Timestamps are in GMT/BST.
| 00:11:01 | raptor | ever since we coded it so debug-build users don't show up in the player list, I never know if a comrade is coding as well... |
| 00:15:30 | kaen | heh |
| 00:15:46 | kaen | I've been integrating bootstrap into pleiades |
| 00:16:15 | raptor | ok, i got the bug where i can't move... |
| 00:16:19 | raptor | what should i do? |
| 00:16:31 | raptor | oh rats, i'm not debugging.. stink |
| 00:16:38 | raptor | bootstrap?? |
| 00:17:25 | kaen | yeah, twitter's js/css boilerplate |
| 00:17:34 | raptor | oh cool |
| 00:17:40 | kaen | it has a bunch of junk that I found myself reimplementing |
| 00:17:51 | kaen | plus it will make the design more flexible |
| 00:18:14 | raptor | oh good |
| 00:18:41 | raptor | on another note - if you load a capture the flag level, does it say "Could not create a GameType" in stdout? |
| 00:19:43 | raptor | and then, of course, with no gametype, it becomes bitmatch |
| 00:21:03 | raptor | this is a bad bug... |
| 00:28:16 | raptor | oh no kaen, your CMake change introduced it... |
| 00:28:25 | raptor | cc5977274d87 |
| 00:28:30 | raptor | after a bisect... |
| 00:28:33 | kaen | whoa |
| 00:28:39 | kaen | that's really weird... |
| 00:35:16 | raptor | that's really weird... |
| 00:35:29 | raptor | i don't even understand how that could happen.. |
| 00:38:09 | kaen | I don't get it... |
| 00:38:15 | kaen | it's doing all sorts of crazy junk |
| 00:38:20 | raptor | so... |
| 00:38:27 | raptor | the only thing i can think of.. |
| 00:38:28 | raptor | hmm |
| 00:39:04 | raptor | no... |
| 00:39:13 | raptor | see i thought gServerGame was in main.cpp... |
| 00:39:20 | raptor | but it's not anymore.. |
| 00:39:33 | raptor | it's gotta be something with the separation of main.cpp, though |
| 00:39:33 | kaen | I think you're on the right track though |
| 00:39:45 | kaen | perhaps some static initialization fiasco |
| 00:41:45 | raptor | so it doesn't have a gametype at that time? |
| 00:41:51 | raptor | mGameType is null? |
| 00:42:13 | raptor | in game.cpp:710 |
| 00:42:24 | kaen | 138 TNL::Object *theObject = TNL::Object::create(GameType::getGameTypeClassName((GameTypeId)gtIndex)); |
| 00:42:24 | kaen | 139 GameType *gt = dynamic_cast<GameType *>(theObject); |
| 00:42:35 | kaen | gt is apparently NULL here as well |
| 00:42:54 | raptor | huh |
| 00:42:56 | kaen | (crash when changing a level's game type) |
| 00:44:45 | kaen | seems like another indication of a global data problem |
| 00:45:08 | raptor | maybe your change brought out a monster from under the bed.. |
| 00:51:24 | raptor | ok, i'm too tired to think on this at the moment |
| 00:51:28 | raptor | heading to bed... |
| 00:51:36 | raptor | oh wait, i have to close the contest poll |
| 00:53:04 | kaen | ok, good night |
| 00:53:21 | raptor | sorry i'm gettin' fuzzy in the head |
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| 03:06:31 | kaen | watusimoto, I took a crack at sharing .o files between test and client builds |
| 03:06:54 | kaen | but it manifested some crazy bug where the game can't construct a CTF gametype |
| 03:07:01 | kaen | so it probably needs to be reverted... |
| 03:07:10 | kaen | but it seems like it has to do with some global state |
| 03:07:21 | kaen | and the initialization order thereof |
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| 07:54:51 | raptor | buenos! |
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| 08:40:52 | raptor | I should reveal map authors.. |
| 08:44:15 | bobdaduck | nah |
| 08:44:18 | bobdaduck | Everyone already knows |
| 09:04:51 | raptor | results are up! |
| 09:11:37 | raptor | badge awarded! |
| 09:15:45 | bobdaduck | yayyy |
| 09:19:26 | watusimoto | great! |
| 09:19:32 | watusimoto | did I win? |
| 09:20:30 | bobdaduck | no |
| 09:20:32 | bobdaduck | Footloose did |
| 09:23:33 | | thread_ has joined |
| 09:23:47 | thread_ | alright... what can I break today? |
| 09:24:12 | raptor | good day |
| 09:39:39 | bobdaduck | I already did goalzone swords.... |
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| 10:07:31 | raptor | ok, we have the method bot:hasLosPt |
| 10:07:44 | raptor | can that be renamed to something more intelligible? |
| 10:12:48 | bobdaduck | bot:hasLineOfSight(point) |
| 10:12:58 | raptor | that's much better |
| 10:14:32 | bobdaduck | bot:hlsp() |
| 10:14:36 | bobdaduck | lets use that. |
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| 10:33:05 | thread_ | hey raptor, can I ask you to point some community members to a thread for me? |
| 10:33:17 | thread_ | I am hoping to try making a patchwork level http://bitfighter.org/forums/viewtopic.php?f=41&t=1982&p=20204 |
| 10:33:49 | thread_ | I just need input from the community |
| 10:34:21 | raptor | I saw that |
| 10:34:50 | raptor | Quartz started something like that, sort of, too |
| 10:34:53 | bobdaduck | In similar news, Quartz posted this http://www.bitfighter.org/forums/viewtopic.php?f=6&t=1979&p=20198#p20198 |
| 10:34:57 | bobdaduck | like two days before you |
| 10:34:58 | bobdaduck | xD |
| 10:36:10 | thread_ | :/ seems like he and I have a lot of similar ideas at about the same time |
| 10:36:29 | kaen | you guys should totally hang out |
| 10:36:55 | bobdaduck | Well, I was talking to Quartz about him coming up to Utah.... |
| 10:37:14 | thread_ | nah. I think he dislikes the fact that I do similar things. (see his responce to my bubblegum level) |
| 10:38:01 | thread_ | sorry, not to be spiteful. |
| 10:39:44 | kaen | he's kind of rough around the edges, don't take it too hard |
| 10:40:29 | bobdaduck | Just like his namesake |
| 10:44:18 | kaen | raptor, don't release the version of dough I submitted, please |
| 10:44:25 | kaen | I'm going to put it on github and make a thread. |
| 10:46:07 | | watusimoto Quit (Ping timeout: 246 seconds) |
| 10:48:55 | bobdaduck | 019 is gonna be cool |
| 10:49:32 | bobdaduck | Be able to write scripts that work without people having to code |
| 10:49:56 | bobdaduck | turn asteroid spawns into... I dunno, flag spawners in hold the flag or something |
| 10:50:04 | bobdaduck | and just findallobjects asteroid spawns |
| 10:52:06 | raptor | ok kaen |
