#bitfighter IRC Log

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IRC Log for 2013-08-29

Timestamps are in GMT/BST.

00:53:22koda has joined
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05:43:01MacBloo has joined
05:43:08MacBloohey guys
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09:49:42ChanServ sets mode +o
09:49:54bobdaduckRAPTORAAIDFAEFAV
09:50:07bobdaduckI'M FREAKING OUT ABOUT SOMETHING BUT I FORGOT WHAT IT IS
09:50:10bobdaduckBUT YOU NEED TO FIX IT.
09:50:17raptorHi
09:50:20raptoruhh
09:50:25raptor*poof*
09:50:28raptorALL FIXED
09:50:33bobdaduckthanks!
09:50:40bobdaduck*goes back to working on DnD*
09:51:01bobdaduckOH
09:51:07bobdaduckright
09:51:20bobdaduckSo is it possible for you to change lua to allow some syntax for me?
09:51:50bobdaduckWhen you do setGeom() you have to do a bunch of point.new(),
09:51:55raptorI can't change the syntax, but maybe it can still do what you need?
09:51:55bobdaduckpoint.new(),
09:52:04bobdaduckpoint.new(),
09:52:05bobdaduck)
09:52:07raptorah
09:52:18raptoractually
09:52:23bobdaduckcan you make it so it *doesn't* crash if I have a comma on the last one?
09:52:35raptorit shouldn't crash...
09:52:40raptorit really does??
09:52:46bobdaduckYeah
09:52:52bobdaduckunexpected symbol near whatever
09:53:04raptorthe script or the whole game?
09:53:07bobdaduckscript
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10:25:45bobdaduckthere should be police bitfighter ships
10:25:54bobdaduckthat arrest you for speeding or parking wrong or tresspassing
10:26:03bobdaduckthey could be red AND blue
10:26:10bobdaduckand like change lots
10:26:41bobdaduckas a side note: Request that ship:setTeam(-2) be made to work
10:31:02thread_uuuh
10:31:12thread_wat?
10:31:15bobdaduckITS A GOOD IDEA.
10:33:59thread_data:image/jpeg;base64,/9j/4AAQSkZJRgABAQAAAQABAAD/2wCEAAkGBhQSERUUEhQVFRQVFRUXFBQXFxUVFBUUFRQVFBQUFBUXHCYeFxkjHBQUHy8gIycpLCwsFR4xNTAqNSYrLCkBCQoKDgwOGg8PGiwcHBwsKSwpKSwpLCwpKSwpLCksLCkpLCksKSkpKSwpLCkpKSwsKSwsLCkpLCksLSkpKSwsLf/AABEIALcBEwMBIgACEQEDEQH/xAAbAAABBQEBAAAAAAAAAAAAAAAFAAECBAYDB//EAE8QAAEDAgMEBgYFBwkFCQAAAAEAAgMEERIhMQUTQVEGImFxgZEHFDKhscEjUpLR8BUzQlNywuFDYmOCk5Sys9MWFySi8SU1VHN0g6Okw//EABoBAAIDAQEAAAAAAAAAAAAAAAABAg
10:34:08thread_oops
10:34:34thread_lol
10:34:45thread_That was, apparently, a bad idea
10:36:36bobdaduckyeah but this isn't like that
10:36:42bobdaduckthis is a GOOD idea!
10:46:54raptorbobdaduck: I fixed hostile/neutral team setting for objects
10:47:12raptoryou can use Team.Hostile Team.Neutral properly in 019
10:47:23bobdaduckcool
10:47:29bobdaduckbut ship:setTeam() doesn't work
10:47:35raptoryou're right!
10:48:00bobdaduckIt doesn't throw any errors it just doesn't do anything
10:48:11raptorbecause... Ship sort of equals the player
10:48:36bobdaduckbut neutral ships THAT AREN'T NEUTRAL.
10:48:58raptorremember that neutral ships are one of those objects that shouldn't exist...
10:49:42bobdaduckbut imagine if I could change a player's ship's team
10:49:46bobdaduckWITHOUT CHANGING THE PLAYERS TEAM.
10:50:59thread_say all ships are changed to team red, while half the players are listed under team blue... would the blue players just suicide?
10:51:10thread_it's in their team's interest
10:51:40bobdaduckno because you could infiltrate their base
10:51:44bobdaduckand then teamkill all their turrets
10:51:52bobdaduckbecause that's still totally a thing for some reason
10:52:12bobdaduckI always make sure to kill all my teams forcefields and turrets every game by way of protest
10:53:03thread_How about this: something like the cloak module, but its a spy module. it colors you to the enemy's team
10:53:22bobdaduckWe've been over this sort of
10:53:29bobdaduckIt would be a double-tap ability like pulse
10:53:38bobdaduckbut what happens when there's multiple teams?
10:53:38thread_?
10:53:48thread_It picks one at random
10:53:50bobdaduckit would have to like cycle or something
10:54:03thread_use it a few times until you get the right color
10:54:42YoshiSmb has joined
10:54:54bobdaduckYes it would be cool
10:54:59bobdaducknot really all that useful though?
10:55:01thread_or it could be like engineer, where when you use it, you give it input about what team you want
10:55:14thread_not really
10:55:19bobdaduckBecause TF2
10:56:29thread_Oooh, this should be a thing. another engineer-able item... gravity well!
10:57:00bobdaduckYEAH
10:57:10bobdaduck...You haven't played on my server very often, have you. xD
10:57:55thread_no, no. I mean they are built and destroyed. but manipulate player movement. either that or be able to engineer SpeedZones
10:58:24bobdaduckengineer suns!
10:58:50thread_what is this sun you speak of?
10:59:23bobdaduckhttp://www.bitfighter.org/forums/viewtopic.php?f=4&t=1859&p=19090#p19090
11:05:21thread_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.
