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IRC Log for 2013-10-10

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00:11:56fordcarsnight guys!
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05:24:21watusimotohi 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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06:50:39kaenwatusimoto, done
06:56:45watusimotogreat
06:56:54watusimotoI also have another question for you
06:57:16watusimotoI see this code:
06:57:17watusimotoThread::~Thread()
06:57:17watusimoto{
06:57:17watusimotoCloseHandle(mThread);
06:57:17watusimoto}
06:57:29watusimotothat cleans up when the thread is terminated
06:57:54watusimotobut we override that and do nothing
06:57:59watusimotowas that intentional?
06:58:12watusimotoLevelDatabaseRateThread::~LevelDatabaseRateThread()
06:58:12watusimoto{
06:58:12watusimoto// Do nothing
06:58:13watusimoto}
06:58:28kaenhmm I don't think so
06:58:42watusimotofor better or worse, thread's destructor is not virtual
06:58:57watusimotoso I assume it's not getting run
06:59:02watusimotoI haven't actually tested that
06:59:20kaenwell, I know I do soom goofy delete this; in the threads I wrote
06:59:29watusimotothat stuff looks ok
06:59:33kaenwhich is safe only if it's the last operation performed on the thread
06:59:43watusimoto(except that you missed one, but I will fix)
07:00:01watusimotoI think the fundamental implementation you did is good
07:00:13kaenso if we delete this, then we actually should be overriding that and doing nothing
07:00:27watusimotoI don't think that is correct
07:00:35watusimotoI think we can delete this and still have the destructor run
07:00:58watusimotodelete this doesn't actually need to be the very last thing... you just can't start referring to member variables after the delete
07:01:25kaenbut 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
07:01:28kaencrash!
07:02:13watusimotoI think we need to run the destructor; other than that I think it looks ok
07:02:23kaenI think you're right
07:02:31kaenand I think delete this is actually wrong for that reason
07:02:36watusimotoso if I make thread's destructor virtual, will it get run?
07:02:45kaenI think so
07:02:53watusimoto(this is a weakish point for me in c++)
07:03:01kaensame here
07:03:18watusimotook, well, I'll do a quick google search then change it if that appears to be the case
07:03:20kaenI remember doing a lot of reading while I was writing these threads
07:03:22kaenok
07:05:24watusimotohttp://stackoverflow.com/questions/461203/when-to-use-virtual-destructors
07:06:26watusimotoso it probably does get run currently... but our do nothing destructor in LevelDatabaseRateThread might not be
07:06:38watusimotobut since it does nothing, there may be no ill effect
07:06:57kaenhuh
07:07:19watusimotoactually, not sure about that
07:07:40watusimotodelete this may be manipulating (probably is manipulating) the derived class
07:07:52kaenI'm pretty sure it is
07:08:08kaenso it should climbing the inheritance chain already, then?
07:08:14watusimotoscrew it, I'll test it tonight and see what's going on
07:08:19kaenok
07:08:23watusimotobreakpoints can be helpful
07:09:50watusimotoso 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
07:10:00kaenyep :)
07:10:21watusimotothat will solve one of the problems we have with the current system -- sharing levels that have no dbid in them
07:10:32watusimotopeople will host them and won't be able to rate them
07:10:40watusimotoalso, we need to add dbids into all the levels we distribute
07:10:51kaenwhoa, good idea
07:10:55kaenhadn't even thought about that
07:11:14kaenshould be as simple as logging in and uploading them
07:11:14watusimotoI have becase every time I play with this I can't rate any of my levels!
07:11:31kaenit auto-saves the dbid once you've done that
07:11:48watusimotomaybe once you edit a level the dbid should be removed?
07:12:03kaenhmm, maybe
07:12:05kaensounds tricky
07:12:17watusimotowell, it's relatively easy to implement
07:12:29watusimotobut it could lead to a problem of many similar levels in the database
07:12:31kaenI actually designed it so you can upload, edit, and update
07:12:54watusimotoif I took one of your levels, could I edit it and change it in the database?
