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| 00:11:56 | fordcars | night guys! |
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| 05:24:21 | watusimoto | hi kaen: I suspect you are asleep, but we will need to modify the rating web client to accept "neutral" in addition to "up" and "down". I imagine that's not too difficult. You could do it or point me to the code and I can. |
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| 06:50:39 | kaen | watusimoto, done |
| 06:56:45 | watusimoto | great |
| 06:56:54 | watusimoto | I also have another question for you |
| 06:57:16 | watusimoto | I see this code: |
| 06:57:17 | watusimoto | Thread::~Thread() |
| 06:57:17 | watusimoto | { |
| 06:57:17 | watusimoto | CloseHandle(mThread); |
| 06:57:17 | watusimoto | } |
| 06:57:29 | watusimoto | that cleans up when the thread is terminated |
| 06:57:54 | watusimoto | but we override that and do nothing |
| 06:57:59 | watusimoto | was that intentional? |
| 06:58:12 | watusimoto | LevelDatabaseRateThread::~LevelDatabaseRateThread() |
| 06:58:12 | watusimoto | { |
| 06:58:12 | watusimoto | // Do nothing |
| 06:58:13 | watusimoto | } |
| 06:58:28 | kaen | hmm I don't think so |
| 06:58:42 | watusimoto | for better or worse, thread's destructor is not virtual |
| 06:58:57 | watusimoto | so I assume it's not getting run |
| 06:59:02 | watusimoto | I haven't actually tested that |
| 06:59:20 | kaen | well, I know I do soom goofy delete this; in the threads I wrote |
| 06:59:29 | watusimoto | that stuff looks ok |
| 06:59:33 | kaen | which is safe only if it's the last operation performed on the thread |
| 06:59:43 | watusimoto | (except that you missed one, but I will fix) |
| 07:00:01 | watusimoto | I think the fundamental implementation you did is good |
| 07:00:13 | kaen | so if we delete this, then we actually should be overriding that and doing nothing |
| 07:00:27 | watusimoto | I don't think that is correct |
| 07:00:35 | watusimoto | I think we can delete this and still have the destructor run |
| 07:00:58 | watusimoto | delete this doesn't actually need to be the very last thing... you just can't start referring to member variables after the delete |
| 07:01:25 | kaen | but in the worst case scenario, if we delete, then the OS runs another thread and it allocates our old memory, then we resume and refer to mThread |
| 07:01:28 | kaen | crash! |
| 07:02:13 | watusimoto | I think we need to run the destructor; other than that I think it looks ok |
| 07:02:23 | kaen | I think you're right |
| 07:02:31 | kaen | and I think delete this is actually wrong for that reason |
| 07:02:36 | watusimoto | so if I make thread's destructor virtual, will it get run? |
| 07:02:45 | kaen | I think so |
| 07:02:53 | watusimoto | (this is a weakish point for me in c++) |
| 07:03:01 | kaen | same here |
| 07:03:18 | watusimoto | ok, well, I'll do a quick google search then change it if that appears to be the case |
| 07:03:20 | kaen | I remember doing a lot of reading while I was writing these threads |
| 07:03:22 | kaen | ok |
| 07:05:24 | watusimoto | http://stackoverflow.com/questions/461203/when-to-use-virtual-destructors |
| 07:06:26 | watusimoto | so it probably does get run currently... but our do nothing destructor in LevelDatabaseRateThread might not be |
| 07:06:38 | watusimoto | but since it does nothing, there may be no ill effect |
| 07:06:57 | kaen | huh |
| 07:07:19 | watusimoto | actually, not sure about that |
| 07:07:40 | watusimoto | delete this may be manipulating (probably is manipulating) the derived class |
| 07:07:52 | kaen | I'm pretty sure it is |
| 07:08:08 | kaen | so it should climbing the inheritance chain already, then? |
| 07:08:14 | watusimoto | screw it, I'll test it tonight and see what's going on |
| 07:08:19 | kaen | ok |
| 07:08:23 | watusimoto | breakpoints can be helpful |
| 07:09:50 | watusimoto | so I guess when we've published 019, we'll probably want to discourage people from sharing levels in the forums, and push them to use pleiades |
| 07:10:00 | kaen | yep :) |
| 07:10:21 | watusimoto | that will solve one of the problems we have with the current system -- sharing levels that have no dbid in them |
| 07:10:32 | watusimoto | people will host them and won't be able to rate them |
| 07:10:40 | watusimoto | also, we need to add dbids into all the levels we distribute |
| 07:10:51 | kaen | whoa, good idea |
| 07:10:55 | kaen | hadn't even thought about that |
| 07:11:14 | kaen | should be as simple as logging in and uploading them |
| 07:11:14 | watusimoto | I have becase every time I play with this I can't rate any of my levels! |
| 07:11:31 | kaen | it auto-saves the dbid once you've done that |
| 07:11:48 | watusimoto | maybe once you edit a level the dbid should be removed? |
| 07:12:03 | kaen | hmm, maybe |
| 07:12:05 | kaen | sounds tricky |