11:05:40thread_ex. players in a zone are cloaked always
11:05:45thread_with no cost to their energy
11:06:03thread_even if they have boost and shield... they are cloaked too
11:07:53bobdaduckEveryone would be cloaked for the entire level...
11:07:56bobdaduckLets do it.
11:08:18thread_well... I guess I'm thinking not a loadout zone... more like a module zone.
11:08:37thread_over here is an armor zone... that is a speed boost zone...
11:08:49thread_no one ever dies in the shield zone
11:08:55thread_:D
11:09:04bobdaduckno wait
11:09:09bobdaduckbecause it would drain their energy
11:09:24bobdaduckso that wouldn't be too stupid
11:09:40thread_I was thinking it wouldn't use energy, because I'm forcing the module use
11:10:42thread_You know what would be great? Covering the whole map with a repair module zone
11:11:50thread_even if that does use up energy, that would make a strange dynamic
11:13:03bobdaducksensor zone
11:13:41thread_oooh, that would be good
11:24:48koda Quit (Read error: Connection reset by peer)
11:29:40thread_raptor: Is it possible to turn on modules for a player in levelgen? PLEEEAAASE?
11:30:24bobdaduckWell, we'll be able to manually set their loadouts... Sort of?
11:31:11thread_but I want to turn them on for them.
11:31:29bobdaducklol
11:31:37thread_or turn them off? no modules for you!
11:31:59bobdaduckAnd 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
11:32:37thread_I take all players ships and give them bot AI's
11:32:59bobdaduckelizabot
11:34:57thread_Oh gosh... this IS a bad idea
11:35:19bobdaduckI SEE NO WAY THIS PLAN COULD FAIL.
11:40:16thread_Uuuhhhhh... different topic?
11:41:52raptorhi
11:42:11raptoryes, I will ignore the last page of discussion... except gravity wells keep coming up over the years..
11:43:24thread_I feel like module zones could be nice if implemented correctly, but "correctly" is probably out of reach
11:43:52raptorwould the purpose be to force the user to waste their energy?
11:44:32thread_I don't want it to use energy. I would like to set zones where players are cloaked but otherwise gameplay proceeds as normal
11:44:37raptoryeah, 'correctly' might be difficult - and would a cloak-module zone force all players to cloak, even if they don't have it equipped?
11:44:47thread_yes
11:45:55thread_Drat, we didn't seem to drop the topic very well
11:46:31bobdaduckYour goalzone sword is now diamonds!
11:47:27thread_bobdaduck: have you seen slot machine yet?
11:47:32bobdaducknoep
11:47:41thread_ha, you should
11:47:59bobdaduckyeah
11:48:03bobdaduckmaybe when I get home from work
11:48:46thread_I'f afraid I'm busy today... maybe tomorrow or the next tomorrow
11:49:15thread_or the tomorrow after that?
11:49:19bobdaduckthat works
11:49:58bobdaducklunchtime
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11:58:54thread_so, bob mentioned something about being able to set player's loadouts?
12:03:53thread_are you putting any precautions in place to keep that from being abused?
12:04:28raptorheh
12:04:35kaen has joined
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12:04:45kaen"Frobenius endomorphism"
12:04:50raptorthe original idea was to not let them be set... only for bots
12:04:54raptorbut...
12:04:57kaenI'm trying to think what I can name after that
12:05:01kaenmorning all :)
12:05:11raptoryou pet amoeba?
12:05:14raptormorning
12:05:46kaenI was thinking maybe my firstborn
12:05:51kaencall her "Fro" for short
12:09:19kaenI always wind up in the part of wikipedia where the mathematical branches sound completely made up.
12:09:23kaen"ring theory"?
12:09:40kaen"Universal enveloping algebra"?
12:09:41raptorheh
12:40:53raptoroops
12:41:10raptorso who watches the watchers?
12:45:12thread_ME!
12:45:20raptoroh crud
12:45:20thread_jk nope. didn't see anything
12:45:29raptorexcellent
12:45:48thread_so what is that... worm thingy?
12:46:18thread_or rather, what was that
12:49:22kaenI think it was one of sam's experiments
12:51:37thread_ah
12:51:50kaenbasically just a worm the flew around space
12:52:16kaenbut mostly it just crashed all the time and wasn't production ready
12:52:31thread_on another note... mine inherits from moveObject? i can give them velocity?
12:52:32kaenand I know an opportunity to remove code when I see one :)
12:52:35kaenyep
12:52:39raptorbut it changed shades of brown!
12:52:52raptormines... with velocity...
12:52:57kaenworks like a charm
12:53:01raptoractually, i think bobdaduck did that once
12:53:08thread_do they bounce off walls?
12:53:11kaennope
12:53:15kaenno collision detection
12:53:24thread_awesome
12:53:25raptorright through walls
12:53:48thread_can't wait for 019
12:54:22kaenme either!
12:54:51bobdaduck has joined
12:55:02kaenman I really wish etherpad hadn't just completely shutdown with no warning whatsoever
12:55:10kaenthat list was kind of important...
12:55:20thread_So much cheesecake was lost
12:55:25bobdaduckxD
12:55:28bobdaduckalso hello
12:55:33kaenhello
12:56:38raptorour poor etherpad...
12:56:45raptormaybe I should roll our own instance
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12:59:12bobdaduckhail, Azul
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12:59:38bobdaduckWhat was the link for 019 bug list etherpad thing?
12:59:47raptorhttp://beta.etherpad.org/p/bf_019_polish
12:59:51raptorbut it's borken
13:00:31bobdaduckwhy'd it brok?