07:13:00kaenno
07:13:09kaenyou'd get an error on upload if you didn't remove the id
07:13:12watusimotoso only the owner can update a level
07:13:13watusimotook
07:13:14kaenright
07:13:16watusimotothen here is the fix
07:13:29watusimotowhen I edit a level, the dbid gets changed into, say olddbid
07:13:44watusimotothen we use that when we upload it and it gets rewritten back to dbid
07:14:05watusimotoso an edited level can't be rated until it's been reuploaded
07:14:26watusimotobut you retain the ability to modfiy your level in the database
07:14:50watusimotowhat do you think about that idea?
07:15:07kaen"so an edited level can't be rated until it's been reuploaded"
07:15:12kaenis that the end goal?
07:15:31watusimotoI think so... but... is that really a valid goal?
07:15:37kaenI'm not sure that it is
07:15:44watusimotoactually, what does that achieve?
07:15:46kaeneither way, it's easy to circumvent
07:15:57kaenyeah, that was my first thought
07:16:13watusimotoI'm not so much thinking of deliberate circumvention
07:16:30watusimotoI'm thinking if I create a level, upload it, then radically alter it
07:16:57watusimotothe level people are rating is now different than what is in the database
07:17:04watusimotook, here;s an alternate fix
07:17:26watusimotowhen you save a databased level, you get a prompt to reupload it
07:17:56kaenok, I like this better
07:17:57watusimotoor something
07:18:13kaenmaybe the filename for a modified db level turns purple?
07:18:21kaenremove the red when it's saved, the blue when it's uploaded?
07:18:38watusimotothat's a good idea
07:18:53kaenmaybe the menu items should change color too
07:18:58watusimotoa visual queue that the level is out-of-sync with the database
07:19:21watusimotomaybe when you quit the editor, you would be prompted to upload it
07:19:28watusimotojust like you are to save
07:20:00watusimotosomething like that makes a lot more sense than what I was suggesting before
07:21:04watusimotoso 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
07:28:53kaenah, that's a good idea
07:29:15kaenthe web app returns 403 IFF you try to upload a level that's not yours
07:30:45kaenI made sure to use the HTTP response codes properly
07:31:35kaenin fact, we could skip the prompt altogether and just assume that's what the user meant
07:32:24watusimotoI 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
07:32:38kaenyeah, I had that thought too
07:33:08kaensame conclusion.
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07:34:01watusimotoin that SO link I posted earlier, there is an answer that begins:
07:34:02watusimotoA virtual constructor is not possible but virtual destructor is possible
07:34:14watusimotoit addresses our situation almost exactly with sample code and results
07:34:30watusimotoshows the result of:
07:34:31watusimotobase* b; b=new derived1; delete b;
07:34:59watusimotoin this case, ~base gets called, which is what we want to happen
07:35:10watusimotobut ~derived does not
07:35:20watusimotowhich could be a problem, but for us is not
07:35:46watusimotononetheless, I'm going to make thread's destructor virtual
07:35:54kaenok
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07:37:26watusimotogreat usernames playing bitfghter right now!
07:37:40watusimotoincluding a weird reference to someone's cat
07:37:41kaenah, alex's webdev class
07:37:49kaenlol wat
07:38:03watusimotowho is alex?
07:38:15kaennot sure, he started playing maybe a month ago
07:38:28kaenthat's his username :P
07:38:35watusimotowe've got classes on almost every day now
07:38:39watusimotoused to be once a week
07:38:50kaenonly a matter of time until a pair of them collide
07:38:57kaenand a school rivalry forms
07:39:01watusimotoyes!
07:39:02kaenand boom! clans in bitfighter again
07:39:13watusimotowe can put varsity letters on ships
07:39:18kaenahaha
07:40:24tjcarterONE 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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07:41:01kaencool!
07:41:13kaenoh, wat, I found a link to your thread
07:41:16tjcarterThat leaves the mmjoystick driver *shudder* which I don't currently have a dev system for, and watusimoto's saitek joystick.
07:42:41watusimotogood ol' saitek
07:45:07tjcarterThe solution to this thing might involve a sledgehammer. But let's not give up on finding a bug to squash :)
07:45:22tjcarterinstead of a piece of hardware, I mean.
07:45:44kaenhuh
07:45:47kaenINT_MAX is prime
07:45:51kaenI had no idea.