| 07:12:17 | watusimoto | well, it's relatively easy to implement |
| 07:12:29 | watusimoto | but it could lead to a problem of many similar levels in the database |
| 07:12:31 | kaen | I actually designed it so you can upload, edit, and update |
| 07:12:54 | watusimoto | if I took one of your levels, could I edit it and change it in the database? |
| 07:13:00 | kaen | no |
| 07:13:09 | kaen | you'd get an error on upload if you didn't remove the id |
| 07:13:12 | watusimoto | so only the owner can update a level |
| 07:13:13 | watusimoto | ok |
| 07:13:14 | kaen | right |
| 07:13:16 | watusimoto | then here is the fix |
| 07:13:29 | watusimoto | when I edit a level, the dbid gets changed into, say olddbid |
| 07:13:44 | watusimoto | then we use that when we upload it and it gets rewritten back to dbid |
| 07:14:05 | watusimoto | so an edited level can't be rated until it's been reuploaded |
| 07:14:26 | watusimoto | but you retain the ability to modfiy your level in the database |
| 07:14:50 | watusimoto | what do you think about that idea? |
| 07:15:07 | kaen | "so an edited level can't be rated until it's been reuploaded" |
| 07:15:12 | kaen | is that the end goal? |
| 07:15:31 | watusimoto | I think so... but... is that really a valid goal? |
| 07:15:37 | kaen | I'm not sure that it is |
| 07:15:44 | watusimoto | actually, what does that achieve? |
| 07:15:46 | kaen | either way, it's easy to circumvent |
| 07:15:57 | kaen | yeah, that was my first thought |
| 07:16:13 | watusimoto | I'm not so much thinking of deliberate circumvention |
| 07:16:30 | watusimoto | I'm thinking if I create a level, upload it, then radically alter it |
| 07:16:57 | watusimoto | the level people are rating is now different than what is in the database |
| 07:17:04 | watusimoto | ok, here;s an alternate fix |
| 07:17:26 | watusimoto | when you save a databased level, you get a prompt to reupload it |
| 07:17:56 | kaen | ok, I like this better |
| 07:17:57 | watusimoto | or something |
| 07:18:13 | kaen | maybe the filename for a modified db level turns purple? |
| 07:18:21 | kaen | remove the red when it's saved, the blue when it's uploaded? |
| 07:18:38 | watusimoto | that's a good idea |
| 07:18:53 | kaen | maybe the menu items should change color too |
| 07:18:58 | watusimoto | a visual queue that the level is out-of-sync with the database |
| 07:19:21 | watusimoto | maybe when you quit the editor, you would be prompted to upload it |
| 07:19:28 | watusimoto | just like you are to save |
| 07:20:00 | watusimoto | something like that makes a lot more sense than what I was suggesting before |
| 07:21:04 | watusimoto | so if I get your level, and modify it, perhaps instead of an error, I should get a prompt asking if I want to upload it as a enw level |
| 07:28:53 | kaen | ah, that's a good idea |
| 07:29:15 | kaen | the web app returns 403 IFF you try to upload a level that's not yours |
| 07:30:45 | kaen | I made sure to use the HTTP response codes properly |
| 07:31:35 | kaen | in fact, we could skip the prompt altogether and just assume that's what the user meant |
| 07:32:24 | watusimoto | I was thinking that when you saved a databased level, the db should be updated automatically, but I can see why that would sometimes cause problems |
| 07:32:38 | kaen | yeah, I had that thought too |
| 07:33:08 | kaen | same conclusion. |
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| 07:34:01 | watusimoto | in that SO link I posted earlier, there is an answer that begins: |
| 07:34:02 | watusimoto | A virtual constructor is not possible but virtual destructor is possible |
| 07:34:14 | watusimoto | it addresses our situation almost exactly with sample code and results |
| 07:34:30 | watusimoto | shows the result of: |
| 07:34:31 | watusimoto | base* b; b=new derived1; delete b; |
| 07:34:59 | watusimoto | in this case, ~base gets called, which is what we want to happen |
| 07:35:10 | watusimoto | but ~derived does not |
| 07:35:20 | watusimoto | which could be a problem, but for us is not |
| 07:35:46 | watusimoto | nonetheless, I'm going to make thread's destructor virtual |
| 07:35:54 | kaen | ok |
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| 07:37:26 | watusimoto | great usernames playing bitfghter right now! |
| 07:37:40 | watusimoto | including a weird reference to someone's cat |
| 07:37:41 | kaen | ah, alex's webdev class |
| 07:37:49 | kaen | lol wat |
| 07:38:03 | watusimoto | who is alex? |
| 07:38:15 | kaen | not sure, he started playing maybe a month ago |
| 07:38:28 | kaen | that's his username :P |
| 07:38:35 | watusimoto | we've got classes on almost every day now |
| 07:38:39 | watusimoto | used to be once a week |
| 07:38:50 | kaen | only a matter of time until a pair of them collide |
| 07:38:57 | kaen | and a school rivalry forms |
| 07:39:01 | watusimoto | yes! |