13:01:19raptoroh look, it's partly back... i think i got a colored page
13:02:31bobdaduckI did't
13:02:37kaenme either
13:04:48bobdaduckbeta.etherpad.org is down, but regular etherpad.org isn't
13:07:52kaenyeah, beta.etherpad.org is the public etherpad instance
13:07:59kaenetherpad.org is just the informational website
13:08:10kaenpresumably they took it down because of the cost
13:30:46kaengenerating shakesperian sonnets with Java:
13:30:47kaenhttp://cdawson.net/blog/2013/08/28/with-apologies-to-english-teachers-everywhere/
13:43:53bobdaducklol
13:54:47raptorLines 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
13:54:56raptor^^ that's my favorite part
13:55:20bobdaducklol
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14:08:29BFLogBot Commit: 91b77eabd684 | Author: kaen | Message: deprecate setLoc() and getLoc() for setPos() and getPos()
14:09:02bobdaduckRevamping DnD will take a very long time now. xD
14:10:59kaens/Loc(/Pos(
14:11:11kaentime to learn vim ...
14:11:51kaenalso, they're still there
14:12:02kaenraptor made me add nice deprecation warnings and not break the api ...
14:12:11bobdaduckyeah
14:12:13bobdaducklol
14:12:20bobdaduckits okay I suppose it won't be too bad
14:12:34kaenyou really should be able to do it with one find/replace dialog
14:13:00bobdaduckYeah probably
14:13:39kaenI'm about to do getClassId -> getObjType
14:13:48kaenalthough I suspect that one is of less interest
14:14:43bobdaduckI've never been able to use that right
14:14:55bobdaduckit returns a number instead of an objType and is all weird and stuff
14:15:27kaenbrace for mind blowing:
14:15:34kaenObjTypes are numbers
14:15:38bobdaduckxD
14:15:42bobdaduckI know actually
14:15:49bobdaduckbut like I never wanted to deal with it
14:16:45kaenI even added a little example in the docs:
14:16:46kaenobj:getObjType() == ObjType.TestItem
14:17:11bobdaduckI think when I was actually trying to do anything with it
14:17:27bobdaduckI was trying to test if an engineered resource Item was a turet or a resourceItem
14:17:54kaenI use it in my "filter selection" plugin
14:17:57BFLogBot Commit: b8d1920d4e2d | Author: kaen | Message: deprecate getClassId() for getObjType()
14:17:57bobdaduckI don't remember what happened but I remember it was hampering to my schemes
14:20:57bobdaduckFun fact: ID a resource item, turn it into a turret, and then obj:removeFromGame() it
14:21:02bobdaduckthe turret becomes permanent
14:21:23kaenthat makes sense
14:21:35kaenthere's an API in 019 for setting engineered items as permanent or not
14:21:52kaenit even changes the color of a teleporter :)
14:23:21kaenEngineeredItem::setEngineered()
14:24:10bobdaduckhuh.
14:24:21bobdaduckis it reversible?
14:24:24kaenyep
14:24:35bobdaduckCackling.
14:25:04kaentrying to decide if that's a verb or an adjective ...
14:25:29bobdaduckWhich one is better?
14:25:35kaenadjective
14:25:48kaen"my, what a cackling levelgen you've created!"
14:25:55bobdaduckthat one then
14:25:55bobdaduckxD
14:26:15kaenugh
14:26:29kaenbobdaduck, documented these three dozen undocumented lua methods for me
14:26:38kaenmake sure you get the parameter and return types right
14:26:40kaenthanks.
14:26:55bobdaduckokey dokey!
14:27:12bobdaduckWait are they ones I've used or am I making stuff up
14:27:29kaenprobably an even mix of both ...
14:29:21kaenoh goodness...
14:29:32kaenI just rememberd I've completely not even touched Ship and Robot
14:29:47kaeni.e. I have to fix the docs for almost all of their methods ._.
14:31:05kaenor maybe I don't...
14:31:11kaenyou guys can just source dive, right?
14:31:13kaenRIGHT?
14:31:25kaen(please say yes...)
14:37:09bobdaducklol
14:37:12bobdaducktechnically?
14:37:35kaentechnically correct.
14:37:39kaenthe best type of correct.
14:37:41bobdaduckxD
14:38:43bobdaduckMore likely I will have raptor source dive for me.
14:38:55bobdaduckOr slightly less likely, you.
14:39:08bobdaduckSo if you're okay with that!
14:40:41thread_so the EngineeredItem::setEngineered() did get done! oh yes!!!!
14:40:58thread_I was under the impression Watsimoto didn't see it being used
14:41:11thread_Cackling
14:41:24bobdaduckindeed!
14:41:51thread_I can make my level now!!! or rather when 019 releases
14:41:59kaenhehe
14:42:11kaenyou guys should check your emails :P
14:42:17bobdaduckwhen. Pff.
14:42:19bobdaduckIF.
14:42:25thread_??? you emailed lil' erin?
14:42:33kaengoogle code sends emails about issues you star
14:42:38kaenand you auto-star issues you report
14:42:45bobdaduckI have no emails
14:43:03thread_oh that. I got the emil from wats about not seeing a use case and don't remember any others
14:43:14kaenoh :<
14:43:53thread_uuuhhh... so this means... I wasn't paying attention to some other one I got maybe?
14:44:07kaenmaybe
14:44:13kaenalternatively, check your t-mail
14:44:22kaenthe telepathic mail I send when I fix issues
14:44:34bobdaduckI didn't know I even had that!
14:44:35kaenrequires a vulcan mind-meld before use, though
14:44:36bobdaduck*checks*
14:44:39thread_ooohh. I have been neglecting to check mine
14:44:52bobdaduckDude there is so much spam in here
14:45:01bobdaduckI don't even know what a timeshare is
14:45:07thread_Sorry, that was me
14:45:07kaenrofl
14:51:15thread_in a .level file, TextItems have 6 numbers and their text. team, x1, y1, x2, y2, ?, "I love doughnuts"
14:51:21thread_What is that last number
14:52:04bobdaduckchange it to 30 and see what happens
14:53:04bobdaduckactualy no change it to like -1 or something
14:53:15bobdaducknegative numbers are always better than positive ones
14:53:49kaenI have honestly no idea
14:54:16thread_its font size... there is a minimum though so negative defaults to like 3
14:54:39thread_sorry bob, no shenanigins today
14:54:50thread_I tried -30
14:55:00kaenwow
14:55:05kaenthere is no lua api for controlling that
14:55:33bobdaduckrofl
14:55:33thread_there totally should! i can make pulsing text
14:55:41bobdaduckrofl
14:56:19thread_the editor automatically sets the font to fit the length of the text item
14:56:41thread_so if you touch it in the editor it reverts back to the default size
14:57:56thread_the more you know
14:59:10bobdaduckyeah
15:02:47thread_Another question: can the editor plugin access a level's name/file name/levelgen name? the documentation only says I can get objects
15:03:06thread_can I get umber of teams?