07:46:04kaen32bit INT_MAX, I mean
07:47:09kaenwtf, so is the 128bit INT_MAX
07:47:19kaenwhy are numbers so beautiful...
07:48:30watusimototjcarter: one random theory is that perhaps the joystick string is unterminated
07:48:50watusimotodon't know how sdl handles string data from the joystick... this was just something I was going to look at tonight
07:50:02watusimotoin Bitfighter, we deal with those strings as strings, not as const char*s
07:50:24watusimotoother than that I have nothing
07:50:48tjcarterohh Does Windows have a maximum length for those strings? And might they be unterminated?
07:50:51tjcarterI don't know.
07:51:09tjcarterIf it is, and they aren't, that's a bug in SDL.
07:52:07tjcarterwell, 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.
07:52:41kaenalright, gotta run
07:53:02watusimotol8r
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10:29:22watusimotohey kaen: you might like this https://www.youtube.com/watch?v=DvGCYyZPYPg&noredirect=1
10:30:43bobdaduckBy the onion?
10:30:56watusimotoyour source for serious news
10:31:20bobdaduckYah
10:35:33bobdaduckSo Breaking Bad is a good show
10:35:56bobdaduckbecause of its liberal-hating agenda?
10:37:48watusimotoamong other things, yes
10:37:52bobdaduckHaving not watched the show I can't say how much reality there is that's being twisted
10:37:56bobdaduckxD
10:38:10watusimotonothing at all -- it was a serious commentary
10:39:15bobdaduckYeah the onion is known for that
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10:59:25kaenouch.
10:59:38kaenmy 503 line php file has 485 sniffer errors
11:00:12kaenmy php is 96.4% smelly
11:05:59thread_ has joined
11:11:12thread_kaen: I made great progress on my level
11:11:16kaen\o/
11:11:37thread_though I had to take lots of headache medicine in the process
11:11:42thread_:p
11:12:03kaenI was listening to the creator of dwarf fortress talk about procgening maps
11:12:29kaenhis advice was to "keep trying until it looks right"
11:13:05kaenwhich shows that even a master has essentially no good process to recommend...
11:13:29bobdaducklol
11:14:52thread_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
11:15:14kaenah, you're making a dungeonesque map?
11:15:22kaendungeonous?
11:15:32kaen... dungeon-like?
11:15:36thread_sort of... trying to make a playable bitmatch
11:15:42thread_that is entirely generated
11:15:57thread_the map is going to be a rougelike
11:16:04kaenneat!
11:16:32thread_The trick is that making the map is easy. the geometry of the WallItems is hard
11:16:49thread_But not to worry, I have an idea
11:16:54kaenI made a cave-like thing by taking a circle and carving out rooms and corridors with clipPoly and ClipType.Difference
11:17:06kaenonly problem is that clipPoly crashes on some inputs :/
11:17:18thread_I didn't know clipPoly was a thing
11:17:21kaenlike, segfaults and crashes the process
11:17:23kaenI just added it
11:17:26thread_oh
11:17:28kaenhighly experimental and unstable
11:17:34kaenit's on Geom
11:17:37kaencheck the 019 docs
11:17:45thread_\o/ let's break everything
11:18:01kaenit's perfectly stable if you don't make "holes"
11:18:20kaenwhich is an empty space entirely surrounded by a solid area
11:18:33bobdaduckI haven't made a new levelgen in forever because I keep thinking 019 019
11:18:46kaenI've completely stopped using 018a
11:18:52bobdaduckYeah uh, that.
11:19:07kaenevery map and plugin I've made for like two months is 019-only
11:20:22kaenI'm up to 16 plugins now in my plugin pack :)
11:20:33kaenwhich reminds me I need to add scrolling to the plugin panel...
11:20:43bobdaduckThat's great but uh, why isn't 019 released yet?
11:21:03kaen8 outstanding todo's, including one crash
11:21:09kaenoh and uh
11:21:19kaenWE HAVEN'T HAD THOROUGH BETA TESTING BY THE COMMUNITY
11:21:46bobdaducklol
11:22:24bobdaduck!todo
11:22:46kaenthe todos are bugs marked 019 and the polish list
11:23:49kaenoh, and thread_ found a really bad crash that I forgot about
11:24:01kaenso we actually have two critical crashes
11:24:07thread_oh?