| 07:39:02 | kaen | and boom! clans in bitfighter again |
| 07:39:13 | watusimoto | we can put varsity letters on ships |
| 07:39:18 | kaen | ahaha |
| 07:40:24 | tjcarter | ONE bug down. Linux joystick driver patched to sanely announce device added events when it adds a joystick, regardless if it is udev-caused or a crude scan of what you've plugged in before running the program. |
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| 07:41:01 | kaen | cool! |
| 07:41:13 | kaen | oh, wat, I found a link to your thread |
| 07:41:16 | tjcarter | That leaves the mmjoystick driver *shudder* which I don't currently have a dev system for, and watusimoto's saitek joystick. |
| 07:42:41 | watusimoto | good ol' saitek |
| 07:45:07 | tjcarter | The solution to this thing might involve a sledgehammer. But let's not give up on finding a bug to squash :) |
| 07:45:22 | tjcarter | instead of a piece of hardware, I mean. |
| 07:45:44 | kaen | huh |
| 07:45:47 | kaen | INT_MAX is prime |
| 07:45:51 | kaen | I had no idea. |
| 07:46:04 | kaen | 32bit INT_MAX, I mean |
| 07:47:09 | kaen | wtf, so is the 128bit INT_MAX |
| 07:47:19 | kaen | why are numbers so beautiful... |
| 07:48:30 | watusimoto | tjcarter: one random theory is that perhaps the joystick string is unterminated |
| 07:48:50 | watusimoto | don't know how sdl handles string data from the joystick... this was just something I was going to look at tonight |
| 07:50:02 | watusimoto | in Bitfighter, we deal with those strings as strings, not as const char*s |
| 07:50:24 | watusimoto | other than that I have nothing |
| 07:50:48 | tjcarter | ohh Does Windows have a maximum length for those strings? And might they be unterminated? |
| 07:50:51 | tjcarter | I don't know. |
| 07:51:09 | tjcarter | If it is, and they aren't, that's a bug in SDL. |
| 07:52:07 | tjcarter | well, it's a bug in Windows for giving us an unterminated string when they use C/C++ for the API, but it's our fault for assuming Microsoft did it right when clearly they don't always. |
| 07:52:41 | kaen | alright, gotta run |
| 07:53:02 | watusimoto | l8r |
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| 10:29:22 | watusimoto | hey kaen: you might like this https://www.youtube.com/watch?v=DvGCYyZPYPg&noredirect=1 |
| 10:30:43 | bobdaduck | By the onion? |
| 10:30:56 | watusimoto | your source for serious news |
| 10:31:20 | bobdaduck | Yah |
| 10:35:33 | bobdaduck | So Breaking Bad is a good show |
| 10:35:56 | bobdaduck | because of its liberal-hating agenda? |
| 10:37:48 | watusimoto | among other things, yes |
| 10:37:52 | bobdaduck | Having not watched the show I can't say how much reality there is that's being twisted |
| 10:37:56 | bobdaduck | xD |
| 10:38:10 | watusimoto | nothing at all -- it was a serious commentary |
| 10:39:15 | bobdaduck | Yeah the onion is known for that |
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| 10:59:25 | kaen | ouch. |
| 10:59:38 | kaen | my 503 line php file has 485 sniffer errors |
| 11:00:12 | kaen | my php is 96.4% smelly |
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| 11:11:12 | thread_ | kaen: I made great progress on my level |
| 11:11:16 | kaen | \o/ |
| 11:11:37 | thread_ | though I had to take lots of headache medicine in the process |
| 11:11:42 | thread_ | :p |
| 11:12:03 | kaen | I was listening to the creator of dwarf fortress talk about procgening maps |
| 11:12:29 | kaen | his advice was to "keep trying until it looks right" |
| 11:13:05 | kaen | which shows that even a master has essentially no good process to recommend... |
| 11:13:29 | bobdaduck | lol |
| 11:14:52 | thread_ | i found two recommended means of dungeon making: 1 make rooms then try to connect them. 2 generate a maze, then overlay rooms on it, with doors where the maze halls were |
| 11:15:14 | kaen | ah, you're making a dungeonesque map? |
| 11:15:22 | kaen | dungeonous? |
| 11:15:32 | kaen | ... dungeon-like? |
| 11:15:36 | thread_ | sort of... trying to make a playable bitmatch |
| 11:15:42 | thread_ | that is entirely generated |
| 11:15:57 | thread_ | the map is going to be a rougelike |
| 11:16:04 | kaen | neat! |
| 11:16:32 | thread_ | The trick is that making the map is easy. the geometry of the WallItems is hard |
| 11:16:49 | thread_ | But not to worry, I have an idea |
| 11:16:54 | kaen | I made a cave-like thing by taking a circle and carving out rooms and corridors with clipPoly and ClipType.Difference |
| 11:17:06 | kaen | only problem is that clipPoly crashes on some inputs :/ |
| 11:17:18 | thread_ | I didn't know clipPoly was a thing |
| 11:17:21 | kaen | like, segfaults and crashes the process |
| 11:17:23 | kaen | I just added it |
| 11:17:26 | thread_ | oh |
| 11:17:28 | kaen | highly experimental and unstable |
| 11:17:34 | kaen | it's on Geom |
| 11:17:37 | kaen | check the 019 docs |
| 11:17:45 | thread_ | \o/ let's break everything |
