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| 02:08:09 | BFLogBot | "The dynamics of inter-being and mono logical imperatives in Dick and Jane: A study in psychic transrelational gender modes". Academia, here I come. -- Calvin |
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| 07:21:57 | Nothing_Much | morning all |
| 07:22:22 | Canseco | morning |
| 07:23:25 | Nothing_Much | how're ya? |
| 07:27:57 | Canseco | not bad, i tried with simutrans as they have a branch with SDL2 and GLES, but same errors when executing, seems SDL bug |
| 07:31:42 | Nothing_Much | oh dear |
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| 08:59:01 | watusimoto | hi |
| 09:00:12 | Nothing_Much | Hello watusimoto |
| 09:01:31 | kaen | morning |
| 09:02:58 | watusimoto | is it morning already? |
| 09:03:18 | kaen | it is over here :) |
| 09:03:48 | Nothing_Much | yes it most certainly is! |
| 09:05:00 | Nothing_Much | ugh, these panics are gonna be the end of me |
| 09:05:05 | Nothing_Much | *kernel panics |
| 09:05:17 | kaen | I was just thinking the same thing about these poly2tri stack overflows... |
| 09:05:52 | Nothing_Much | oh my |
| 09:06:25 | kaen | I went to the trouble of writing a full test suite |
| 09:06:38 | kaen | with every kind of buggy crashy non-sensical group of polygons I can think of |
| 09:06:43 | kaen | it passes every. single. one |
| 09:06:50 | kaen | but crashes when I try to use it in-game |
| 09:07:03 | Nothing_Much | ouch |
| 09:07:14 | kaen | on groups of polys that should actually be valid, nonetheless |
| 09:08:02 | watusimoto | what are you using it for? |
| 09:08:17 | watusimoto | Perhaps you can dump those polys to use in the test? |
| 09:08:24 | kaen | I exposed it to the lua api |
| 09:08:32 | kaen | yep, that's my next step |
| 09:08:47 | watusimoto | because that bit of code is pretty much completely independent of state |
| 09:09:00 | kaen | I actually wrote a polygon visualizor for debugging p2t months ago when we first wired it in |
| 09:09:06 | kaen | using mathplotlib |
| 09:09:17 | watusimoto | cool |
| 09:09:27 | kaen | oh |
| 09:10:00 | watusimoto | I found an interesting issue with testing the client-server interactions last night... there are some limitations on how frequently you can send packets; it took me a long time to figure out why tests were passing when there was a breakpoint, and failing when they ran straight out. What a pain. |
| 09:10:05 | kaen | what do you think of these tests, watusimoto: |
| 09:10:06 | kaen | http://pastie.org/8347725 |
| 09:10:23 | kaen | ah, I thought that might be the case |
| 09:10:34 | kaen | your client/server test fails about 30% of the time on my machine |
| 09:10:36 | watusimoto | I didn't :-) |
| 09:11:16 | watusimoto | what do the arrays do? visually illusrtate the polygons? |
| 09:11:32 | kaen | yes, and they parse the input polys from it |
| 09:11:41 | kaen | only the numbers matter, lines are for humans |
| 09:11:47 | watusimoto | interesting |
| 09:11:51 | watusimoto | what are the dots? |
| 09:12:03 | watusimoto | ah, also for humans |
| 09:12:07 | kaen | yep |
| 09:12:08 | watusimoto | to illusrtate the tests better? |
| 09:12:14 | kaen | yes |
| 09:12:22 | kaen | for tests that use multiple polygons |
| 09:12:26 | watusimoto | I think that is very cool |
| 09:12:33 | kaen | cool :) |
| 09:12:46 | kaen | I wasn't sure if it was actually a good idea, or just a stupid macro trick |
| 09:12:57 | watusimoto | probably both! |
| 09:13:00 | kaen | \o/ |
| 09:14:12 | watusimoto | your tests trust that if the number of triangles is right, the answer is right? |
| 09:14:24 | watusimoto | (that may be good enough) |
| 09:15:05 | watusimoto | you could also illusrtate the answer using the same macros if we needed to test to a deeper level (not saying we do) |
| 09:15:24 | watusimoto | not trying to suggest work, mostly just interested in testing styles |
| 09:15:40 | kaen | yep, I actually had the same thought |
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| 09:16:24 | kaen | problem is there's no way to express multiple vertices on the same point |
| 09:16:50 | kaen | so I still have to do poly.push_back(...) for some tests |
| 09:19:47 | kaen | that TNL packet limiting is an interesting problem |
| 09:19:49 | watusimoto | Maybe you could define points using illustration method and then define shapes with a call to something like newShape(1,2,4,3) |
| 09:20:00 | kaen | that's true |
| 09:20:11 | watusimoto | that would be better for some uses, more work for others |
| 09:21:36 | kaen | indeed |
| 09:21:58 | kaen | but it's an idea I hadn't thought of, I'll see how it works out |
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| 09:42:55 | bobdaduck | Wats back! |
| 09:43:59 | kaen | bobdaduck, I wrote code for bitfighter that uses ascii art |
| 09:44:00 | kaen | http://pastie.org/8347725 |
| 09:44:15 | bobdaduck | lolwhat |
| 09:44:25 | kaen | and it's like actually useful and stuff |
| 09:44:38 | watusimoto | we're gouing to use it to replace level files |
| 09:44:45 | watusimoto | with new ascii art defined levels |
| 09:44:49 | kaen | no more level editor \o/ |
| 09:44:51 | kaen | just use vim |
| 09:44:57 | watusimoto | notepad !! |
| 09:45:04 | kaen | sed! |
| 09:45:19 | watusimoto | that's just demented |
| 09:45:22 | kaen | lol |
| 09:45:27 | watusimoto | ed! |
| 09:45:44 | kaen | I didn't even know about that one |
| 09:45:58 | watusimoto | I think it is a predecessor to sed, but not sure |
| 09:46:31 | kaen | wow |
| 09:46:40 | kaen | says Ken Thompson wrote the first one in assembly |
| 09:46:59 | kaen | sounds like a vi predecessor |
| 09:47:54 | kaen | whoa |
| 09:48:16 | kaen | from the usage example it looks like if hacked together a vi-like editor with sed |
| 09:48:36 | kaen | now that's demented |
| 09:49:35 | watusimoto | it really is |
| 09:57:20 | watusimoto | maybe we should do our website like this one: |
| 09:57:27 | watusimoto | http://www.qgis.org/en/site/ |
| 09:57:45 | watusimoto | Not the styles, but the idea of screenshots at the top, then downloads, then other stuff |
| 09:57:48 | watusimoto | in a bit stack |
| 09:58:27 | watusimoto | and the download link taking you to your platform specific data |
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| 10:14:01 | raptor | good mroning! |
| 10:16:41 | raptor | watusimoto: I'm open to making the new website anything we want |
| 10:16:56 | raptor | clean slate... at least for the front page |
| 10:17:01 | watusimoto | I just saw that design at the conference, and thought it was pretty clean |
| 10:18:32 | kaen | it's all bootstrap-y! |
| 10:18:32 | raptor | thats actually simlillar to one of the wordpress themes I played with once.. |
