raptoramgine1234567890: http://bitfighter.org/irclogs/
19:39:12amgine1234567890uh i did somthing werid
19:39:18raptorBFLogBot tells that to you every tiem you join the channel
19:44:46raptorso the button is nowhere until you use it??
19:44:54raptorwhat crazy is that?
19:45:29kaenoh, no
19:45:36kaenyou have to enable a part of the toolbar
19:45:40raptorahhh
19:45:41kaenthe build toolbar
19:45:45raptorok
19:45:53raptorseems like that'd be useful as a default..
19:46:27amgine1234567890hmm do you think 5 5 5 or 10 10 10 is better for my black shade on my bees and hornets level
19:47:13amgine1234567890or maybe 15 15 15 or 20 20 20 hmm
19:47:18kaenah
19:47:25kaenactually, don't use flat grey
19:47:29kaenuse like 10 10 11
19:47:33kaenslight blue tint
19:50:15amgine1234567890curse my color blindess that looks red
19:50:24amgine1234567890cant tell if its black
19:52:48amgine1234567890kaen would 10 10 15 be to off sahded from black
19:52:49kaenand idea what ZERO_CHECK is ?
19:52:59amgine1234567890lol i need somone whos not color blind lol
19:53:03kaenit would be noticeably blue
19:53:20amgine1234567890well its looking red to me =p
19:58:46raptorkaen: ZERO_CHECK and ALL_BUILD are some were CMake constructs
19:58:50raptornot sure what they're for
20:03:59amgine1234567890hmm would you tag my swarmed level as competivive or novelty or bolth
20:04:42amgine1234567890good new i havent found any mroe bugs .......................yet
20:06:09SolumnMushroom Quit (Ping timeout: 264 seconds)
20:07:05BFLogBot Commit: 73d778dbf39f | Author: kaen | Message: relax HttpRequest handling of connect() results
20:07:11kaengood news! I fixed the windows upload bug
20:07:24amgine1234567890HOORAY!
20:07:55amgine1234567890if only i had that build so i could test the /rate up and /rate down commands and also the /getdb commands
20:08:13kaenit's actually /dlmap
20:08:39kaenare you on64bit windows by chance?
20:09:03amgine1234567890not sure
20:09:12kaenwhat version?
20:09:14amgine1234567890im using windows xp still
20:09:17kaenhmm
20:09:21kaenthen probably 32bit
20:09:31amgine1234567890 i need to upgrade to windows 7 or 8 -_-
20:09:33kaenalthough I'm on 64bit xp, it's not very common
20:10:01amgine1234567890hmm wodner how much windows 8 and 7 cost
20:10:22amgine1234567890of course then i would lose my dos games i htink not sure if they work with dosbox
20:11:12amgine1234567890umm wonder if thats a bug i found
20:11:46amgine1234567890if your a admin on a server you can do shuffle a player to another team even if its yourself
20:11:55kaenyep
20:12:05amgine1234567890it says a admins has shuffeled you to another team but you are the admin?
20:12:18amgine1234567890maybe its not a bug
20:12:18kaenso it's technically correct :)
20:12:23kaenthere can be more than one admin
20:12:43amgine1234567890hmm well i think it should be disalowed or there could be wars
20:12:53amgine1234567890of admins shuffeling another
20:12:59kaennah, there's an owner level too
20:13:14kaenso ultimately whoever owns the server can outrule an admin
20:13:50amgine1234567890ccadd global voice chat for version 20 XD
20:16:42Fordcars has joined
20:16:57amgine1234567890rrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
20:17:04Fordcarsyay finally converted that mp4!
20:17:04kaenindeed.
20:17:09amgine1234567890oops sorry testing somthing with voice chat
20:17:10kaenSICK BRO
20:17:19amgine1234567890add global voice chat XD
20:17:20kaenI fixed uploading in windows, Fordcars
20:19:13Fordcarsyay thanks!
20:19:39Fordcarsanyway heading back to windows, brb
20:19:40Fordcars Quit (Client Quit)
20:24:12amgine1234567890zone creation still fails if hte level is to big
20:25:09amgine1234567890possible to largen the area to like -999999999,-999999999 to 999999999,999999999
20:25:16amgine1234567890??
20:25:30amgine1234567890zone creation for bots fails if hte zone tis to big
20:29:18kaenthat's on purpose
20:29:46kaenthere's a limit to how big of a level your computer can handle
20:29:59kaenso if we use a set limit, then at least the same levels work/don't work for everyone
20:39:45amgine1234567890ide rather have it you can go to mny size and if hte level is to big for your computer BF gives a error and wont open it
20:39:51amgine1234567890any
20:51:49raptorkaen: what was the windows bug, and how does your fix fix it?
20:52:24kaenTNL returns an UnknownError on a successful connect() call in linux
20:52:32raptorwhat
20:52:41raptorwhat
20:52:55kaenI (for some stupid reason) predicated the send() methods success on this behavior
20:53:04raptorheh
20:53:11kaenI even wrote a test for it...
20:57:34kaenwell
20:57:52kaenI'm upgrading my server's OS over ssh
20:58:03kaenI don't see how anything could go wrong.
21:00:02raptoruhhh
21:00:27raptorjust make sure you do the 'download in-advance' option if available...
21:00:35kaentoo late!