11:24:20kaenaccording to the polish list :x
11:24:29kaen"- 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..."
11:25:18thread_yea, raptor and I were trying to get a debugger to tell us what's wrong but no dice
11:26:24Nothing_MuchHi everyone
11:26:39kaenhello hello
11:27:03Nothing_MuchWhat's going on?
11:27:35kaendiscussing what's left before we can release
11:28:17Nothing_Muchohh nice
11:28:57Nothing_Muchwhen will the release be?
11:29:35Flynnn Quit (Quit: This computer has gone to sleep)
11:30:02thread_the day after tomorrow's yesterday if yesterday was two days ago tomorrow
11:30:46Nothing_MuchI need to figure out what kind of wordings I should say when I release the trailer.
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11:31:22Nothing_MuchAs well as Rasperry Pi support.
11:31:33Nothing_MuchUnless that won't happen until 020.
11:34:11Nothing_Much?
11:34:19kaenin theory, it should build and run on the pi
11:34:38thread_in practice... doughnuts are yummy
11:34:46kaenI don't remember where fc got stuck, but I think it was something about the SDL or GL implementation there
11:34:54Nothing_Much019?
11:34:56Nothing_MuchHmm..
11:35:17kaenlast I recall, he was trying to use glshim, which shouldn't really be necessary
11:35:23kaensince we have glsl support in 019
11:35:32Nothing_MuchPerhaps I should say "coming soon" to the Rasperry Pi, and the description of the video can clarify that we need some testers for it.
11:36:06kaenwhat we really need is someone who's done a pi port of some other glsl software before (and has a pi)
11:37:31Nothing_MuchYeah, when the trailer grabs attention, we should get some more recruits, possibly.
11:37:38kaenhopefully
11:38:26Nothing_MuchThe thing is that it should be uploaded on Desura as well as a Youtube channel.
11:43:30Nothing_MuchI'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!
11:45:05bobdaduckIT WORKS
11:45:07bobdaduckBWAHAHA
11:45:32bobdaduckI GOT A PUMP STACK WORKING TO GET WATER CLOSER TO THE SURFACE
11:45:35bobdaduck...now what.
11:46:59kaendestroy it
11:47:02kaenbuild dolomite screws
11:47:07kaenreplace water with magma
11:47:09kaenenjoy.
11:49:20bobdaduckI don't have dolomite
11:49:32bobdaduckall I have had for this entire game of dwarf fortress is silver and brass
11:50:14kaenthere are other magma-safe materials
11:50:27kaenyou can find them near magma, at the very least
11:50:42kaenso, what do you guys think about the asteroid spawn graphic?
11:50:48kaenis it really that bad?
11:50:52bobdaduckHaven't seen it I don't think
11:51:04kaenthe green box with the asteroid that fades in and out
11:51:27kaenI like it
11:51:34kaenmore than I like asteroid spawns as a mechanic
11:51:43bobdaducklol
11:52:14bobdaduckIt doesn't really indicate when the asteroid is going to respawn if I remember right
11:53:42kaenyeah
11:54:31thread_the time to respawn in inversely porportional to how close to it you are
11:55:25kaenlol
12:00:26kaenlooks like I can make it do that
12:00:32kaenI say this tentatively
12:00:58thread_invisible traps. spawn death bringing asteroids if you fly too close
12:01:02kaenbecause wat likes to conserve bits and I'm going to add like 8 per update
12:01:15thread_... that seems easier to do via levlegen
12:01:29kaenthese things predate levelgens
12:01:39kaenthey probably even predate bitfighter
12:01:46thread_NEVER LOOK BACK!
12:02:01kaenmy vote has always been to nuke them
12:02:10bobdaducknuke what?
12:02:11thread_asteroids?
12:02:15kaenasteroidspawns
12:02:19bobdaducklol
12:02:27bobdaduckAsteroids in general are just not a very good mechanic
12:02:28thread_yea... I would have to agree with you on that
12:02:32kaenin fact I think we should nuke all spawns except ship spawns
12:02:42thread_what other spawns are there?