| 10:18:48 | raptor | ah, it's the twitter theme |
| 10:21:23 | | Nothing_Much Quit (Read error: Connection reset by peer) |
| 10:29:14 | raptor | ok installed the wordpress-bootstrap theme... |
| 10:29:19 | raptor | didn't activate it, though |
| 10:29:36 | raptor | Now back to java enterprise coding! |
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| 10:38:40 | watusimoto | hooray for you! |
| 10:39:34 | raptor | all of our problems will disappear, if we just adhere to standards! |
| 10:39:50 | raptor | like calling it 'Java' |
| 10:40:19 | raptor | and, umm, writing 'classes'! |
| 10:40:36 | bobdaduck | rofl |
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| 10:44:54 | watusimoto | what's the url again? |
| 10:45:08 | watusimoto | what's the url again? |
| 10:45:38 | kaen | bitfighter.org/bitpress |
| 10:46:57 | watusimoto | oh, wait, I misunderstood; my irc was all backed up |
| 10:47:01 | watusimoto | anyway, heading home |
| 10:47:04 | watusimoto | later dudes! |
| 10:47:06 | kaen | later! |
| 10:47:24 | raptor | order out of |
| 10:47:26 | raptor | talking we are |
| 10:47:45 | watusimoto | don't mess with me! |
| 10:47:53 | raptor | :) |
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| 10:54:02 | kaen | c++ code is getting really close to needing a unified polygon datatype |
| 10:55:08 | kaen | actually, polygon list datatype |
| 10:58:31 | raptor | but code should be pure math! none of this practical math stuff, like geometry.... |
| 10:58:38 | raptor | (joking) |
| 10:59:00 | kaen | hehe |
| 10:59:23 | raptor | yeah, it always bugged me that we have to do conversions between bf -> clipper -> poly2tri -> bf again |
| 11:01:06 | kaen | it's biting me because I write functions to operate on a bf list, and then I find a place to reuse it where I only have a clipper or recast list |
| 11:01:44 | kaen | we have four(five if you count PolyTree) different datatypes for this, all with different traversal methods.. |
| 11:10:30 | kaen | wow |
| 11:10:32 | kaen | you're kidding me |
| 11:10:39 | kaen | java has a builtin polygon datatype |
| 11:11:08 | raptor | yep :) |
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| 11:12:03 | kaen | WHAT! |
| 11:12:16 | kaen | it automatically keeps an array of the individual xcoord and ycoords |
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| 11:12:32 | kaen | that's like the single most useful feature a polygon datatype could have imo |
| 11:12:41 | kaen | sweepline algorithms become trivial... |
| 11:14:46 | kaen | stupid java |
| 11:14:51 | kaen | having useful datatypes and stuff. |
| 11:15:23 | raptor | hehe |
| 11:15:50 | kaen | why have Polygon when you can just have std::vector<std::pair<float, float> > ? |
| 11:16:05 | kaen | :P |
| 11:16:27 | raptor | haha |
| 11:16:46 | raptor | oh yeah, did you see the PathIterator stuff, too (in Java)? |
| 11:16:55 | kaen | I did not |
| 11:16:57 | raptor | that's how I was able to make my SVG tool quickly |
| 11:17:03 | raptor | it's on the Polygon object |
| 11:17:15 | kaen | ahh |
| 11:17:16 | kaen | wow |
| 11:17:27 | kaen | I was just handling polygon iteration last night in fact |
| 11:17:54 | kaen | WOW |
| 11:18:34 | kaen | automatic segment interpolation? |
| 11:18:42 | kaen | is that what you use in the svg converter? |
| 11:18:48 | raptor | yes |
| 11:18:52 | kaen | that is |
| 11:18:56 | kaen | beautiful |
| 11:18:57 | raptor | it was so much easier than I imagined... |
| 11:19:15 | kaen | I need to seriously rethink my view on java |
| 11:20:14 | raptor | granted, those classes are part of the 'awt' package, which is used for creating GUIs |
| 11:20:41 | raptor | so it could be thought of as a side effect of having a cross-platform graphics abstraction as part of the standard language |
| 11:27:38 | kaen | oh, I see |
| 11:28:26 | raptor | but it's modular enough to just use as geometry libraries |
| 12:06:25 | kaen | raptor, do you remember why you used PolyTree instead of Polygons for processComplex? |
| 12:07:01 | kaen | and also why you triangulate each polygon one at a time instead of all at once? |
| 12:08:18 | kaen | I want to rewrite it to use Polygons and a single triangulate call (because that makes it easier to use with other GeomUtils) but I want to make sure you didn't try it and abandon it for some reason |
| 12:21:12 | | Watusimoto has joined |
| 12:28:20 | | BFLogBot Commit: a2951513fc7f | Author: kaen | Message: add GeomUtils test and lay groundwork for making the lua polygon manipulation API crash-safe |
| 12:28:23 | raptor | kaen: |
| 12:28:24 | raptor | yes |
| 12:28:29 | raptor | this is why: http://code.google.com/p/poly2tri/issues/detail?id=74 |
| 12:32:07 | Watusimoto | hey kaen: I'm getting memory errors running your lua tests... just so you know. Do you get any? they happen during cleanup |
| 12:32:28 | kaen | I get some in valgrind, yes |
| 12:32:32 | kaen | during ~Robot |
| 12:33:23 | Watusimoto | I'm not sure why... it looks like a double delete or something |
| 12:33:44 | kaen | I think it's a write after deletion |
| 12:34:23 | Watusimoto | maybe that |
| 12:34:25 | Watusimoto | weird |
| 12:34:32 | Watusimoto | I can't see anything obvoius in the code |
| 12:34:34 | kaen | I looked at it when I wrote it, I recall BfObject setting mGame to NULL |
| 12:34:38 | kaen | was the line it pointed to |
| 12:34:50 | kaen | wait, you getting a crashing memory error? |
| 12:34:53 | kaen | are you* |
| 12:35:02 | Watusimoto | the debugger intercepts it |
| 12:35:05 | kaen | mine is non-fatal |
| 12:35:07 | kaen | ah ok |
| 12:35:08 | Watusimoto | so it's not crashing |
| 12:35:10 | kaen | nice debugger :) |
| 12:35:25 | kaen | run outside of the debugger, it crashes though? |
| 12:35:37 | Watusimoto | no |
| 12:35:41 | kaen | oh |
| 12:35:44 | kaen | ok just checking |
| 12:35:46 | Watusimoto | no crash, no warn, nothing |
| 12:35:52 | Watusimoto | just running |
| 12:36:13 | Watusimoto | Have you tried running that code in a levelgen? I wonder if it has to do with creating a robot via a script |
| 12:36:18 | kaen | it does |
| 12:36:39 | Watusimoto | ok, well that's interesting |
| 12:36:40 | kaen | and I think it has to do with doing it before the level starts, specifically |
| 12:37:19 | Watusimoto | maybe the way to do it is to queue up robots that are going to be created, and use the normal in-game robot creation mechanism to make them |
| 12:37:22 | Watusimoto | just thinking aloud |
| 12:37:33 | Watusimoto | via a silent non-sound transmitting medium |
| 12:37:41 | kaen | lol |
| 12:37:47 | kaen | but yes, definitely |
| 12:38:40 | | BFLogBot Commit: 5ef43477263b | Author: watusimoto | Message: Tests and testing infrastructure -- prove basic spawn delay mechanism is working |