15:03:27thread_team colors? team names? etc
15:05:17kaenno, yes, no, yes
15:06:03thread_uuuuhhh wat
15:06:11raptormaybe we should provide the color... as a 24bit binary string
15:06:21kaenno access to filenames
15:06:41kaenyou can number of teams, and their names
15:06:55thread_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
15:07:35thread_it would also be nice if plugins could change level properties
15:07:52kaenhmm. sounds like a good
15:07:53kaen!idea
15:07:53BFLogBotTo enter a feature request: http://tinyurl.com/bfnewfeature -- To view all feature requests: http://tinyurl.com/bffeatures
15:08:36raptorhaha
15:08:38thread_...
15:08:40thread_Is that a passive aggressive way to get me to enter the ticket myself? fine...
15:09:29kaenwell, only you know all the features you would need. but in short, yes :)
15:09:59kaenalso I'm just generally trying to encourage users to hit the google code tracker
15:10:35bobdaduckSomeone should do something about issue 238...
15:11:02thread_I just keep forgetting the url to the bugtracker :)
15:11:36bobdaduckI MISS BUILDBOT
15:11:41kaenme too bob :<
15:11:54kaenyou want a latest build?
15:11:58bobdaduck hugs BFLogBot
15:12:02bobdaducknah
15:12:06kaenok
15:12:06bobdaduckI mean yeah but not that bad
15:12:42thread_meaning... yes?
15:12:52BFLogBotWhy should I have to work for everything? It's like saying that I don't deserve it. -- Calvin
15:13:04kaenI think I can cross-build you one from my linux box
15:13:07kaenno promises though
15:13:14bobdaduckNah
15:13:17bobdaduckI can build myself
15:13:20kaenoh ok
15:13:42raptoris that from amgine? (issue 238)
15:13:54bobdaduckyeah.
15:15:10thread_A statistician had his head in an oven and his feet in a bucket of ice... on average he felt fine
15:15:27bobdaducklol
15:15:31bobdaduckOH SNAP
15:15:38bobdaduckFURBAGGY IS TRYIN' TO MAKE IT TO THE DDD
15:15:49bobdaduck panics
15:19:49kaenlol
15:22:22bobdaduckWow that issue on BBB servers
15:22:34bobdaducktwo years old, pushed back at least four releases
15:22:34bobdaduckxD
15:24:34thread_bored of work...
15:24:46thread_"ooops, all of a suden my clock says 5:00pm"
15:24:50bobdaducklol
15:25:04bobdaduckWhen I get bored of work
15:25:12bobdaduckI just start going through DnD.levelgen
15:25:21bobdaduckand adding random comments
15:25:28thread_the goal is to become *less* bored
15:25:37bobdaduckxD
15:25:46bobdaduckThen you aren't commenting right!
15:25:54bobdaduckif(death == true) then --if its on death we drop loot bag. Otherwise its capitalism.
15:26:08thread_--I sure could go for a burger after the last 5 lines
15:26:13bobdaduckxD
15:26:28thread_--I sure could go for a burger after that last burger
15:27:22thread_"Get in my time machine and we can take a trip to yesterday!"
15:27:27thread_"Are we there yet?"
15:27:30thread_"Ummm"
15:29:40kaenWOW
15:29:50kaenfindVisibleObjects has a behemoth of a doc comment
15:29:54kaenfully a page and a half
15:30:05bobdaduckUseful
15:31:36raptorsee... i document stuff...
15:32:39bobdaduckMost of these comments aren't really funny they're just ADD
15:32:50bobdaduckPar for the course
15:33:23kaenit's beautiful, raptor
15:33:31thread_cya
15:33:35thread_ has left #bitfighter
15:34:46bobdaduckGoing through my DnD code will never be boring though!
15:44:51BFLogBot Commit: 43eb218a5056 | Author: kaen | Message: update Robot docs
15:44:52kaenPHEW
15:46:14bobdaduckgratz
15:46:45kaennow for Ship ...
15:47:01kaenand whatever else might lurk undocumented in these murky depths
15:47:05raptorwhyon earth did we ever use getLoc??
15:47:20raptorI think Ship and Robot are the main ones
15:47:31kaenI imagine it was to avoid naming collisions?
15:47:38raptorah yes!
15:47:40raptorok
15:47:41kaensame reason ClassId was used instead of ObjType
15:47:42raptorthat makes sense
15:47:56raptorwell we've matured :)
15:48:41kaen:)
15:49:08bobdaduck:)
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16:17:47BFLogBot Commit: 6f3e9c3e4591 | Author: kaen | Message: update Ship luadocs
16:25:35raptorhooray!
17:15:48raptorlater!
17:15:51raptor Quit ()
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18:26:23fordcarshi
18:26:39fordcarsBitfighter built successfully on Pi1 But It won't run
18:26:59fordcarsI kept hadding a v**(b) is not supported on this architecture
18:27:05fordcarsWOW having
18:27:24fordcars**= soryy I don't remember
18:27:33fordcarsarh sorry about the typos
18:30:43fordcarsOK, Bitfighter built fine on Raspberry Pi, but it won't run and it won't give me an errpr
18:33:47fordcars Quit (Quit: Page closed)
18:39:18fordcars has joined
18:39:57fordcarsHehe actually Bitfighter does run, but it's invisible and just sucks my cpu
18:48:39fordcarsEven when I copy/paste the resource
19:09:36fordcarshttp://pastie.org/8282074 kaen this is the output of Bitfighter on Pi if you are interested
19:24:01fordcarsnm kaen, I got it!!!!