12:02:42bobdaduckseeing as we're all opposed to weapons that kill in one hit and all that
12:02:45kaenbut I like having push access, so I won't go over wat's head
12:02:48bobdaduckcircle
12:02:49bobdaduckflag
12:02:52bobdaduckasteroid
12:02:52bobdaduckspawns
12:03:11Nothing_Muchcircle?
12:03:19kaennow you've done it bobdaduck ...
12:03:25thread_circle is obsolete. flag and asteroid spawns should be done in levelgens if you really want them
12:03:35thread_so yea, I agree with your nuke
12:04:01bobdaduckcircles should be a levelgen thing too
12:04:03kaenI had the great satisfaction of nuking circles and circlespawns (and worm)
12:04:05bobdaducklike exclusive to levelgens
12:04:11Nothing_Muchyou mean removal of those things?
12:04:14kaenyes.
12:04:16Nothing_Muchah
12:04:32bobdaduckWait circles are being removed?
12:04:37kaenoops...
12:04:40kaenspilled the beans
12:04:43kaenthey're already gone
12:04:47kaennever coming back
12:04:50Nothing_Muchare circles those itemtests?
12:04:55Nothing_Muchor soccer?
12:05:05thread_they were different entirely
12:05:09kaennope, they're little circles that follows ships and push them around
12:05:16Nothing_Muchoh lol
12:05:19Nothing_Muchthat sounds odd
12:05:30kaenjust an experiment that shouldn't have gotten into the codebase, and was then leaked to the community
12:05:41Nothing_Muchdoh
12:05:44Nothing_Muchwell nuke them asap
12:05:45Nothing_Muchif you can
12:05:49kaenalready done :)
12:05:53bobdaduck-.-
12:05:57kaen\o/
12:06:02bobdaduck Quit (Read error: Connection reset by peer)
12:06:02kaencheer up, bob
12:06:06thread_*\o/*
12:06:07kaenwhoa
12:06:18Nothing_Muchwhat happened?
12:06:26kaenI hope he didn't take it too hard...
12:06:31thread_I doubt it
12:06:36thread_probably lunch time
12:06:41kaenoh yeah
12:06:44Nothing_Muchlol
12:06:52Nothing_Muchbrunch!
12:07:00kaenbob is literally the only person who liked circles
12:07:05kaenincluding wat, who wrote them
12:07:06thread_besides, he can levelgen his own circle item if he really want one
12:07:17kaenindeed
12:07:32Nothing_Muchthe circles would probably be confusing to newcomers
12:07:35Nothing_Muchlike
12:07:39Nothing_Much"what's moving me?"
12:08:30kaenI actually used them to implement a co-op gamemode where you fight off waves of geometrically-shaped AI
12:08:38kaenlike nazi zombies meets geometry wars
12:08:45kaenmeets bitfighter
12:08:46Nothing_Muchsounds cool
12:08:58Nothing_Muchoh, that'd be awesome!
12:09:03kaenit was, but I gave up because at that time I didn't know much about c++ or the BF engine
12:09:10Nothing_Muchsingle player!
12:09:13Nothing_Muchoh aw
12:09:16kaenand now the patch is so out of date I'd have to completely rewrite it
12:09:28Nothing_Muchoh dear
12:09:37kaenI might, I dunno
12:09:50kaen020 promises to be an interesting release.
12:09:53Nothing_Muchdepends, eh?
12:09:58Nothing_Muchoh really?
12:10:06thread_020? we all know 019 is never actually happening
12:10:20Nothing_Much.. rolling release?
12:10:29kaenexcept that I'm about to knock out 12.5% of everything left to do for 019 today
12:10:29thread_its always just beyond the horizon
12:10:38kaenit's totally happening
12:10:58Nothing_Muchwell, 018a happened, right thread_ ?