| 12:38:41 | | BFLogBot Commit: a600fe93daba | Author: watusimoto | Message: Merge |
| 12:38:43 | | BFLogBot Commit: cf4ca2dc6ded | Author: watusimoto | Message: Merge |
| 12:41:29 | kaen | oh, Watusimoto, do you know about --gtest_filter and friends? |
| 12:41:43 | kaen | the test executable has a bunch of utility flags it accepts |
| 12:42:43 | kaen | useful when e.g. a careless novice introduces a memory error in an unrelated test :) |
| 12:43:32 | Watusimoto | compared to me, you're the old pro! |
| 12:44:09 | kaen | I know just enough to be dangerous... |
| 12:44:53 | raptor | I would just like to add that I grew many gray hairs to get memory with c++ / LuaW to be clean, and I would request it stay stable until 019... please |
| 12:45:08 | raptor | but maybe this is just a problem with the test? |
| 12:45:29 | Watusimoto | I don't think it is a lua issue at all |
| 12:45:31 | kaen | nope, a problem with calling removeFromGame() from lua on a robot |
| 12:45:41 | Watusimoto | so raptor: rest easy |
| 12:45:47 | raptor | ok ok |
| 12:45:50 | Watusimoto | ok, time for dinner; I'll be back later |
| 12:45:55 | raptor | later |
| 12:50:08 | | Watusimoto Quit (Ping timeout: 256 seconds) |
| 12:51:45 | raptor | kaen: basically, poly2tri cannot handle multple levels of holes |
| 12:52:01 | raptor | so triangulating the hole-nodes in PolyTree was perfect |
| 12:52:47 | raptor | clipper's PolyTree output replaced my own code for testing polygon heirarchy for poly2tri, which was much slower |
| 12:53:48 | kaen | I see |
| 12:56:59 | raptor | Triangle handled this internally |
| 12:57:18 | raptor | Triangle was magic on top of smart code... and all impossible to understand! |
| 12:58:09 | raptor | but the ~10-20 speed overhead of clipper to get the tree was made up for with poly2tri's algorithmic speed over Triangle for simpler cases |
| 12:58:14 | raptor | 1-20% |
| 12:58:16 | raptor | 10-20 |
| 12:58:18 | raptor | argh |
| 12:59:04 | kaen | glad I asked |
| 13:01:50 | raptor | in case you were worried (and I made any sense..) |
| 13:01:52 | raptor | :) |
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| 13:51:34 | | Watusimoto has joined |
| 13:51:39 | Watusimoto | back! |
| 14:07:00 | | thread_ has joined |
| 14:08:18 | raptor | samurai jack! |
| 14:09:44 | | FlynnnNT has joined |
| 14:09:57 | | FlynnnNT is now known as Flynnn |
| 14:15:52 | | bobdaduck Quit (Remote host closed the connection) |
| 14:20:35 | Nothing_Much | raptor, I loved that show |
| 14:22:18 | thread_ | kaen: can you point me to the latest (stable) build? |
| 14:23:10 | kaen | I can make you a build |
| 14:26:28 | kaen | more importantly, samurai jack was an amazing show |
| 14:27:23 | kaen | I really like adventure time, too |
| 14:27:34 | raptor | actually, want me to do a vc++ build? |
| 14:27:41 | kaen | sure :) |
| 14:28:27 | raptor | I need to make sure I didn't break vmware with something anyways... |
| 14:28:38 | kaen | hehe |
| 14:32:03 | raptor | ok, give me a few min. to do the compile |
| 14:32:21 | raptor | thread_: don't ever expect 'stable' until we've released (and even then.. be wary) |
| 14:32:39 | kaen | this build in fact has at least one known memory error |
| 14:33:02 | kaen | and at least one crashing lua api method... |
| 14:33:45 | raptor | ok, so tell me why vc++ gives a 'possible data loss' warning when doing a conversion from S32 -> F32 ? |
| 14:33:57 | raptor | I understand F32 -> S32 |
| 14:34:24 | raptor | was I under the false impression that an F32 can represent *any* S32? |
| 14:36:25 | raptor | ah... float might only use 24 bits for the integer component of its precision |
| 14:36:27 | raptor | interesting |
| 14:39:25 | kaen | whoa |
| 14:39:27 | kaen | interesting indeed |
| 14:40:18 | thread_ | what is the world coming to? |
| 14:40:22 | raptor | thread_: ftp://ftp.novell.com/outgoing/bitfighter-019-beta-8115-cf4ca2dc6ded.zip |
| 14:40:40 | raptor | get it while it's hot (and before my work FTP server removes it) |
| 14:40:47 | raptor | note that it's a debug build |
| 14:40:56 | raptor | that's the price you pay for the beta :) |
| 14:41:29 | Flynnn | I want my money back |
| 14:41:39 | raptor | done! |
| 14:41:54 | Flynnn | how dare you wait so long to repay my $0.00 |
| 14:42:04 | Flynnn | I demand a 50% taxation |
| 14:42:13 | raptor | hey.. you made the choice to buy it in the first place |
| 14:42:17 | Flynnn | ** interest fee |
| 14:42:46 | Flynnn | I did not expect to have to pay the hidden fee of $debug.build |
| 14:42:59 | Flynnn | so gimme my 50% interest fee |
| 14:43:11 | raptor | not my fault you didn't do your research |
| 14:43:20 | raptor | :) |
| 14:43:28 | Flynnn | I wil sue yo ufor the additional $0.00! |
| 14:44:00 | Flynnn | anywho, how;s life, raptor? |
| 14:44:03 | raptor | hi |
| 14:44:06 | raptor | busy |
| 14:44:08 | Flynnn | hello :D |
| 14:44:11 | Flynnn | good busy/bad busy? |
| 14:44:13 | thread_ | We both know raptor doesn't have that kind of money |
| 14:44:14 | raptor | yes |
| 14:44:19 | raptor | quiet you! |
| 14:44:20 | kaen | I'll refund it, but you're getting it on a gift card... |
| 14:44:24 | raptor | hahahaha |
| 14:44:28 | raptor | I HATE that.. |
| 14:44:33 | Flynnn | kaen.... -_-very well |
| 14:46:51 | kaen | so wat mentioned his debugger catches memory errors |
| 14:47:08 | raptor | in vc++? |
| 14:47:13 | kaen | I don't know |
| 14:47:25 | kaen | but gdb definitely does not do that |
| 14:47:34 | kaen | unless it's a segfault |
| 14:47:52 | kaen | in which case it catches it and helpfully terminates the whole process |
| 14:48:02 | raptor | I've seen vc++ do that |
| 14:48:57 | kaen | linux needs a good visual debugger |
| 14:49:14 | raptor | eclipse-cdt! |
| 14:49:21 | raptor | ok, so it's not that great |
| 14:49:25 | raptor | but it has gotten better |
| 14:50:19 | kaen | I had a daydream about writing an interactive graphical debugger |
| 14:50:40 | kaen | little floating boxes of code connected by squiggly arrows in a call graph |
| 14:51:38 | raptor | with responsive UI! |
| 14:51:42 | kaen | animated execution, with a visual representation of the stack |
| 14:51:47 | thread_ | I should ask now before we get closer to the 019 release... does bot:canSeePoint(point) return true if the point is behind a FF? |
| 14:51:58 | kaen | I'm talking like full-on opengl stuff |
| 14:52:07 | raptor | ooooo |
| 14:52:16 | raptor | thread_: I don't remember (even though I added it) |
| 14:52:21 | raptor | looking... |
| 14:52:27 | kaen | thread_, ask bitfighter :) |
| 14:52:38 | kaen | and then tell me so I can document it :P |
| 14:53:26 | raptor | so maybe this is a philosophical question |