19:24:03fordcarsServer connecting to master [IP:199.192.229.168:25955]
19:27:18fordcarsYay!
19:27:25fordcarsI only have one problem no
19:27:27fordcarsSetting display mode failed: Couldn't find matching GLX visual
19:48:48kaenuh oh
19:48:52kaenthat's a nasty error
19:49:28fordcarsServer is working fine thoughg
19:50:06fordcarsI tried running it in fullscreen
19:50:06kaensudo apt-get install libgl1-mesa-glx
19:50:21fordcarsoh haha
19:50:22kaen^ can you try that and pastie the output?
19:50:47kaenyou'll probably need to restart for it to work
19:50:58kaen(if it installs a new package)
19:51:17fordcarsIt says I have it
19:51:22fordcarsNo new packages
19:51:59fordcarshttp://pastie.org/8282147
19:52:12kaenhmmm
19:52:22kaenhow about
19:52:27kaenglxinfo
19:52:33kaen(there's going to be a ton of output)
19:52:55fordcarsbash: glxinfo: command not found
19:52:58fordcarsurgh
19:53:06kaensudo apt-get install mesa-utils
19:53:09kaenthen try again :P
19:53:21kaenwelcome to the wonderful world of linux opengl configuration...
19:53:49fordcarshaha
19:55:16fordcarsname of display: :0.0 Error: couldn't find RGB GLX visual or fbconfig
20:13:32kaen Quit (Ping timeout: 264 seconds)
20:13:56kaen has joined
20:15:16fordcarsBye guys, I have to go
20:15:17kaenNOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOooooooooooooooooooooooooooooooooooooooooooooooooooo....................................................................
20:15:21kaenbye
20:15:24fordcarsWhat!
20:15:30kaenfordcars, bitfighter client won't work on raspberry pi
20:15:37kaenit only supports openGL ES :<
20:15:50kaenwe have to do something that we should have done a long time ago...
20:15:52fordcars:(((((((((((((((((
20:15:56kaenport the rendering engine to ES
20:16:00kaenmaybe for 020
20:16:03kaensorry bud :
20:16:05kaen:/
20:16:17fordcars:/
20:16:55fordcarsWhat open gl does Bitfighter use?
20:20:51Nothing_Much Quit (Quit: bye)
20:21:13Nothing_Much has joined
20:21:13Nothing_Much Quit (Changing host)
20:21:13Nothing_Much has joined
20:27:09fordcarsAnyway, later
20:27:19fordcarsGoing to bed, Night!
20:27:26fordcarsThanks kaen!
20:27:28fordcars Quit (Quit: Page closed)
20:36:17bobdaduck has joined
21:11:14kaenomg
21:11:19kaenI'm going to be so happy after we release
21:11:25kaenthen I can start on the gui rewrite
21:11:31kaenWITH A REAL GUI SYSTEM
21:11:38kaenTO BUILD UIs WITH
21:11:54bobdaduckrofl
21:12:06kaenjust wait dude
21:12:14kaenuntil you see my first round of mockups
21:12:17bobdaducklol
21:12:59bobdaduckmockups for what?
21:13:38kaenfor the gui rewrite
21:13:43bobdaduckAnd did you approve of my "sticky" levelgen?
21:13:47bobdaduckwhat gui rewrite
21:13:50kaendidn't check it out yet :x
21:14:03kaenwell, the gui rewrite in my head for now
21:14:12kaenraptor and I bounced around ideas and found a solid framework
21:14:42kaenbasically, 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
21:14:58kaennot only that, but it's strewn together haphazardly, so it makes a ton of spaghetti code
21:15:14kaen90% of the editor's code complexity is because we roll our own ui code
21:15:31kaenso by adding a gui library to handle the widgets for us, we get a lot of benefits
21:15:32kaenless code
21:15:35kaenmore widgets
21:15:38kaeneasier to write interfaces
21:15:41kaenless to compile
21:15:46kaenhigher quality API
21:16:04kaenability to expose gui functions to editor plugins (build an interface from lua)
21:16:07kaenetc.
21:16:33kaenwith 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
21:16:54kaenit will also encourage other developers to come on board (I've seen more than one scared off by our UI system)
21:17:16kaen</soapbox>
21:29:23bobdaduckcool
21:29:29kaenbobdaduck, what key should I use to disable vertex selection?
21:29:41bobdaduckwhat's that do?
21:29:45bobdaduckprobably alt
21:30:00bobdaduckkaen join server quick?
21:30:01kaenmakes it so you don't want to punch baby vertices in the face
21:30:05kaensure
21:30:05bobdaduckrofl
21:30:20kaenyou know what I'm talking about now don't you?
21:30:22kaen:)
21:37:59bobdaducksort of
21:38:03bobdaduckno.
21:40:06kaenwhen you have a ton of vertices all next to each other
21:40:13kaenbut really you want to select a wall
21:40:17kaenthe whole wall
21:41:15kaenoh wait!
21:41:17kaenwhat if
21:41:30kaen*double clicking* the vertices selected the whole thing?
21:44:47bobdaduckah.
21:44:58bobdaduckif you have too many close
21:45:04bobdaduckyou might double click the wrong ones.
21:45:19bobdaduckalt is free, isn't it?
21:45:25kaenI think so
21:45:37kaenalt is easier to implement anyway
21:51:51kaenhmm
21:52:00kaenalt is for window dragging on linux ...
21:52:27kaenso bifighter never get's the mouse click when it's pressed
21:53:03kaenhow about caps lock?
21:53:44raptor has joined
21:53:45ChanServ sets mode +o
21:56:52kaenraptor, thoughts on a key to disable vertex selection?
