#bitfighter IRC Log

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IRC Log for 2013-10-08

Timestamps are in GMT/BST.

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07:58:38jimmythesquidHello
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08:19:10tjcarter has joined
08:19:26tjcarterHi :)
08:22:17bobdaduck has joined
08:26:58Nothing_MuchHi tjcarter
08:28:22Nothing_MuchHow are you?
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08:30:12bobdaduckGoodmorning, gentlemen.
08:30:19raptorgood day
08:39:12raptorhi tjcarter, welcome to #bitfighter!
08:39:30kaenmorning all
08:42:43raptormornin'
08:49:44BFLogBot Commit: c6e15dcc409a | Author: kaen | Message: conjugate selection time with serial number when building the selected object map for getSelectedObjects
08:50:37raptorkaen: I find your Lua API comments entertaining... :)
08:50:50kaenhehe
08:51:07jimmythesquidHello,
08:51:19raptorhi
08:51:21kaenhi again!
08:51:21jimmythesquidDid you guys make any progress with the screen shots?
08:51:31raptorkaen: tell me about the behavior change that last commit will affect?
08:52:07kaenso, I changed getSelectedObjects to order the results by selection time (like two weeks ago)
08:52:17raptorah ok
08:52:21raptorit makes sense now
08:52:26kaenbut objects which are selected with the rubber band would clobber each other in the map --
08:52:27kaenyes.
08:52:38raptorcool
08:52:53kaenI love a good excuse for bitwise magic...
08:53:42kaenjimmythesquid, I haven't yet. I think wat tried some windows-specific program to let him make a giant window (and thus take massive hi-res screenshots)
08:53:50kaenI don't know what kind of progress he made.
08:54:23bobdaduckBECAUSE HE'S GONE.
08:54:41bobdaduckWATUMO IS MISSING
08:54:54raptordoesn't the editor take full size shots?
08:55:14raptorI thought I coded everything to be 800x600, except editor
08:55:16kaenyes, but he requested something with a higher resolution
08:55:20kaenoh really?
08:55:25kaenlet me investigate
08:55:30raptoryes, because the 'canvas' is a different size
08:55:39raptorme too...
08:56:05kaenwhoa!
08:56:07kaenit's working...
08:56:48raptoroh yeah, look at that... big screenshots! :)
08:58:06raptorso is this high res enough?: http://imagebin.org/273092
08:58:59raptori suppose there won't really be a way to guarantee scale is exact across all shots...
08:59:14raptoroops, meeting! back soon...
09:00:24jimmythesquidYeah, that seems like a fine size.
09:01:50LordDVG has joined
09:08:25raptoranother: http://imagebin.org/273096
09:08:31raptor(I'm not here!)
09:09:21raptorwhat exactly was wanted again?
09:21:06raptoranother: http://imagebin.org/273097
09:22:55jimmythesquid Quit (Ping timeout: 250 seconds)
09:27:59jimmythesquid has joined
09:29:00bobdaduckWelcome back
09:30:28tjcarterraptor: hi. I wandered in because watusimoto said I should. :)
09:30:45raptorwelcome :)
09:31:31raptorActually, with respect to joysticks, I think our compile of SDL2 uses the WinMM stuff - because I don't see any DX libs linked in the resulting DLL
09:31:57tjcarterDo you use Mingw32 to build?
09:32:12raptornope, visual studio 2010 EE
09:32:16watusimotohi tjcarter
09:32:37tjcarterThen you almost certainly have DirectInput/XInput built in.
09:32:43watusimotohi everyone who's not tjcarter
09:32:49raptorhi watusimoto
09:33:03kodaone has joined
09:33:37bobdaduckhi watumoto!
09:33:41tjcarterAnd if you don't, you should. :)
09:34:03watusimotohey bobdaduck: do you have any really good looking levels in your collection you could upload to plaeides?
09:34:13tjcarterThe MMJoystick code is just broken upstream. It was designed for the 15 pin gameport, and it doesn't even do THAT well anymore.
09:34:27raptorwatusimoto: fullscreen screenshots from the editor preserve the bigger resolution
09:34:39bobdaduckI have many really good looking levels in my collection
09:34:39watusimotogood -- makes sense
09:34:46watusimotoif you have a big scree :-)
09:35:03raptor1920x1600
09:35:06iKoda has joined
09:35:13watusimotobobdaduck: we need some great ones for the web design jimmythesquid is working on
09:35:20bobdaduckright
09:35:36bobdaduckSo... Give me a sec to go through things
09:35:39watusimotoones that would make people say "awesome -- I want to play that!"
09:35:48tjcarterPersonally, I'm presently now having this maniacal urge to go make an iCade joystick emulator for SDL. I don't actually own an iCade, but I haven't done anything evil with a C compiler in more than a decade. Hell, it's time. :)
09:36:03bobdaduckLike rave party?
09:36:16watusimotolet's save that one for the bonus section
09:36:27watusimotofor when we need to go to "11"
09:36:36bobdaduckrofl
09:37:33raptorwatusimoto: this is with my editor, high-enough-res?: http://imagebin.org/273096
09:37:42bobdaducklevel size important?
09:37:52bobdaducklike I personally think DnD is good looking, but its hugeee
09:37:53watusimotoraptor: for me yes :-)
09:38:08watusimotobobdaduck: probably needs to be small enough to be graspable
09:38:22watusimotoa huge maze like thing is not going to look good
09:38:32watusimototjcarter: so we've been trying to capture the essence of the various controller buttons for teh controllers we know about; raptor created that symbols file I linked to in my email
09:38:34bobdaducklol
09:39:06watusimotowe haev some c++ code for rendering the buttons; not sure if it is the look you are going for, but let me get a screenshot so you can see what I'm talking about
09:39:18bobdaduckOH MAN THIS IS HARD
09:39:29bobdaduckCan't decide on how many joke maps to mix in with the actual ones
09:39:42watusimotohow about none, for the moment?
09:40:07bobdaduckWell I mean I'm putting good ones in too
09:40:19bobdaduckbut the jokes to seriousness ratio
09:40:21watusimotoactually... I can't get a screenshot of the controller buttons here because I have no controller :-(
09:40:39tjcarterwatusimoto: Yeah, I was looking at it. I'm just not sure I'd need that for what I'm actually already committed to do.