| 11:18:01 | kaen | it's perfectly stable if you don't make "holes" |
| 11:18:20 | kaen | which is an empty space entirely surrounded by a solid area |
| 11:18:33 | bobdaduck | I haven't made a new levelgen in forever because I keep thinking 019 019 |
| 11:18:46 | kaen | I've completely stopped using 018a |
| 11:18:52 | bobdaduck | Yeah uh, that. |
| 11:19:07 | kaen | every map and plugin I've made for like two months is 019-only |
| 11:20:22 | kaen | I'm up to 16 plugins now in my plugin pack :) |
| 11:20:33 | kaen | which reminds me I need to add scrolling to the plugin panel... |
| 11:20:43 | bobdaduck | That's great but uh, why isn't 019 released yet? |
| 11:21:03 | kaen | 8 outstanding todo's, including one crash |
| 11:21:09 | kaen | oh and uh |
| 11:21:19 | kaen | WE HAVEN'T HAD THOROUGH BETA TESTING BY THE COMMUNITY |
| 11:21:46 | bobdaduck | lol |
| 11:22:24 | bobdaduck | !todo |
| 11:22:46 | kaen | the todos are bugs marked 019 and the polish list |
| 11:23:49 | kaen | oh, and thread_ found a really bad crash that I forgot about |
| 11:24:01 | kaen | so we actually have two critical crashes |
| 11:24:07 | thread_ | oh? |
| 11:24:20 | kaen | according to the polish list :x |
| 11:24:29 | kaen | "- thread found a crash when connecting to master on certain Win7 x64 machines at his school. We need him to be able to get a stack trace somehow..." |
| 11:25:18 | thread_ | yea, raptor and I were trying to get a debugger to tell us what's wrong but no dice |
| 11:26:24 | Nothing_Much | Hi everyone |
| 11:26:39 | kaen | hello hello |
| 11:27:03 | Nothing_Much | What's going on? |
| 11:27:35 | kaen | discussing what's left before we can release |
| 11:28:17 | Nothing_Much | ohh nice |
| 11:28:57 | Nothing_Much | when will the release be? |
| 11:29:35 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 11:30:02 | thread_ | the day after tomorrow's yesterday if yesterday was two days ago tomorrow |
| 11:30:46 | Nothing_Much | I need to figure out what kind of wordings I should say when I release the trailer. |
| 11:30:53 | | kodab Quit (Ping timeout: 252 seconds) |
| 11:31:22 | Nothing_Much | As well as Rasperry Pi support. |
| 11:31:33 | Nothing_Much | Unless that won't happen until 020. |
| 11:34:11 | Nothing_Much | ? |
| 11:34:19 | kaen | in theory, it should build and run on the pi |
| 11:34:38 | thread_ | in practice... doughnuts are yummy |
| 11:34:46 | kaen | I don't remember where fc got stuck, but I think it was something about the SDL or GL implementation there |
| 11:34:54 | Nothing_Much | 019? |
| 11:34:56 | Nothing_Much | Hmm.. |
| 11:35:17 | kaen | last I recall, he was trying to use glshim, which shouldn't really be necessary |
| 11:35:23 | kaen | since we have glsl support in 019 |
| 11:35:32 | Nothing_Much | Perhaps I should say "coming soon" to the Rasperry Pi, and the description of the video can clarify that we need some testers for it. |
| 11:36:06 | kaen | what we really need is someone who's done a pi port of some other glsl software before (and has a pi) |
| 11:37:31 | Nothing_Much | Yeah, when the trailer grabs attention, we should get some more recruits, possibly. |
| 11:37:38 | kaen | hopefully |
| 11:38:26 | Nothing_Much | The thing is that it should be uploaded on Desura as well as a Youtube channel. |
| 11:43:30 | Nothing_Much | I'm working on editing the "best" footage that I currently have, so if anybody wants to play the beta of 019, make some footage for me and upload it somewhere! |
| 11:45:05 | bobdaduck | IT WORKS |
| 11:45:07 | bobdaduck | BWAHAHA |
| 11:45:32 | bobdaduck | I GOT A PUMP STACK WORKING TO GET WATER CLOSER TO THE SURFACE |
| 11:45:35 | bobdaduck | ...now what. |
| 11:46:59 | kaen | destroy it |
| 11:47:02 | kaen | build dolomite screws |
| 11:47:07 | kaen | replace water with magma |
| 11:47:09 | kaen | enjoy. |
| 11:49:20 | bobdaduck | I don't have dolomite |
| 11:49:32 | bobdaduck | all I have had for this entire game of dwarf fortress is silver and brass |
| 11:50:14 | kaen | there are other magma-safe materials |
| 11:50:27 | kaen | you can find them near magma, at the very least |
| 11:50:42 | kaen | so, what do you guys think about the asteroid spawn graphic? |
| 11:50:48 | kaen | is it really that bad? |
| 11:50:52 | bobdaduck | Haven't seen it I don't think |
| 11:51:04 | kaen | the green box with the asteroid that fades in and out |
| 11:51:27 | kaen | I like it |
| 11:51:34 | kaen | more than I like asteroid spawns as a mechanic |
| 11:51:43 | bobdaduck | lol |
| 11:52:14 | bobdaduck | It doesn't really indicate when the asteroid is going to respawn if I remember right |
| 11:53:42 | kaen | yeah |
| 11:54:31 | thread_ | the time to respawn in inversely porportional to how close to it you are |
| 11:55:25 | kaen | lol |
| 12:00:26 | kaen | looks like I can make it do that |
| 12:00:32 | kaen | I say this tentatively |