21:57:02kaenand good evening.
21:57:10raptoroh hi
21:57:18raptorin the editor?
21:57:19kaenalt was my first thought, but gnome at least traps it so we never get the mouse click
21:57:20kaenyes.
21:57:30raptora 'select none' ?
21:57:32kaenI was also thinking caps
21:57:33kaenno
21:57:45kaenfor when you have a ton of vertices too close to each other
21:57:52kaenand you can't select the actual object itself
21:57:58raptorohhhh
21:58:04raptoryeah i hate that
21:58:24kaenit's going to be a lot worse with the new high-resolution geometry
21:58:32raptorallow zoom in more??
21:58:48kaenI'd really rather have quick disable
21:58:53kaenmore zoom sounds like a hack
21:59:02raptorshift space?
21:59:08raptorno wait
21:59:22raptorman i don't know
21:59:28kaenhmm
21:59:55kaenbobdaduck, any input?
22:00:01kaen(heh, input)
22:01:02raptordoes ctrl do anything in that instance?
22:01:23kaenwhoa
22:01:28kaenin fact it does not appear to
22:11:13raptorI am saddened about our etherpad...
22:11:47raptoron a completely unrelated note - I just was assigned a project at work that requires Lua knowledge...
22:12:04raptorso... hobby game programming to the rescue!
22:12:44kaenlol
22:13:14kaenalso I've been idling in #etherpad for three days demanding my money back
22:13:20kaen(asking what's going on, no response)
22:13:20raptorhahaha
22:13:35raptori'll go make noise, too..
22:15:23kaenI read the other day that nginx uses lua
22:15:31bobdaduckOH DUDE
22:15:33bobdaduckTAB.
22:15:35bobdaduckPERFECT.
22:15:41kaen=.=
22:15:50raptorhi bobdaduck
22:15:56bobdaduckI'M AGAINST IT
22:16:10bobdaduckraptor check out this level
22:16:13raptorkk
22:16:15bobdaduckkaen come too to show it off better?
22:24:02BFLogBot Commit: c762cf99851e | Author: kaen | Message: add vertex selectability toggling by holding Control in the editor
22:29:53raptorthat swing in levelgen carnical
22:29:58raptor*carnivore
22:30:00raptoruhh
22:30:03raptorcarnival
22:30:16raptori don't see a center resource item..
22:30:35bobdaduckthere isn't one
22:30:46raptorah ok
22:33:37fordcars has joined
22:33:48kaenhi fordcars
22:33:58kaenbitfighter might actually work on the pi if you can enable software rendering
22:34:25fordcars?
22:34:39kaenbut it will almost certainly run slowly
22:34:45kaenperhaps unplayably
22:35:17raptordid you get it to compile?
22:35:31fordcarssoftware rendering? I was reading about this just now and it looks like converting to OpenGl is the only way
22:35:42fordcarsYep, server runs fine
22:35:48raptorgreat!
22:35:54raptorgreat great great
22:36:04fordcarsClient too, just invisible :)
22:36:43kaensudo apt-get install libgl1-mesa-swx11
22:36:49raptorooo
22:36:53kaenshould force software rendering
22:37:00kaenafter a restart probably
22:37:07Nothing_Muchkaen, uh.. that isn't the best idea
22:37:16kaenhm?
22:37:17Nothing_Muchbecause that makes everything run in software mode
22:37:28Nothing_Muchaka, no hardware opengl
22:37:31kaenright
22:37:36fordcarssudo sorryitllhavetowaitfortomorrow
22:37:37kaenpi doesn't support hardware gl
22:37:46kaenonly gles
22:37:50Nothing_Muchthere's some sorta command you can run if you'd like to run, can't remember what it's called
22:37:55Nothing_Muchoh, you're porting to arm? :D
22:37:56raptorwe support gles
22:38:05raptoryou can compile with it
22:38:16fordcarsraptor, What??
22:38:18kaenoh that's right!
22:38:22raptorsure
22:38:23kaenfor the mobile ports
22:38:40raptorlet me think of the easiest change to make...
22:39:01Nothing_Muchkaen, really? you're back on board with mobile? or is it still shelved for now?
22:39:22fordcarsWell pi
22:39:32kaenI don't even know anymore honestly
22:39:41kaenkoda came out of nowhere and rebased his ios clone
22:39:59kaenand I definitely won't fight it
22:40:17kaenbut it's not much of a priority for me personally
22:40:24fordcarsI have seen a portable gaming system made with a raspberry pi, image portable wireless Bitfighter goodness!
22:40:29Nothing_Muchhow well does it work and how are the controls (if any)?
22:40:36raptorno no - we're not doing mobile...
22:40:43fordcars*imagine
22:40:45Nothing_Muchoh oh, sorry, my bad
22:40:47raptorbut it did allow us to migrate to GLES
22:40:55fordcarslol
22:41:03raptorwe have the projects so you can build, just not the resources to complete
22:41:20raptorand they don't have controls or anything..
22:41:41fordcarsyeah :/
22:42:21fordcarsEither a bunch of virtual joysticks onscreen or voice control xD
22:42:28Nothing_Muchthere was a dual analog touchscreen sorta thing I've shown you in a game on android, would it be tough?
22:42:33Nothing_Much*sorta game
22:42:55raptorwell, we probably need another developer to do it - we have plenty to work on and mobile isn't most enticing for me...
22:43:07fordcarsWe need buttons for modules, that is the only problem
22:43:42Nothing_MuchAbove one of the dual analogs?
22:44:06fordcarsTomorrow I'll try to get the Pi to run Bitfighter with opengl es
22:44:38fordcarsHow to move, shoot/aim, turbo and shield at the same time? :p
22:45:15Nothing_MuchOhh..
22:45:24fordcarsOn ipod, we could use volume up and down for modules :P
22:45:40Nothing_MuchI forgot that they needed to be activated, try below one of them.. huh..