09:40:41watusimotoI'll have to wait until I get home
09:41:18tjcarterAnd speaking of arcade type controllers, bitfighter really seems like it is designed for button mashing in a stand-up cabinet. :D
09:41:19watusimotoI just offered because it looked like you wanted to recreate the look/feel of various controllers... it might be a bit over the top for what you really need to do
09:41:28watusimotoindeed, it is
09:41:35bobdaduckAlso a problem is that I make big maps so like...
09:42:34raptorI'm not so sure we're using DX: http://imagebin.org/273099
09:43:12raptorI think we've always used the winMM code (at least since moving to SDL)
09:43:56bobdaduckokay watusimoto
09:44:00bobdaduckI've uploaded a handful
09:44:16bobdaduckwhich in this case means 7.
09:44:20bobdaduckI can fit 7 levels in my hand.
09:44:50kodaone Quit (Quit: Colloquy for iPhone - http://colloquy.mobi)
09:45:13bobdaduckactually six
09:45:22bobdaduckbecause I didn't upload other people's levels
09:45:23watusimotogreat, thanks!
09:45:47iKoda Quit (Quit: K thx bai)
09:48:45raptorsometimes I think bitfighter is more of an art drawing program than a game...
09:49:17bobdaduckmaking levels is an art
09:49:18watusimotoand with all the crazy lua stuff that kaen has been throwing in, you can automate the drawing process
09:49:42tjcarterNot various types. I'm really looking for a way to represent the controls of the GameController API visually so that testgamecontroller actually helps you see how yours is mapped.
09:49:42kaenrandomly generated playable art \o/
09:49:55tjcarterI would just die a lot.
09:50:10watusimotoah, I see. So you really only need one set of gernalized buttons
09:50:24tjcarterrespawning! \o/
09:50:39tjcarterThat's why I posted the link to the Mac 360 controller driver.
09:50:51tjcarterThe status/test screen is just about perfect for the purpose.
09:51:06watusimotook, yeah, then what we have would not be totally useful for you
09:51:28watusimotowe try to match the graphics to whatever device the user has plugged in
09:54:48tjcarterYeah, Steam also does that.
09:55:45watusimotowe need some sort of standard library that handles this sort of thing
09:56:02raptorthe SDL2 GameController API is along those lines...
09:56:04watusimotoit would be useful in many games
09:56:27watusimotosurely it doesn't delve into what color the 4 button is on the PS controller
09:56:38raptornot colors, no, but button mappings
09:56:57watusimotoI'm talking about the physical appearance of the buttons
09:57:08watusimotoperhaps coupled with a font of buttons for rendering purposes
09:57:13raptorwe have our own library!
09:57:15tjcarterNah, the API basically assumes you have a 360 controller.
09:57:24watusimoto(there are some fonts that exist that are a good start)
09:57:50tjcarter4 face buttons, 2 analog sticks, a digital DPad, two shoulder buttons, two triggers, three control buttons, and the analog sticks being clickable.
09:57:55watusimotoour library is limited to the controllers we have access to
09:58:09raptorwait wait... i saw a library about this once..
09:59:00tjcarterBasically, you go into Steam and map your controller to fit the XBox button arrangement of your choice, copy the string out if necessary, and feed it to SDL as-is.
10:00:10raptori think this was it, but it looks dead now: http://gamepad.sourceforge.net/
10:00:17tjcarterGames then present whatever generally "standard" modern controller they want to you with controls labeled accordingly. You look at this and your controller. If your controller is vaguely typical, the mapping makes sense. If not, well, you know what the controls mean because you mapped them. :)
10:02:06Nothing_Muchhi everyone
10:02:46tjcarterBut unless you basically understand SDL's architecture and innards well enough to dig through its headers and source code, the API is undocumented. :( Well, I've been dealing with SDL's API since literally last century. :)
10:04:05tjcarterI didn't follow 1.3 development because … I kinda got out of coding all together. But I recently got a bug up someplace and decided to embark on a project, for which SDL would be useful. And I saw SDL 2.0 was out. And then I started looking at the stuff that changed. Joystick seemed the easiest place to start.
10:05:08watusimototjcarter: your explanation was helpful and clearly reflects you know what you're talking about
10:05:47tjcarterI've spent a fair amount of time reading the code over the past couple weeks. And I know how Sam thinks.
10:06:16bobdaduckHi not_much
10:06:31bobdaduckSam?
10:06:34bobdaduckSam686?
10:07:20watusimotodifferent sam
10:07:25watusimotodifferent project
10:07:51bobdaduckAw.
10:07:55bobdaduckMiss that guy.
10:08:23tjcarterslouken :)
10:08:58watusimotoraptor: that project you pointed me to takes rendering more seriously than we do
10:08:59watusimotohttp://sourceforge.net/p/gamepad/code/HEAD/tree/trunk/data/dualshock-2.vgfx
10:09:06watusimotoas an example of how detailed it gets
10:25:22jimmythesquidI'm back
10:25:33raptoryeah, that's crazy
10:25:37jimmythesquidWhat do you guys think with the stars added?
10:25:39jimmythesquidhttp://georgepayne.co.uk/Images/BITFIGHTER-Mock-5.jpg
10:27:35bobdaduckI'm kind of overwhelmed by the screenshot
10:28:19bobdaduckit makes it really busy
10:28:26bobdaduckeven ignoring the part that falls off the page
10:29:28jimmythesquidYeah, I agree.
10:29:38watusimotoI gotta run, but I'll say I like the stars, mostly; I think they help break up what would otherwise be a vast expanse of black. We might need to make them a bit more sparse (or dimmer, as they appear under the "Soccer" overlay), however; but that's a detail.
10:30:40watusimotoback in a while
10:34:53watusimoto Quit (Ping timeout: 248 seconds)
10:37:01jimmythesquidhttp://georgepayne.co.uk/Images/BITFIGHTER-Mock-5a.jpg
10:37:05jimmythesquidDimmer.
10:37:11jimmythesquidLooks better.
10:39:22bobdaduckthe screenshot is still so big...
10:39:32bobdaduckNeeds moar bitfighter shipz
10:40:06bobdaduckor at least something to spread the busy out.
10:41:32kaenI think I love the transparent background for the blurb
10:42:52jimmythesquidThe screenshot being big is kinda the purpose, it both being the background and the focus.
10:43:00kaenalso I'm fine with the screenshot hijacking your attention
10:43:31bobdaduckOkey then
10:44:13kaenbecause as jimmythesquid mentioned, we want newcomers to focus on that, as long as it's still easy to find the download once we've convinced them :)
10:44:45bobdaduckit should have airlock there...