| 12:00:58 | thread_ | invisible traps. spawn death bringing asteroids if you fly too close |
| 12:01:02 | kaen | because wat likes to conserve bits and I'm going to add like 8 per update |
| 12:01:15 | thread_ | ... that seems easier to do via levlegen |
| 12:01:29 | kaen | these things predate levelgens |
| 12:01:39 | kaen | they probably even predate bitfighter |
| 12:01:46 | thread_ | NEVER LOOK BACK! |
| 12:02:01 | kaen | my vote has always been to nuke them |
| 12:02:10 | bobdaduck | nuke what? |
| 12:02:11 | thread_ | asteroids? |
| 12:02:15 | kaen | asteroidspawns |
| 12:02:19 | bobdaduck | lol |
| 12:02:27 | bobdaduck | Asteroids in general are just not a very good mechanic |
| 12:02:28 | thread_ | yea... I would have to agree with you on that |
| 12:02:32 | kaen | in fact I think we should nuke all spawns except ship spawns |
| 12:02:42 | thread_ | what other spawns are there? |
| 12:02:42 | bobdaduck | seeing as we're all opposed to weapons that kill in one hit and all that |
| 12:02:45 | kaen | but I like having push access, so I won't go over wat's head |
| 12:02:48 | bobdaduck | circle |
| 12:02:49 | bobdaduck | flag |
| 12:02:52 | bobdaduck | asteroid |
| 12:02:52 | bobdaduck | spawns |
| 12:03:11 | Nothing_Much | circle? |
| 12:03:19 | kaen | now you've done it bobdaduck ... |
| 12:03:25 | thread_ | circle is obsolete. flag and asteroid spawns should be done in levelgens if you really want them |
| 12:03:35 | thread_ | so yea, I agree with your nuke |
| 12:04:01 | bobdaduck | circles should be a levelgen thing too |
| 12:04:03 | kaen | I had the great satisfaction of nuking circles and circlespawns (and worm) |
| 12:04:05 | bobdaduck | like exclusive to levelgens |
| 12:04:11 | Nothing_Much | you mean removal of those things? |
| 12:04:14 | kaen | yes. |
| 12:04:16 | Nothing_Much | ah |
| 12:04:32 | bobdaduck | Wait circles are being removed? |
| 12:04:37 | kaen | oops... |
| 12:04:40 | kaen | spilled the beans |
| 12:04:43 | kaen | they're already gone |
| 12:04:47 | kaen | never coming back |
| 12:04:50 | Nothing_Much | are circles those itemtests? |
| 12:04:55 | Nothing_Much | or soccer? |
| 12:05:05 | thread_ | they were different entirely |
| 12:05:09 | kaen | nope, they're little circles that follows ships and push them around |
| 12:05:16 | Nothing_Much | oh lol |
| 12:05:19 | Nothing_Much | that sounds odd |
| 12:05:30 | kaen | just an experiment that shouldn't have gotten into the codebase, and was then leaked to the community |
| 12:05:41 | Nothing_Much | doh |
| 12:05:44 | Nothing_Much | well nuke them asap |
| 12:05:45 | Nothing_Much | if you can |
| 12:05:49 | kaen | already done :) |
| 12:05:53 | bobdaduck | -.- |
| 12:05:57 | kaen | \o/ |
| 12:06:02 | | bobdaduck Quit (Read error: Connection reset by peer) |
| 12:06:02 | kaen | cheer up, bob |
| 12:06:06 | thread_ | *\o/* |
| 12:06:07 | kaen | whoa |
| 12:06:18 | Nothing_Much | what happened? |
| 12:06:26 | kaen | I hope he didn't take it too hard... |
| 12:06:31 | thread_ | I doubt it |
| 12:06:36 | thread_ | probably lunch time |
| 12:06:41 | kaen | oh yeah |
| 12:06:44 | Nothing_Much | lol |
| 12:06:52 | Nothing_Much | brunch! |
| 12:07:00 | kaen | bob is literally the only person who liked circles |
| 12:07:05 | kaen | including wat, who wrote them |
| 12:07:06 | thread_ | besides, he can levelgen his own circle item if he really want one |
| 12:07:17 | kaen | indeed |
| 12:07:32 | Nothing_Much | the circles would probably be confusing to newcomers |
| 12:07:35 | Nothing_Much | like |
| 12:07:39 | Nothing_Much | "what's moving me?" |
| 12:08:30 | kaen | I actually used them to implement a co-op gamemode where you fight off waves of geometrically-shaped AI |
| 12:08:38 | kaen | like nazi zombies meets geometry wars |
| 12:08:45 | kaen | meets bitfighter |
| 12:08:46 | Nothing_Much | sounds cool |
| 12:08:58 | Nothing_Much | oh, that'd be awesome! |
| 12:09:03 | kaen | it was, but I gave up because at that time I didn't know much about c++ or the BF engine |
| 12:09:10 | Nothing_Much | single player! |
| 12:09:13 | Nothing_Much | oh aw |
| 12:09:16 | kaen | and now the patch is so out of date I'd have to completely rewrite it |
| 12:09:28 | Nothing_Much | oh dear |
| 12:09:37 | kaen | I might, I dunno |
| 12:09:50 | kaen | 020 promises to be an interesting release. |
| 12:09:53 | Nothing_Much | depends, eh? |
| 12:09:58 | Nothing_Much | oh really? |
| 12:10:06 | thread_ | 020? we all know 019 is never actually happening |
| 12:10:20 | Nothing_Much | .. rolling release? |
| 12:10:29 | kaen | except that I'm about to knock out 12.5% of everything left to do for 019 today |
| 12:10:29 | thread_ | its always just beyond the horizon |
| 12:10:38 | kaen | it's totally happening |
| 12:10:58 | Nothing_Much | well, 018a happened, right thread_ ? |
| 12:11:13 | kaen | I can sympathize with the feeling though |