| 14:53:41 | raptor | can a bot 'see' another ship on the otherside of a forcefield? |
| 14:54:24 | thread_ | As a robot, can it see? |
| 14:54:31 | thread_ | or does it sense? |
| 14:54:32 | kaen | well, if "see" means hit with a projectile |
| 14:54:40 | kaen | then the answer is clearly no. |
| 14:54:57 | kaen | unless it's deactivated |
| 14:55:36 | kaen | thread_, robots actually don't have rules |
| 14:55:49 | kaen | except what their author imposes |
| 14:56:03 | thread_ | I was trying to make raptor's question more philosophical |
| 14:56:10 | kaen | oh ok |
| 14:56:16 | raptor | looks like it does a basic 'isCollideableType' test |
| 14:57:34 | kaen | ok that sounds exactly right |
| 14:58:03 | raptor | that returns forcefield projectors |
| 14:58:04 | kaen | because actual ForceField will not be there when the ForceFieldProjector is disabled, right? |
| 14:58:21 | raptor | oh and forcefield |
| 14:58:26 | raptor | correct |
| 14:58:29 | raptor | it is deleted |
| 14:58:44 | kaen | so, then it will correctly return true when the forcefield is disabled |
| 14:58:49 | kaen | sounds like the best you can do |
| 14:59:09 | kaen | maybe check to see if there's a friendly on the forcefield, but I don't think that's necessary or even good |
| 15:00:27 | kaen | so, thread_, the answer is yes and no, as appropriate |
| 15:01:26 | raptor | there are two database issues I've had in the back of my to resolve one year... |
| 15:01:36 | raptor | 1. forcefield states and searching |
| 15:01:53 | raptor | 2. 1-way botzone connections |
| 15:02:06 | raptor | i mean grid-database/object issues |
| 15:12:19 | | Flynnn Quit (Quit: Leaving) |
| 15:14:04 | raptor | OH WOW: http://store.steampowered.com/livingroom/SteamOS/ |
| 15:14:17 | raptor | the result of hiring the SDL engineers, probably... |
| 15:14:56 | Nothing_Much | raptor, they hired SDL engies? |
| 15:15:18 | raptor | yeah a while back, right before they announce they'd support Linux :) |
| 15:15:28 | Nothing_Much | oh nice |
| 15:15:55 | Nothing_Much | I hope their OS also supports other games |
| 15:16:02 | kaen | raptor, clipper's out of date |
| 15:16:10 | raptor | badly out of date? |
| 15:16:15 | kaen | doesn't actually have ForceSimple |
| 15:16:23 | raptor | I thought I updated it about 4 months ago.. |
| 15:16:28 | kaen | I'm going to test if that solves a problem I'm working on, if it does can we update it? |
| 15:16:38 | raptor | wait wait, what is ForceSimple? |
| 15:16:48 | raptor | new clipper API setting? |
| 15:16:56 | kaen | prevents it from generating polygons with revisited vertices |
| 15:16:57 | kaen | yes |
| 15:17:02 | kaen | Clipper.ForceSimple(bool) |
| 15:17:14 | kaen | http://www.angusj.com/delphi/clipper/documentation/Docs/Units/ClipperLib/Classes/Clipper/Properties/ForceSimple.htm |
| 15:17:28 | raptor | oh sure - update to 5.1.6 right? |
| 15:17:38 | raptor | we're at 5.1.4, so it can't be that bad... |
| 15:17:41 | kaen | sounds fine to me |
| 15:18:05 | raptor | oh interesting |
| 15:18:16 | raptor | *very* interesting |
| 15:18:48 | kaen | I haven't actually looked at the changelog |
| 15:19:26 | kaen | hey look it has a CML now :) |
| 15:21:01 | raptor | also, do a quick diff to what we have to make sure there wasn't any other additions we made - i'm pretty sure we're using upstream, but I cannot account for any changes you or Watusimoto mayhave made |
| 15:21:15 | kaen | hehe ok |
| 15:21:25 | kaen | but we should really try to stop doing that... |
| 15:21:45 | raptor | yeah... we can never upgrade recast, for instance |
| 15:21:50 | raptor | it's too heavily modified |
| 15:23:16 | raptor | at least without some headaches |
| 15:24:42 | raptor | oh wow, this is what we need for bots: http://digestingduck.blogspot.com/2012/05/detour-crowd-path-replanning.html |
| 15:24:59 | kaen | detour is part of recast |
| 15:25:07 | kaen | modern recast at least |
| 15:25:17 | raptor | yeah - at the time we thought of using it instead of A* |
| 15:25:24 | raptor | our own implementation, I mean |
| 15:25:30 | raptor | but - it was too 3d... |
| 15:25:32 | raptor | i think |
| 15:25:38 | raptor | actually, now I don't remember |
| 15:28:45 | kaen | You cannot replan as much as you would like to since it is hard to determine how long A* will take, so the system becomes this weird scheduler-caching-magic-fudge-latency-hiding-box |
| 15:28:55 | kaen | from that article you linked to |
| 15:29:11 | raptor | haha, yeah |
| 15:29:31 | kaen | this is the best articulation of the WallItem.new() problem regarding bots |
| 15:29:37 | kaen | I've ever read |
| 15:29:46 | raptor | yeah... not trivial |
| 15:33:46 | | bobdaduck has joined |
| 15:44:19 | raptor | looks like lots of changes have been made since then... |
| 15:44:54 | raptor | oh, he just moved recast to github, too.. |
| 15:45:35 | raptor | githubs upports subversion?? |
| 15:45:39 | raptor | 8supports |
| 15:45:42 | | kaen shrugs |
| 15:45:42 | raptor | bfdskafl;jasdk;ls |
| 15:45:55 | raptor | now all they need to do is support mercurial! |
| 15:45:57 | kaen | makes sense though |
| 15:47:37 | thread_ | "bfdskafl;jasdk;ls" I'm trying to figure out how you had your hands positioned to type that |
| 15:47:57 | thread_ | the 'b' is trowing me off |
| 15:48:49 | kaen | well, ForceSimple didn't help |
| 15:49:36 | raptor | 'b' -> learning to code with my thumbs |
| 15:49:42 | thread_ | ah |
| 15:50:21 | kaen | what |
| 15:50:22 | thread_ | you humans and your thumbs... bah. |
| 15:53:42 | kaen | I am *so* glad I made that polygon visualizer |
| 15:54:07 | kaen | it has been invaluable in debugging this stuff |
| 16:10:52 | | Nothing_Much Quit (Read error: Connection reset by peer) |
| 16:11:15 | | amgine1234567890 has joined |
| 16:11:20 | amgine1234567890 | sup |
| 16:11:23 | bobdaduck | hi |
| 16:12:16 | | Nothing_Much has joined |
| 16:12:57 | amgine1234567890 | anything new? |
| 16:13:16 | kaen | nope \o/ |
| 16:14:17 | raptor | oh interesting - I didn't know that hg-git was a full hg client to a git server |
| 16:17:38 | amgine1234567890 | was the db server bug fixed |
| 16:18:05 | kaen | nope |
| 16:18:15 | kaen | \o/ |
| 16:20:11 | amgine1234567890 | i think Bf should have a online version but the downalod version are still acessable if the website is down i bet you would get flooded with visters XD |
| 16:21:19 | | bobdaduck Quit (Remote host closed the connection) |
| 16:22:18 | amgine1234567890 | i really want Bf converted online by version 25 at least XD |
| 16:23:17 | | FlynnnNT has joined |
| 16:23:36 | kaen | amgine1234567890, my friend |
| 16:23:37 | | FlynnnNT is now known as Flynnn |
| 16:23:46 | kaen | you'd better start learning javascript now then :) |