10:44:49bobdaduckor maybe default levels?
10:44:55bobdaduckSo new players recognize it?
10:45:34jimmythesquidAlso, I don't know if you were here, but its going to change (along with the blurb) to show all the game modes.
10:45:49bobdaduckYeah, and that's a good idea
10:45:59jimmythesquidI just used the only level I was given.
10:46:10kaeneh, I think we should use visually compelling levels
10:46:19kaenmost of the stock levels... are not
10:46:40bobdaduckIts just that looking at it I feel like black screen GIANT SPIKEY BLUE THING
10:47:53jimmythesquidI wanted action shot of people playing the game but apparently screenshots of that can only be really small.
10:48:55kaenhmm
10:49:02bobdaduckIts still just like having an empty screen with something iin the corner
10:49:04jimmythesquidI agree, its not entirely obvious its a part of a game and not just a big spiky shape.
10:49:14kaenthat's a good point
10:49:30kaenso, 800x600 isn't big enough?
10:50:19raptorthese are 3 hi-res screenshots I made, if you missed them: http://imagebin.org/273092 http://imagebin.org/273096 http://imagebin.org/273097
10:50:36kaenraptor, any idea how we could get hi-res gameplay shots?
10:50:59raptori'd load teh level in the editor, go fullscreen, press <tab>, press CTRL+q
10:51:20kaenI mean with action taking place
10:51:23kaenships, etc
10:51:33raptorkaen: the canvas would have to stay 800x600, but I bet if you used the boolean flag in ScreenShooter.cpp I use for the editor (while in full screen), it might work
10:52:10jimmythesquidI still think lots of screenshots stiched together is the best way to go.
10:52:31raptorbut it'll just be high-res of the 800x600 - then you could probably comment out the rendering methods of the HUD
10:52:46raptorthat's the simplest idea I have...
10:53:54kaenok, I'll fiddle with that
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11:00:20raptorkaen: if you haven't started yet, I can probably do it quick and get you a patch
11:06:54raptoralmsot got it...
11:07:02thread_ has joined
11:10:50raptorkaen: http://sam6.25u.com/upload/remove_hud-big_screenshots.diff
11:11:32raptorexamples: http://imagebin.org/273103 http://imagebin.org/273104
11:13:13raptoryes that's me exploding
11:22:18tjcarteryeah, life expectancy in bitfighter is … not long, is it? :)
11:24:38raptormore: http://imagebin.org/273106 http://imagebin.org/273107
11:24:41raptornot long, no
11:25:22bobdaduckI DISAGREE.
11:25:35thread_Its all relative
11:25:35raptorunless you're bobdaduck
11:25:42bobdaduckthread_
11:25:47bobdaduckdid you MAKE this candy box game?
11:25:48raptorin which case only a team-turret can end him
11:25:54bobdaduckIt feels just like you
11:25:56thread_no
11:26:00bobdaduckrofl
11:26:01thread_but I'm wining it
11:27:16bobdaduckI'm stuck at the castle
11:28:08thread_castle entrance?
11:29:00bobdaduckyeah
11:29:07raptorbeserk!
11:29:39thread_beserk potions, or if you can survive forever, there is an eventual end to the knights... (like 100 of them or sometihing)
11:30:03thread_Also eats lots of candies to increas max HP
11:30:18bobdaduckI only have one berserk potions
11:30:28bobdaduckI DIDN'T KNOW THEY WERE IMPORTANT
11:31:59thread_Well... after castle entrance and castle stairs... Then you can make more!
11:32:35thread_I guess you should just eat tons of candy and level up your sword... wait, what kind of sword did you get?
11:32:59bobdaducksummoning xD
11:33:09thread_good. Thats the good one
11:33:31raptoroops.. i got the health one
11:34:00thread_Ive only used the summoning one. The others might be good, but I validate myself by saying summoning is the good one
11:34:12bobdaducklol
11:34:12raptorwhat happens with that one?
11:34:26thread_50% chance on enemy death to summon a ally monster
11:34:37raptorare the monstsers good?
11:34:42thread_the strength of the ally depends on the sword level
11:34:47thread_lvl 1 is imp
11:35:07raptorwhat is the point of throwing candies on the ground?
11:35:20thread_(;_;)
11:35:27thread_onlly the emote
11:35:29bobdaduck:{
11:35:34bobdaduck:'{
11:35:45thread_100 is the saddest face
11:35:50thread_then nothing changes
11:36:41thread_at the end of the game, you can get a sword of healfiresummoning. it does all three
11:37:44bobdaduckI have over 200 HP and still can't beat the castle
11:37:57raptoryou need liek 2000
11:38:03thread_you might need health potions galore
11:38:07raptoror 1000 with the health sword :)
11:38:47thread_how is it this IRC channel is hardly about bitfighter anymore?
11:38:49bobdaducklol
11:38:55bobdaduckWell
11:39:04bobdaduckWhen watumoto is sleeping
11:39:09bobdaduckdevelopment on bitfighter stops
11:39:14bobdaduckand we all just play candy box instead
11:39:20bobdaduckobviously.
11:40:30thread_obviously
11:42:16Nothing_MuchI wonder how the NUC's are for computers..
11:44:46thread_raptor: did you clear the stairs?
11:44:57raptorsay what?
11:45:06raptoroh, yes - i keep dying at the dragon
11:45:48thread_me too...
11:46:01raptori use teleports to reheal
11:46:11raptorbut i keep running out of potions
11:47:20thread_:) because your sword only heals on a kill?
11:47:26raptoryep
11:48:59raptoris there anything but the horn to get by using the GMOOH potion?
11:49:36thread_"the horn"?
11:49:59raptoryeah, if you use a GMOOH potion in a quest, then use it again and again until you get to the COW level
11:51:03thread_I did not know this
11:51:23raptornot sure if the 'seed' potion gives you anything...
11:52:05jimmythesquid@raptor , those screenshots are almost perfect.
11:52:14jimmythesquidjust need to not have stars.
11:52:19raptorjimmythesquid: ok
11:52:37raptorsorry I cannot get play zoomed out...
11:53:04jimmythesquidthen I can attach them to the zoomed out maps.
11:53:24thread_raptor: according the the wiki, (http://candybox.wikia.com/wiki/G.M.O.O.H._potion) the potions can get you to four special stages
11:53:47raptoroh really??