| 10:57:53 | | BFLogBot Commit: f8101714c5a1 | Author: buckyballreaction | Message: Lua API: Rename and move object finding methods: - bot:findObjects is now bot:findVisibleObjects - findGlobalObjects is now bf:findAllObjects - bf:findAllObjects does not apply a cloaked ship filter any more - bot:findVisibleObjects still does - bf:pointCanSeePoint is available to all scripts now |
| 10:59:57 | kaen | I still can't figure out this CTFGametype bug |
| 11:00:03 | thread_ | when you guys say the name of 019 do you say it "oh-nine-teen"? that's how i've been saying it |
| 11:00:16 | kaen | I say oh-one-nine |
| 11:00:22 | raptor | zero-one-niner |
| 11:00:39 | kaen | when we postfix a letter, I stop pronouncing the zero |
| 11:00:45 | thread_ | what is the purpose of the 0 anyway? |
| 11:00:48 | kaen | for instance, one-eight,ey |
| 11:00:53 | kaen | ay? |
| 11:00:56 | kaen | phonetics, man. |
| 11:01:38 | raptor | watusimoto's number scheme |
| 11:01:47 | kaen | version numbers are arbitrary in general |
| 11:01:49 | raptor | i think he didn't like using 0.1 0.2, etc.. |
| 11:02:05 | raptor | yeah |
| 11:02:39 | kaen | but I do prefer having the flexibility to do a major OR minor OR patch-level bump |
| 11:02:52 | thread_ | speaking of oh-one-niner-teen,ey. Any idea when the rest of us can use it? |
| 11:03:00 | kaen | you can use it today |
| 11:03:01 | thread_ | My compiler is broken, so I'm stuck waiting |
| 11:03:07 | kaen | I have a build bot :) |
| 11:03:13 | bobdaduck | I always just refer to it as "zero twenty minus one" |
| 11:03:21 | kaen | it makes fresh builds after every commit |
| 11:03:33 | kaen | although I think the dev tree is broken atm... (my fault) |
| 11:03:36 | raptor | no guarantee that it won't crash and burn your hard drive! |
| 11:03:42 | thread_ | lol |
| 11:04:06 | thread_ | I will have to ask how stable the build is is before I use it every time. |
| 11:04:25 | raptor | it might be better to assume that something might be broken at any time instead |
| 11:04:38 | raptor | then when you run across a broken something, ask us |
| 11:04:41 | thread_ | naturally. but I don't want to burn a hard drive |
| 11:04:48 | raptor | and tada! you're a beta tester |
| 11:05:28 | thread_ | anyway, kaen, how do I access your bot to get the latest build? |
| 11:05:48 | kaen | http://buildbot.bitfighter.org:8010/latest/ |
| 11:05:52 | raptor | BFBuildBot_: |
| 11:05:53 | kaen | you want the w32 version |
| 11:06:08 | kaen | those links get updated after each successful build |
| 11:06:10 | raptor | except this: http://buildbot.bitfighter.org:8010/grid |
| 11:06:56 | raptor | what the crazy: http://buildbot.bitfighter.org:8010/grid |
| 11:07:00 | raptor | oops: /home/bitfighter/slave/bitfighter-w32-cross/build/zap/gameObjectRender.cpp:1: error: stray ‘\357’ in program |
| 11:07:07 | kaen | yeah ... |
| 11:07:16 | kaen | I've been looking over that for several minutes |
| 11:07:23 | kaen | last working build: https://code.google.com/p/bitfighter/source/detail?r=a6ece25f07fd7cb0ccf4774e362b3990fce1ea00 |
| 11:07:26 | kaen | from the 9th... |
| 11:08:10 | thread_ | so, buildbot points to a broken build? |
| 11:08:21 | kaen | no |
| 11:08:24 | raptor | no |
| 11:08:25 | kaen | the build it points to work |
| 11:08:27 | kaen | works |
| 11:08:30 | | koda Quit (Ping timeout: 268 seconds) |
| 11:08:31 | thread_ | oh, alright |
| 11:08:38 | kaen | it's just from the 9th instead of from earlier this morning |
| 11:09:07 | kaen | so, raptor, should I make BFBuildBot_ complain *every* time a build fails? |
| 11:09:16 | kaen | right now it only complains when a build goes from passing to failing |
| 11:09:24 | kaen | and is silent thereafter |
| 11:09:36 | raptor | hmmm |
| 11:09:41 | raptor | might be good |
| 11:09:47 | kaen | might be spammy |
| 11:09:57 | kaen | maybe I should just remember to check the build grid :P |
| 11:09:59 | bobdaduck | What's the problem with spam? |
| 11:10:31 | raptor | it makes good campout food |
| 11:10:57 | kaen | 99% sure this is unicode stuff |
| 11:11:57 | thread_ | I wish I could help with the code, but I still don't know why my compiler is not working :/ |
| 11:12:04 | thread_ | been trying to figure that out for a while |
| 11:13:36 | bobdaduck | Why do the forums still not have a "thank" system? |
| 11:25:24 | thread_ | Because we are all selfish and view everyone else as in the way? |
| 11:25:30 | thread_ | :P |
| 11:25:48 | raptor | you m ean a reputation module? |
| 11:26:20 | bobdaduck | No, I mean something to say "I appreciated this post" without having to post saying "I appreciated this post" |
| 11:28:58 | bobdaduck | heck maybe it could just say "lol" |
| 11:30:07 | thread_ | there can be "meh", "hehe", "lol", and "OMLOLIJDMT!!!!" defending on how you feel |
| 11:30:48 | bobdaduck | yes exactly |
| 11:30:50 | thread_ | "OMLOLIJDMT!!!!" = Oh My Lol I Just Dropped My Taco!!!! |
| 11:30:56 | bobdaduck | or maybe |
| 11:31:06 | bobdaduck | We could do smily faces |
| 11:31:12 | bobdaduck | superimposed onto bitfighter ships |
| 11:33:40 | thread_ | Unrelated, but random idea: raptor how hard would it be to make player ships vary in appearance? |
| 11:33:42 | thread_ | I was just thinking how minecraft allows skins for registered players. Would it be feasable to players to change their polygon ship if they are registered online? |
| 11:34:04 | thread_ | like a square or pentagon instead of triangle |
| 11:34:17 | kaen | hahaha |
| 11:34:58 | kaen | here's the most recent discussion on that: http://bitfighter.org/forums/viewtopic.php?f=4&t=1721&hilit=ship+shapes |
| 11:35:09 | kaen | I've actually kind of come around -- I'd like to see it, too |
| 11:35:21 | thread_ | AAARRRGH! need.... not... taken.... idea.... |
| 11:37:08 | kaen | It's nice to come up with something truly novel that's never been seen before, but most creativity is actually just the clever juxtaposition of existing ideas. |
| 11:37:29 | kaen | coming up with something good that's *never* been thought of before is extremely rare. |
| 11:37:38 | thread_ | My life's mission is now to find one of those ideas |
| 11:37:40 | bobdaduck | Even DnD |