12:11:13kaenI can sympathize with the feeling though
12:11:21thread_I just find it funny that when I joined the bitfighter community, we were on 018 with 019 "soon" and its still "soon"
12:12:04thread_I know it is being worked on, it jsut feels like vaporware
12:12:09kaenit'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
12:12:44thread_BUT IT CAN'T BE AS BAD AS HALF-LIFE 3
12:12:45kaennot to mention the lua api rewrites I've done, and tweaking TNL to support objects with 16k vertices instead of 64
12:12:51Nothing_Muchlol
12:13:12kaenI doubt anyone is pained by the long delay as I am
12:13:15Nothing_Muchhow long ago was 018 released?
12:13:25kaenabout christmas of last year
12:13:30Nothing_Muchohh..
12:13:33thread_so... yearly releases?
12:13:43Nothing_Muchthat could be a plan
12:13:44Nothing_Much:D
12:13:45kaenwe're going to start doing much smaller releases with 020
12:14:09thread_you know what would be funny? if we release 019 with telling bob on "accident"
12:14:29thread_then watch his reaction as he realizes
12:15:13thread_or to be safer, we all pretend it was released and watch him try to go get it
12:15:22kaenlmao
12:15:34kaenmake a 018a build with just the version number changed
12:15:42thread_YES! WIN!
12:15:45Nothing_Muchlol
12:15:57Nothing_Muchoh man, looking at my gameplay is painful x.x
12:15:58thread_change the version number to 020
12:16:44thread_I'd let you have footage of me playing, but I don't have any good recording software
12:16:54thread_but I suppose I'm not that good either
12:17:06Nothing_Muchthread_, are you on linux or windows?
12:17:10thread_windows
12:17:33Nothing_Muchhmm.. there's camstudio, it's free
12:17:53thread_I tried that once. it had a really poor framerate if I remember correctly
12:18:06Nothing_Muchyou have to make the framerate 30fps
12:18:15Nothing_Muchit's possible in the preferences
12:18:26kaenI use this weird software on windows, I can't remember the name of it
12:18:31kaenMSI afterburner or something like that
12:18:55kaenit's actually overclocking software, but it has GL window recording support
12:19:06kaenburied somewhere in the menu
12:19:21kaenand it looks like really crappy shareware, but it works great
12:20:37LordDVG Quit (Remote host closed the connection)
12:24:05kaencooking breakfast, back soon
12:24:16Nothing_Muchalright
12:27:04thread_soo excited to finish this next levle
12:27:08thread_*level
12:28:18Nothing_Muchoh thread_, if you're in the beta, some footage of level editing would be nice :)
12:28:31thread_bets for 019?
12:28:36thread_*beta
12:28:40thread_**can't spell today
12:28:52thread_***I also like asterisks
12:28:59thread_****YAAY
12:29:39thread_you want footage of the 019 level editor?
12:29:48Nothing_Muchyeah!
12:30:08Nothing_Muchit's a really good feature of bitfighter
12:30:19thread_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
12:30:30Nothing_MuchAh okay
12:30:32Nothing_Muchbtw
12:30:36Nothing_Muchthread_, make sure you mute the music
12:30:47thread_yea, you mentioned something about that yesterday
12:30:51Nothing_MuchI'm gonna be using custom music amgine found
12:30:56Nothing_Muchfor the trailer
12:31:00thread_ah
12:31:37Nothing_Muchyep, so just mute the music but leave the sounds, 30fps recording and you should be good to go
12:32:58thread_ok
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13:06:28kaenback
13:09:12kaenhahaha
13:09:23kaenwhen I google TNL_DECLARE_RPC, the top three links are bitfighter
13:09:30kaenand fourth one is the opentnl docs
13:10:23kaenoh, but not so on duckduckgo
13:10:28kaenstupid google bubbling
13:11:51Nothing_Muchbrb
13:12:05Nothing_Much Quit (Remote host closed the connection)
13:14:18kaengod TNL docs are awful
13:14:39Nothing_Much has joined
13:25:32Watusimototjcarter: my unterminated string theory didn't work out
13:25:46Watusimotothe name string appears terminated properly
13:26:18Watusimotocan we be the only ones using it at this point?