11:54:02raptoroh yes
11:54:11raptorbut i can't find anything in the other 3
11:57:56thread_ah
11:58:11raptorclone potion is really good against dragon... just beat it
11:58:16raptor+teleport
11:58:25thread_clone+teleport?
11:58:36raptor+ health
11:58:47raptorof course, oh and I've been eating lots and lots of candies
11:58:57thread_whats your max hp right now?
11:59:29raptorI did it with about 1000 health
11:59:42thread_ah
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12:14:53raptorI died in hell
12:14:58raptorsadness
12:15:01kodaNoooo
12:23:21thread_I understand that in Hell, 'I' and 'K' move you up and down
12:23:55raptoryes but only if your mouse is in the quest area
12:24:02thread_ummm... ok
12:24:11thread_plus there is a weakness to ghosts
12:24:30raptoroh?
12:25:07thread_yea, they half you health in combat, but only yours. a summon imp will go straight through them. works on the stairs too
12:25:22raptoraww man, that's what keeps happening, then...
12:26:04kodaWhat game.
12:26:55raptorthis one: http://candies.aniwey.net/
12:28:05kodaOh lol I left a page open yesterday an snow got 2000+ candies
12:29:58kodahttp://toys.usvsth3m.com/binary this is a tad bit challenging
12:33:23bobdaduck has joined
12:35:54thread_bobdaduck: you missed it. We saved the world! (then got it back in jeapordy)
12:35:59bobdaduckNOOO
12:36:06bobdaduckTHAT'S LIKE MY LIFE WORK
12:36:25bobdaduckWHAT HAPPENHED
12:37:26thread_Well, it started with these little gnome clones
12:37:57thread_They were taking all the pancakes and putting jam on them... JAM!
12:38:06thread_trouble with a capital T
12:38:07kaenit ends with Alex Trebek waging the earth on a single game of jeopardy
12:38:10kaengullible bastard.
12:38:47thread_*snicker* kaen said gullible
12:39:46bobdaduck_ has joined
12:41:19thread_bob has a clone! (the gnomes are still at it)
12:42:26kaensee, this is exactly how you get the world into pancake-gnome-related peril
12:42:52kaenand I am NOT going to play another game of jeopardy to save it this time.
12:43:19bobdaduck Quit (Ping timeout: 248 seconds)
12:43:26bobdaduck_rofl
12:45:38thread_What is kaen's short temper?
12:46:05kaenTrebek...
12:46:10kaen shakes fist vindictively
12:46:24thread_WHOOO! (+$300)
12:46:53bobdaduck_+ lollipop
12:54:55thread_I messed up my maths. tried to make 10 GMOOH potions... made 100 instead
12:55:31bobdaduck_lol
12:55:38bobdaduck_what's a gmooh?
12:56:23thread_G.M.O.O.H. stands for get me out of here. its a random teleport that can go to any point on the level or to one of four other quest locations
12:56:51bobdaduck_Huh.
12:57:01bobdaduck_<<still can't get past the castle entrance
12:57:07thread_well, I have them to spare now
13:00:12bobdaduck_HOW BEAT THE ENTRANCEE
13:01:46bobdaduck_nowait
13:01:47bobdaduck_I did it
13:01:56bobdaduck_bought 10 health potions from candy merchant
13:02:13bobdaduck_and then used last berserk potion
13:03:00Watusimoto has joined
13:03:07thread_yay!
13:06:14Watusimotohey kaen -- how do you upload levels?
13:06:34Watusimotoyou said it was from the editor, but I don't see the option
13:06:38kaenopen it in the editor and choose upload to db from the ESC menu
13:06:43kaenoh
13:06:45kaenyeah, that's it
13:06:53Watusimoto018a or 019
13:06:55raptorWatusimoto: patch to make big screen shots without HUD, in-game: http://sam6.25u.com/upload/remove_hud-big_screenshots.diff
13:06:56kaen019
13:07:36kaenoh
13:07:38Watusimotoit's not there
13:07:45kaenthe option won't show up unless you're logged in
13:08:03kaenbecause it uses your credentials to tell who owns which level
13:08:18Watusimotostands to reason
13:09:38Watusimotook, there it is
13:09:56Watusimotowe should probably always display the option but gray it out when its unavailable
13:10:00Watusimotoshow people what they're missing
13:10:46Watusimotoraptor: is that patch just something you apply, use, then unapply?
13:11:04kaenah, that
13:11:08kaen's a good idea
13:11:21kaenseriously whoever put the apostrophe next to the enter key should be shot.
13:11:43Watusimotoenter should be isolated on a separate keyboard
13:11:51Watusimotoa small auxilliary enter-only keyboard
13:11:54kaenor like a foot pedal
13:12:00Watusimotothat's it!
13:12:09Watusimotolike a guitar fx pedal
13:12:13Watusimotostomp for enter
13:12:32thread_imagine how the sound of office buildings changes...
13:12:57Watusimotoclickety clickety clicketk <klunk> clickety click
13:13:17thread_I'd have to install a program to make a drum sound every time I hit enter
13:13:18bobdaduck_rofl
13:13:39bobdaduck_I LOVE YOU ALL.
13:13:41raptorWatusimoto: yes
13:14:26WatusimotoI was helping my son with his music report
13:14:31Watusimotohe's doing classical music
13:14:45Watusimotoevery time I hear this piece, I think how awesome it is
13:14:46Watusimotohttps://www.youtube.com/watch?feature=player_embedded&v=gN2zcLBr_VM#t=86
13:15:53raptorall i hear is static
13:17:47thread_ Quit (Ping timeout: 250 seconds)
13:18:17koda Quit (Quit: K Thx Bai)
13:19:19raptorgotta go, back later
13:19:25raptor Quit ()
13:25:01koda has joined
13:31:02Watusimotoback to the lovely fun of tracking down the sdl crash
13:34:56Watusimotointeresting... it may be stick dependent
13:47:55jimmythesquid has joined
13:48:02Watusimotohey tjcarter:
13:48:09Watusimotoany reason you can think of why this would fail?
13:48:20WatusimotoSDL_Init(0);
13:48:20WatusimotoSDL_InitSubSystem(SDL_INIT_JOYSTICK);
13:48:20WatusimotoSDL_JoystickOpen(0);
13:48:34Watusimotothose are the first 3 statements in my main functino, and it crashes the program
13:48:59Watusimotoa joystick is plugged in
13:52:01jimmythesquid Quit (Ping timeout: 250 seconds)
13:53:54Darrel has joined
13:54:37tjcarter Quit (Quit: reboot)
14:11:28Watusimotowell... I'm stuck again.