| 11:38:04 | bobdaduck | Though I dunno jury is still out on some of the crap in levelgen carnival.... |
| 11:39:47 | thread_ | What if there's a level with a virtual deck of playing cards in the middle. Players can pick up cards and use them to chat in various ways |
| 11:40:00 | raptor | have to go! back later |
| 11:40:02 | | raptor Quit () |
| 11:40:02 | kaen | later |
| 11:40:08 | kaen | file encodings man ... |
| 11:40:30 | thread_ | Raptor left... |
| 11:40:35 | thread_ | I propose a game |
| 11:40:53 | kaen | lol MODS ARE ASLEEP GOGOGO |
| 11:40:57 | thread_ | when he comes back, we pick up mid conversation |
| 11:41:06 | thread_ | on a really strange subject |
| 11:41:21 | thread_ | like licking icecream monsters |
| 11:41:51 | thread_ | or golfing toothbrushes |
| 11:45:31 | | bobdaduck Quit (Remote host closed the connection) |
| 11:50:35 | thread_ | yes? no? |
| 12:02:27 | | BFLogBot Commit: f672b2d81305 | Author: kaen | Message: convert gameObjectRender.cpp back to ASCII from UTF-8 encoding with BOM |
| 12:02:30 | kaen | file encodings man ... |
| 12:02:42 | kaen | NOW BUILD, BFBuildBot_ |
| 12:02:47 | kaen | LIKE YOU HAVE NEVER BUILT BEFORE |
| 12:03:41 | BFBuildBot_ | build containing revision(s) [f672b2d] on bitfighter-w32-cross is complete: Success [build successful] Build details are at http://buildbot.bitfighter.org/builders/bitfighter-w32-cross/builds/195 |
| 12:03:46 | kaen | WOOOOOOOO |
| 12:03:50 | kaen | file encodings man ... |
| 12:04:13 | kaen | thread_, I fixed the buildbot latest builds |
| 12:04:20 | kaen | should be up to date -- but the tree is still broken |
| 12:04:30 | kaen | also, raptor checks the log bot :) |
| 12:04:48 | thread_ | hrmmm.... |
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| 13:08:56 | | Watusimoto has joined |
| 13:21:24 | Watusimoto | hello |
| 13:21:41 | Watusimoto | hi kaen -- I saw your earlier message but did not fully understand |
| 13:22:15 | Watusimoto | however... my project got rather screwed up so I think I (now) understand enough |
| 13:23:26 | kaen | yeah... |
| 13:23:41 | kaen | probably best just to revert because I haven't gained any ground on it |
| 13:23:51 | Watusimoto | most of the .cpp files got removed from the project |
| 13:24:01 | kaen | most? |
| 13:24:04 | Watusimoto | most |
| 13:24:08 | Watusimoto | all but about 10 |
| 13:24:18 | Watusimoto | and not the 10 I wanted to use :-) |
| 13:24:40 | kaen | the only sources that should be in the "bitfighter" target is main.cpp |
| 13:24:46 | kaen | bitfighter-client should have all the rest :x |
| 13:24:46 | Watusimoto | so it looks like 7824 was the offending commit |
| 13:24:55 | Watusimoto | on this machine, I am still at 7823 |
| 13:25:11 | Watusimoto | ah, ok |
| 13:25:18 | Watusimoto | I'll need to look more closely |
| 13:25:44 | Watusimoto | so I can continue to work based on 7823, but I can't checkin without merging your commits |
| 13:25:54 | Watusimoto | or doing the thing I promised raptor I would never do again |
| 13:26:01 | kaen | heh |
| 13:26:24 | Watusimoto | one time I ended up creating several heads in the repo |
| 13:26:32 | kaen | umm I actually don't know how to undo that commit safely myself |
| 13:26:32 | Watusimoto | and left raptor to clean up the mess |
| 13:27:09 | kaen | heh. not sure if you remember the time I pushed 100+ experimental shader commits to the tree ... |
| 13:27:14 | Watusimoto | we could use backout |
| 13:27:17 | kaen | ok |
| 13:27:20 | Watusimoto | not sure what that actually does |
| 13:27:24 | Watusimoto | but it sounds neat |
| 13:27:48 | Watusimoto | maybe there's a way to prune that commit from the tree |
| 13:27:49 | kaen | oh I think I get it |
| 13:27:56 | kaen | no, we shouldn't prune it |
| 13:28:02 | kaen | that will mess up our history |
| 13:28:09 | kaen | we should apply an inverse changeset |
| 13:28:17 | Watusimoto | well, given my history on this subject, I'm not going to do anything without careful supervision |
| 13:28:31 | Watusimoto | I don't want to get my wrist slapped again |
| 13:28:54 | | Little_Apple has joined |
| 13:31:20 | | BFLogBot Commit: 047ac0c89e4a | Author: kaen | Message: backout cc5977274d87 due to crashes when instantiating CTFGameType |
| 13:31:26 | kaen | phew |
| 13:33:41 | bobdaduck | CURSE YOUUUUUU |
| 13:33:52 | bobdaduck | Levelgen error: Cannot modify a wall that has already been added to the game! |
| 13:34:08 | kaen | btw, Watusimoto: buildbot was failing on the w32 build for like three weeks because of a utf encoded file |
| 13:34:21 | Watusimoto | utf! |
| 13:34:48 | kaen | I'm stuck with that version of gcc for cross-compiling, unfortunately :/ |
| 13:34:58 | Watusimoto | utf has been my bane at work the last couple of weeks... servers sending me files without specifying their encoding, and they turn out ot have utf cars |
| 13:34:59 | kaen | I think there's a vc++ option to always use ascii encoding? |
| 13:35:01 | Watusimoto | chars |
| 13:35:13 | kaen | file encodings man .. |
| 13:36:28 | Watusimoto | I'll see if I can find it |
| 13:36:55 | kaen | if not, buildbot will just choke and I can convert the files if any more crop up |
| 13:37:09 | kaen | :w ++enctype=ascii |
| 13:37:12 | kaen | :q |
| 13:37:18 | kaen | <3 vim |
| 13:38:00 | Little_Apple | utf was my old username! |
| 13:38:22 | kaen | it suits you :P |
| 13:38:52 | Little_Apple | c: |
| 13:41:40 | bobdaduck | WELL THAT'S USELESS. |
| 13:41:50 | bobdaduck | How am I supposed to break everything |
| 13:41:55 | bobdaduck | if I can't modify walls in-game? |
| 13:42:12 | bobdaduck | ALL I WANTED TO DO WAS SETWIDTH() |
| 13:48:05 | Little_Apple | yea! |
| 14:05:56 | thread_ | bobdaduck: I dare you to call removeFromGame() on a player |
| 14:06:09 | bobdaduck | kkk |
| 14:06:21 | bobdaduck | Wait, double-dog-dare |
| 14:06:23 | bobdaduck | or just regular dare? |
| 14:06:39 | thread_ | uuhhh... let me check |
| 14:06:56 | thread_ | it's just regular dare |
| 14:07:13 | bobdaduck | oh okay |
| 14:07:17 | bobdaduck | I'll do it in a minute then |
| 14:07:38 | bobdaduck | writing a scirpt to make all the people affected by gravity towards all the other people |