22:45:57fordcars:P
22:46:10Nothing_Muchfordcars, that'd be pretty uh.. not very user friendly lol
22:46:29Nothing_MuchNow that I think about it, it does seem a bit complicated
22:46:33fordcarsHaha
22:46:41Nothing_MuchThen again, I've never owned a smartphone
22:46:43Nothing_MuchOnly a tablet
22:47:00Nothing_Muchand an iPod Touch
22:49:05kaenI've got an iphone in my pocket
22:49:13fordcarsCool
22:49:26kaenplaying bitfighter on this thing seems even more difficult than using the trackpad on my laptop ...
22:49:55fordcars:p I used to play bitfighter on single-button trackpad
22:50:08kaenI've mapped modules to n/m
22:50:11kaenand fire to space
22:50:23kaenhave to aim with my thumb ...
22:50:24fordcarsheh
22:50:31fordcarsWow
22:50:32Nothing_Muchwould there be a port to the openpandora?
22:51:34kaennow that seems more reasonable
22:51:43kaenespecially if it runs standard linux distros
22:51:55Nothing_Muchit runs debian with xfce on arm I believe
22:51:56kaenand likely the android port could be adjusted to work
22:52:09kaenafaik bitfighter supports arm
22:52:20fordcarsheh
22:52:32kaenit's kind of ridiculous how many platforms you can build bifighter on...
22:52:41kaenI need to try it on bsd some day
22:52:47Nothing_Muchbsd?
22:53:03fordcarsBitfighter is super cross-platform
22:53:04kaenanother unix implementation
22:53:10fordcarsopenBsd
22:53:11Nothing_MuchOh, that platform's got a different philosophy
22:53:21kaendefinitely
22:53:23Nothing_MuchAnd FreeBSD
22:53:29Nothing_MuchAnd NetBSD I believe?
22:53:37kaenthose are the big three
22:53:38fordcarsand Javascript
22:53:46kaenemscripten ...
22:53:47Nothing_MuchJavascript too?
22:54:08kaenthere's a c++ -> javascript compiler for clang
22:54:17fordcarsIt would be nice to have a super simple jas bitfighter
22:54:17Nothing_MuchDo any other games exist that are available that have this many ports?
22:54:22kaensure
22:54:37fordcarsquake3
22:54:41kaenany game with competent engineering should build on lots of platforms
22:54:55Nothing_Muchquake 3 is ported to flash, bad sign :(
22:54:57kaenbut there's a time investment in maintaining compatibility I guess
22:55:14raptoremscripten!!!
22:55:20raptorthe next frontier!
22:55:22Nothing_Muchemscripten?
22:55:25Nothing_MuchWhat's that?
22:55:26kaenand for instance AAA shops don't have a lot of financial motivation for supporting linux (and especially not bsd)
22:55:35kaenit's the c++ -> javascript compiler I mentioned
22:55:40fordcarsYeah
22:55:43Nothing_MuchWow, cool
22:56:22kaenit's funny what an extra layer of indirection can do
22:56:25fordcarsWouldn'r emscripten's Bitfighter be extremely slow?
22:56:55kaenyeah, but bitfighter not very cpu-intensive
22:57:05kaenand now it's not very gpu-intensive either
22:57:13fordcarsButnstill
22:57:15Nothing_Muchkaen, what do you mean, "now"?
22:57:18kaenand V8 (chrome's javascript engine) is ridiculously fast
22:57:37kaenNothing_Much, 019 manifested a massive performance improvement
22:57:46Nothing_MuchWow, really?
22:57:46fordcarsYeah, but mobile phones?
22:57:47Nothing_MuchNice
22:57:53kaen018a runs at 14fps on this machine, 019 runs at 60 (my framecap)
22:58:05kaenfordcars, no not on mobile phones
22:58:08Nothing_MuchWhat's your machine's specs?
22:58:28kaen2.8ghz dual core
22:58:31kaenI was gpu bound
22:58:33fordcarsWhy not?
22:58:40Nothing_Muchfull specs?
22:58:44kaencheapo onboard graphics card with 128M of vram
22:58:50kaenI honestly don't know off the top of my head
22:58:56kaencheap toshiba from walmart
22:58:57Nothing_Muchwindows or linux?
22:58:58Nothing_Muchah
22:59:32kaenfordcars, I doubt a mobile cpu could handle the javascript
22:59:41kaenalthough I don't know for sure
22:59:57fordcarspfff A year ago I had a PowerMac G4, running Bitfighter at 60fps, 500mhznand 32mb vram
22:59:58Nothing_Muchkaen, I discovered that mobile phones have up to 6 or 8 cores combined with gpu cores
22:59:59kaenone advantage of js bitfighter would be avoiding the need to install it
23:00:13Nothing_MuchWell, Android phones, mostly
23:00:15fordcarsYeah, I guess
23:00:33kaeninteresting
23:00:38fordcarsAll phones, mobile gaming web browsers...
23:00:49kaenbut a js port of bitfighter would certainly be cpu bound
23:01:01fordcarscanvas?
23:01:18raptorwebgl!
23:01:24kaenemscripten uses canvas and the accelerated contexts where available
23:01:26kaenincluding webgl
23:01:30fordcarsHow can something compile c++ to js?
23:01:39kaenso you would have near-native gl calls
23:01:48raptormagic... and like 20th generation compilers...
23:01:54fordcarsIt's something
23:02:05kaenfordcars, the c++ compiler (and all the other "front-ends" for clang) compile to an intermediate language
23:02:12kaenand IR (intermediate representation)
23:02:14fordcarshehe nice
23:02:40kaenthen all of the backends read the IR code and produce different "machine code" (i386, arm, javascript)
23:02:57kaenthe IR is the added layer of indirection in clang's design
23:03:06kaenand it has made miraculous things possible.