13:26:25Watusimotoit seems pretty good as far as networking goes
13:34:20kaenit's passable, but it's ancient and it shows
13:34:54kaenpoor documentation, not built for testablility, lacks callbacks
13:35:03kaenalso its dependence on macros
13:35:15kaenit's lack of support for stdlib types
13:36:03kaenpretty much the only two good things I can say about it are that it works and it's bit-efficient
13:36:43kaeneven the header structure is terrible, and they passed that on to Zap as well
13:37:50kaenbut gutting it out of the engine would be a nightmare, so I'm definitely not arguing for replacing it
13:52:33Flynnn Quit (Quit: This computer has gone to sleep)
14:09:52Watusimotokaen: do you know better more modern alternatives?
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15:06:51tjcarterWatusimoto: damn. :( That's too bad.
15:07:19Watusimotoyeah... in retrospect it was too much to hope for, and there would have been other symptoms as well
15:12:49thread_back
15:18:06koda has joined
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16:04:27raptorI'm not here
16:04:55Darrel Quit (Read error: Connection reset by peer)
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16:09:43kaenWatusimoto, http://www.jenkinssoftware.com/ (RakNet) is my favorite
16:09:51kaenalthough their license isn't debian-compatible
16:09:58Watusimotoha
16:10:07WatusimotoI looked at raknet before choosing tnl
16:10:10raptorwe can't win
16:10:36WatusimotoI chose tnl for reasons that would have no influence on me today, but loomed large at the time
16:10:58Watusimotoactually, choosing tnl is what led to the birth of bitfighter
16:11:12raptorTNL just needs love
16:11:15Watusimotohad I gone with raknet, we might be working on a remake of xtank
16:11:18raptorand a test suite
16:11:50Watusimotowe have a testing framework in place now... we can add tnl specific tests if we want
16:12:10raptorand... virtual destructors?
16:12:21kaeneh, I don't think there's a point to a test suite for tnl
16:12:24WatusimotoI added one virtual destructor
16:12:32Watusimotobut haven;t checked it in yet
16:12:40Watusimotokaen: I sort of agree
16:12:49Watusimotothe code is pretty static and works well
16:13:00WatusimotoI would only suggest adding tests if they help resolve other issues
16:13:02raptorI made some destructors virtual once, in TNL, and ran into problems
16:13:24raptoroh and it needs ipv6 support... if that ever catches on
16:13:29Darriel Quit (Quit: IRC client killed.)
16:13:37Watusimotowe do have some test coverage already, with the client/server interaction tests. that all gets piped through tnl pipes
16:13:45Watusimotoipv6....
16:15:32raptorand fuzz testing!
16:19:49raptoroh, different topic: you want to go all statically compiled code for Windows?
16:21:12raptorbecause 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)
16:21:40raptorbut this may be mitigated a little now with cmake
16:22:13raptoralthough, 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
16:23:56raptorbut 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
16:24:31raptorand maybe it'd be easier to just include the sources and go wild with cmake setup
16:24:50raptormonologue monologue monologue
16:26:57raptor Quit ()
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16:41:38WatusimotoI am happy enough with how things are on windows... what is the case for 64 bits?
16:44:00raptorjust that most people are running on 64 bits nowadays
16:44:27raptorexcept those who play bitfighter on windows 98 of course...
16:46:18raptoractually now i'm curious...
16:50:27thread_ Quit (Ping timeout: 250 seconds)
16:50:39raptoroh WOW
16:50:48raptorwe have over 1000 downloads of 018a!
16:51:27raptorthat's like almost halfway to our count with 015a
16:54:41raptorok, just verified - bitfighter does not run on windows 2000: "is not a valid win32 application"
16:58:13Flynnn Quit (Quit: This computer has gone to sleep)
17:01:33Watusimotobut we build it as 32 bit, no?
17:01:44Watusimotoplus... not concerned about Windows 2000
17:02:18Flynnn has joined
17:05:47raptorwe build as 32, yes.. and all DLLs are 32bit
17:06:05raptorwhy do i even have a win2000 vm??
17:06:52kaencomedic value?
17:07:00kaensorry, I was afk dealing with a kitchen fire
17:07:18raptoroooo, did you get to use an extinguisher?
17:07:26kaenno, it was tiny
17:07:30kaenI literally just blew it out
17:07:30Watusimotono excuse
17:07:40raptorhaha
17:07:44Watusimotoalways excersize safety and spray the extinguisher!