| 14:08:22 | thread_ | ooh, like the bakery wars level in the competition, but players instead of rescourceItems? |
| 14:08:41 | thread_ | That will get humerous fast |
| 14:08:51 | bobdaduck | yeah |
| 14:08:53 | bobdaduck | exactly. |
| 14:08:54 | bobdaduck | xD |
| 14:11:37 | kaen | wait wait wait |
| 14:11:44 | kaen | you're gonna make a softbody simulation |
| 14:11:46 | kaen | out of people? |
| 14:11:59 | bobdaduck | ..... |
| 14:12:00 | bobdaduck | Yes. |
| 14:12:30 | bobdaduck | Well actually for now I'm just using a gravity effect rather than anything fancy. I'll upgrade it later. |
| 14:12:32 | bobdaduck | "later" |
| 14:12:49 | Little_Apple | APPLE WANT SEE |
| 14:16:53 | thread_ | Also, I would really like to be able to make web-requests from my levelgens. anyone have ideas on how this could be done? |
| 14:17:04 | kaen | can I get some feedback on the design changes at http://bitfighter.org/pleiades/ ? |
| 14:17:40 | bobdaduck | Anyone want to make a stupid levelgen for me? |
| 14:17:42 | kaen | in 018a you can install a lua socket library on your system and load it |
| 14:17:46 | thread_ | Looks good to me, but I haven't seen the old version :) |
| 14:17:47 | bobdaduck | Wow that font |
| 14:17:52 | kaen | yeah ... |
| 14:17:55 | bobdaduck | Is outrageous |
| 14:18:01 | kaen | it's the actual bitfighter font |
| 14:18:03 | bobdaduck | I would not use that for titles like that |
| 14:18:06 | bobdaduck | I would use it for |
| 14:18:14 | bobdaduck | Recently updated, Highest rated, random, etc |
| 14:18:35 | bobdaduck | Love the font but its too hard to read to use so often |
| 14:18:52 | bobdaduck | also in "highest rated" 019 is all weird |
| 14:19:18 | Little_Apple | checkbook font! |
| 14:20:45 | kaen | bobdaduck, screenshot? |
| 14:20:47 | kaen | looks fine here |
| 14:20:50 | Little_Apple | okbye |
| 14:20:52 | | Little_Apple Quit (Quit: Page closed) |
| 14:20:54 | kaen | also switching the fonts looks way better |
| 14:21:03 | bobdaduck | oh |
| 14:21:06 | bobdaduck | I was just too zoomed |
| 14:21:26 | bobdaduck | switching what fonts? |
| 14:22:00 | kaen | deploying... you can see in just a sec |
| 14:22:18 | kaen | ok deep refresh |
| 14:24:01 | bobdaduck | ah yes nice |
| 14:24:20 | bobdaduck | You only need to go through the effort to read it once, to understand the sections |
| 14:24:36 | bobdaduck | and from then on it becomes decorational but doesn't inhibit functionality. |
| 14:24:37 | bobdaduck | Was my thought. |
| 14:25:32 | kaen | yeah. the titles are too important and varied to have a crazy font like that |
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| 14:26:33 | bobdaduck | QUICK |
| 14:26:38 | bobdaduck | SOMEONE TELL ME NOT TO PSYCH MYSELF OUT |
| 14:27:09 | kaen | don't pysch yourself out! |
| 14:27:42 | | Watusimoto Quit (Ping timeout: 264 seconds) |
| 14:29:57 | bobdaduck | Thanks |
| 14:30:10 | bobdaduck | I'm essentially doing the same thing as zoneswords here |
| 14:30:24 | bobdaduck | Except I'm not using the zoneswords code, I'm doing it myself |
| 14:30:30 | bobdaduck | its a little scary |
| 14:38:42 | thread_ | I should make a levelgen that will periodically and randomly remove or add objects of whatever type it feels like. |
| 14:39:11 | thread_ | playing CTf and it deletes the enemy's flag... :/ then it makes a core for your team :o |
| 14:41:49 | bobdaduck | Also does anyone want to make a silly levelgen for me? |
| 14:42:14 | thread_ | I might |
| 14:42:15 | bobdaduck | Should be *fairly* simple but I couldn't get it working on my first shot at it |
| 14:42:33 | thread_ | ok what sillyness must ensue? |
| 14:43:03 | bobdaduck | I want all the ships in the level to leave a lineitem trail behind them. |
| 14:44:08 | thread_ | ah. that would only me moderately challenging. does this just happen forever? Isn't that going to break once the LineItem has over 32 points? |
| 14:44:39 | bobdaduck | Yes, yes. |
| 14:45:47 | bobdaduck | I swear these arrays |
| 14:45:58 | thread_ | I could actually handle the two many points issue. I'm more worried about making another DnD |
| 14:46:11 | thread_ | *eg crashing the game |
| 14:46:11 | bobdaduck | what |
| 14:46:14 | bobdaduck | xD |
| 14:46:17 | bobdaduck | oh lol |
| 14:46:31 | bobdaduck | Nah DnD never crashed from too much going on |
| 14:46:33 | thread_ | LET'S DO IT |
| 14:46:37 | bobdaduck | there was a memory leak and stuff.... |
| 14:46:38 | bobdaduck | xD |
| 14:47:04 | bobdaduck | Does anyone have some tips for helping me conceptualize an array of arrays of arrays? |
| 14:47:27 | bobdaduck | because I just totally lost myself in trying to figure out how to actually access the things xD |
| 14:47:36 | thread_ | I might be able to if I could draw you a picture... |
| 14:49:16 | thread_ | Think of a stack of drawers, like you would find in your kitchen. Each one has a silverware divider in it. In turn, each divider is full of silverware |
| 14:49:45 | thread_ | you could address a spoon by variable[1][2][3] |
| 14:50:09 | thread_ | where [1] is drawr number. [2] is divider section. [3] is item number in that divider |
| 14:50:24 | thread_ | maybe... That was a random explination |
| 14:50:33 | bobdaduck | lol |
| 14:50:45 | bobdaduck | no not quite |
| 14:51:40 | thread_ | not helpful? I expect as much. I can't follow my own train of thought |
| 14:51:49 | bobdaduck | I just threw all this code together |
| 14:52:06 | bobdaduck | This is my process for programming anything: |
| 14:52:14 | thread_ | A picture would be the best way to explain multi-dimensional arrays. |
| 14:52:27 | bobdaduck | Throw all the code together until I have a jumbled mess that vaguely resembles food |
| 14:52:39 | bobdaduck | And then I just run the script and fix all the errors that come up |
| 14:52:57 | bobdaduck | And sort of figure it out by hammering out errors |
| 14:53:03 | bobdaduck | and trial and error my way to the script working. |
| 14:53:05 | bobdaduck | Is this normal? |
| 14:53:14 | thread_ | just to be sure: kaen, lineItems can be created and modified on the fly right? |
| 14:53:21 | bobdaduck | yes |
| 14:53:33 | bobdaduck | I do it in DnD. |
| 14:53:39 | thread_ | bobdaduck: yes and no. most programmers will work that way, but projects turn out better if planned first |