| 16:23:58 | amgine1234567890 | java is a sinking ship go flash? |
| 16:24:09 | Flynnn | java is already dead as a plugin system |
| 16:24:16 | Flynnn | but it's not dead as a language |
| 16:24:25 | kaen | it's also not javascript |
| 16:24:28 | Flynnn | it's actualy one of my favorite languages to program in |
| 16:24:30 | Flynnn | oh true |
| 16:24:43 | Flynnn | java != javascript |
| 16:25:14 | Flynnn | basically, when netscape was working on a programming language for their browser, java had just come out (or was coming out) |
| 16:25:26 | Flynnn | to confuse the media, and boost success, they renamed their language javascript |
| 16:25:35 | Flynnn | it was a wonderful success xD Kaen could tell you alot more about it than I could |
| 16:27:00 | kaen | that's pretty much it |
| 16:27:07 | thread_ | It was such a good idea people today are still confused by it |
| 16:27:07 | raptor | java? (which is not javascript) is a sinking language?? |
| 16:27:11 | kaen | and it continues to fulfill its purpose to this day |
| 16:27:46 | amgine1234567890 | still if there was a bf fpr java script but still haev the downlaod version so people could play if the website was down i bet you would see a huge increase in players and programmers XD |
| 16:28:15 | amgine1234567890 | imagine haveing a crew of 50 people helping you program! |
| 16:28:21 | Flynnn | Java was originally intended as a plugin, like flash |
| 16:28:43 | Flynnn | but flash took over, expecially with the security concerns of Java |
| 16:28:48 | amgine1234567890 | in case your bored or hungry....... http://orteil.dashnet.org/cookieclicker/ |
| 16:28:52 | Flynnn | practically no one uses java as a web plugin |
| 16:28:54 | amgine1234567890 | its a game |
| 16:28:56 | raptor | hee hee... security of flash... hee hee |
| 16:29:03 | Flynnn | but Java is thriving |
| 16:29:14 | Flynnn | just not as a plugin in web browsers xD |
| 16:29:24 | Flynnn | Minecraft, for instance, is made with java |
| 16:29:33 | Flynnn | oh raptor! |
| 16:29:38 | Flynnn | *you* were the one who asked that question xD |
| 16:29:41 | Flynnn | I thought amgine did |
| 16:29:47 | Flynnn | you already know everything I just told you xD |
| 16:29:50 | thread_ | amgine1234567890: how many cookies do you generate? I happen to be at 100 mil |
| 16:30:01 | raptor | mmmm cookies |
| 16:30:14 | amgine1234567890 | lol |
| 16:30:41 | Flynnn | oh god |
| 16:30:44 | Flynnn | does this store cookies? |
| 16:30:47 | | Watusimoto Quit (Ping timeout: 245 seconds) |
| 16:30:47 | amgine1234567890 | im at 188,482,209.8 cps |
| 16:31:07 | thread_ | its appropriately saves your game via cookies |
| 16:31:19 | Flynnn | but it does not literally store a cookie for every click you make, right? xD |
| 16:31:47 | amgine1234567890 | no |
| 16:31:50 | thread_ | nah |
| 16:31:52 | amgine1234567890 | it depends on your cps rate |
| 16:32:07 | thread_ | it makes a cookie for every other click :p |
| 16:32:15 | Flynnn | har har lol |
| 16:32:38 | amgine1234567890 | like clikcing for me currently gives me 7,573,639 cookies per click |
| 16:32:56 | raptor | why am i playing this incredibly lame game.. |
| 16:33:29 | amgine1234567890 | becasue its addicting XD |
| 16:33:44 | Flynnn | ooh |
| 16:33:49 | Flynnn | you can buy cursors |
| 16:33:58 | amgine1234567890 | and grandmas |
| 16:34:18 | amgine1234567890 | i have 102 grandmas XD |
| 16:35:35 | Flynnn | the only problem with non-flash games is they are very easy to hack |
| 16:35:44 | thread_ | you get an achievement for cheating |
| 16:35:50 | Flynnn | haha! |
| 16:36:05 | thread_ | something like "cheat cookies don't taste as good" |
| 16:36:20 | Flynnn | Game.Win('Cheated cookies taste awful'); |
| 16:36:36 | thread_ | there's also an achievement for selling a grandma |
| 16:36:43 | Flynnn | oh gosh xD |
| 16:36:46 | thread_ | titled: "just wrong" |
| 16:37:13 | amgine1234567890 | how dod you cheat? |
| 16:37:40 | Flynnn | Apparently, |
| 16:37:47 | Flynnn | if you restart with a certain number of cookies |
| 16:37:51 | Flynnn | you get acheivements |
| 16:37:58 | Flynnn | if (Game.cookiesEarned>=1000000) Game.Win('Sacrifice'); |
| 16:37:58 | Flynnn | if (Game.cookiesEarned>=1000000000) Game.Win('Oblivion'); |
| 16:37:58 | Flynnn | if (Game.cookiesEarned>=1000000000000) Game.Win('From scratch'); |
| 16:37:58 | Flynnn | if (Game.cookiesEarned>=1000000000000000) Game.Win('Nihilism'); |
| 16:38:37 | amgine1234567890 | lol is there a way to cheat? |
| 16:38:41 | thread_ | amgine1234567890: are you using chrome as your browser? |
| 16:38:46 | amgine1234567890 | yes |
| 16:39:00 | thread_ | right click on the page and click on inspect element |
| 16:39:04 | Flynnn | amgine: simplest way is to look at the code on safari, or chrome |
| 16:39:13 | Flynnn | (the inspect element feature came form safari -_-) |
| 16:39:22 | Flynnn | and then figure out where it stores its cookie |
| 16:39:29 | thread_ | then in the console tab put in "Game.cookies=9999999999999999" |
| 16:39:32 | Flynnn | the actua cookie |
| 16:40:02 | Flynnn | oh |
| 16:40:05 | amgine1234567890 | lol cant find the value XD |
| 16:40:07 | Flynnn | I forgot about the console, clever thread_ |
| 16:40:32 | Flynnn | screenshot please, amgine |
| 16:40:44 | Flynnn | What I'm doing is just going in and ifnding where it stores the game data |
| 16:41:10 | thread_ | "british tea biscuts" +15% multiplyer |
| 16:41:12 | thread_ | lol |
| 16:41:13 | Flynnn | LOL |
| 16:41:15 | Flynnn | /that's right |
| 16:41:16 | Flynnn | //we're using cookies |
| 16:41:16 | Flynnn | //yeah I went there |
| 16:44:28 | Flynnn | programmer has sense of humor |
| 16:44:28 | Flynnn | grr it stores it base 64 xD I'll have to convert it back to non base 64 to modify it |
| 16:44:28 | Flynnn | CookieClickerGame is the name of the cookie it's using |
| 16:44:28 | Flynnn | now to go find my cookies plits |
| 16:44:28 | Flynnn | ** plist |
| 16:44:28 | amgine1234567890 | lol wheres the game values XD |
| 16:44:28 | Flynnn | amgine, screenshot please! xD |
| 16:44:37 | amgine1234567890 | of what specificly |
| 16:47:50 | Flynnn | your browser |
| 16:47:50 | amgine1234567890 | http://i41.tinypic.com/2hgtlrq.png |
| 16:47:50 | | [None PING] |
| 16:47:50 | BFLogBot | Some things don't need the thought people give them. -- Hobbes |
| 16:47:50 | Flynnn | alright right click on the cookie, and then hit inspect element, then screenshot again please |
| 16:48:14 | Flynnn | bflogbot |
| 16:48:14 | BFLogBot | Golly, I'd hate to have a kid like me! -- Calvin |
| 16:48:18 | Flynnn | lol |
| 16:49:24 | Flynnn | crikey I forgot what I was doing jus.. ah remembered |
| 16:53:52 | amgine1234567890 | http://i42.tinypic.com/dpk2hk.png |