14:11:36WatusimotoI replaced our main functin with this:
14:11:37Watusimotoint main(int argc, char **argv)
14:11:37Watusimoto#endif
14:11:37Watusimoto{
14:11:37WatusimotoSDL_Init(0);
14:11:37WatusimotoSDL_JoystickEventState(SDL_ENABLE);
14:11:38WatusimotoSDL_InitSubSystem(SDL_INIT_JOYSTICK);
14:11:40WatusimotoSDL_Joystick *x = SDL_JoystickOpen(0);
14:11:42WatusimotoSDL_JoystickClose(x);
14:11:45WatusimotoSDL_QuitSubSystem(SDL_INIT_JOYSTICK);
14:11:47Watusimotoexit(0);
14:11:49Watusimoto}
14:12:05Watusimotoit works fine (i.e. no crash) when there is no stick plugged in
14:12:27WatusimotoI have two sticks, one marked "hama" (the blue one), and one marked saitek (the silver one0
14:12:35Watusimotowhen the blue stick is in, it also works fine
14:12:52Watusimotobut when the silver stick is in, this crashes, ether on the QuitSubSystem or on the exit
14:13:10Watusimotoif both are in, it also crashes
14:13:27Watusimotoif both are in and it crashes, and I unplug the silver stick, it stops crashing
14:20:39kaendid you shoot a stacktrace over to the SDL2 list? (and can you link me to the thread?)
14:20:53kaenneedless to say, it doesn't sound like it's on our endd
14:24:39Watusimotouseless stack trace
14:24:40Watusimotohttp://pastebin.com/KDRHGx4W
14:25:38WatusimotoThe thread is email thread... not sure how to get you a usable link :-)
14:26:18Watusimotothere is still the possibility it is some static initializer that is causing the problem, but i doubt it
14:31:02Watusimotorestarting the IDE has no effect
14:32:34Watusimotodoing a complete rebuild...
14:34:28Watusimotostill crashes after full rebuild
14:42:01Watusimotokaen: you added this to shutdownJoystick
14:42:01Watusimoto#if SDL_VERSION_ATLEAST(2,0,0)
14:42:06Watusimotolast night
14:42:10Watusimotowhy?
14:45:01kaencouldn't build without it
14:46:03kaenbad fix?
14:47:33kaenJoystick.cpp:215:7: error: �SDL_JoystickGetAttached� was not declared in this scope
14:47:33koda_ has joined
14:48:17kaenohh, I see
14:48:29kaensorry, I thought that whole block was SDL2-specific
14:49:08kaenmaybe just ifdef the assert?
14:53:36koda Quit (Quit: K Thx Bai)
14:53:36koda_ is now known as koda
15:02:37thread_ has joined
15:02:43bobdaduck_Welcome backsies
15:03:00thread_I, uh... I think I broke reality
15:03:04WatusimotoI removed the assert
15:03:13bobdaduck_Oh yeah?
15:03:26WatusimotoI only added it in to create a snippet of code for the mailing list, and forgot to remove it
15:03:40WatusimotoSo I'll remove your ifdefs, if that's ok
15:03:47bobdaduck_I guess that's okay
15:03:49thread_I just logged on before I last logged on tommorrow
15:04:19bobdaduck_cool
15:04:45Watusimotokaen: I also wanted to ask you about this:
15:04:46Watusimoto- enableCollision();
15:04:46Watusimoto+ if(!isCollisionEnabled())
15:04:46Watusimoto+ enableCollision();
15:05:09Watusimotofrom "fix crash when adding robots before the level starts"
15:06:20kaenI think that's in Robot::initialize if I remember correctly
15:06:22thread_question: in 019 the levelgen object is being replaced with the bf object. In the process, "addLevelLine" is marked as obsolete...
15:06:31thread_what is this going to do to mazerunner?
15:06:31Watusimotoyes
15:06:41Watusimotowhat does it do (aside from the obvious)
15:06:41bobdaduck_Mazerunner is going to be marked as obsolete
15:06:48Watusimotoit just... looks wrong
15:06:48bobdaduck_in 020 we'll replace it with DnD
15:07:01thread_so I cant have walls generated before the level starts?
15:07:08bobdaduck_addLevelLine directly adds a level line to the level, pretty much
15:07:16kaenit's because when robots are added via Robot.new() the collision is enabled
15:07:23Watusimotomazerunner is great sample code (or was anyway), but uses the old ways
15:07:25bobdaduck_no thread_ you can already add walls with addItem(wall)
15:07:36kaenbut if you Robot.new() in main() then (without that conditional) it gets enabled twice
15:07:41kaenwhich triggers an assert
15:07:50Watusimotoweird
15:08:12kaenbut I can't just remove that enableCollision call because robots added during cycleLevel *don't* get their collision auto-enabled
15:08:22kaenthe entire enableCollision system is crazy
15:08:27Watusimotoit is at that
15:08:34thread_kaen: i can't tell if you are talking to me or wat
15:08:34kaenI tried replacing it with a straight boolean, but then everything breaks
15:08:45kaenI'm talking to wat
15:08:59kaenso apparently the codebase depends on it's stack-like behavior
15:09:20kaenit's also crazy that over-disabling is allowed (up to 10) but over-enabling triggers an assert
15:10:09kaenthread_, you can add walls perfectly fine within main()
15:10:26thread_I did not know this
15:10:27bobdaduck_uh yeah that's what I meant sorry thanks kaen
15:10:39bobdaduck_add walls the same way you'd add any other item
15:10:48thread_but only in main
15:10:50bobdaduck_just outside of main it is invisible
15:10:52WatusimotoI want to add a comment there. How about: "Robots added via robot.new() have collision enabled. If the robot is added in the lua main() function, collision can be enabled twice, which will cause problems. This check avoids that."
15:11:14kaenok
15:11:16kaenworks for me
15:11:29WatusimotoI still don't totally understand it, but it seems more reasonable now
15:12:10kaenI'll be totally upfront
15:12:16kaenI don't completely understand it either
15:12:28bobdaduck_I actually add walls post-start in DnD.levelgen, and then draw a line around them
15:12:33Watusimotodoes intialize get run twice?