| 14:54:23 | thread_ | for example, my bitBuilder is hard to expand on, because I didn't plan for it to be able to do more than walls |
| 14:55:08 | thread_ | also, planning tends to result in cleaner code, which is easier to debug |
| 14:56:37 | thread_ | But I digress... waffles! |
| 14:56:40 | kaen | bobdaduck, it's normal for beginners to write that way |
| 14:57:07 | kaen | but as you get more and more advanced your programming muscles get stronger, so you can imagine how you'll structure code before you write it |
| 14:57:34 | kaen | not with great detail, but just generally planning the components, their interactions, and how those become meaningful processes |
| 14:58:03 | kaen | when I start out a new script, I just write tons of comments for each "piece" I think I'll need |
| 14:58:15 | kaen | I always start at the last piece and work backwords |
| 14:58:20 | kaen | backwards* |
| 14:58:29 | kaen | a requires b requires c ... |
| 14:58:38 | kaen | all before I even start coding |
| 14:58:38 | bobdaduck | I just broke my script |
| 14:58:54 | bobdaduck | And need help |
| 14:59:15 | thread_ | what broke? what script? |
| 14:59:23 | bobdaduck | yeah the one I'm writing |
| 14:59:33 | thread_ | which one is that? |
| 14:59:48 | bobdaduck | the all-players-gravity one |
| 14:59:57 | thread_ | ah |
| 15:00:02 | bobdaduck | I'm trying to make it so everyone has a line connecting each player to each other player |
| 15:00:26 | bobdaduck | and when the players get close enough to be affected by gravity then their connecting lineItem changes from neutral team to team 1 |
| 15:00:28 | bobdaduck | but uh |
| 15:00:50 | bobdaduck | I have ended up with code like this: |
| 15:00:51 | bobdaduck | for i, v in ipairs(lineItemsArray) |
| 15:00:51 | bobdaduck | do |
| 15:00:51 | bobdaduck | for dex, val in ipairs(v) |
| 15:00:51 | bobdaduck | do |
| 15:00:51 | bobdaduck | for index, value in ipairs(val) |
| 15:00:52 | bobdaduck | do |
| 15:01:32 | thread_ | ok. that isn't too evil |
| 15:02:29 | bobdaduck | Do you want to take a look? My brain is currently too pretzeled to understand anything I just coded |
| 15:02:48 | thread_ | sure. how do you want me to look? Pm? |
| 15:03:09 | bobdaduck | http://pastie.org/8194757 |
| 15:03:41 | bobdaduck | There's no level-specific gunk so running it on a blank level should still work. |
| 15:04:02 | thread_ | You ceirtainly like a clean console |
| 15:04:07 | bobdaduck | xD |
| 15:05:06 | thread_ | so where is it broken? |
| 15:05:12 | bobdaduck | I have no idea. |
| 15:05:22 | bobdaduck | Somewhere in ontick |
| 15:05:24 | thread_ | it doesn't give a line number? |
| 15:05:28 | bobdaduck | No error |
| 15:05:37 | bobdaduck | But no working either |
| 15:07:34 | thread_ | Are you testing with more than one player? nothing happens with one person |
| 15:07:55 | bobdaduck | yeah |
| 15:08:12 | bobdaduck | The lineitems don't seem to be being added at all in the first place though |
| 15:08:19 | bobdaduck | which happens in registerNewUsers() |
| 15:09:13 | thread_ | ok, I'll look there... |
| 15:09:32 | bobdaduck | That's where all the sloppy logic is. |
| 15:09:43 | bobdaduck | Everything else is just me trying to pull apart the sloppy logic xD |
| 15:10:57 | thread_ | what is the line "for i = 1, #playersArray" doing? I'm not farmiliar with use of # in Lua |
| 15:11:07 | bobdaduck | # is the length of the array |
| 15:11:12 | thread_ | oh, ok |
| 15:11:26 | kaen | I defy you to find a better implementation of spring/damper tethering in lua ... |
| 15:11:43 | thread_ | Thats your problem |
| 15:12:10 | thread_ | "for i = 1, #playersArray" iterates from 1 until 1. meaning it doesn't do that loop |
| 15:12:29 | thread_ | for i = 1, #playersArray+1" |
| 15:12:38 | bobdaduck | Oh there we go |
| 15:12:43 | bobdaduck | for i = 0 fixes it |
| 15:12:48 | bobdaduck | until its actually broken! |
| 15:13:01 | thread_ | lol |
| 15:13:12 | bobdaduck | The lines show up |
| 15:13:18 | bobdaduck | but now they aren't modulating |
| 15:13:26 | bobdaduck | and the gravity isn't working |
| 15:13:32 | bobdaduck | and everything in ontick is obviously very broken |
| 15:13:40 | thread_ | do you get errors now? |
| 15:13:54 | bobdaduck | ...no. |
| 15:13:54 | bobdaduck | xD |
| 15:14:56 | thread_ | I wonder if it could be realated to object id's changing on tick |
| 15:15:43 | kaen | um |
| 15:15:43 | bobdaduck | No I'm pretty sure the problem is, in fact, that I have no idea what I'm doing. |
| 15:15:46 | kaen | for i = 1, #playersArray |
| 15:15:55 | kaen | should get you one iteration for each element of playersArray |
| 15:16:28 | bobdaduck | Well... Changing it to i = 0, #playersArray makes it work suddenly somehow |
| 15:16:37 | thread_ | no, that goes until i equals the second parameter. Lua is not 0 indexed, thus it starts at one and terminates once it is one |
| 15:16:48 | thread_ | so it doesn't run |
| 15:17:18 | kaen | for i = 1, 1 do print('hi') end |
| 15:17:21 | kaen | prints 'hi' |
| 15:17:35 | thread_ | what? weird |
| 15:17:38 | kaen | yeah |
| 15:17:42 | kaen | i = start, finish |
| 15:17:50 | thread_ | i put a logprint in bob's code and It wasn't printing |
| 15:17:54 | bobdaduck | Well... Changing it to 0 makes it add the lineItem |
| 15:18:02 | kaen | is for( i = start; i <= finsih; i++) in js |
| 15:18:03 | thread_ | but... why? |
| 15:18:16 | kaen | indicative of some other of-by-one error |
| 15:18:25 | thread_ | I now am curious what is going on really |
| 15:19:09 | thread_ | oooohhh... |
| 15:19:22 | thread_ | got it |
| 15:20:18 | thread_ | playersArray doesn't get the new object added until after you iterate through it, so it has size 0 the first time |
| 15:20:18 | bobdaduck | Is it that I have no idea what I'm doing? That's still what has my vote... |
| 15:23:18 | thread_ | issue #2 that I think I see |
| 15:23:30 | thread_ | changeLineGeoms |
| 15:24:25 | thread_ | lineItemsArray holds -> arrayOfLines holds -> line |
| 15:24:34 | kaen | I just realized that I accidentally learned lua by helping bobdaduck |
| 15:24:51 | bobdaduck | lol what |
| 15:25:03 | bobdaduck | also normal what @ thread |