| 12:11:21 | thread_ | I just find it funny that when I joined the bitfighter community, we were on 018 with 019 "soon" and its still "soon" |
| 12:12:04 | thread_ | I know it is being worked on, it jsut feels like vaporware |
| 12:12:09 | kaen | it's been agonizing waiting so long, considering I've built an entire webapp and subsystem that's been hiding in the shadows for three months waiting for 019 |
| 12:12:44 | thread_ | BUT IT CAN'T BE AS BAD AS HALF-LIFE 3 |
| 12:12:45 | kaen | not to mention the lua api rewrites I've done, and tweaking TNL to support objects with 16k vertices instead of 64 |
| 12:12:51 | Nothing_Much | lol |
| 12:13:12 | kaen | I doubt anyone is pained by the long delay as I am |
| 12:13:15 | Nothing_Much | how long ago was 018 released? |
| 12:13:25 | kaen | about christmas of last year |
| 12:13:30 | Nothing_Much | ohh.. |
| 12:13:33 | thread_ | so... yearly releases? |
| 12:13:43 | Nothing_Much | that could be a plan |
| 12:13:44 | Nothing_Much | :D |
| 12:13:45 | kaen | we're going to start doing much smaller releases with 020 |
| 12:14:09 | thread_ | you know what would be funny? if we release 019 with telling bob on "accident" |
| 12:14:29 | thread_ | then watch his reaction as he realizes |
| 12:15:13 | thread_ | or to be safer, we all pretend it was released and watch him try to go get it |
| 12:15:22 | kaen | lmao |
| 12:15:34 | kaen | make a 018a build with just the version number changed |
| 12:15:42 | thread_ | YES! WIN! |
| 12:15:45 | Nothing_Much | lol |
| 12:15:57 | Nothing_Much | oh man, looking at my gameplay is painful x.x |
| 12:15:58 | thread_ | change the version number to 020 |
| 12:16:44 | thread_ | I'd let you have footage of me playing, but I don't have any good recording software |
| 12:16:54 | thread_ | but I suppose I'm not that good either |
| 12:17:06 | Nothing_Much | thread_, are you on linux or windows? |
| 12:17:10 | thread_ | windows |
| 12:17:33 | Nothing_Much | hmm.. there's camstudio, it's free |
| 12:17:53 | thread_ | I tried that once. it had a really poor framerate if I remember correctly |
| 12:18:06 | Nothing_Much | you have to make the framerate 30fps |
| 12:18:15 | Nothing_Much | it's possible in the preferences |
| 12:18:26 | kaen | I use this weird software on windows, I can't remember the name of it |
| 12:18:31 | kaen | MSI afterburner or something like that |
| 12:18:55 | kaen | it's actually overclocking software, but it has GL window recording support |
| 12:19:06 | kaen | buried somewhere in the menu |
| 12:19:21 | kaen | and it looks like really crappy shareware, but it works great |
| 12:20:37 | | LordDVG Quit (Remote host closed the connection) |
| 12:24:05 | kaen | cooking breakfast, back soon |
| 12:24:16 | Nothing_Much | alright |
| 12:27:04 | thread_ | soo excited to finish this next levle |
| 12:27:08 | thread_ | *level |
| 12:28:18 | Nothing_Much | oh thread_, if you're in the beta, some footage of level editing would be nice :) |
| 12:28:31 | thread_ | bets for 019? |
| 12:28:36 | thread_ | *beta |
| 12:28:40 | thread_ | **can't spell today |
| 12:28:52 | thread_ | ***I also like asterisks |
| 12:28:59 | thread_ | ****YAAY |
| 12:29:39 | thread_ | you want footage of the 019 level editor? |
| 12:29:48 | Nothing_Much | yeah! |
| 12:30:08 | Nothing_Much | it's a really good feature of bitfighter |
| 12:30:19 | thread_ | We'll see... still hoping to get my 019 build to not break. I will get you footage of editor and gameplay if I can |
| 12:30:30 | Nothing_Much | Ah okay |
| 12:30:32 | Nothing_Much | btw |
| 12:30:36 | Nothing_Much | thread_, make sure you mute the music |
| 12:30:47 | thread_ | yea, you mentioned something about that yesterday |
| 12:30:51 | Nothing_Much | I'm gonna be using custom music amgine found |
| 12:30:56 | Nothing_Much | for the trailer |
| 12:31:00 | thread_ | ah |
| 12:31:37 | Nothing_Much | yep, so just mute the music but leave the sounds, 30fps recording and you should be good to go |
| 12:32:58 | thread_ | ok |
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| 13:06:28 | kaen | back |
| 13:09:12 | kaen | hahaha |
| 13:09:23 | kaen | when I google TNL_DECLARE_RPC, the top three links are bitfighter |
| 13:09:30 | kaen | and fourth one is the opentnl docs |
| 13:10:23 | kaen | oh, but not so on duckduckgo |
| 13:10:28 | kaen | stupid google bubbling |
| 13:11:51 | Nothing_Much | brb |
| 13:12:05 | | Nothing_Much Quit (Remote host closed the connection) |
| 13:14:18 | kaen | god TNL docs are awful |
| 13:14:39 | | Nothing_Much has joined |
| 13:25:32 | Watusimoto | tjcarter: my unterminated string theory didn't work out |
| 13:25:46 | Watusimoto | the name string appears terminated properly |
| 13:26:18 | Watusimoto | can we be the only ones using it at this point? |
| 13:26:25 | Watusimoto | it seems pretty good as far as networking goes |
