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| 05:43:08 | MacBloo | hey guys |
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| 09:49:54 | bobdaduck | RAPTORAAIDFAEFAV |
| 09:50:07 | bobdaduck | I'M FREAKING OUT ABOUT SOMETHING BUT I FORGOT WHAT IT IS |
| 09:50:10 | bobdaduck | BUT YOU NEED TO FIX IT. |
| 09:50:17 | raptor | Hi |
| 09:50:20 | raptor | uhh |
| 09:50:25 | raptor | *poof* |
| 09:50:28 | raptor | ALL FIXED |
| 09:50:33 | bobdaduck | thanks! |
| 09:50:40 | bobdaduck | *goes back to working on DnD* |
| 09:51:01 | bobdaduck | OH |
| 09:51:07 | bobdaduck | right |
| 09:51:20 | bobdaduck | So is it possible for you to change lua to allow some syntax for me? |
| 09:51:50 | bobdaduck | When you do setGeom() you have to do a bunch of point.new(), |
| 09:51:55 | raptor | I can't change the syntax, but maybe it can still do what you need? |
| 09:51:55 | bobdaduck | point.new(), |
| 09:52:04 | bobdaduck | point.new(), |
| 09:52:05 | bobdaduck | ) |
| 09:52:07 | raptor | ah |
| 09:52:18 | raptor | actually |
| 09:52:23 | bobdaduck | can you make it so it *doesn't* crash if I have a comma on the last one? |
| 09:52:35 | raptor | it shouldn't crash... |
| 09:52:40 | raptor | it really does?? |
| 09:52:46 | bobdaduck | Yeah |
| 09:52:52 | bobdaduck | unexpected symbol near whatever |
| 09:53:04 | raptor | the script or the whole game? |
| 09:53:07 | bobdaduck | script |
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| 10:25:45 | bobdaduck | there should be police bitfighter ships |
| 10:25:54 | bobdaduck | that arrest you for speeding or parking wrong or tresspassing |
| 10:26:03 | bobdaduck | they could be red AND blue |
| 10:26:10 | bobdaduck | and like change lots |
| 10:26:41 | bobdaduck | as a side note: Request that ship:setTeam(-2) be made to work |
| 10:31:02 | thread_ | uuuh |
| 10:31:12 | thread_ | wat? |
| 10:31:15 | bobdaduck | ITS A GOOD IDEA. |
| 10:33:59 | thread_ | data:image/jpeg;base64,/9j/4AAQSkZJRgABAQAAAQABAAD/2wCEAAkGBhQSERUUEhQVFRQVFRUXFBQXFxUVFBUUFRQVFBQUFBUXHCYeFxkjHBQUHy8gIycpLCwsFR4xNTAqNSYrLCkBCQoKDgwOGg8PGiwcHBwsKSwpKSwpLCwpKSwpLCksLCkpLCksKSkpKSwpLCkpKSwsKSwsLCkpLCksLSkpKSwsLf/AABEIALcBEwMBIgACEQEDEQH/xAAbAAABBQEBAAAAAAAAAAAAAAAFAAECBAYDB//EAE8QAAEDAgMEBgYFBwkFCQAAAAEAAgMEERIhMQUTQVEGImFxgZEHFDKhscEjUpLR8BUzQlNywuFDYmOCk5Sys9MWFySi8SU1VHN0g6Okw//EABoBAAIDAQEAAAAAAAAAAAAAAAABAg |
| 10:34:08 | thread_ | oops |
| 10:34:34 | thread_ | lol |
| 10:34:45 | thread_ | That was, apparently, a bad idea |
| 10:36:36 | bobdaduck | yeah but this isn't like that |
| 10:36:42 | bobdaduck | this is a GOOD idea! |
| 10:46:54 | raptor | bobdaduck: I fixed hostile/neutral team setting for objects |
| 10:47:12 | raptor | you can use Team.Hostile Team.Neutral properly in 019 |
| 10:47:23 | bobdaduck | cool |
| 10:47:29 | bobdaduck | but ship:setTeam() doesn't work |
| 10:47:35 | raptor | you're right! |
| 10:48:00 | bobdaduck | It doesn't throw any errors it just doesn't do anything |
| 10:48:11 | raptor | because... Ship sort of equals the player |
| 10:48:36 | bobdaduck | but neutral ships THAT AREN'T NEUTRAL. |
| 10:48:58 | raptor | remember that neutral ships are one of those objects that shouldn't exist... |
| 10:49:42 | bobdaduck | but imagine if I could change a player's ship's team |
| 10:49:46 | bobdaduck | WITHOUT CHANGING THE PLAYERS TEAM. |
| 10:50:59 | thread_ | say all ships are changed to team red, while half the players are listed under team blue... would the blue players just suicide? |
| 10:51:10 | thread_ | it's in their team's interest |
| 10:51:40 | bobdaduck | no because you could infiltrate their base |
| 10:51:44 | bobdaduck | and then teamkill all their turrets |
| 10:51:52 | bobdaduck | because that's still totally a thing for some reason |
| 10:52:12 | bobdaduck | I always make sure to kill all my teams forcefields and turrets every game by way of protest |
| 10:53:03 | thread_ | How about this: something like the cloak module, but its a spy module. it colors you to the enemy's team |
| 10:53:22 | bobdaduck | We've been over this sort of |
| 10:53:29 | bobdaduck | It would be a double-tap ability like pulse |
| 10:53:38 | bobdaduck | but what happens when there's multiple teams? |
| 10:53:38 | thread_ | ? |
| 10:53:48 | thread_ | It picks one at random |
| 10:53:50 | bobdaduck | it would have to like cycle or something |
| 10:54:03 | thread_ | use it a few times until you get the right color |
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| 10:54:54 | bobdaduck | Yes it would be cool |
| 10:54:59 | bobdaduck | not really all that useful though? |
| 10:55:01 | thread_ | or it could be like engineer, where when you use it, you give it input about what team you want |
| 10:55:14 | thread_ | not really |
| 10:55:19 | bobdaduck | Because TF2 |
| 10:56:29 | thread_ | Oooh, this should be a thing. another engineer-able item... gravity well! |
| 10:57:00 | bobdaduck | YEAH |
| 10:57:10 | bobdaduck | ...You haven't played on my server very often, have you. xD |
| 10:57:55 | thread_ | no, no. I mean they are built and destroyed. but manipulate player movement. either that or be able to engineer SpeedZones |
| 10:58:24 | bobdaduck | engineer suns! |
| 10:58:50 | thread_ | what is this sun you speak of? |
| 10:59:23 | bobdaduck | http://www.bitfighter.org/forums/viewtopic.php?f=4&t=1859&p=19090#p19090 |
| 11:05:21 | thread_ | interesting... though it gives me another idea. What would you think if I could, in levelgen, activate modules for users, even if they aren't equipped. |
| 11:05:40 | thread_ | ex. players in a zone are cloaked always |
| 11:05:45 | thread_ | with no cost to their energy |
| 11:06:03 | thread_ | even if they have boost and shield... they are cloaked too |
| 11:07:53 | bobdaduck | Everyone would be cloaked for the entire level... |
| 11:07:56 | bobdaduck | Lets do it. |
| 11:08:18 | thread_ | well... I guess I'm thinking not a loadout zone... more like a module zone. |
| 11:08:37 | thread_ | over here is an armor zone... that is a speed boost zone... |
| 11:08:49 | thread_ | no one ever dies in the shield zone |
| 11:08:55 | thread_ | :D |
| 11:09:04 | bobdaduck | no wait |
| 11:09:09 | bobdaduck | because it would drain their energy |
| 11:09:24 | bobdaduck | so that wouldn't be too stupid |