| 15:25:15 | kaen | I had literally no intention of ever using except that I couldn't bear to watch him scripting without aid like that |
| 15:25:31 | thread_ | sorry, i mean you have one too many for loops methinks |
| 15:25:52 | thread_ | wait, nm |
| 15:26:37 | thread_ | so you want the line to be from the origin to the player on every tick? |
| 15:26:59 | bobdaduck | no |
| 15:27:05 | bobdaduck | origin is just the start point |
| 15:27:14 | bobdaduck | as a test for when there's not more than one player |
| 15:27:21 | bobdaduck | should be from player to player to player |
| 15:27:24 | bobdaduck | all players |
| 15:28:13 | thread_ | I'm looking at lines 52-55. that will set geom to the same spot over and over forever |
| 15:28:40 | thread_ | because you aren't reassigning the variables |
| 15:29:06 | bobdaduck | I try to reassign the variables |
| 15:29:08 | bobdaduck | at line 94 |
| 15:29:20 | bobdaduck | and 79 |
| 15:35:05 | thread_ | on line 75, I keep getting lineItemsArray[name] with a size of 0 |
| 15:35:47 | bobdaduck | is lineItemsArray[name] even an array? I CAN'T TELL. |
| 15:36:17 | thread_ | yes, thats the array full of lines |
| 15:36:27 | bobdaduck | line 35 is the only time I do anything with it |
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| 15:50:17 | thread_ | new thing thats acting weird: line 33-ish. line is a table, and you just assigned it values... but when I log its length is get 0 |
| 15:51:22 | bobdaduck | I'm gonna head home |
| 15:51:26 | bobdaduck | back in ~15 |
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| 16:17:53 | Little_Apple | hello hello |
| 16:20:51 | kaen | greetings |
| 16:22:14 | bobdaduck | GREETIN'S |
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| 16:29:29 | kaen | !r for i = 1, 3 do print('hi bob!') end |
| 16:29:33 | kaen | hmm |
| 16:29:44 | kaen | BFBuildBot, r for i = 1, 3 do print('hi bob!') end |
| 16:30:00 | kaen | works as well as I expected ... |
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| 16:47:13 | Little_Apple | why is my family watching animated japanese folk tales on crunchy roll... |
| 16:51:35 | | bobdaduck Quit (Remote host closed the connection) |
| 16:54:07 | | raptor has joined |
| 16:54:07 | | ChanServ sets mode +o |
| 16:54:16 | raptor | raptor the wristslapper has arrived |
| 16:54:48 | kaen | lol |
| 16:54:57 | BFLogBot | Thank you. before I begin, I'd like everyone to notice that my report is in a professional, clear plastic binder... When a report looks this good, you know it'll get an A. That's a tip kids. Write it down. -- Calvin |
| 16:55:00 | kaen | I made buildbot repl lua: |
| 16:55:05 | kaen | BFBuildBot, lua print("hi") |
| 16:55:06 | BFBuildBot | hi |
| 16:55:15 | raptor | ha! |
| 16:55:30 | kaen | I'm going to make it auto-print return values |
| 16:55:43 | kaen | and also trim output ... |
| 16:56:40 | raptor | BFBuildBot: lua print ("I am the terror that flaps in the night") |
| 16:56:41 | BFBuildBot | I am the terror that flaps in the night |
| 17:04:13 | | BFBuildBot Quit (Remote host closed the connection) |
| 17:04:21 | | BFBuildBot has joined |
| 17:04:35 | kaen | BFBuildBot, lua for i = 1, 1000 do print("hi") end |
| 17:04:35 | BFBuildBot | Something bad happened (see logs) |
| 17:04:40 | kaen | hm |
| 17:04:56 | raptor | 1000??? |
| 17:05:41 | raptor | I need ot build in resiliency into BFLogBot - there's gotta be a way to have it restart itself from within python, maybe look the master loop with try/except |
| 17:05:42 | BFLogBot | What do you get when you cross a cantaloupe with lassie? A melon-collie baby! Get it?? HA HA HA OH OH HA HA! -- Calvin |
| 17:06:01 | kaen | that's what I would do |
| 17:07:59 | raptor | oh good - you fixed the file encoding problem? |
| 17:07:59 | | BFBuildBot Quit (Remote host closed the connection) |
| 17:08:06 | | BFBuildBot has joined |
| 17:08:10 | raptor | which seems... weird |
| 17:08:18 | kaen | hmm. it's probably time to start testing buidlbot on another channel... |
| 17:08:21 | raptor | why can't I just have all source files as utf8 encoded text? |
| 17:08:30 | raptor | i always use #botwar |
| 17:09:20 | kaen | some compilers choke on utf8 |
| 17:09:31 | raptor | hmmm |
| 17:09:35 | kaen | e.g. this old version mingw |
| 17:09:39 | raptor | ah ok |
| 17:10:17 | kaen | basically it saw the three-byte BOM indicator and tried to parse it as a token |
| 17:11:27 | kaen | BFBuildBot, lua for i = 1, 1000 do print("hi") end |
| 17:11:28 | BFBuildBot | kaen, hihihihihihihihihihihihihihihihihihihihi |
| 17:11:37 | kaen | BFBuildBot, lua while true do end |
| 17:11:38 | BFBuildBot | kaen, Process killed |
| 17:11:57 | raptor | ha |
| 17:12:21 | kaen | I wrote a dinky little python module for it |
| 17:12:28 | kaen | if you wanted to wire into logbot instead |
| 17:16:38 | kaen | https://github.com/kaen/luaex |
| 17:17:08 | raptor | looks good |
| 17:17:19 | raptor | man, python is so great for readable, small code |
| 17:17:40 | kaen | agreed |
| 17:19:09 | kaen | uh I just pushed again thirty seconds ago to remove some old junk |
| 17:20:13 | kaen | ruby is my go-to scripting language, but python is my go-to prototyping language |
| 17:20:24 | raptor | ruby, huh? |
| 17:20:30 | kaen | yep |
| 17:20:38 | kaen | I love not having to type parentheses |
| 17:20:48 | raptor | haha |
| 17:20:55 | kaen | also predicates have ? appended |
| 17:21:19 | kaen | so, empty(), empty!(), and empty?() all have distinct but related meanings |
| 17:21:35 | raptor | what? |
| 17:21:55 | raptor | now i have to research |
| 17:21:57 | kaen | ? and ! are valid in variable names |
| 17:22:05 | kaen | without prefix means you get a new one |
| 17:22:10 | kaen | with a bang means to modify in place |
| 17:22:18 | kaen | with a question mark is a test |
| 17:22:19 | raptor | oh interesting.. |
| 17:23:02 | kaen | it's really great for just knocking out a quick script to process some data |
| 17:23:16 | kaen | I usually go back to bash for file I/O or process spawning though |
| 17:23:37 | kaen | guess I'm just a sucker for syntax |
| 17:25:03 | Little_Apple | *poof* |
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| 18:08:41 | raptor | question |