| 13:34:20 | kaen | it's passable, but it's ancient and it shows |
| 13:34:54 | kaen | poor documentation, not built for testablility, lacks callbacks |
| 13:35:03 | kaen | also its dependence on macros |
| 13:35:15 | kaen | it's lack of support for stdlib types |
| 13:36:03 | kaen | pretty much the only two good things I can say about it are that it works and it's bit-efficient |
| 13:36:43 | kaen | even the header structure is terrible, and they passed that on to Zap as well |
| 13:37:50 | kaen | but gutting it out of the engine would be a nightmare, so I'm definitely not arguing for replacing it |
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| 14:09:52 | Watusimoto | kaen: do you know better more modern alternatives? |
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| 15:06:51 | tjcarter | Watusimoto: damn. :( That's too bad. |
| 15:07:19 | Watusimoto | yeah... in retrospect it was too much to hope for, and there would have been other symptoms as well |
| 15:12:49 | thread_ | back |
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| 16:04:22 | | ChanServ sets mode +o |
| 16:04:27 | raptor | I'm not here |
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| 16:09:43 | kaen | Watusimoto, http://www.jenkinssoftware.com/ (RakNet) is my favorite |
| 16:09:51 | kaen | although their license isn't debian-compatible |
| 16:09:58 | Watusimoto | ha |
| 16:10:07 | Watusimoto | I looked at raknet before choosing tnl |
| 16:10:10 | raptor | we can't win |
| 16:10:36 | Watusimoto | I chose tnl for reasons that would have no influence on me today, but loomed large at the time |
| 16:10:58 | Watusimoto | actually, choosing tnl is what led to the birth of bitfighter |
| 16:11:12 | raptor | TNL just needs love |
| 16:11:15 | Watusimoto | had I gone with raknet, we might be working on a remake of xtank |
| 16:11:18 | raptor | and a test suite |
| 16:11:50 | Watusimoto | we have a testing framework in place now... we can add tnl specific tests if we want |
| 16:12:10 | raptor | and... virtual destructors? |
| 16:12:21 | kaen | eh, I don't think there's a point to a test suite for tnl |
| 16:12:24 | Watusimoto | I added one virtual destructor |
| 16:12:32 | Watusimoto | but haven;t checked it in yet |
| 16:12:40 | Watusimoto | kaen: I sort of agree |
| 16:12:49 | Watusimoto | the code is pretty static and works well |
| 16:13:00 | Watusimoto | I would only suggest adding tests if they help resolve other issues |
| 16:13:02 | raptor | I made some destructors virtual once, in TNL, and ran into problems |
| 16:13:24 | raptor | oh and it needs ipv6 support... if that ever catches on |
| 16:13:29 | | Darriel Quit (Quit: IRC client killed.) |
| 16:13:37 | Watusimoto | we do have some test coverage already, with the client/server interaction tests. that all gets piped through tnl pipes |
| 16:13:45 | Watusimoto | ipv6.... |
| 16:15:32 | raptor | and fuzz testing! |
| 16:19:49 | raptor | oh, different topic: you want to go all statically compiled code for Windows? |
| 16:21:12 | raptor | because at the time, I chose DLLs because it was a beast to get some of the libraries (libpng, alure32, openal-soft) integrated with vc++ at the time (and sam's vc++ 2008) |
| 16:21:40 | raptor | but this may be mitigated a little now with cmake |
| 16:22:13 | raptor | although, i did think it was clutter to include the sources for all of those libraries if they were only going to be used on windows anyways |
| 16:23:56 | raptor | but there is a case for going 64bit, too... and if so i'd need to figure out how to build all of them again on windows 64bit |
| 16:24:31 | raptor | and maybe it'd be easier to just include the sources and go wild with cmake setup |
| 16:24:50 | raptor | monologue monologue monologue |
| 16:26:57 | | raptor Quit () |
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| 16:41:38 | Watusimoto | I am happy enough with how things are on windows... what is the case for 64 bits? |
| 16:44:00 | raptor | just that most people are running on 64 bits nowadays |
| 16:44:27 | raptor | except those who play bitfighter on windows 98 of course... |
| 16:46:18 | raptor | actually now i'm curious... |
| 16:50:27 | | thread_ Quit (Ping timeout: 250 seconds) |
| 16:50:39 | raptor | oh WOW |
| 16:50:48 | raptor | we have over 1000 downloads of 018a! |
| 16:51:27 | raptor | that's like almost halfway to our count with 015a |
| 16:54:41 | raptor | ok, just verified - bitfighter does not run on windows 2000: "is not a valid win32 application" |
| 16:58:13 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 17:01:33 | Watusimoto | but we build it as 32 bit, no? |
| 17:01:44 | Watusimoto | plus... not concerned about Windows 2000 |
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| 17:05:47 | raptor | we build as 32, yes.. and all DLLs are 32bit |
| 17:06:05 | raptor | why do i even have a win2000 vm?? |