15:12:33kaenI just know that this conditional avoids hitting an assert and keeps everything working
15:12:47kaenhmm, I think it might
15:12:47Watusimotooh
15:12:54kaenbut only in the case that you add a robot during main()
15:12:59Watusimotomaybe because main() is run before the level starts
15:13:02kaenright
15:13:04Watusimotoso you add the bot, it gets intialized
15:13:07Watusimotothen the level starts
15:13:14Watusimotoand all bots get initialized
15:13:27Watusimotoso any added during main get initialized twice
15:13:34kaenbut robots have to run initialize during :addItem() otherwise they won't spawn or whatnot
15:13:39Watusimotoright
15:13:51Watusimotobecause if you add them during the game, they need to be intialized
15:13:58kaenright
15:14:24Watusimotothoguh looking at the init code, I don;t really see why they wouldn't spawn without it... but whatever
15:14:58kaenman, there's got to be a cleaner way to do all of this
15:15:32kaenbut I was wrestling with the collision stuff so much that I kind of stopped once I found something that worked
15:15:51Watusimotoyeah, that's fine
15:16:15WatusimotoI clarified the comment a bit so when we see it again we'll have a better understanding of how all this works
15:16:43WatusimotoI'm totally sympathetic to the "make it work" instinct
15:16:50Watusimoto"make the pain stop!"
15:17:00kaenheh
15:17:11Watusimotothat's where I am with the joysticks right now... I'd rather bug you than think about it any more
15:17:16kaenlol
15:20:08BFLogBot Commit: c5c5e7f482d9 | Author: watusimoto | Message: DRY
15:20:09BFLogBot Commit: b4ab95ccc84f | Author: watusimoto | Message: Merge
15:20:11BFLogBot Commit: af07586e427c | Author: watusimoto | Message: Remove ifdefs
15:20:13BFLogBot Commit: e53f70608b57 | Author: watusimoto | Message: Immortalize code posted to SDL mailing list
15:20:15BFLogBot Commit: e42c7e73d04d | Author: watusimoto | Message: Comments
15:20:53kaenbobdaduck_, thread_, checkout what I made with my polygon boolean operation plugins: http://bitfighter.org/pleiades/levels/view/90
15:21:16kaenI know I'm a terrible level designer, etc
15:21:19bobdaduck_its done?
15:21:22kaenbut looks at those crazy shapes!
15:21:23Watusimotowow
15:21:23kaennot really
15:21:36Watusimotois that levelgen produced?
15:21:54kaenno way
15:22:03kaenthat's a really good idea though...
15:22:04bobdaduck_plugin produced
15:22:14Watusimotoah, I see
15:22:24WatusimotoI saw the functions, wasn't sure what context they were for
15:22:26kaenbasically I just XOR'd and substracted a bunch of circles
15:22:33kaenactually they're for both contexts
15:22:46Watusimotoright, but you obviously had a purpose in mind when you wrote them
15:22:46kaenI have a "cave" level I'm working that's generated with polysubtraction
15:23:11kaenthe original use case was fitting goalzones to complex walls
15:23:42Watusimotowell, it opens up some real possibilities
15:23:46kaenyes
15:23:49Watusimotoas shown by your level
15:23:58kaenunfortunately, poly2tri is horrifically fragile
15:24:24WatusimotoI feel that the 3 circular areas in the upper right should be connected by narrow passages
15:24:24kaenso if you make a hole, and the result has to be triangulated, then there's a chance of segfault
15:24:35kaenooh, good idea!
15:24:40Watusimotothat's just what strikes me every time I look at i
15:24:41Watusimotot
15:24:54Watusimotowho put the enter key near the t?
15:25:07kaenlol
15:25:21kaenoh, on another note
15:25:29kaenI got a crash today when using the J key
15:25:35kaenI haven't been able to duplicate it though
15:25:36Watusimotoreally?
15:25:43kaenindeed
15:25:59Watusimotowe should go back to triangle
15:26:10Watusimotothat was one solid bit of code
15:26:15kaenI'm afraid you might be right
15:26:37kaenbut that prevents us from ever getting into debian
15:26:49Watusimotojes
15:26:52Watusimotothat's an issue
15:27:20kaenI've spent some time looking at other mature polygon manipulation libraries that do CDT
15:27:42kaenunfortunately, the really good ones have external dependencies
15:27:51kaene.g. the boost and GNU ones
15:27:51Watusimotolike a cray computer?
15:27:55kaenhaven't seen that one
15:28:04bobdaduck_Just build it yourself
15:28:16Watusimotowhat is the external dependency of the boost lib?
15:28:34kaenthe full boost library
15:28:39kaendon't we use the header-only stuff?
15:28:43WatusimotoI'm all about bringing in more code
15:28:58Watusimotowe have no real policy on that
15:29:08WatusimotoI like masses of statically linked code
15:29:13kaenok
15:29:18Watusimotoraptor likes sleek dynamic linked code
15:29:20kaenI have not qualms about it myself
15:29:23kaenoh
15:29:32kaenI think we could... convince hmm
15:29:37kaen pounds fist menacingly
15:29:38Watusimotohe likes to build libraries, I guess :-)
15:29:55WatusimotoI avoid dll hell by elminating dlls
15:30:07Watusimotoone massive exe is my solution
15:30:17kaenfine by me (for windows anyway)
15:30:35kaenfor linux, .so's are pretty straight-forward
15:30:56Watusimotoyes, unless they're not available for your platform
15:31:09kaenyeah, but we have cmake now
15:31:13Watusimototrue
15:31:19kaenit's pretty easy to detect whether or not to build the .so
15:31:33Watusimotoso are we in the debian repo now?
15:31:39kaenno
15:31:50Watusimotoany prospect that will change?
15:32:08kaenI filed an "intent to package" and have a thumbs-up from a debian maintainer
15:32:17Watusimotothat sounds good
15:32:18kaenI have to get him a .deb that's up to policy
15:32:28Watusimoto019 should be
15:32:39kaenif it is, it will go into testing
15:32:44kaenand won't land in stable for like two years
15:32:48Watusimotoha
15:32:54kaenbut, we'll get a healthy stream of testers
15:32:55Watusimotowe'll be on 020 by then
15:33:20kaenpeople that actively use bug trackers, etc
15:33:33Watusimotothat will be great
15:33:39Watusimotoone of the items on the google list is in-game level rating
15:33:57kaenthat's already done to my satisfaction
15:34:05WatusimotoI can do the ui for that pretty easily, but not sure how to communicate the level r.... what?
15:34:08Watusimotohow?