| 18:08:52 | Little_Apple | answer! |
| 18:08:56 | raptor | if I add a findAllObjectsInArea() method: |
| 18:09:00 | raptor | 1. should it be named that? |
| 18:09:19 | raptor | 2. what should arguments be? two points that are turned into a Rect? |
| 18:09:40 | raptor | hi Little_Apple |
| 18:09:46 | raptor | I suppose I should release the maps... |
| 18:10:07 | Little_Apple | release the kracken! |
| 18:11:46 | raptor | last chance for anyone to object to releasing the maps! |
| 18:12:03 | Little_Apple | gogogo! |
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| 18:17:52 | raptor | posted! |
| 18:18:00 | Little_Apple | hooray! |
| 18:25:59 | Little_Apple | raptor: why is it that the winners for the last two level design contests havent been related to the theme in any way other than the team names? |
| 18:29:29 | kaen | ricochet was related more than anybody will every understand... |
| 18:29:35 | kaen | it just wasn't obvious enough |
| 18:32:59 | raptor | Little_Apple: I don't know, ask the voters! |
| 18:33:15 | Little_Apple | I AM THE VOTERS |
| 18:33:19 | Little_Apple | er.. voter.. |
| 18:33:27 | kaen | raptor, I put Checkbook in pleiades :) |
| 18:33:35 | Little_Apple | heck yea! |
| 18:33:44 | kaen | did you check it out yet LA? |
| 18:33:50 | kaen | any feedback? |
| 18:33:51 | Little_Apple | yes :P |
| 18:33:56 | Little_Apple | erm.. |
| 18:34:03 | Little_Apple | more levels? |
| 18:34:10 | raptor | phaser field |
| 18:34:13 | raptor | lovely bobdaduck |
| 18:34:13 | kaen | lol |
| 18:34:22 | Little_Apple | maybe include the level desc? |
| 18:34:33 | raptor | kaen: how did you actually load a font like that? |
| 18:34:42 | kaen | @font-face |
| 18:34:48 | | thread_ has joined |
| 18:34:54 | raptor | what is that, CSS? |
| 18:34:56 | kaen | I think it's part of CSS2 |
| 18:34:59 | kaen | yeah |
| 18:35:04 | raptor | cool |
| 18:35:19 | thread_ | anybody up for helping playtest a level? |
| 18:35:25 | Little_Apple | yes! |
| 18:35:28 | kaen | hmm css3 :< |
| 18:35:41 | kaen | but it just falls back the sans-serif font if it's not supported |
| 18:35:50 | thread_ | My server is "speaker for the thread" and pass is "nope" |
| 18:37:07 | raptor | kaen: i just downloaded phaser field |
| 18:37:15 | raptor | and the level itself didn't have a .level extension |
| 18:38:45 | kaen | whoa thanks |
| 18:39:33 | kaen | ugh. I can't write a test case for the download action because cake bugs out if you use output buffering in tests... |
| 18:39:52 | kaen | I actually *did* write one that should work. I just can't run it... |
| 18:40:09 | kaen | it's sitting there, staring at me, commented out ... |
| 18:40:19 | kaen | "why don't you uncomment me, kaen?" |
| 18:40:21 | kaen | "WHY?!" |
| 18:40:28 | kaen | I'm so sorry little test case ... |
| 18:40:36 | kaen | I have ... failed you |
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| 18:46:44 | Little_Apple | HELLO DUCK |
| 18:47:51 | bobdaduck | HELLOW |
| 18:48:12 | thread_ | you just missed my awesome level |
| 18:48:22 | thread_ | that I've told you, like, fifty times about |
| 18:49:18 | bobdaduck | xD |
| 18:49:32 | thread_ | "slot Machine" is finally finished |
| 18:49:37 | bobdaduck | whoo! |
| 18:49:45 | bobdaduck | Did you ever figure out my code? |
| 18:49:51 | thread_ | not entirely |
| 18:49:55 | Little_Apple | what code? |
| 18:51:18 | bobdaduck | how not-entirely is not-entirely? |
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| 19:24:56 | Little_Apple | raptor: bug! |
| 19:26:14 | bobdaduck | new kid in bitfighter just joined my server |
| 19:26:42 | bobdaduck | OH NO |
| 19:39:02 | raptor | hi |
| 19:39:06 | raptor | a bug you say? |
| 19:46:31 | Little_Apple | if a soccer ball goes into a goal without being touched by a player it wont count the score even though it makes the noise and stuff |
| 19:46:39 | Little_Apple | i think. |
| 19:46:54 | Little_Apple | something like that. |
| 20:02:46 | raptor | oh yeah |
| 20:02:53 | raptor | that's actually built in... |
| 20:19:01 | Little_Apple | orly? |
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| 20:44:10 | raptor | yep.. |
| 20:44:21 | raptor | do you have a different idea of what shoul dhappen in that case? |
| 20:49:17 | bobdaduck | uh |
| 20:49:22 | bobdaduck | if it goes into reds goal |
| 20:49:24 | bobdaduck | blue should get a point |
| 20:49:25 | bobdaduck | period |
| 20:50:16 | kaen | what about green? |
| 20:50:26 | bobdaduck | green should get a point to, if nobody touched it |
| 20:50:53 | kaen | so then |
| 20:51:21 | kaen | I dunno I guess I don't have an objection |
| 20:51:29 | kaen | I'm wondering about like a blue turret shooting it |
| 20:51:39 | kaen | but I guess it's just blue's point then |
| 20:51:47 | kaen | whatever sounds fine to me |
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| 22:18:57 | raptor | ha |
| 22:19:30 | raptor | i just tried compiling on android again and it crashes with: SIGSEGV... fault addr deadbaad |
| 22:22:13 | kaen | lol |
| 22:22:30 | raptor | and i can't help but think of sheep... |
| 22:37:28 | kaen | I was using this online noise-background image generated, and it had the weirdest pastel-lime-green color as the default and I was like 'wtf?' so I looked at the source to see the hex code |
| 22:37:33 | kaen | 0xBADA55 |
| 22:37:44 | raptor | hahahaha |
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| 22:39:20 | raptor | ok, ready for many commits... |
| 22:39:55 | raptor | merging in koda's iOS fixes... |
| 22:40:44 | raptor | here goes.. |
| 22:41:06 | | BFLogBot Commit: 40b587ff6b59 | Author: koda | Message: update libSDL2.a for iOS |
| 22:41:08 | | BFLogBot Commit: be7a85701070 | Author: koda | Message: update iOS project file |
| 22:41:09 | | BFLogBot Commit: 82d4f621ce93 | Author: koda | Message: respect BF_NO_SCREENSHOTS |
| 22:41:11 | | BFLogBot Commit: be9c6560f793 | Author: koda | Message: respect BF_NO_CONSOLE |
| 22:41:12 | | BFLogBot Commit: 6907c9d114d5 | Author: koda | Message: fixup a few header includes OpenGL functions, OpenGL types, marco redefinition |
| 22:41:14 | | BFLogBot Commit: 2ffbd4a96cb7 | Author: koda | Message: glColor4f is more compatible with mobile |