| 17:06:52 | kaen | comedic value? |
| 17:07:00 | kaen | sorry, I was afk dealing with a kitchen fire |
| 17:07:18 | raptor | oooo, did you get to use an extinguisher? |
| 17:07:26 | kaen | no, it was tiny |
| 17:07:30 | kaen | I literally just blew it out |
| 17:07:30 | Watusimoto | no excuse |
| 17:07:40 | raptor | haha |
| 17:07:44 | Watusimoto | always excersize safety and spray the extinguisher! |
| 17:07:51 | Watusimoto | EXTINGUISH IT! |
| 17:07:52 | kaen | too much oil on the burner pan |
| 17:08:07 | kaen | I hate to admit that I actually do not own one. |
| 17:08:22 | raptor | and make sure to use the 1-use-only-30-dollar-extinguisher! |
| 17:08:26 | Watusimoto | in college we had a gas stove and I would sometimes leave small piles of gunpowder in the burner for my roommates to find |
| 17:08:52 | kaen | lol |
| 17:09:06 | raptor | 'find' |
| 17:09:08 | Watusimoto | lots of flame, but it does make the room smell like saltpeter |
| 17:09:38 | Watusimoto | I suppose if i did that these days, then one of us tried to board an airplane... well... we might get an interesting story to tell later on |
| 17:09:57 | raptor | enemy of the state |
| 17:10:07 | Watusimoto | and proud of it! |
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| 17:26:10 | raptor | night! |
| 17:26:12 | | raptor Quit () |
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| 17:57:31 | Watusimoto | good night! |
| 17:57:52 | | BFLogBot Commit: 6aff16119d83 | Author: watusimoto | Message: This is the way we do it elsewhere... |
| 17:57:53 | | BFLogBot Commit: ffe8b6f1eead | Author: watusimoto | Message: Merge |
| 17:57:55 | | BFLogBot Commit: 1795156e1f49 | Author: watusimoto | Message: Merge |
| 17:57:56 | | BFLogBot Commit: 974e0553a31e | Author: watusimoto | Message: DRY |
| 17:57:58 | | BFLogBot Commit: dd503224eb39 | Author: watusimoto | Message: Improve rating code on client end in preparation of changes discussed via irc |
| 17:57:59 | | BFLogBot Commit: 5ea6f2d8a295 | Author: watusimoto | Message: Being a bit retentive here |
| 17:58:01 | | BFLogBot Commit: 85255489557c | Author: watusimoto | Message: Bang bang |
| 17:58:02 | | BFLogBot Commit: f20ef7f2698b | Author: watusimoto | Message: Push some error handling upstream |
| 17:58:04 | | BFLogBot Commit: 4f23113804c8 | Author: watusimoto | Message: Memory leak |
| 17:58:05 | | BFLogBot Commit: aedba6851ee0 | Author: watusimoto | Message: DRY - makes code more flexible |
| 17:58:07 | | BFLogBot Commit: 92ca2e3c8ce4 | Author: watusimoto | Message: Make destructor virtual |
| 17:58:08 | | BFLogBot Commit: 98af7a0ea130 | Author: watusimoto | Message: Minor |
| 17:58:10 | | BFLogBot Commit: c1d991223382 | Author: watusimoto | Message: Update prompt string for /rate cmd |
| 17:58:11 | | BFLogBot Commit: a808bfda822b | Author: watusimoto | Message: Add new keybinding (for toggling ratings). Got sick of all the places we needed to change things, so eliminated several big blocks of boilerplate code; also define a related inline help item. |
| 17:58:13 | | BFLogBot Commit: 09f26f58ceca | Author: watusimoto | Message: Brevify help message |
| 17:58:14 | | BFLogBot Commit: 88c8f86f4040 | Author: watusimoto | Message: Fix some badness with the F2 key in help/inline help. Can now rebind F2 in the INI. |
| 17:58:16 | | BFLogBot Commit: 520c99aaf415 | Author: watusimoto | Message: Wrap comment |
| 17:58:17 | | BFLogBot Commit: 909b5cfde10a | Author: watusimoto | Message: Eliminate another big block of tedious code |
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| 20:08:26 | | BFLogBot Commit: 990f247a143b | Author: kaen | Message: fade in asteroid symbol when an asteroid spawn is within 4(ish) seconds of spawning |
| 20:53:21 | | fordcars has joined |
| 20:53:47 | fordcars | Guys? It's done, we ordered an INTEL Mac mini |
| 21:01:28 | | fordcars Quit (Changing host) |
| 21:01:28 | | fordcars has joined |
| 21:02:53 | kaen | hehe |
| 21:02:55 | kaen | cool! |
| 21:03:07 | kaen | I think that means we can officially drop ppc support |
| 21:05:43 | fordcars | :P |
| 21:05:53 | fordcars | Hey the badge for developper |
| 21:06:00 | fordcars | Is it the logo of GoL? |
| 21:07:13 | fordcars | *Game of Life |
| 21:19:52 | kaen | it's a "glider" from the game of life |
| 21:20:08 | kaen | which is commonly referred to as the "hacker symbol" |
| 21:20:17 | fordcars | hehe I thought I recognized that! |
| 21:57:03 | | BFLogBot Commit: 735235035a32 | Author: kaen | Message: adjust score properly when manipulating cores via lua |
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| 22:09:02 | thread_ | kaen: my rougelike map maker is done! (but it is still 018. I have to change "levelgen" to "bf") |
| 22:26:17 | | thread_ Quit (Ping timeout: 250 seconds) |
| 22:29:29 | kaen | bah, just missed him |
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