15:34:13kaen/rate up
15:34:14kaen/rate down
15:34:17Watusimotoreally?
15:34:19kaenyep
15:34:20Watusimotowho knew?
15:34:22kaengive it a shot
15:34:25WatusimotoI will
15:34:31kaenit's in the instructions ;)
15:34:37bobdaduck_new players?
15:34:38Watusimotowho reads those?
15:34:44kaenI mean the SUPER SECRET CHEAT MENU
15:34:52kaenthat's what we settled on, right?
15:34:53WatusimotoI'm really tempted to do that
15:35:01kaenI think it would help a lot
15:35:26bobdaduck_rofl
15:36:11kaenI think I added some aliases to rate, too
15:36:26kaenI think /rate 1, -1, good, bad all work
15:37:22kaenso bobdaduck_
15:37:23kaenyour new map
15:37:29kaencall it /rate up SO HARD
15:37:52bobdaduck_lol
15:39:36WatusimotoI was thinking of binding that to a key
15:39:45BFLogBot Commit: f7a080ab4da1 | Author: watusimoto | Message: Increase insruction utility
15:40:01Watusimototortoise needs a spell checker
15:40:21WatusimotoI was thinking of a toggle key that toggles between +1, 0, and -1
15:40:53Watusimotocan you see what you rated the level in the past?
15:41:12Darrel Quit (Read error: Connection reset by peer)
15:45:13bobdaduck_If you go to a level you rated it shows which bitfighter arrow you clicked on
15:45:55bobdaduck_but there's no vote history or nothin'
15:46:24WatusimotoI think we should show the player how they've rated a particular level
15:47:23bobdaduck_We sort of do
15:47:34bobdaduck_I mean given that you only have two options
15:49:19WatusimotoI think you should have three (+1, -1, 0)
15:49:30kaenI think /rate 0 works as well
15:49:35Watusimotobut regardless, how do you see that
15:49:58kaenwell, I've so far entirely avoided touching the master with this stuff
15:50:05Watusimotoso it looks like the rating mechanism lives outside the game
15:50:13Watusimotosort of an extra carricular connection
15:50:34kaenit really is, the rating, downloading, uploading all happens through HTTP requests
15:50:49Watusimotothere is a logic there
15:51:05Watusimotoso if I have a level that I did not get from the database, I can't rate it
15:51:07Watusimotohowever
15:51:08bobdaduck_ Quit (Read error: Connection reset by peer)
15:51:13kaenright
15:51:16kaenwell
15:51:17Watusimotoit might be good if you could
15:51:25Watusimotomight be
15:51:45Watusimotothe way that could work would be to send the md5 hash of the level along with the rating request
15:51:50Watusimotobut
15:52:00Watusimotomaybe that's just silly
15:52:11Watusimotoare we looking at a future where all levels are in the database?
15:52:28kaenall published levels, anyway
15:52:46Watusimotobut if I am hosting my own level, it can't be rated
15:52:57Watusimoto(maybe that's ok)
15:53:00kaenthe first time an author uploads it to the DB, the level file itself contains the database ID
15:53:19Watusimotois it a new line in the levelf ile?
15:53:22kaenyes
15:53:26kaenLevelDatabaseID
15:53:31Watusimotomakes sense
15:53:40Watusimotothough I could copy that into other levels
15:53:48kaenyep
15:53:53Watusimotonot that I would
15:54:20WatusimotoI need to think this through further
15:54:35Watusimotothere are some obvious limitations I hadn't considered before
15:54:43Watusimotolike rating levels not in the database
15:54:52WatusimotoI was thinking rating would be ubiquitous
15:55:02Watusimotoand every level would have a rating
15:55:15Watusimotobut that's... challenging
15:55:28Watusimotojust thinking aloud here
15:55:44Watusimotowhat if you could rate any level
15:55:55Watusimotoand instead of sending the rating to the master, you sent it to the server
15:56:23Watusimotoand the server could either do something with it locally or perhaps send it off to the master via the http channel
15:56:36kaenthe server would need your creds then
15:56:52Watusimotoyes that would be a problem
15:57:42kaenthe only exploit in the current system is putting a different DBID in a level file
15:57:50Watusimotothat probelm could perhaps be resolved, but then you;d ahve to trust the server to at least not send a false vote
15:58:00Watusimotoyes
15:58:05WatusimotoI'm not too worried about that
15:58:14kaenthat's why I made it tell you which map you just voted on, so an attentive player can spot someone doing something dubious
15:58:25Watusimotoand if we wanted to button that down, we could make the dbid a hash of the level itself or soemething
15:58:32Watusimotobut I'm ok with that
15:58:55kaenbut how do you get that hash?
15:58:59kaenfrom the server?
15:59:11Watusimotoyeah, or maybe it's just a hash of walls.
15:59:17Watusimotobut let's not worry about that for the moment
15:59:19kaenok
15:59:22WatusimotoI'm ok with the way it is
15:59:56Watusimotothe server knows if the map is in the database, right?
16:00:05Watusimoto(because it has a dbid)
16:00:19kaenyes
16:00:22Watusimotoand the client must also get that dbid from the server
16:00:25kaenyes
16:00:40Watusimotoso the client knows if it can rate or not based on local info
16:00:48kaencorrect.
16:00:49Watusimotoso that's one incremental improvement
16:01:03Watusimotooooh
16:01:12WatusimotoI want the client to know how it rated the map previously
16:01:13Watusimotobut
16:01:18Watusimotothe client could just store that locally
16:01:22Watusimotoperhaps
16:01:25kaenperhaps
16:01:26Watusimotoin an ini file
16:01:32kaenbut I don't really see the benefit to this
16:01:39Watusimotohere's the benefit
16:01:51kaensince you can /rate up harmlessly if it tickles your fancy (again)
16:02:08WatusimotoI imagine an interface where there is an icon somewhere that shows you how you've rated the level in the past
16:02:26Watusimotoyou can rerate the level; i.e. change your vote
16:02:35Watusimoto(which I assume you can already do)
16:02:40kaencorrect
16:02:58Watusimotobut I thought it wuold be good to show your rating and the average rating somewhere, perhaps in the F2 info
16:03:04kaenok, but ini wouldn't be authoritative, since you could vote from the website or another instance of BF for that matter
16:03:07Watusimotothat's why I'm interested in this
16:03:27kaenok, at that point we're better of pumping it from the master or doing another HTTP request
16:03:28Watusimotogood point
16:03:36WatusimotoI was thinking about that
16:03:47kaenbut then that's one request per player per game with a db'd level
16:03:49Watusimotobut level starts, and 8 people make their http requests?