21:00:40raptoruhhh
21:01:20raptoralso i'd start the upgrade within a native terminal on the machine - i.e. VNC in and start a terminal to do it
21:02:00kaennope!
21:02:04raptoroh man...
21:02:11raptorthen the next step is... pray?
21:02:16kaenyep!
21:02:30kaenalso, hold enter
21:02:34raptorha
21:03:25kaenmore than network issues I'm worried about overwriting my host's modified /etc files
21:03:28kaen"worried"
21:04:08amgine1234567890aaaahhhh theres no sound card port for my gravis detoryer gamepafd to fit in
21:04:18amgine1234567890i cant use it
21:04:51raptorwell kaen, I give you a 25/75 chance against success, I'm sorry to say..
21:04:59kaenthat's okay
21:05:17kaenmy system was pretty broken after I tried to put those 32bit libs on it...
21:05:32raptoris this the 'kaen test' host?
21:05:45kaenoh, yeah...
21:05:53kaen shrugs
21:06:01raptorok, then good luck!
21:06:14kaenrebooting!
21:06:18kaenthe suspense is killing me
21:06:47kaenoh, what's that
21:06:51kaenthere on the server list
21:06:57kaenOH, JUST NEW AND IMPROVED KAEN TEST
21:06:59kaenno big deal
21:07:13raptorsuccess??
21:07:15kaenyep
21:07:17kaensomehow
21:07:23raptorgreat!
21:07:29raptorfrom what OS to what OS?
21:08:57amgine1234567890ugh worst moment ever
21:09:02kaenubuntu 10.04 to 12.04
21:09:10amgine1234567890 to buy a controler for my computer and then relaize i cant use it
21:09:13raptoroh wow, i'm even more impressed...
21:09:25raptoroh actually, that's LTS to LTS, right?
21:10:15kaenheh yeah
21:10:31raptorah, ok - i've heard of many horror stories using dist-upgrade
21:10:40raptormaybe LTS to LTS works a little betteer..
21:12:50amgine1234567890no new bugs found
21:13:05amgine1234567890guess ive lost my touch
21:13:36raptoramgine1234567890: thanks! i'd take a break from bug finding for now.. we have lots to work on :)
21:16:54kaenHAH
21:16:58kaenI was right!
21:17:17kaeninstalling 32bit libs lets cmake cross build it on my server
21:22:43raptorcool!
21:50:08sam686 Quit (Quit: :))
21:51:57Nothing_Much has joined
22:30:26raptorI'm in a tedious task..
22:30:45kaenditto
22:30:45raptorlogic chopping all the cases to fix bot balancing bugs...
22:30:51kaenoh god
22:31:03kaencross compiling all of bitfighter's dependencies, here
22:31:06raptorit's like, I know exactly what I want to do in my head, but this is requiring waaay too many if statements
22:31:12raptorkaen: oh my
22:31:59kaenI know that feeling
22:32:43raptordoes that mean you're having to cross-compile the source for things like libmodplug, etc. ??
22:33:19kaenindeed
22:33:21kaenjust did sdl
22:33:29kaenmercifully straightforward
22:33:34raptorFYI, if you're on OSX cross compiling, know that I compiled *every* framework in the lib/ directory as x86, x86_64, and ppc
22:33:54raptorso if you can link against those frameworks, that should save some headache..
22:46:18amgine1234567890i need a fixed build so i can test teh /rate up and /rate down commands as well as teh /get dl commands
22:46:31amgine1234567890if you want me to or you can do it yourself
22:46:59raptoramgine1234567890: kaen is working mighty hard on building a system to make current builds for anyone
22:47:23raptorthen you could get a current build whenever you wanted
22:47:33amgine1234567890ok maybe this is a mistake but it says you can turn of the tutorial messages in teh options but on my version there isnt a setting?
22:47:53raptornot a mistake - watusimoto is still in the middle of coding that. he knows about that..
22:48:04amgine1234567890ah ok just wanted to check
22:48:42amgine1234567890and that would be cool i amgine it would be very hard to program
22:48:47amgine1234567890imagine
22:49:22amgine1234567890wait if anyoen could wouldnt that mean anyone get get a beta build before its relised and give away new features?
22:49:35raptoryes
22:49:51amgine1234567890that could be a problem couldnt it.......
22:50:00raptorwe would rather have people help and test than keep things a secret :)
22:50:09amgine1234567890unless you purposly didnt put those builds on it
22:50:16amgine1234567890ture
22:57:25kaenonly modplug left
22:57:35kaen... it's something of a bull to wrestle with though
22:58:13raptormake sure to take a look at the lib/patches directory
22:58:25raptori had to apply some changes to get it to compile on certain platforms..
23:13:39kaenif I didn't know any better
23:13:43kaenI'd say it was building.
23:14:22raptoryay!
23:14:25kaenheh
23:14:28kaencompiler error
23:14:34kaencouldn't find Windows.h
23:14:39kaenchanged it to windows.h
23:14:42raptorhahaha
23:14:44kaencarry on
23:32:26raptorok one balancing bug left...
23:32:33raptorthis method is beastly
23:52:27Nothing_MuchHi guys, how's it been?
23:58:46raptorhi
23:58:53raptoryay, finished my slog
23:58:54BFLogBot Commit: bd1076d4dcca | Author: buckyballreaction | Message: Fix all known bot balancing bugs as well as properly handle 'BotAlwaysBalanceTeams' in many of the edge cases

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