| 11:09:40 | thread_ | I was thinking it wouldn't use energy, because I'm forcing the module use |
| 11:10:42 | thread_ | You know what would be great? Covering the whole map with a repair module zone |
| 11:11:50 | thread_ | even if that does use up energy, that would make a strange dynamic |
| 11:13:03 | bobdaduck | sensor zone |
| 11:13:41 | thread_ | oooh, that would be good |
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| 11:29:40 | thread_ | raptor: Is it possible to turn on modules for a player in levelgen? PLEEEAAASE? |
| 11:30:24 | bobdaduck | Well, we'll be able to manually set their loadouts... Sort of? |
| 11:31:11 | thread_ | but I want to turn them on for them. |
| 11:31:29 | bobdaduck | lol |
| 11:31:37 | thread_ | or turn them off? no modules for you! |
| 11:31:59 | bobdaduck | And then you can make an epic battle between the players but the players have control over the game at all and its more like watching a movie |
| 11:32:37 | thread_ | I take all players ships and give them bot AI's |
| 11:32:59 | bobdaduck | elizabot |
| 11:34:57 | thread_ | Oh gosh... this IS a bad idea |
| 11:35:19 | bobdaduck | I SEE NO WAY THIS PLAN COULD FAIL. |
| 11:40:16 | thread_ | Uuuhhhhh... different topic? |
| 11:41:52 | raptor | hi |
| 11:42:11 | raptor | yes, I will ignore the last page of discussion... except gravity wells keep coming up over the years.. |
| 11:43:24 | thread_ | I feel like module zones could be nice if implemented correctly, but "correctly" is probably out of reach |
| 11:43:52 | raptor | would the purpose be to force the user to waste their energy? |
| 11:44:32 | thread_ | I don't want it to use energy. I would like to set zones where players are cloaked but otherwise gameplay proceeds as normal |
| 11:44:37 | raptor | yeah, 'correctly' might be difficult - and would a cloak-module zone force all players to cloak, even if they don't have it equipped? |
| 11:44:47 | thread_ | yes |
| 11:45:55 | thread_ | Drat, we didn't seem to drop the topic very well |
| 11:46:31 | bobdaduck | Your goalzone sword is now diamonds! |
| 11:47:27 | thread_ | bobdaduck: have you seen slot machine yet? |
| 11:47:32 | bobdaduck | noep |
| 11:47:41 | thread_ | ha, you should |
| 11:47:59 | bobdaduck | yeah |
| 11:48:03 | bobdaduck | maybe when I get home from work |
| 11:48:46 | thread_ | I'f afraid I'm busy today... maybe tomorrow or the next tomorrow |
| 11:49:15 | thread_ | or the tomorrow after that? |
| 11:49:19 | bobdaduck | that works |
| 11:49:58 | bobdaduck | lunchtime |
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| 11:58:54 | thread_ | so, bob mentioned something about being able to set player's loadouts? |
| 12:03:53 | thread_ | are you putting any precautions in place to keep that from being abused? |
| 12:04:28 | raptor | heh |
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| 12:04:45 | kaen | "Frobenius endomorphism" |
| 12:04:50 | raptor | the original idea was to not let them be set... only for bots |
| 12:04:54 | raptor | but... |
| 12:04:57 | kaen | I'm trying to think what I can name after that |
| 12:05:01 | kaen | morning all :) |
| 12:05:11 | raptor | you pet amoeba? |
| 12:05:14 | raptor | morning |
| 12:05:46 | kaen | I was thinking maybe my firstborn |
| 12:05:51 | kaen | call her "Fro" for short |
| 12:09:19 | kaen | I always wind up in the part of wikipedia where the mathematical branches sound completely made up. |
| 12:09:23 | kaen | "ring theory"? |
| 12:09:40 | kaen | "Universal enveloping algebra"? |
| 12:09:41 | raptor | heh |
| 12:40:53 | raptor | oops |
| 12:41:10 | raptor | so who watches the watchers? |
| 12:45:12 | thread_ | ME! |
| 12:45:20 | raptor | oh crud |
| 12:45:20 | thread_ | jk nope. didn't see anything |
| 12:45:29 | raptor | excellent |
| 12:45:48 | thread_ | so what is that... worm thingy? |
| 12:46:18 | thread_ | or rather, what was that |
| 12:49:22 | kaen | I think it was one of sam's experiments |
| 12:51:37 | thread_ | ah |
| 12:51:50 | kaen | basically just a worm the flew around space |
| 12:52:16 | kaen | but mostly it just crashed all the time and wasn't production ready |
| 12:52:31 | thread_ | on another note... mine inherits from moveObject? i can give them velocity? |
| 12:52:32 | kaen | and I know an opportunity to remove code when I see one :) |
| 12:52:35 | kaen | yep |
| 12:52:39 | raptor | but it changed shades of brown! |
| 12:52:52 | raptor | mines... with velocity... |
| 12:52:57 | kaen | works like a charm |
| 12:53:01 | raptor | actually, i think bobdaduck did that once |
| 12:53:08 | thread_ | do they bounce off walls? |
| 12:53:11 | kaen | nope |
| 12:53:15 | kaen | no collision detection |
| 12:53:24 | thread_ | awesome |
| 12:53:25 | raptor | right through walls |
| 12:53:48 | thread_ | can't wait for 019 |
| 12:54:22 | kaen | me either! |
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| 12:55:02 | kaen | man I really wish etherpad hadn't just completely shutdown with no warning whatsoever |
| 12:55:10 | kaen | that list was kind of important... |
| 12:55:20 | thread_ | So much cheesecake was lost |
| 12:55:25 | bobdaduck | xD |
| 12:55:28 | bobdaduck | also hello |
| 12:55:33 | kaen | hello |
| 12:56:38 | raptor | our poor etherpad... |
| 12:56:45 | raptor | maybe I should roll our own instance |
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| 12:59:12 | bobdaduck | hail, Azul |
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| 12:59:38 | bobdaduck | What was the link for 019 bug list etherpad thing? |
| 12:59:47 | raptor | http://beta.etherpad.org/p/bf_019_polish |
| 12:59:51 | raptor | but it's borken |
| 13:00:31 | bobdaduck | why'd it brok? |
| 13:01:19 | raptor | oh look, it's partly back... i think i got a colored page |
| 13:02:31 | bobdaduck | I did't |
| 13:02:37 | kaen | me either |
| 13:04:48 | bobdaduck | beta.etherpad.org is down, but regular etherpad.org isn't |
| 13:07:52 | kaen | yeah, beta.etherpad.org is the public etherpad instance |
| 13:07:59 | kaen | etherpad.org is just the informational website |
| 13:08:10 | kaen | presumably they took it down because of the cost |
| 13:30:46 | kaen | generating shakesperian sonnets with Java: |
| 13:30:47 | kaen | http://cdawson.net/blog/2013/08/28/with-apologies-to-english-teachers-everywhere/ |
| 13:43:53 | bobdaduck | lol |