16:03:53kaenright
16:03:57Watusimotois that ok?
16:03:59Watusimotoor bad?
16:04:05kaenprobably pretty bad
16:04:12Watusimotothat's what I was thinking too
16:04:15kaenwould be tons better to do that through the master
16:04:28kaenwe're talking like several orders of magnitude fewer bytes
16:04:28Watusimotooh, the client already has a connection to the master
16:04:43Watusimotoso it could say "give me rating of level <dbid>"
16:04:51kaenright
16:05:02kaen"and my last rating, while you're at it"
16:05:12kaenbut
16:05:13WatusimotoI was thinking it would have to flow from master to server to client, which was not good
16:05:25kaenI have caching stuff going on in the webapp
16:06:03Watusimotothe server could cache pretty easily
16:06:06kaenso reading is fine, but writing to the SQL db via master is bad
16:06:17Watusimotoyes
16:06:19kaenI mean caching generated HTML
16:06:31Watusimotoso sending new votes could be done via current http channel
16:06:40Watusimotoah, I see
16:07:04Watusimotoso votes change, and pleiades needs to regen html pages
16:07:17kaenyes
16:07:30Watusimotoand if it comes via the master, it won't know
16:07:35kaencorrect
16:07:57Watusimotowell, in any event my interest is in reading; writing could stay the way it is
16:08:01kaenok
16:08:08kaenas long as that's the case, everything is fine
16:08:21Watusimotobecause that seems to work fine, esoecially if we know that the rating will work
16:08:39Watusimotoin fact, we know locally that the user is logged in, and we know that the level is in the db
16:08:44kaenright
16:08:51Watusimotowe may not need to provide any feedback to the user after rating
16:08:56Watusimotoor at least not from the server
16:09:01Watusimotowe could just assume it will work
16:09:04Watusimotobecause it will
16:09:14Watusimotounless the connection fails or whatever
16:09:57kaenwait, are you talking about client -> server -> pleiades for rating?
16:10:05Watusimotoaside from a bad network, are there any conditions the user would need a response for?
16:10:06Watusimotono
16:10:08kaenok
16:10:17Watusimotoclient - http -> pleiades
16:10:22kaenok
16:10:26Watusimotofor writing
16:10:33kaenright now the feedback is just the level's name, author, and new rating
16:10:42kaenso users know there's nothing fishy going on
16:10:46kaenall of that comes from pleiades itself
16:10:48Watusimotook, so we could keep that
16:10:50kaenparsed from the HTTP response
16:11:19Watusimotoso what I want will only require adding a read channel to send current rating and user rating from the master to the client
16:11:26kaenok
16:11:30Watusimotoand some new ui
16:11:30kaenthen that sounds good
16:11:33Watusimotoyes
16:11:46kaenand also read perms for the master's SQL user
16:12:07Watusimototo get the info at the master level, right?
16:12:10kaenright
16:12:47Watusimotook, well I'm going to sleep on it and think about it on my bike ride to work tomorrow
16:12:52Watusimotoand see if I still like it
16:13:17kaenok
16:13:31Watusimotomy ultimate objective is to make rating the levels into an easy, social thing
16:13:49kaensounds much better than an obscure /command
16:13:59Watusimotoso you want to submit your levels to the database to get feedback from users
16:14:10Watusimotoand capture the ratings crown and all that
16:14:42Watusimotoso the databse stores how each player rated the level, right?
16:15:01Watusimotowell, our converstaino was predicated on that being the case, so the answer must be yes
16:15:07kaenindeed
16:15:12Watusimotook, awesome
16:15:16kaenpleiades.ratings
16:15:25Watusimotogreat
16:15:27kaenlevel_id, user_id, value
16:15:32kaenreal simple
16:15:57Watusimotook then. time to watch the penultimate episode of breaking bad
16:16:02kaenso jealous
16:16:03Watusimotothen time for bed
16:16:13kaenI only have netflix, so I'm stuck on S5E08
16:16:28Watusimotoyeah
16:16:41Watusimotoover here it's pirate bay or wait for a year
16:16:50kaenthat's where I'm headed, I think
16:16:54Watusimotonetflix, amazon won't sell here
16:17:03kaenwhoa
16:17:20Watusimotoamazon has a deal where you buy a dvd and you can watch it for a couple of days
16:17:25Watusimotowhile its being shipped
16:17:36kaenI read somewhere that the UK got the second half of the season on netflix
16:17:47Watusimotoi got really pissed off when they wouldn't let me watch my own frikken dvd because I wasn't in the us
16:17:53kaenwow
16:17:56Watusimotoit's different everywhere
16:18:17Watusimotoanway... I'll only say that it's good
16:18:32kaenenjoy!
16:18:35WatusimotoI will!
16:35:23thread_ Quit (Ping timeout: 250 seconds)
16:43:02thread_ has joined
16:44:06thread_quik halp! (in 018a) when I try to use WallItem.setGeom(geom) I get the error "BfObject expected, got point"
16:47:34raptor has joined
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16:48:02raptoruhh, dont use the dot
16:48:22thread_:) I'm not used to Lua
16:48:35thread_I can't believe I missed that
16:49:24thread_thanks
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17:43:25amgine123456789sup
17:45:53kaenhello!
17:47:49Watusimoto Quit (Ping timeout: 265 seconds)
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21:00:11BFLogBot Commit: adf8496efea9 | Author: kaen | Message: allow plugins to specify a description and request a keybinding to be used if none is configured (and no plugin is configured to use the requested binding)
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21:25:51BFLogBotIf you couldn't find any weirdness, maybe we'll just have to make some! -- Calvin
21:26:49kaeni'm watching you, BFLogBot
21:26:49BFLogBotBut Calvin is no kind and loving god! He's one of the old gods! He demands sacrifice! -- Calvin
21:26:57kaendon't give me any guff...
21:27:36fordcarshah
21:28:55[None PING]
21:28:55BFLogBotIt's hard to be mad at someone who misses you while you're asleep. -- Calvin
21:31:23[None PING]
21:31:23BFLogBotWhy waste time learning, when ignorance is instantaneous? -- Calvin
21:33:51[None PING]
21:33:51BFLogBotA voice crackles in Calvin's radio: "Enemy fighters at two o'clock!" "Roger. What should I do until then?"
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