| 16:53:52 | Flynnn | click on the console tab, and then screenshot please |
| 16:53:52 | Flynnn | actually |
| 16:53:52 | Flynnn | before screenshotting |
| 16:53:52 | Flynnn | try typing Game.cookies=9999999 |
| 16:53:52 | Flynnn | into the console |
| 16:53:52 | amgine1234567890 | where specificly XD |
| 16:53:52 | Flynnn | see how there is that list of divs? |
| 16:54:47 | amgine1234567890 | yes |
| 16:55:06 | Flynnn | see how above that it says "elements","Resources","Sources"? |
| 16:55:50 | amgine1234567890 | yes |
| 16:56:03 | Flynnn | if you keep reading those words, the last one will be "console" |
| 16:56:07 | Flynnn | click on tht |
| 16:56:10 | Flynnn | ** tht |
| 16:56:11 | Flynnn | ** that |
| 16:56:16 | Flynnn | and then there should be a little blue > |
| 16:56:26 | Flynnn | click on the righthand side of that, and type Game.Cookies=99999; |
| 16:56:27 | Flynnn | :D |
| 16:56:34 | Flynnn | ** Game.cookies=99999; |
| 16:57:06 | amgine1234567890 | LOL |
| 16:57:40 | amgine1234567890 | you lost me |
| 16:57:46 | amgine1234567890 | clicked console...... |
| 16:57:53 | Flynnn | don't worry! xD |
| 16:57:58 | Flynnn | just take a screenshot, and we can continue :D |
| 16:59:41 | amgine1234567890 | LOL it worked for a scond but then it reset value |
| 16:59:53 | amgine1234567890 | hmm need to find the cps value |
| 17:01:28 | amgine1234567890 | flynn how to change the cps value? |
| 17:01:41 | Nothing_Much | Flynnn, |
| 17:02:11 | Flynnn | amgine: hmm I wouldn't know, I can find out soon if you like |
| 17:02:15 | Flynnn | WHat's up, Nothing much? |
| 17:02:20 | Flynnn | ... I just realized I made a pun |
| 17:02:27 | Flynnn | but still xD how can I help you? |
| 17:03:31 | amgine1234567890 | game.computecps is function (base,add,mult,bonus) { if (!bonus) bonus=0; return ((base+add)*(Math.pow(2,mult))+bonus); } |
| 17:04:03 | Flynnn | find out where that function gets called, and what |
| 17:04:09 | Flynnn | what's being passed into the base argument |
| 17:05:54 | Nothing_Much | Flynnn, just lettin' ya know amgine1234567890 wanted ya |
| 17:06:23 | amgine1234567890 | hmm idn i know nothuign about hacking i did find a way to froce godlen cookies XD |
| 17:07:13 | amgine1234567890 | HAHAHAH |
| 17:07:21 | amgine1234567890 | game.ruinthefun |
| 17:07:24 | amgine1234567890 | HAHAHAHAHA |
| 17:07:29 | Flynnn | haha |
| 17:07:39 | Flynnn | Thanks, Nothing_Much |
| 17:07:50 | Flynnn | that's awesome xD |
| 17:09:19 | amgine1234567890 | which one? |
| 17:09:41 | amgine1234567890 | Game.frenzyPower |
| 17:11:32 | Flynnn | okay one second |
| 17:11:55 | Flynnn | Game.cookiesPs=99999; |
| 17:12:01 | Flynnn | if you purchase anything that'll get recalculated |
| 17:12:13 | amgine1234567890 | ok? |
| 17:12:30 | Flynnn | you wanted to know how to set the cps xD |
| 17:12:32 | Flynnn | that's how |
| 17:15:04 | amgine1234567890 | thats a smaller value then my current cps |
| 17:15:20 | Flynnn | then make it larger xD |
| 17:15:39 | amgine1234567890 | max value? |
| 17:16:22 | Flynnn | anything below probably 2 billion is good |
| 17:16:46 | amgine1234567890 | hmm cant find good value |
| 17:17:11 | Flynnn | but then again anything above 2 bil might be good too, dunno |
| 17:17:28 | Flynnn | Game.cookiesPs=999999999999999999999; may or may not work but worth a shot |
| 17:17:44 | amgine1234567890 | lol? |
| 17:17:55 | Flynnn | http://orteil.dashnet.org/cookieclicker/ |
| 17:18:30 | amgine1234567890 | crash! |
| 17:18:35 | Flynnn | xD |
| 17:18:40 | Flynnn | the number was to obig then |
| 17:20:42 | amgine1234567890 | 999999999999999 worked XD |
| 17:21:05 | Flynnn | that's great :D |
| 17:21:54 | amgine1234567890 | uhhhh lag? |
| 17:22:12 | Flynnn | how so? |
| 17:22:31 | amgine1234567890 | i buy osmthing and theres alg delay |
| 17:22:37 | Flynnn | oh dear god |
| 17:22:47 | Flynnn | I just got all the acheivements at once |
| 17:23:01 | amgine1234567890 | what did you do? |
| 17:23:02 | Flynnn | I set my number of antimater condensers to 460000 |
| 17:23:08 | amgine1234567890 | HAHAHA |
| 17:23:14 | amgine1234567890 | teach me that one XD |
| 17:23:32 | Flynnn | can't do it with console AFAIK |
| 17:23:42 | amgine1234567890 | then how did you? |
| 17:23:45 | Flynnn | I used a ase 64 decoder and actually hacked the data it stored |
| 17:23:49 | Flynnn | it has no idea I even hacked it |
| 17:23:58 | amgine1234567890 | lol teach me that XD |
| 17:24:13 | Flynnn | google how to edit the cookies on chrome |
| 17:24:47 | Flynnn | uhh one sec |
| 17:24:49 | Flynnn | then, |
| 17:25:03 | Flynnn | base 64 decode the cookie stored under "CookieClickerGame" |
| 17:25:14 | Flynnn | now, that cookie has a few non-base-64 characters at the end |
| 17:25:24 | Flynnn | so copy and paste teh whole cookie and try to decode it |
| 17:25:31 | Flynnn | if it fails, delete the last letter, and decode *that* |
| 17:25:41 | Flynnn | if that fails, delete the ast letter and decode *that* |
| 17:25:57 | Flynnn | once it decodes, find the number that euals yoru current number of antimatter factories |
| 17:26:07 | Flynnn | (there may be more than one of these numbers, change them all, but only if they are between two commas |
| 17:26:08 | Flynnn | ) |
| 17:26:19 | Flynnn | make sure to do this while you cookie cutter is CLOSED |
| 17:26:27 | Flynnn | ** while the cookie clicker is closed tht is |
| 17:26:29 | Flynnn | next, |
| 17:26:44 | Flynnn | you'll want to add exactly 4 zeros (I think) (one second) |
| 17:27:28 | Flynnn | basically |
| 17:27:32 | Flynnn | add zeroes to all the numbers that match |
| 17:27:36 | Flynnn | but you ahve to add the right amount |
| 17:27:44 | Flynnn | when you re-encode the text, it may ahve an equal sign on the end |
| 17:27:55 | Flynnn | make sure to change the amount of zeroes you added until there no equal signs on the end of the encode |
| 17:27:56 | Flynnn | now, |
| 17:28:21 | Flynnn | figure out what part of the original cookie you deleted before decoding |
| 17:29:07 | Flynnn | delete everything before that form the cookie, and then paste in its place the new encoded version of the cookie |
| 17:29:16 | Flynnn | **in place of what you deleted, that is) |
| 17:29:19 | Flynnn | now, finally |
| 17:29:25 | Flynnn | open the cookie game, and it should be updated! |
| 17:30:08 | amgine1234567890 | lol i need 900.000,000,000,000 cookies for this upgrade |
| 17:31:27 | amgine1234567890 | hmm im missing upgrades |
| 17:32:08 | Flynnn | lol |
| 17:32:14 | amgine1234567890 | lol now its giving my cookie values in e+xx values XD |
| 17:32:48 | Flynnn | lol |
| 17:36:45 | Flynnn | Game.ObjectsById[9].buy(); (just writing this here fore notes) |
| 17:37:23 | Flynnn | okay |