| 13:54:47 | raptor | Lines 37 and 63 are functions to sort the map of following words and their frequencies by value, because NO API IN THE KNOWN UNIVERSE let’s you do that |
| 13:54:56 | raptor | ^^ that's my favorite part |
| 13:55:20 | bobdaduck | lol |
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| 14:08:29 | | BFLogBot Commit: 91b77eabd684 | Author: kaen | Message: deprecate setLoc() and getLoc() for setPos() and getPos() |
| 14:09:02 | bobdaduck | Revamping DnD will take a very long time now. xD |
| 14:10:59 | kaen | s/Loc(/Pos( |
| 14:11:11 | kaen | time to learn vim ... |
| 14:11:51 | kaen | also, they're still there |
| 14:12:02 | kaen | raptor made me add nice deprecation warnings and not break the api ... |
| 14:12:11 | bobdaduck | yeah |
| 14:12:13 | bobdaduck | lol |
| 14:12:20 | bobdaduck | its okay I suppose it won't be too bad |
| 14:12:34 | kaen | you really should be able to do it with one find/replace dialog |
| 14:13:00 | bobdaduck | Yeah probably |
| 14:13:39 | kaen | I'm about to do getClassId -> getObjType |
| 14:13:48 | kaen | although I suspect that one is of less interest |
| 14:14:43 | bobdaduck | I've never been able to use that right |
| 14:14:55 | bobdaduck | it returns a number instead of an objType and is all weird and stuff |
| 14:15:27 | kaen | brace for mind blowing: |
| 14:15:34 | kaen | ObjTypes are numbers |
| 14:15:38 | bobdaduck | xD |
| 14:15:42 | bobdaduck | I know actually |
| 14:15:49 | bobdaduck | but like I never wanted to deal with it |
| 14:16:45 | kaen | I even added a little example in the docs: |
| 14:16:46 | kaen | obj:getObjType() == ObjType.TestItem |
| 14:17:11 | bobdaduck | I think when I was actually trying to do anything with it |
| 14:17:27 | bobdaduck | I was trying to test if an engineered resource Item was a turet or a resourceItem |
| 14:17:54 | kaen | I use it in my "filter selection" plugin |
| 14:17:57 | | BFLogBot Commit: b8d1920d4e2d | Author: kaen | Message: deprecate getClassId() for getObjType() |
| 14:17:57 | bobdaduck | I don't remember what happened but I remember it was hampering to my schemes |
| 14:20:57 | bobdaduck | Fun fact: ID a resource item, turn it into a turret, and then obj:removeFromGame() it |
| 14:21:02 | bobdaduck | the turret becomes permanent |
| 14:21:23 | kaen | that makes sense |
| 14:21:35 | kaen | there's an API in 019 for setting engineered items as permanent or not |
| 14:21:52 | kaen | it even changes the color of a teleporter :) |
| 14:23:21 | kaen | EngineeredItem::setEngineered() |
| 14:24:10 | bobdaduck | huh. |
| 14:24:21 | bobdaduck | is it reversible? |
| 14:24:24 | kaen | yep |
| 14:24:35 | bobdaduck | Cackling. |
| 14:25:04 | kaen | trying to decide if that's a verb or an adjective ... |
| 14:25:29 | bobdaduck | Which one is better? |
| 14:25:35 | kaen | adjective |
| 14:25:48 | kaen | "my, what a cackling levelgen you've created!" |
| 14:25:55 | bobdaduck | that one then |
| 14:25:55 | bobdaduck | xD |
| 14:26:15 | kaen | ugh |
| 14:26:29 | kaen | bobdaduck, documented these three dozen undocumented lua methods for me |
| 14:26:38 | kaen | make sure you get the parameter and return types right |
| 14:26:40 | kaen | thanks. |
| 14:26:55 | bobdaduck | okey dokey! |
| 14:27:12 | bobdaduck | Wait are they ones I've used or am I making stuff up |
| 14:27:29 | kaen | probably an even mix of both ... |
| 14:29:21 | kaen | oh goodness... |
| 14:29:32 | kaen | I just rememberd I've completely not even touched Ship and Robot |
| 14:29:47 | kaen | i.e. I have to fix the docs for almost all of their methods ._. |
| 14:31:05 | kaen | or maybe I don't... |
| 14:31:11 | kaen | you guys can just source dive, right? |
| 14:31:13 | kaen | RIGHT? |
| 14:31:25 | kaen | (please say yes...) |
| 14:37:09 | bobdaduck | lol |
| 14:37:12 | bobdaduck | technically? |
| 14:37:35 | kaen | technically correct. |
| 14:37:39 | kaen | the best type of correct. |
| 14:37:41 | bobdaduck | xD |
| 14:38:43 | bobdaduck | More likely I will have raptor source dive for me. |
| 14:38:55 | bobdaduck | Or slightly less likely, you. |
| 14:39:08 | bobdaduck | So if you're okay with that! |
| 14:40:41 | thread_ | so the EngineeredItem::setEngineered() did get done! oh yes!!!! |
| 14:40:58 | thread_ | I was under the impression Watsimoto didn't see it being used |
| 14:41:11 | thread_ | Cackling |
| 14:41:24 | bobdaduck | indeed! |
| 14:41:51 | thread_ | I can make my level now!!! or rather when 019 releases |
| 14:41:59 | kaen | hehe |
| 14:42:11 | kaen | you guys should check your emails :P |
| 14:42:17 | bobdaduck | when. Pff. |
| 14:42:19 | bobdaduck | IF. |
| 14:42:25 | thread_ | ??? you emailed lil' erin? |
| 14:42:33 | kaen | google code sends emails about issues you star |
| 14:42:38 | kaen | and you auto-star issues you report |
| 14:42:45 | bobdaduck | I have no emails |
| 14:43:03 | thread_ | oh that. I got the emil from wats about not seeing a use case and don't remember any others |
| 14:43:14 | kaen | oh :< |
| 14:43:53 | thread_ | uuuhhh... so this means... I wasn't paying attention to some other one I got maybe? |
| 14:44:07 | kaen | maybe |
| 14:44:13 | kaen | alternatively, check your t-mail |
| 14:44:22 | kaen | the telepathic mail I send when I fix issues |
| 14:44:34 | bobdaduck | I didn't know I even had that! |
| 14:44:35 | kaen | requires a vulcan mind-meld before use, though |
| 14:44:36 | bobdaduck | *checks* |
| 14:44:39 | thread_ | ooohh. I have been neglecting to check mine |
| 14:44:52 | bobdaduck | Dude there is so much spam in here |
| 14:45:01 | bobdaduck | I don't even know what a timeshare is |
| 14:45:07 | thread_ | Sorry, that was me |
| 14:45:07 | kaen | rofl |
| 14:51:15 | thread_ | in a .level file, TextItems have 6 numbers and their text. team, x1, y1, x2, y2, ?, "I love doughnuts" |
| 14:51:21 | thread_ | What is that last number |
| 14:52:04 | bobdaduck | change it to 30 and see what happens |
| 14:53:04 | bobdaduck | actualy no change it to like -1 or something |
| 14:53:15 | bobdaduck | negative numbers are always better than positive ones |
| 14:53:49 | kaen | I have honestly no idea |
| 14:54:16 | thread_ | its font size... there is a minimum though so negative defaults to like 3 |
| 14:54:39 | thread_ | sorry bob, no shenanigins today |
| 14:54:50 | thread_ | I tried -30 |
| 14:55:00 | kaen | wow |
| 14:55:05 | kaen | there is no lua api for controlling that |