23:03:24raptorllvm is like the java runtime for C
23:03:31raptorcomplete magic
23:03:39raptormiracles
23:03:51fordcarsThe intermediate language is assembly?
23:04:04kaenno
23:04:04kaenbut close
23:04:04kaenit's assembly-like
23:04:27kaenand all the languages and architectures have mappings to and from it respectively
23:06:15kaenbut it also includes things like symbols, so static analysis is possible using just the IR
23:06:46kaenso compilers, analyzers, and linkers can essentially all be mixed and matched
23:07:10raptorkaen: you don't happen to have an etherpad page in your cache, do you? (if mozilla, check about:cache)
23:07:20raptorbecause I have cleared mine since...
23:08:06kaenI have a cached 404 error :<
23:08:08fordcars Quit (Ping timeout: 250 seconds)
23:08:11raptoroh boo
23:08:28fordcars_m has joined
23:08:41fordcars_msorry qwebirc crashed
23:09:28fordcars_mbut kaen, howncan emscriptem compile the server stuff?
23:10:38fordcars_m Quit (Client Quit)
23:21:18bobdaduck Quit (Remote host closed the connection)
23:27:03raptori'm gonna try out the new vertex deselect...
23:27:48raptorheh, kaen
23:28:02raptorI think a new wall is appearing everytime i do ctrl+select on the wall...
23:29:07raptoractually, I can drag the wall without selecting the spine...
23:30:00kaen:x
23:30:18raptorhuh - i guess i don't use the editor much...
23:30:58kaenwhoa wtf!
23:31:02kaenit's totally bonkers
23:31:37kaenI could only get it to duplicate once though
23:31:48raptori got it 5 times in a row...
23:32:05kaenoh okay
23:32:07kaenI got it now
23:33:33kaenugh
23:33:43kaenctrl + click duplicates
23:33:45kaennice feature
23:33:49kaenhad no idea it existed
23:34:04raptorha!
23:34:04kaenthe logic is in onMouseDragged
23:34:14kaenI only looked in onMouseClicked_left
23:34:39kaenso then ...
23:34:41raptorhmm...
23:34:43raptorso
23:34:45kaennot alt
23:34:47kaennot ctrl
23:34:48raptorwell wait
23:35:02raptorwhat is a use case for needing the deselect?
23:35:21kaenthese polygons that I'm subdividing/modulating
23:35:29raptorbecause I just found out I can drag the wall without the spine - so my scenario is moot
23:35:30kaenlineitems, zones, polywalls, barriers
23:35:42raptorahh... lineitems
23:35:48raptoryes, makes sense
23:36:01raptorhow so with zones/polywalls/barriesr?
23:39:23kaenhttp://imgbin.me/view/SGOTFUEF
23:39:53raptorhahaha
23:39:55raptorwow
23:40:00kaenbefore you modulate a polygon, you have to subdivide it to a very high resolution, then later reduce it with my recursive RDP simplifier
23:40:30raptorbut if you zoom in, and grab the wall, not-by-the-spine, you can still move it...
23:42:18kaentrue, but if have multiple shapes to select/deselect, then I had have to zoom in/out on each one
23:42:22kaenvs just holding control
23:42:25kaenand
23:42:32kaenI do a *lot* of this with lineitems
23:42:38raptorok
23:42:51raptori agree there's a case for it (I just wanted to double-make-sure)
23:43:05raptorso now we know CTRL is out... ALT?
23:43:13kaenhere's the polygon after RDP simplification, by the way: http://imgbin.me/view/NOCAHJHW
23:43:24kaen2500 -> 56 verts
23:43:28raptorcool!
23:43:51kaenanyway, ALT doesn't work for me because the WM uses it to move the window
23:44:12kaenso when I click it's trapped by X or whatever and bitfighter never receives it
23:44:13raptorooo i like that one: http://imgbin.me/
23:44:25kaenI just found it because imgbin.com is overbandwidth :x
23:44:27raptorah yes, same here...
23:44:51raptorso maybe... hold down... uhh
23:45:27raptori see only caps lock available...
23:45:28kaenmaybe space would actually work?
23:45:35raptoror maybe
23:45:56raptorspace already drags it non-snapped
23:46:04raptorand it's useful for dragging vertices
23:46:15kaensure, but it can have a different meaning for the selection
23:46:29kaenthe dragging logic is in onMouseDragged
23:46:29raptorok
23:46:36kaenthe selection logic is on onMouseClicked
23:46:39raptorah ok
23:46:41kaen(_left)
23:46:42raptorsure, try that...
23:46:45kaenok
23:47:49kaensublime text is so awesome
23:48:00kaenI will never use another editor again
23:48:09kaen(except for c++)
23:48:11kaen(and java)
23:48:15kaen(and maybe Go)
23:50:32raptorjava+eclipse is magic
23:50:40raptorwhat is good for Go?
23:50:59kaengoclipse :P
23:51:04raptorha!
23:51:51kaenactually, Go is structurally simple enough that sublime could handle it fine
23:52:08kaenbut sublime has no refactoring support to speak of :<
23:52:18raptorhmm...
23:52:33raptorbecause I've been using 'kate' a lot, but it's missing some things
23:52:46raptorand at work I use jedit, it has lots of nice XML markup plugins
23:53:15raptorI should try sublime again..
23:53:45kaenit's sooo good
23:53:59kaeneven the nag screen is unobtrusive
23:54:17kaenit pops up maybe every dozen saves, but you just hit escape and you're back to it
23:54:25kaen(back to editing I mean)
23:54:35kaenOH
23:54:38kaenand I found out
23:54:44kaenis has a vi mode
23:55:01kaenwhich is like 90% of way I'm fanboying it so hard
23:55:04kaenwhy*
23:55:07raptorhah
23:57:12raptoryou use the dev build?
23:57:47kaenum actually this says stable build
23:58:00raptorah ok
23:58:08raptorthe dev build requires the license..
23:58:50kaenI'm using 3047

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