| 17:37:34 | | Nothing_Much Quit (Read error: Connection reset by peer) |
| 17:37:47 | Flynnn | this is a harder hack, but I cna teach you if you want, amgine |
| 17:38:19 | amgine1234567890 | i need a way to instant finish research XD |
| 17:38:26 | | Nothing_Much has joined |
| 17:38:47 | Flynnn | don't want to have 46000 antimatters? |
| 17:39:32 | amgine1234567890 | never mind i sovled the hack of research time value |
| 17:40:27 | Flynnn | nice :) |
| 17:40:33 | Flynnn | want the 4600 antimatters? xD |
| 17:41:10 | Flynnn | a no is a perfectly acceptable answer |
| 17:41:14 | Flynnn | but please don't leave me hanging |
| 17:41:38 | amgine1234567890 | i will XD |
| 17:41:51 | Flynnn | I don't understand what you mean by that, sorry xD |
| 17:41:57 | | thread_ Quit (Ping timeout: 250 seconds) |
| 17:42:23 | Flynnn | alright well, I need to get back to what I was working on, so, I'm going to delete the hack if you aren't interested |
| 17:43:37 | amgine1234567890 | go ahead |
| 17:43:59 | Flynnn | please be a little less ambiuous xD I can't tell if thats a "yes Iw ant it" or "no I don't want it" |
| 17:44:11 | Flynnn | "go ahead and delete teh hacK' or "go ahead and share teh hack" |
| 17:44:23 | Flynnn | you know what, I'll delete ti either way xD |
| 17:44:27 | | Flynnn has left #bitfighter |
| 17:49:16 | | FlynnnNT has joined |
| 17:49:25 | | FlynnnNT is now known as Flynnn |
| 17:49:33 | kaen | here you go, boys: |
| 17:49:34 | kaen | for(i = 0; i < Game.AchievementsById.length; i++) {Game.AchievementsById[i].won = 1;} |
| 17:49:48 | Flynnn | nice lol |
| 17:51:16 | amgine1234567890 | ?? |
| 17:53:57 | raptor | oh good. now i can go home |
| 17:54:24 | amgine1234567890 | i broke cookieclicker |
| 17:55:48 | | Flynnn Quit (Quit: Leaving) |
| 17:59:03 | | raptor Quit () |
| 18:04:01 | | FlynnnNT has joined |
| 18:04:04 | | FlynnnNT is now known as Flynnn |
| 18:06:01 | | Flynnn Quit (Client Quit) |
| 18:06:58 | | dto has joined |
| 18:09:48 | | bobdaduck has joined |
| 18:10:17 | bobdaduck | heyall |
| 18:11:18 | Nothing_Much | Hey bobdaduck, did you get some gameplay footage for 019 or you haven't gotten to it yet? |
| 18:11:29 | bobdaduck | I have no recording software |
| 18:11:46 | Nothing_Much | oh crap |
| 18:11:51 | bobdaduck | xD |
| 18:11:58 | bobdaduck | I thought you meant "hey come play and then I'll record" |
| 18:12:18 | bobdaduck | well technically I have recording software, but you would not like the results. |
| 18:12:25 | Nothing_Much | Oh, you sure? |
| 18:12:46 | Nothing_Much | It can be a simple screen recording software |
| 18:13:26 | Nothing_Much | You're on Windows right? |
| 18:15:12 | bobdaduck | yeah I'm on windows |
| 18:15:27 | Nothing_Much | http://camstudio.org/ |
| 18:15:37 | | FlynnnNT has joined |
| 18:15:48 | Nothing_Much | You can use that and you can record the output of the sound |
| 18:16:02 | | FlynnnNT is now known as Flynnn |
| 18:16:24 | bobdaduck | uh? |
| 18:17:10 | Nothing_Much | if you want to though |
| 18:17:22 | bobdaduck | so wait I would have to record audio seperate with this? |
| 18:17:42 | Nothing_Much | no no, it should record the output |
| 18:17:56 | Nothing_Much | but not by default, you can set it to record the output easily on Windows |
| 18:18:54 | amgine1234567890 | uhoh i tried to dedicate a server on 19 and it didnt work |
| 18:19:12 | Nothing_Much | oh dear |
| 18:20:22 | bobdaduck | So you want me to record 019 footage |
| 18:20:30 | bobdaduck | But I don't have 019? |
| 18:20:39 | Nothing_Much | bobdaduck, Yea- oh |
| 18:20:52 | Nothing_Much | You're not a beta tester? o.o |
| 18:20:56 | amgine1234567890 | uhoh bots auto balance is broken |
| 18:21:03 | amgine1234567890 | 0_0 |
| 18:21:03 | bobdaduck | I can technically compile it on my own |
| 18:21:23 | bobdaduck | but my computer is either virus laden or has glaring technical issues |
| 18:21:31 | bobdaduck | and compiling takes almost half an hour |
| 18:21:37 | Nothing_Much | D:] |
| 18:21:49 | amgine1234567890 | ***ROBOT ERROR*** Error compiling script robots/s_bot.bot robots/s_bot.bot:249: unexpected symbol near ',' |
| 18:21:58 | Nothing_Much | Oh goodness, I'm gonna need *good* footage from an experienced player lol |
| 18:21:59 | bobdaduck | whatever "beta tester" means in this community... |
| 18:22:15 | bobdaduck | like honestly foot is the only person who hasn't played 019 at this point |
| 18:22:23 | amgine1234567890 | lol |
| 18:22:39 | Nothing_Much | it hasn't been released to the public yet lol |
| 18:22:45 | bobdaduck | lol |
| 18:23:12 | Nothing_Much | and making a fairly decent trailer would be a nice addition to the release :D |
| 18:23:21 | amgine1234567890 | true |
| 18:23:22 | | Flynnn Quit (Quit: Leaving) |
| 18:23:27 | bobdaduck | yeye |
| 18:23:30 | amgine1234567890 | kaen i need you! |
| 18:23:37 | bobdaduck | I need a copy of 019 first though |
| 18:23:41 | bobdaduck | my version is way old |
| 18:24:01 | amgine1234567890 | my bf 19 buildis bububuusususuststststededed |
| 18:25:01 | Nothing_Much | bobdaduck, You can wait for kaen or someone else and ask, I'm not in any rush, the trailer I'm hoping will be 1:30 minutes minimum, 2 minutes max (if I can think of anything else to put) |
| 18:26:20 | bobdaduck | You can do the editting yourself, right? |
| 18:26:40 | Nothing_Much | bobdaduck, Video editing? That's how I made the intro lol |
| 18:26:42 | Nothing_Much | So yes |
| 18:26:52 | bobdaduck | and are you okay with excessive footage like 10 minutes for you to pull from? |
| 18:27:05 | Nothing_Much | Absolutely, the more the merrier dude! |
| 18:27:25 | Nothing_Much | (just don't get mad if I don't wind up using most of it) |
| 18:27:48 | Nothing_Much | and use some other weaps and engineer sorta things too |
| 18:28:08 | Nothing_Much | but the biggest requirement is the sounds, only record the sounds and not the music |
| 18:33:03 | amgine1234567890 | lol can i help |
| 18:34:49 | Nothing_Much | anybody can dude! |
| 18:34:57 | Nothing_Much | just make sure it's with bots |
| 18:35:03 | amgine1234567890 | ok ;) |
| 18:35:15 | Nothing_Much | or *if you're lucky* with some players! |
| 18:35:23 | amgine1234567890 | like me XD |
| 18:35:24 | Nothing_Much | it's gotta be 019 though |
| 18:35:27 | amgine1234567890 | ik |
| 18:35:33 | Nothing_Much | alright |
| 18:37:14 | amgine1234567890 | all htough there may be new music added in the next bf 19 beta..... |
| 18:39:57 | amgine1234567890 | bbl piano |
| 18:48:48 | dto | hi peeps. congrats on your game. looks great, haven't had a chance to play yet, so much going on, however i love overhead procedural 2d shooter stuff so i'm definitely game to play sometime soon :). i found out about it from Nothing_Much |