| 14:55:33 | bobdaduck | rofl |
| 14:55:33 | thread_ | there totally should! i can make pulsing text |
| 14:55:41 | bobdaduck | rofl |
| 14:56:19 | thread_ | the editor automatically sets the font to fit the length of the text item |
| 14:56:41 | thread_ | so if you touch it in the editor it reverts back to the default size |
| 14:57:56 | thread_ | the more you know |
| 14:59:10 | bobdaduck | yeah |
| 15:02:47 | thread_ | Another question: can the editor plugin access a level's name/file name/levelgen name? the documentation only says I can get objects |
| 15:03:06 | thread_ | can I get umber of teams? |
| 15:03:27 | thread_ | team colors? team names? etc |
| 15:05:17 | kaen | no, yes, no, yes |
| 15:06:03 | thread_ | uuuuhhh wat |
| 15:06:11 | raptor | maybe we should provide the color... as a 24bit binary string |
| 15:06:21 | kaen | no access to filenames |
| 15:06:41 | kaen | you can number of teams, and their names |
| 15:06:55 | thread_ | given how much I work with levelgens, I would like to write an editor that interacts with them as well, but it would need to know the file name |
| 15:07:35 | thread_ | it would also be nice if plugins could change level properties |
| 15:07:52 | kaen | hmm. sounds like a good |
| 15:07:53 | kaen | !idea |
| 15:07:53 | BFLogBot | To enter a feature request: http://tinyurl.com/bfnewfeature -- To view all feature requests: http://tinyurl.com/bffeatures |
| 15:08:36 | raptor | haha |
| 15:08:38 | thread_ | ... |
| 15:08:40 | thread_ | Is that a passive aggressive way to get me to enter the ticket myself? fine... |
| 15:09:29 | kaen | well, only you know all the features you would need. but in short, yes :) |
| 15:09:59 | kaen | also I'm just generally trying to encourage users to hit the google code tracker |
| 15:10:35 | bobdaduck | Someone should do something about issue 238... |
| 15:11:02 | thread_ | I just keep forgetting the url to the bugtracker :) |
| 15:11:36 | bobdaduck | I MISS BUILDBOT |
| 15:11:41 | kaen | me too bob :< |
| 15:11:54 | kaen | you want a latest build? |
| 15:11:58 | | bobdaduck hugs BFLogBot |
| 15:12:02 | bobdaduck | nah |
| 15:12:06 | kaen | ok |
| 15:12:06 | bobdaduck | I mean yeah but not that bad |
| 15:12:42 | thread_ | meaning... yes? |
| 15:12:52 | BFLogBot | Why should I have to work for everything? It's like saying that I don't deserve it. -- Calvin |
| 15:13:04 | kaen | I think I can cross-build you one from my linux box |
| 15:13:07 | kaen | no promises though |
| 15:13:14 | bobdaduck | Nah |
| 15:13:17 | bobdaduck | I can build myself |
| 15:13:20 | kaen | oh ok |
| 15:13:42 | raptor | is that from amgine? (issue 238) |
| 15:13:54 | bobdaduck | yeah. |
| 15:15:10 | thread_ | A statistician had his head in an oven and his feet in a bucket of ice... on average he felt fine |
| 15:15:27 | bobdaduck | lol |
| 15:15:31 | bobdaduck | OH SNAP |
| 15:15:38 | bobdaduck | FURBAGGY IS TRYIN' TO MAKE IT TO THE DDD |
| 15:15:49 | | bobdaduck panics |
| 15:19:49 | kaen | lol |
| 15:22:22 | bobdaduck | Wow that issue on BBB servers |
| 15:22:34 | bobdaduck | two years old, pushed back at least four releases |
| 15:22:34 | bobdaduck | xD |
| 15:24:34 | thread_ | bored of work... |
| 15:24:46 | thread_ | "ooops, all of a suden my clock says 5:00pm" |
| 15:24:50 | bobdaduck | lol |
| 15:25:04 | bobdaduck | When I get bored of work |
| 15:25:12 | bobdaduck | I just start going through DnD.levelgen |
| 15:25:21 | bobdaduck | and adding random comments |
| 15:25:28 | thread_ | the goal is to become *less* bored |
| 15:25:37 | bobdaduck | xD |
| 15:25:46 | bobdaduck | Then you aren't commenting right! |
| 15:25:54 | bobdaduck | if(death == true) then --if its on death we drop loot bag. Otherwise its capitalism. |
| 15:26:08 | thread_ | --I sure could go for a burger after the last 5 lines |
| 15:26:13 | bobdaduck | xD |
| 15:26:28 | thread_ | --I sure could go for a burger after that last burger |
| 15:27:22 | thread_ | "Get in my time machine and we can take a trip to yesterday!" |
| 15:27:27 | thread_ | "Are we there yet?" |
| 15:27:30 | thread_ | "Ummm" |
| 15:29:40 | kaen | WOW |
| 15:29:50 | kaen | findVisibleObjects has a behemoth of a doc comment |
| 15:29:54 | kaen | fully a page and a half |
| 15:30:05 | bobdaduck | Useful |
| 15:31:36 | raptor | see... i document stuff... |
| 15:32:39 | bobdaduck | Most of these comments aren't really funny they're just ADD |
| 15:32:50 | bobdaduck | Par for the course |
| 15:33:23 | kaen | it's beautiful, raptor |
| 15:33:31 | thread_ | cya |
| 15:33:35 | | thread_ has left #bitfighter |
| 15:34:46 | bobdaduck | Going through my DnD code will never be boring though! |
| 15:44:51 | | BFLogBot Commit: 43eb218a5056 | Author: kaen | Message: update Robot docs |
| 15:44:52 | kaen | PHEW |
| 15:46:14 | bobdaduck | gratz |
| 15:46:45 | kaen | now for Ship ... |
| 15:47:01 | kaen | and whatever else might lurk undocumented in these murky depths |
| 15:47:05 | raptor | whyon earth did we ever use getLoc?? |
| 15:47:20 | raptor | I think Ship and Robot are the main ones |
| 15:47:31 | kaen | I imagine it was to avoid naming collisions? |
| 15:47:38 | raptor | ah yes! |
| 15:47:40 | raptor | ok |
| 15:47:41 | kaen | same reason ClassId was used instead of ObjType |
| 15:47:42 | raptor | that makes sense |
| 15:47:56 | raptor | well we've matured :) |
| 15:48:41 | kaen | :) |
| 15:49:08 | bobdaduck | :) |
| 15:52:08 | | bobdaduck Quit (Remote host closed the connection) |
| 16:03:51 | | LordDVG Quit (Remote host closed the connection) |
| 16:17:47 | | BFLogBot Commit: 6f3e9c3e4591 | Author: kaen | Message: update Ship luadocs |
| 16:25:35 | raptor | hooray! |
| 17:15:48 | raptor | later! |
| 17:15:51 | | raptor Quit () |
| 17:48:09 | | Nothing_Much Quit (Quit: bye) |
| 17:48:25 | | Nothing_Much has joined |
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| 17:48:25 | | Nothing_Much has joined |
| 18:26:00 | | fordcars has joined |
| 18:26:23 | fordcars | hi |
| 18:26:39 | fordcars | Bitfighter built successfully on Pi1 But It won't run |
| 18:26:59 | fordcars | I kept hadding a v**(b) is not supported on this architecture |
| 18:27:05 | fordcars | WOW having |
| 18:27:24 | fordcars | **= soryy I don't remember |
| 18:27:33 | fordcars | arh sorry about the typos |