| 22:41:15 | | BFLogBot Commit: 54634e93c53c | Author: buckyballreaction | Message: Revert plist file for desktop compatibility. koda, you may have to use/create a separate one for iOS |
| 22:41:17 | | BFLogBot Commit: 4750ec961519 | Author: buckyballreaction | Message: Revert header change with fontstash |
| 22:41:18 | | BFLogBot Commit: 485f6d5c8d7a | Author: buckyballreaction | Message: Make fontstash know of our current mobile preferences without TNL |
| 22:41:20 | | BFLogBot Commit: 8ea8a24b839d | Author: buckyballreaction | Message: GLES compatibility |
| 22:41:21 | | BFLogBot Commit: 5d92453f3a70 | Author: buckyballreaction | Message: Fix android project to *almost* compile. It will fail at areas that need system paths, which can be worked around by adding TNL_OS_ANDROID alongside the TNL_OS_LINUX tests. Otherwise, it compiles fine and crashes when tested! |
| 22:41:23 | | BFLogBot Commit: f3bc3455b6d5 | Author: buckyballreaction | Message: Reverse be9c6560f793. koda, I think BF_NO_CONSOLE should already be respected as there is a dummy class to handle any OGLConsole calls so we don't have to add these #defines everywhere |
| 22:41:24 | | BFLogBot Commit: 034bce0054bf | Author: buckyballreaction | Message: Merge in koda's iOS fixes and my Android fixes |
| 22:42:41 | BFBuildBot | build containing revision(s) [40b587f] on bitfighter-w32-cross is complete: Failure [failed shell_1] Build details are at http://buildbot.bitfighter.org/builders/bitfighter-w32-cross/builds/197 blamelist: koda |
| 22:42:51 | raptor | hahaha |
| 22:42:59 | kaen | rofl |
| 22:43:14 | kaen | I got a pm from buildbot |
| 22:43:16 | kaen | did you? |
| 22:43:20 | raptor | nope |
| 22:43:23 | kaen | ok good |
| 22:43:30 | raptor | i have in the past, though... i wasn't sure why |
| 22:43:31 | kaen | I must have told it to watch the builder earlier |
| 22:43:35 | kaen | oh |
| 22:43:36 | kaen | huh. |
| 22:43:56 | kaen | oh man and my port 80 redirect stopped working again |
| 22:44:06 | kaen | I think my iptables rules are getting clobbered... |
| 22:44:36 | kaen | file encoding again |
| 22:45:48 | kaen | weird |
| 22:46:01 | kaen | I just pulled and it says the gameObjectRender.cpp is properly encoded as ascii |
| 22:46:19 | raptor | oh |
| 22:46:20 | raptor | uhh |
| 22:46:24 | raptor | yeah, make it build the latest |
| 22:46:34 | raptor | because that was on a branch that had the issue still |
| 22:46:41 | kaen | ohhh I see |
| 22:46:49 | kaen | it's trying to build each commit along the way |
| 22:47:05 | raptor | yeah, it'll fail for quite a few... |
| 22:47:12 | kaen | so actually the fails should cascade until it passes |
| 22:48:00 | kaen | I actually don't know how to make it skip ... |
| 22:50:46 | BFBuildBot | build containing revision(s) [be7a857, 82d4f62, be9c656, 6907c9d, 2ffbd4a, 54634e9, 4750ec9, 485f6d5, 8ea8a24, 5d92453, f3bc345, 034bce0] on bitfighter-w32-cross is complete: Success [build successful] Build details are at http://buildbot.bitfighter.org/builders/bitfighter-w32-cross/builds/198 |
| 22:51:27 | kaen | whoa |
| 22:51:37 | kaen | why did it just build them all at once?! |
| 22:51:44 | kaen | BFBuildBot, you're pretty smart! |
| 22:51:44 | BFBuildBot | What you say! |
| 22:51:57 | kaen | except when you talk like that... |
| 22:53:28 | raptor | haha |
| 22:54:03 | raptor | buildbot is cool |
| 22:54:12 | raptor | so it built the first, then failed? then skipped to the end? |
| 22:54:32 | kaen | that's what it looks like |
| 22:54:47 | raptor | huh |
| 22:54:58 | kaen | I'd guess the logic is: take a batch of commits, build each until one fails, then skip to the last one |
| 22:56:41 | raptor | kaen: did you see my questions above regarding findAllObjectsInArea?: |
| 22:56:48 | kaen | wow. after the w32 build failed, it didn't even try the linux or mac build on that commit |
| 22:56:51 | kaen | no I did not |
| 22:56:56 | kaen | reading |
| 22:57:51 | raptor | issue 208: https://code.google.com/p/bitfighter/issues/detail?id=208 |
| 22:59:31 | raptor | so I plan on creating that method, but i'm curious what the signature should look like: find...(fillTable, point, point, objectType...) |
| 23:00:39 | kaen | I'm not a big fan of the fillTable meme |
| 23:00:49 | raptor | yeah... |
| 23:01:00 | raptor | i don't like it either, but it sure does increase performance |
| 23:01:01 | kaen | I created and dropped literally hundreds of tables per tick in dough |
| 23:01:08 | kaen | really? |
| 23:01:09 | raptor | really?? |
| 23:01:16 | kaen | that whole binning system |
| 23:01:38 | kaen | is dropping and rebuilding a 3D table |
| 23:01:41 | kaen | every frame |
| 23:01:51 | kaen | for every resource item |
| 23:02:20 | kaen | okay, this settles it |
| 23:02:20 | raptor | interesting |
| 23:02:24 | kaen | I'm adding a benchmark target |
| 23:02:42 | raptor | well, in s_bot, there are loads of findObject calls per tick |
| 23:02:47 | kaen | I wrote one a couple weeks ago but never polished it off |
| 23:03:08 | raptor | and I remember watusimoto saying that a fillTable solved a lot of performance problems |
| 23:04:02 | kaen | interesting |
| 23:04:04 | kaen | I never tested |
| 23:04:23 | kaen | but at the same time, I never had the need to use it |
| 23:04:38 | kaen | so I'd hate to make a wonky API to support it |
| 23:05:00 | kaen | findAllObjectsInRect(p1, p2) sounds so nice |
| 23:05:14 | raptor | yes, I agree |
| 23:05:28 | kaen | I guess could just tag it on the end |
| 23:05:28 | raptor | well (p1, p2, objtype...) |
| 23:05:31 | kaen | right |
| 23:05:31 | raptor | right? |
| 23:05:33 | kaen | sure |
| 23:05:34 | raptor | right |
| 23:05:36 | raptor | k |
| 23:06:03 | kaen | ok that looks good to me |
| 23:06:25 | raptor | ok, i'll forget the table for that metho |
| 23:06:30 | raptor | findAllObjectsInRect ? |
| 23:06:39 | raptor | or findAllObjectsInArea or findAllObjectsAtLocation |
| 23:06:44 | kaen | Area |
| 23:06:53 | raptor | ok i like that one too |
| 23:06:54 | kaen | Rect is an abbreviation, which means its bad |
| 23:21:08 | | Flynnn has joined |
| 23:28:04 | | raptor Quit (Ping timeout: 240 seconds) |