| 18:49:17 | Nothing_Much | lol |
| 18:49:47 | bobdaduck | hi lol |
| 18:50:08 | dto | whats so funny. |
| 18:50:35 | dto | i assume i'm thikning about the same game? |
| 18:50:39 | dto | or wrong game? |
| 18:50:50 | dto | ugh. wrong fucking game |
| 18:50:58 | dto | hey BUT this STILL looked cool |
| 18:51:01 | bobdaduck | lol |
| 18:51:17 | dto | actually i have it installed in my desura |
| 18:51:49 | dto | i was really stoned that day i think .sorry :) |
| 18:51:53 | Nothing_Much | dto, this is the game dude lol |
| 18:52:04 | dto | yes i found it in my browser history on desura |
| 18:52:10 | Nothing_Much | sorry, I just don't know how to react when somebody highlights me like that |
| 18:52:19 | dto | okay. |
| 18:52:50 | | dto begins sequence of flashing colored lights pointed at Nothing_Much |
| 18:53:00 | Nothing_Much | x.x |
| 18:53:10 | | dto interpretive dance |
| 18:57:29 | bobdaduck | xD |
| 19:12:22 | dto | just played. awesome. like multiplayer asteroids, sort of. but with twists. |
| 19:12:38 | dto | Nothing_Much asked me to give it a quick go while i am puttering around |
| 19:12:44 | dto | i would love to play netplay sometime. |
| 19:13:04 | dto | on Haswell graphics chip here, super smooth 60fps |
| 19:42:21 | amgine1234567890 | BAVK! |
| 19:42:38 | dto | wha? |
| 19:51:18 | amgine1234567890 | hi |
| 19:51:37 | dto | hey amgine1234567890 :) |
| 19:51:41 | dto | welcome back. |
| 20:09:30 | | bobdaduck Quit (Remote host closed the connection) |
| 20:21:59 | Nothing_Much | What'd I miss? |
| 20:37:05 | kaen | hello |
| 20:37:09 | kaen | greetings dto |
| 20:37:17 | dto | hey kaen . |
| 20:37:27 | kaen | Haswell!? |
| 20:37:30 | kaen | awesome dude! |
| 20:37:47 | dto | yeah. |
| 20:37:49 | dto | <dto> OpenGL renderer string: Mesa DRI Intel(R) Haswell Mobile x86/MMX/SSE2 |
| 20:37:49 | dto | <dto> OpenGL version string: 3.0 Mesa 9.1.3 |
| 20:38:45 | kaen | you're into procedural stuff? |
| 20:38:51 | kaen | (I'm a dev and I'm reading the logs atm) |
| 20:39:17 | kaen | I'm actually writing a scripting api to perform boolean operations and triangulation on polygons |
| 20:39:27 | dto | kaen: cool :) yes, but i was confused about the identity of this game at that time :) |
| 20:39:31 | kaen | to facilitate procedural generation |
| 20:39:35 | dto | BUT since then i tried it out and it's fun |
| 20:39:35 | kaen | oh haha |
| 20:39:47 | dto | the operations sounds good. |
| 20:39:56 | kaen | they sort of segfault right now... |
| 20:39:57 | kaen | but only sometimes |
| 20:39:59 | kaen | :) |
| 20:40:39 | kaen | I'm actually pretty into procedural generation |
| 20:40:40 | dto | my approach to procedural generation is to make an algebra out of game maps, by implementing operations on game maps to combine them. two game maps side by side result in a third game map, overlaid game maps |
| 20:40:46 | dto | and i build up to a complete map . |
| 20:40:51 | kaen | ah, interesting |
| 20:41:00 | dto | i don't intersect polygons, but i think your idea is similar---operations |
| 20:41:05 | kaen | right |
| 20:41:19 | kaen | I actually have written a library previous to this for modulating polylines |
| 20:41:31 | kaen | and subdivide them, and a bunch of other things |
| 20:42:00 | dto | nice! |
| 20:42:06 | kaen | and also just a few months ago I revamped BF's geometry engine |
| 20:42:12 | kaen | to support polygons >16,000 vertices |
| 20:42:18 | kaen | whereas the previous limit was 64 |
| 20:42:45 | kaen | this is all really nerdy... sorry |
| 20:42:53 | kaen | I'm just pretty stoked for 019 :) |
| 20:43:15 | dto | hey no problem. i'm a nerd |
| 20:43:26 | dto | yeah i'll totally netplay with you guys using a ps2 game controller via usb adapt0r |
| 20:43:33 | dto | assuming there aren't any glitches with that |
| 20:43:48 | kaen | erm... actually |
| 20:44:02 | kaen | there's a known glitch for the ps2 controller |
| 20:44:22 | kaen | you might just be able to change the joystick.ini files, using the output of the F7 screen |
| 20:44:50 | dto | okay. what, does the 2nd stick axes need swapped? |
| 20:45:06 | dto | i'll figure something out i'm sure. i have two different brand ps2 adaptors |
| 20:45:16 | kaen | ok |
| 20:45:21 | kaen | I think that's actually |
| 20:45:26 | dto | kaen i'll let you know what happens |
| 20:45:52 | dto | hey. this is the best procgen i've ever done: http://blocky.io/2x0ng.html |
| 20:46:35 | dto | btw i've played a number of ship-thrust-fire games such as Asteroids and Gravitar in recent months, your game has nice reminders of asteroids and also Omega Race. |
| 20:46:40 | dto | Omega race perhaps more so |
| 20:46:47 | dto | multiplayer bouncy ships |
| 20:46:58 | kaen | ah cool |
| 20:47:36 | kaen | I found bitfighter because I tried writing my own top down space shooter |
| 20:47:47 | kaen | and I wanted something arcade-y |
| 20:47:54 | kaen | because space sims are boooooooooooooring |
| 20:48:11 | Nothing_Much | kaen, space sims exist in 2D format? |
| 20:48:12 | Nothing_Much | :O |
| 20:48:47 | kaen | no, but I was looking to make a 2.5D one |
| 20:49:03 | dto | kaen: cool :) |
| 20:49:29 | kaen | anyway writing a game from the ground up solo is actually a ton of work |
| 20:49:44 | kaen | so I decided to write a patch, and then somehow just couldn't stop |
| 20:49:59 | kaen | and here I am |
| 20:51:47 | Nothing_Much | open source is lovely |
| 20:51:52 | dto | that's great. how long ago was that kaen |
| 20:52:07 | kaen | hmm... let's see |
| 20:53:46 | kaen | wow |
| 20:53:52 | kaen | apparently june of last year |
| 20:53:56 | kaen | according to hg log |
| 20:54:14 | Nothing_Much | go you! |
| 20:54:19 | kaen | so coming up on a year and a half :P |
| 20:56:53 | dto | congrats kaen . |
| 20:56:59 | dto | yeah opensource/freesoftware |
| 20:57:02 | dto | what license do you guys use? |
| 20:57:21 | Nothing_Much | GPL I think |
| 20:57:45 | kaen | GPL indeed |
| 20:58:02 | Nothing_Much | brb |
| 20:58:04 | | Nothing_Much Quit (Quit: bye) |
| 20:58:09 | kaen | we actually just tore out a library because of its incompatible license |
| 20:58:18 | kaen | we're trying to get into debian |
| 20:58:20 | | Nothing_Much has joined |
| 20:58:51 | Nothing_Much | back |
| 21:27:36 | Nothing_Much | :D |
| 21:34:48 | | FlynnnNT has joined |
| 21:38:29 | | fordcars has joined |
| 21:38:56 | fordcars | Die Here? |
| 21:39:28 | Nothing_Much | wut |
| 21:39:33 | Nothing_Much | fordcars, whuchu mean? |
| 21:41:06 | fordcars | Its a server |
| 21:41:09 | fordcars | in 019, haha |
| 21:41:21 | fordcars | I got my old Pc running! |
| 21:41:46 | Nothing_Much | ah nice |
| 22:11:17 | | FlynnnNT Quit (Quit: Leaving) |
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