| 18:30:43 | fordcars | OK, Bitfighter built fine on Raspberry Pi, but it won't run and it won't give me an errpr |
| 18:33:47 | | fordcars Quit (Quit: Page closed) |
| 18:39:18 | | fordcars has joined |
| 18:39:57 | fordcars | Hehe actually Bitfighter does run, but it's invisible and just sucks my cpu |
| 18:48:39 | fordcars | Even when I copy/paste the resource |
| 19:09:36 | fordcars | http://pastie.org/8282074 kaen this is the output of Bitfighter on Pi if you are interested |
| 19:24:01 | fordcars | nm kaen, I got it!!!! |
| 19:24:03 | fordcars | Server connecting to master [IP:199.192.229.168:25955] |
| 19:27:18 | fordcars | Yay! |
| 19:27:25 | fordcars | I only have one problem no |
| 19:27:27 | fordcars | Setting display mode failed: Couldn't find matching GLX visual |
| 19:48:48 | kaen | uh oh |
| 19:48:52 | kaen | that's a nasty error |
| 19:49:28 | fordcars | Server is working fine thoughg |
| 19:50:06 | fordcars | I tried running it in fullscreen |
| 19:50:06 | kaen | sudo apt-get install libgl1-mesa-glx |
| 19:50:21 | fordcars | oh haha |
| 19:50:22 | kaen | ^ can you try that and pastie the output? |
| 19:50:47 | kaen | you'll probably need to restart for it to work |
| 19:50:58 | kaen | (if it installs a new package) |
| 19:51:17 | fordcars | It says I have it |
| 19:51:22 | fordcars | No new packages |
| 19:51:59 | fordcars | http://pastie.org/8282147 |
| 19:52:12 | kaen | hmmm |
| 19:52:22 | kaen | how about |
| 19:52:27 | kaen | glxinfo |
| 19:52:33 | kaen | (there's going to be a ton of output) |
| 19:52:55 | fordcars | bash: glxinfo: command not found |
| 19:52:58 | fordcars | urgh |
| 19:53:06 | kaen | sudo apt-get install mesa-utils |
| 19:53:09 | kaen | then try again :P |
| 19:53:21 | kaen | welcome to the wonderful world of linux opengl configuration... |
| 19:53:49 | fordcars | haha |
| 19:55:16 | fordcars | name of display: :0.0 Error: couldn't find RGB GLX visual or fbconfig |
| 20:13:32 | | kaen Quit (Ping timeout: 264 seconds) |
| 20:13:56 | | kaen has joined |
| 20:15:16 | fordcars | Bye guys, I have to go |
| 20:15:17 | kaen | NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOooooooooooooooooooooooooooooooooooooooooooooooooooo.................................................................... |
| 20:15:21 | kaen | bye |
| 20:15:24 | fordcars | What! |
| 20:15:30 | kaen | fordcars, bitfighter client won't work on raspberry pi |
| 20:15:37 | kaen | it only supports openGL ES :< |
| 20:15:50 | kaen | we have to do something that we should have done a long time ago... |
| 20:15:52 | fordcars | :((((((((((((((((( |
| 20:15:56 | kaen | port the rendering engine to ES |
| 20:16:00 | kaen | maybe for 020 |
| 20:16:03 | kaen | sorry bud : |
| 20:16:05 | kaen | :/ |
| 20:16:17 | fordcars | :/ |
| 20:16:55 | fordcars | What open gl does Bitfighter use? |
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| 20:21:13 | | Nothing_Much has joined |
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| 20:21:13 | | Nothing_Much has joined |
| 20:27:09 | fordcars | Anyway, later |
| 20:27:19 | fordcars | Going to bed, Night! |
| 20:27:26 | fordcars | Thanks kaen! |
| 20:27:28 | | fordcars Quit (Quit: Page closed) |
| 20:36:17 | | bobdaduck has joined |
| 21:11:14 | kaen | omg |
| 21:11:19 | kaen | I'm going to be so happy after we release |
| 21:11:25 | kaen | then I can start on the gui rewrite |
| 21:11:31 | kaen | WITH A REAL GUI SYSTEM |
| 21:11:38 | kaen | TO BUILD UIs WITH |
| 21:11:54 | bobdaduck | rofl |
| 21:12:06 | kaen | just wait dude |
| 21:12:14 | kaen | until you see my first round of mockups |
| 21:12:17 | bobdaduck | lol |
| 21:12:59 | bobdaduck | mockups for what? |
| 21:13:38 | kaen | for the gui rewrite |
| 21:13:43 | bobdaduck | And did you approve of my "sticky" levelgen? |
| 21:13:47 | bobdaduck | what gui rewrite |
| 21:13:50 | kaen | didn't check it out yet :x |
| 21:14:03 | kaen | well, the gui rewrite in my head for now |
| 21:14:12 | kaen | raptor and I bounced around ideas and found a solid framework |
| 21:14:42 | kaen | basically, we have a homebrew gui system, so every time we need a widget (like a scrollable menu, or say a checkbox) we have to write our own |
| 21:14:58 | kaen | not only that, but it's strewn together haphazardly, so it makes a ton of spaghetti code |
| 21:15:14 | kaen | 90% of the editor's code complexity is because we roll our own ui code |
| 21:15:31 | kaen | so by adding a gui library to handle the widgets for us, we get a lot of benefits |
| 21:15:32 | kaen | less code |
| 21:15:35 | kaen | more widgets |
| 21:15:38 | kaen | easier to write interfaces |
| 21:15:41 | kaen | less to compile |
| 21:15:46 | kaen | higher quality API |
| 21:16:04 | kaen | ability to expose gui functions to editor plugins (build an interface from lua) |
| 21:16:07 | kaen | etc. |
| 21:16:33 | kaen | with the library we're looking at, we should be able to keep the look-and-feel of bitfighter, and just basically get a whole bunch of benefits for a modest amount of effort |
| 21:16:54 | kaen | it will also encourage other developers to come on board (I've seen more than one scared off by our UI system) |
| 21:17:16 | kaen | </soapbox> |
| 21:29:23 | bobdaduck | cool |
| 21:29:29 | kaen | bobdaduck, what key should I use to disable vertex selection? |
| 21:29:41 | bobdaduck | what's that do? |
| 21:29:45 | bobdaduck | probably alt |
| 21:30:00 | bobdaduck | kaen join server quick? |
| 21:30:01 | kaen | makes it so you don't want to punch baby vertices in the face |
| 21:30:05 | kaen | sure |
| 21:30:05 | bobdaduck | rofl |
| 21:30:20 | kaen | you know what I'm talking about now don't you? |
| 21:30:22 | kaen | :) |
| 21:37:59 | bobdaduck | sort of |
| 21:38:03 | bobdaduck | no. |
| 21:40:06 | kaen | when you have a ton of vertices all next to each other |
| 21:40:13 | kaen | but really you want to select a wall |
| 21:40:17 | kaen | the whole wall |
| 21:41:15 | kaen | oh wait! |
| 21:41:17 | kaen | what if |
| 21:41:30 | kaen | *double clicking* the vertices selected the whole thing? |
| 21:44:47 | bobdaduck | ah. |
| 21:44:58 | bobdaduck | if you have too many close |
| 21:45:04 | bobdaduck | you might double click the wrong ones. |
| 21:45:19 | bobdaduck | alt is free, isn't it? |
| 21:45:25 | kaen | I think so |
| 21:45:37 | kaen | alt is easier to implement anyway |
| 21:51:51 | kaen | hmm |
| 21:52:00 | kaen | alt is for window dragging on linux ... |
| 21:52:27 | kaen | so bifighter never get's the mouse click when it's pressed |
| 21:53:03 | kaen | how about caps lock? |
| 21:53:44 | | raptor has joined |
| 21:53:45 | | ChanServ sets mode +o |
| 21:56:52 | kaen | raptor, thoughts on a key to disable vertex selection? |
| 21:57:02 | kaen | and good evening. |
| 21:57:10 | raptor | oh hi |
| 21:57:18 | raptor | in the editor? |
| 21:57:19 | kaen | alt was my first thought, but gnome at least traps it so we never get the mouse click |
| 21:57:20 | kaen | yes. |
| 21:57:30 | raptor | a 'select none' ? |
| 21:57:32 | kaen | I was also thinking caps |
| 21:57:33 | kaen | no |
| 21:57:45 | kaen | for when you have a ton of vertices too close to each other |
| 21:57:52 | kaen | and you can't select the actual object itself |
| 21:57:58 | raptor | ohhhh |
| 21:58:04 | raptor | yeah i hate that |
| 21:58:24 | kaen | it's going to be a lot worse with the new high-resolution geometry |
| 21:58:32 | raptor | allow zoom in more?? |
| 21:58:48 | kaen | I'd really rather have quick disable |
| 21:58:53 | kaen | more zoom sounds like a hack |
| 21:59:02 | raptor | shift space? |
| 21:59:08 | raptor | no wait |
| 21:59:22 | raptor | man i don't know |
| 21:59:28 | kaen | hmm |
| 21:59:55 | kaen | bobdaduck, any input? |
| 22:00:01 | kaen | (heh, input) |
| 22:01:02 | raptor | does ctrl do anything in that instance? |
| 22:01:23 | kaen | whoa |
| 22:01:28 | kaen | in fact it does not appear to |
| 22:11:13 | raptor | I am saddened about our etherpad... |
| 22:11:47 | raptor | on a completely unrelated note - I just was assigned a project at work that requires Lua knowledge... |
| 22:12:04 | raptor | so... hobby game programming to the rescue! |
| 22:12:44 | kaen | lol |
| 22:13:14 | kaen | also I've been idling in #etherpad for three days demanding my money back |
| 22:13:20 | kaen | (asking what's going on, no response) |
| 22:13:20 | raptor | hahaha |
| 22:13:35 | raptor | i'll go make noise, too.. |
| 22:15:23 | kaen | I read the other day that nginx uses lua |
| 22:15:31 | bobdaduck | OH DUDE |
| 22:15:33 | bobdaduck | TAB. |
| 22:15:35 | bobdaduck | PERFECT. |
| 22:15:41 | kaen | =.= |
| 22:15:50 | raptor | hi bobdaduck |
| 22:15:56 | bobdaduck | I'M AGAINST IT |
| 22:16:10 | bobdaduck | raptor check out this level |
| 22:16:13 | raptor | kk |
| 22:16:15 | bobdaduck | kaen come too to show it off better? |
| 22:24:02 | | BFLogBot Commit: c762cf99851e | Author: kaen | Message: add vertex selectability toggling by holding Control in the editor |
| 22:29:53 | raptor | that swing in levelgen carnical |
| 22:29:58 | raptor | *carnivore |
| 22:30:00 | raptor | uhh |
| 22:30:03 | raptor | carnival |
| 22:30:16 | raptor | i don't see a center resource item.. |
| 22:30:35 | bobdaduck | there isn't one |
| 22:30:46 | raptor | ah ok |
| 22:33:37 | | fordcars has joined |
| 22:33:48 | kaen | hi fordcars |
| 22:33:58 | kaen | bitfighter might actually work on the pi if you can enable software rendering |
| 22:34:25 | fordcars | ? |
| 22:34:39 | kaen | but it will almost certainly run slowly |
| 22:34:45 | kaen | perhaps unplayably |
| 22:35:17 | raptor | did you get it to compile? |
| 22:35:31 | fordcars | software rendering? I was reading about this just now and it looks like converting to OpenGl is the only way |
| 22:35:42 | fordcars | Yep, server runs fine |
| 22:35:48 | raptor | great! |
| 22:35:54 | raptor | great great great |
| 22:36:04 | fordcars | Client too, just invisible :) |
| 22:36:43 | kaen | sudo apt-get install libgl1-mesa-swx11 |
| 22:36:49 | raptor | ooo |
| 22:36:53 | kaen | should force software rendering |
| 22:37:00 | kaen | after a restart probably |
| 22:37:07 | Nothing_Much | kaen, uh.. that isn't the best idea |
| 22:37:16 | kaen | hm? |
| 22:37:17 | Nothing_Much | because that makes everything run in software mode |
| 22:37:28 | Nothing_Much | aka, no hardware opengl |
| 22:37:31 | kaen | right |
| 22:37:36 | fordcars | sudo sorryitllhavetowaitfortomorrow |
| 22:37:37 | kaen | pi doesn't support hardware gl |
| 22:37:46 | kaen | only gles |
| 22:37:50 | Nothing_Much | there's some sorta command you can run if you'd like to run, can't remember what it's called |
| 22:37:55 | Nothing_Much | oh, you're porting to arm? :D |
| 22:37:56 | raptor | we support gles |
| 22:38:05 | raptor | you can compile with it |
| 22:38:16 | fordcars | raptor, What?? |
| 22:38:18 | kaen | oh that's right! |
| 22:38:22 | raptor | sure |
| 22:38:23 | kaen | for the mobile ports |
| 22:38:40 | raptor | let me think of the easiest change to make... |
| 22:39:01 | Nothing_Much | kaen, really? you're back on board with mobile? or is it still shelved for now? |
| 22:39:22 | fordcars | Well pi |
| 22:39:32 | kaen | I don't even know anymore honestly |
| 22:39:41 | kaen | koda came out of nowhere and rebased his ios clone |
| 22:39:59 | kaen | and I definitely won't fight it |
| 22:40:17 | kaen | but it's not much of a priority for me personally |
| 22:40:24 | fordcars | I have seen a portable gaming system made with a raspberry pi, image portable wireless Bitfighter goodness! |
| 22:40:29 | Nothing_Much | how well does it work and how are the controls (if any)? |
| 22:40:36 | raptor | no no - we're not doing mobile... |
| 22:40:43 | fordcars | *imagine |
| 22:40:45 | Nothing_Much | oh oh, sorry, my bad |
| 22:40:47 | raptor | but it did allow us to migrate to GLES |
| 22:40:55 | fordcars | lol |
| 22:41:03 | raptor | we have the projects so you can build, just not the resources to complete |
| 22:41:20 | raptor | and they don't have controls or anything.. |
| 22:41:41 | fordcars | yeah :/ |
| 22:42:21 | fordcars | Either a bunch of virtual joysticks onscreen or voice control xD |
| 22:42:28 | Nothing_Much | there was a dual analog touchscreen sorta thing I've shown you in a game on android, would it be tough? |
| 22:42:33 | Nothing_Much | *sorta game |
| 22:42:55 | raptor | well, we probably need another developer to do it - we have plenty to work on and mobile isn't most enticing for me... |
| 22:43:07 | fordcars | We need buttons for modules, that is the only problem |
| 22:43:42 | Nothing_Much | Above one of the dual analogs? |
| 22:44:06 | fordcars | Tomorrow I'll try to get the Pi to run Bitfighter with opengl es |
| 22:44:38 | fordcars | How to move, shoot/aim, turbo and shield at the same time? :p |
| 22:45:15 | Nothing_Much | Ohh.. |
| 22:45:24 | fordcars | On ipod, we could use volume up and down for modules :P |
| 22:45:40 | Nothing_Much | I forgot that they needed to be activated, try below one of them.. huh.. |
| 22:45:57 | fordcars | :P |
| 22:46:10 | Nothing_Much | fordcars, that'd be pretty uh.. not very user friendly lol |
| 22:46:29 | Nothing_Much | Now that I think about it, it does seem a bit complicated |
| 22:46:33 | fordcars | Haha |
| 22:46:41 | Nothing_Much | Then again, I've never owned a smartphone |
| 22:46:43 | Nothing_Much | Only a tablet |
| 22:47:00 | Nothing_Much | and an iPod Touch |
| 22:49:05 | kaen | I've got an iphone in my pocket |
| 22:49:13 | fordcars | Cool |
| 22:49:26 | kaen | playing bitfighter on this thing seems even more difficult than using the trackpad on my laptop ... |
| 22:49:55 | fordcars | :p I used to play bitfighter on single-button trackpad |
| 22:50:08 | kaen | I've mapped modules to n/m |
| 22:50:11 | kaen | and fire to space |
| 22:50:23 | kaen | have to aim with my thumb ... |
| 22:50:24 | fordcars | heh |
| 22:50:31 | fordcars | Wow |
| 22:50:32 | Nothing_Much | would there be a port to the openpandora? |
| 22:51:34 | kaen | now that seems more reasonable |
| 22:51:43 | kaen | especially if it runs standard linux distros |
| 22:51:55 | Nothing_Much | it runs debian with xfce on arm I believe |
| 22:51:56 | kaen | and likely the android port could be adjusted to work |
| 22:52:09 | kaen | afaik bitfighter supports arm |
| 22:52:20 | fordcars | heh |
| 22:52:32 | kaen | it's kind of ridiculous how many platforms you can build bifighter on... |
| 22:52:41 | kaen | I need to try it on bsd some day |
| 22:52:47 | Nothing_Much | bsd? |
| 22:53:03 | fordcars | Bitfighter is super cross-platform |
| 22:53:04 | kaen | another unix implementation |
| 22:53:10 | fordcars | openBsd |
| 22:53:11 | Nothing_Much | Oh, that platform's got a different philosophy |
| 22:53:21 | kaen | definitely |
| 22:53:23 | Nothing_Much | And FreeBSD |
| 22:53:29 | Nothing_Much | And NetBSD I believe? |
| 22:53:37 | kaen | those are the big three |
| 22:53:38 | fordcars | and Javascript |
| 22:53:46 | kaen | emscripten ... |
| 22:53:47 | Nothing_Much | Javascript too? |
| 22:54:08 | kaen | there's a c++ -> javascript compiler for clang |
| 22:54:17 | fordcars | It would be nice to have a super simple jas bitfighter |
| 22:54:17 | Nothing_Much | Do any other games exist that are available that have this many ports? |
| 22:54:22 | kaen | sure |
| 22:54:37 | fordcars | quake3 |
| 22:54:41 | kaen | any game with competent engineering should build on lots of platforms |
| 22:54:55 | Nothing_Much | quake 3 is ported to flash, bad sign :( |
| 22:54:57 | kaen | but there's a time investment in maintaining compatibility I guess |
| 22:55:14 | raptor | emscripten!!! |
| 22:55:20 | raptor | the next frontier! |
| 22:55:22 | Nothing_Much | emscripten? |
| 22:55:25 | Nothing_Much | What's that? |
| 22:55:26 | kaen | and for instance AAA shops don't have a lot of financial motivation for supporting linux (and especially not bsd) |
| 22:55:35 | kaen | it's the c++ -> javascript compiler I mentioned |
| 22:55:40 | fordcars | Yeah |
| 22:55:43 | Nothing_Much | Wow, cool |
| 22:56:22 | kaen | it's funny what an extra layer of indirection can do |
| 22:56:25 | fordcars | Wouldn'r emscripten's Bitfighter be extremely slow? |
| 22:56:55 | kaen | yeah, but bitfighter not very cpu-intensive |
| 22:57:05 | kaen | and now it's not very gpu-intensive either |
| 22:57:13 | fordcars | Butnstill |
| 22:57:15 | Nothing_Much | kaen, what do you mean, "now"? |
| 22:57:18 | kaen | and V8 (chrome's javascript engine) is ridiculously fast |
| 22:57:37 | kaen | Nothing_Much, 019 manifested a massive performance improvement |
| 22:57:46 | Nothing_Much | Wow, really? |
| 22:57:46 | fordcars | Yeah, but mobile phones? |
| 22:57:47 | Nothing_Much | Nice |
| 22:57:53 | kaen | 018a runs at 14fps on this machine, 019 runs at 60 (my framecap) |
| 22:58:05 | kaen | fordcars, no not on mobile phones |
| 22:58:08 | Nothing_Much | What's your machine's specs? |
| 22:58:28 | kaen | 2.8ghz dual core |
| 22:58:31 | kaen | I was gpu bound |
| 22:58:33 | fordcars | Why not? |
| 22:58:40 | Nothing_Much | full specs? |
| 22:58:44 | kaen | cheapo onboard graphics card with 128M of vram |
| 22:58:50 | kaen | I honestly don't know off the top of my head |
| 22:58:56 | kaen | cheap toshiba from walmart |
| 22:58:57 | Nothing_Much | windows or linux? |
| 22:58:58 | Nothing_Much | ah |
| 22:59:32 | kaen | fordcars, I doubt a mobile cpu could handle the javascript |
| 22:59:41 | kaen | although I don't know for sure |
| 22:59:57 | fordcars | pfff A year ago I had a PowerMac G4, running Bitfighter at 60fps, 500mhznand 32mb vram |
| 22:59:58 | Nothing_Much | kaen, I discovered that mobile phones have up to 6 or 8 cores combined with gpu cores |
| 22:59:59 | kaen | one advantage of js bitfighter would be avoiding the need to install it |
| 23:00:13 | Nothing_Much | Well, Android phones, mostly |
| 23:00:15 | fordcars | Yeah, I guess |
| 23:00:33 | kaen | interesting |
| 23:00:38 | fordcars | All phones, mobile gaming web browsers... |
| 23:00:49 | kaen | but a js port of bitfighter would certainly be cpu bound |
| 23:01:01 | fordcars | canvas? |
| 23:01:18 | raptor | webgl! |
| 23:01:24 | kaen | emscripten uses canvas and the accelerated contexts where available |
| 23:01:26 | kaen | including webgl |
| 23:01:30 | fordcars | How can something compile c++ to js? |
| 23:01:39 | kaen | so you would have near-native gl calls |
| 23:01:48 | raptor | magic... and like 20th generation compilers... |
| 23:01:54 | fordcars | It's something |
| 23:02:05 | kaen | fordcars, the c++ compiler (and all the other "front-ends" for clang) compile to an intermediate language |
| 23:02:12 | kaen | and IR (intermediate representation) |
| 23:02:14 | fordcars | hehe nice |
| 23:02:40 | kaen | then all of the backends read the IR code and produce different "machine code" (i386, arm, javascript) |
| 23:02:57 | kaen | the IR is the added layer of indirection in clang's design |
| 23:03:06 | kaen | and it has made miraculous things possible. |
| 23:03:24 | raptor | llvm is like the java runtime for C |
| 23:03:31 | raptor | complete magic |
| 23:03:39 | raptor | miracles |
| 23:03:51 | fordcars | The intermediate language is assembly? |
| 23:04:04 | kaen | no |
| 23:04:04 | kaen | but close |
| 23:04:04 | kaen | it's assembly-like |
| 23:04:27 | kaen | and all the languages and architectures have mappings to and from it respectively |
| 23:06:15 | kaen | but it also includes things like symbols, so static analysis is possible using just the IR |
| 23:06:46 | kaen | so compilers, analyzers, and linkers can essentially all be mixed and matched |
| 23:07:10 | raptor | kaen: you don't happen to have an etherpad page in your cache, do you? (if mozilla, check about:cache) |
| 23:07:20 | raptor | because I have cleared mine since... |
| 23:08:06 | kaen | I have a cached 404 error :< |
| 23:08:08 | | fordcars Quit (Ping timeout: 250 seconds) |
| 23:08:11 | raptor | oh boo |
| 23:08:28 | | fordcars_m has joined |
| 23:08:41 | fordcars_m | sorry qwebirc crashed |
| 23:09:28 | fordcars_m | but kaen, howncan emscriptem compile the server stuff? |
| 23:10:38 | | fordcars_m Quit (Client Quit) |
| 23:21:18 | | bobdaduck Quit (Remote host closed the connection) |
| 23:27:03 | raptor | i'm gonna try out the new vertex deselect... |
| 23:27:48 | raptor | heh, kaen |
| 23:28:02 | raptor | I think a new wall is appearing everytime i do ctrl+select on the wall... |
| 23:29:07 | raptor | actually, I can drag the wall without selecting the spine... |
| 23:30:00 | kaen | :x |
| 23:30:18 | raptor | huh - i guess i don't use the editor much... |
| 23:30:58 | kaen | whoa wtf! |
| 23:31:02 | kaen | it's totally bonkers |
| 23:31:37 | kaen | I could only get it to duplicate once though |
| 23:31:48 | raptor | i got it 5 times in a row... |
| 23:32:05 | kaen | oh okay |
| 23:32:07 | kaen | I got it now |
| 23:33:33 | kaen | ugh |
| 23:33:43 | kaen | ctrl + click duplicates |
| 23:33:45 | kaen | nice feature |
| 23:33:49 | kaen | had no idea it existed |
| 23:34:04 | raptor | ha! |
| 23:34:04 | kaen | the logic is in onMouseDragged |
| 23:34:14 | kaen | I only looked in onMouseClicked_left |
| 23:34:39 | kaen | so then ... |
| 23:34:41 | raptor | hmm... |
| 23:34:43 | raptor | so |
| 23:34:45 | kaen | not alt |
| 23:34:47 | kaen | not ctrl |
| 23:34:48 | raptor | well wait |
| 23:35:02 | raptor | what is a use case for needing the deselect? |
| 23:35:21 | kaen | these polygons that I'm subdividing/modulating |
| 23:35:29 | raptor | because I just found out I can drag the wall without the spine - so my scenario is moot |
| 23:35:30 | kaen | lineitems, zones, polywalls, barriers |
| 23:35:42 | raptor | ahh... lineitems |
| 23:35:48 | raptor | yes, makes sense |
| 23:36:01 | raptor | how so with zones/polywalls/barriesr? |
| 23:39:23 | kaen | http://imgbin.me/view/SGOTFUEF |
| 23:39:53 | raptor | hahaha |
| 23:39:55 | raptor | wow |
| 23:40:00 | kaen | before you modulate a polygon, you have to subdivide it to a very high resolution, then later reduce it with my recursive RDP simplifier |
| 23:40:30 | raptor | but if you zoom in, and grab the wall, not-by-the-spine, you can still move it... |
| 23:42:18 | kaen | true, but if have multiple shapes to select/deselect, then I had have to zoom in/out on each one |
| 23:42:22 | kaen | vs just holding control |
| 23:42:25 | kaen | and |
| 23:42:32 | kaen | I do a *lot* of this with lineitems |
| 23:42:38 | raptor | ok |
| 23:42:51 | raptor | i agree there's a case for it (I just wanted to double-make-sure) |
| 23:43:05 | raptor | so now we know CTRL is out... ALT? |
| 23:43:13 | kaen | here's the polygon after RDP simplification, by the way: http://imgbin.me/view/NOCAHJHW |
| 23:43:24 | kaen | 2500 -> 56 verts |
| 23:43:28 | raptor | cool! |
| 23:43:51 | kaen | anyway, ALT doesn't work for me because the WM uses it to move the window |
| 23:44:12 | kaen | so when I click it's trapped by X or whatever and bitfighter never receives it |
| 23:44:13 | raptor | ooo i like that one: http://imgbin.me/ |
| 23:44:25 | kaen | I just found it because imgbin.com is overbandwidth :x |
| 23:44:27 | raptor | ah yes, same here... |
| 23:44:51 | raptor | so maybe... hold down... uhh |
| 23:45:27 | raptor | i see only caps lock available... |
| 23:45:28 | kaen | maybe space would actually work? |
| 23:45:35 | raptor | or maybe |
| 23:45:56 | raptor | space already drags it non-snapped |
| 23:46:04 | raptor | and it's useful for dragging vertices |
| 23:46:15 | kaen | sure, but it can have a different meaning for the selection |
| 23:46:29 | kaen | the dragging logic is in onMouseDragged |
| 23:46:29 | raptor | ok |
| 23:46:36 | kaen | the selection logic is on onMouseClicked |
| 23:46:39 | raptor | ah ok |
| 23:46:41 | kaen | (_left) |
| 23:46:42 | raptor | sure, try that... |
| 23:46:45 | kaen | ok |
| 23:47:49 | kaen | sublime text is so awesome |
| 23:48:00 | kaen | I will never use another editor again |
| 23:48:09 | kaen | (except for c++) |
| 23:48:11 | kaen | (and java) |
| 23:48:15 | kaen | (and maybe Go) |
| 23:50:32 | raptor | java+eclipse is magic |
| 23:50:40 | raptor | what is good for Go? |
| 23:50:59 | kaen | goclipse :P |
| 23:51:04 | raptor | ha! |
| 23:51:51 | kaen | actually, Go is structurally simple enough that sublime could handle it fine |
| 23:52:08 | kaen | but sublime has no refactoring support to speak of :< |
| 23:52:18 | raptor | hmm... |
| 23:52:33 | raptor | because I've been using 'kate' a lot, but it's missing some things |
| 23:52:46 | raptor | and at work I use jedit, it has lots of nice XML markup plugins |
| 23:53:15 | raptor | I should try sublime again.. |
| 23:53:45 | kaen | it's sooo good |
| 23:53:59 | kaen | even the nag screen is unobtrusive |
| 23:54:17 | kaen | it pops up maybe every dozen saves, but you just hit escape and you're back to it |
| 23:54:25 | kaen | (back to editing I mean) |
| 23:54:35 | kaen | OH |
| 23:54:38 | kaen | and I found out |
| 23:54:44 | kaen | is has a vi mode |
| 23:55:01 | kaen | which is like 90% of way I'm fanboying it so hard |
| 23:55:04 | kaen | why* |
| 23:55:07 | raptor | hah |
| 23:57:12 | raptor | you use the dev build? |
| 23:57:47 | kaen | um actually this says stable build |
| 23:58:00 | raptor | ah ok |
| 23:58:08 | raptor | the dev build requires the license.. |
| 23:58:50 | kaen | I'm using 3047 |