17:07:51WatusimotoEXTINGUISH IT!
17:07:52kaentoo much oil on the burner pan
17:08:07kaenI hate to admit that I actually do not own one.
17:08:22raptorand make sure to use the 1-use-only-30-dollar-extinguisher!
17:08:26Watusimotoin college we had a gas stove and I would sometimes leave small piles of gunpowder in the burner for my roommates to find
17:08:52kaenlol
17:09:06raptor'find'
17:09:08Watusimotolots of flame, but it does make the room smell like saltpeter
17:09:38WatusimotoI 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
17:09:57raptorenemy of the state
17:10:07Watusimotoand proud of it!
17:21:38Flynnn Quit (Quit: This computer has gone to sleep)
17:22:31koda Quit (Quit: koda)
17:26:10raptornight!
17:26:12raptor Quit ()
17:29:03tjcarter Quit (Read error: Connection reset by peer)
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17:57:31Watusimotogood night!
17:57:52BFLogBot Commit: 6aff16119d83 | Author: watusimoto | Message: This is the way we do it elsewhere...
17:57:53BFLogBot Commit: ffe8b6f1eead | Author: watusimoto | Message: Merge
17:57:55BFLogBot Commit: 1795156e1f49 | Author: watusimoto | Message: Merge
17:57:56BFLogBot Commit: 974e0553a31e | Author: watusimoto | Message: DRY
17:57:58BFLogBot Commit: dd503224eb39 | Author: watusimoto | Message: Improve rating code on client end in preparation of changes discussed via irc
17:57:59BFLogBot Commit: 5ea6f2d8a295 | Author: watusimoto | Message: Being a bit retentive here
17:58:01BFLogBot Commit: 85255489557c | Author: watusimoto | Message: Bang bang
17:58:02BFLogBot Commit: f20ef7f2698b | Author: watusimoto | Message: Push some error handling upstream
17:58:04BFLogBot Commit: 4f23113804c8 | Author: watusimoto | Message: Memory leak
17:58:05BFLogBot Commit: aedba6851ee0 | Author: watusimoto | Message: DRY - makes code more flexible
17:58:07BFLogBot Commit: 92ca2e3c8ce4 | Author: watusimoto | Message: Make destructor virtual
17:58:08BFLogBot Commit: 98af7a0ea130 | Author: watusimoto | Message: Minor
17:58:10BFLogBot Commit: c1d991223382 | Author: watusimoto | Message: Update prompt string for /rate cmd
17:58:11BFLogBot 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.
17:58:13BFLogBot Commit: 09f26f58ceca | Author: watusimoto | Message: Brevify help message
17:58:14BFLogBot Commit: 88c8f86f4040 | Author: watusimoto | Message: Fix some badness with the F2 key in help/inline help. Can now rebind F2 in the INI.
17:58:16BFLogBot Commit: 520c99aaf415 | Author: watusimoto | Message: Wrap comment
17:58:17BFLogBot Commit: 909b5cfde10a | Author: watusimoto | Message: Eliminate another big block of tedious code
18:02:29Watusimoto Quit (Ping timeout: 252 seconds)
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19:56:47Nothing_Much Quit (Quit: bye)
20:08:26BFLogBot Commit: 990f247a143b | Author: kaen | Message: fade in asteroid symbol when an asteroid spawn is within 4(ish) seconds of spawning
20:53:21fordcars has joined
20:53:47fordcarsGuys? It's done, we ordered an INTEL Mac mini
21:01:28fordcars Quit (Changing host)
21:01:28fordcars has joined
21:02:53kaenhehe
21:02:55kaencool!
21:03:07kaenI think that means we can officially drop ppc support
21:05:43fordcars:P
21:05:53fordcarsHey the badge for developper
21:06:00fordcarsIs it the logo of GoL?
21:07:13fordcars*Game of Life
21:19:52kaenit's a "glider" from the game of life
21:20:08kaenwhich is commonly referred to as the "hacker symbol"
21:20:17fordcarshehe I thought I recognized that!
21:57:03BFLogBot Commit: 735235035a32 | Author: kaen | Message: adjust score properly when manipulating cores via lua
22:06:50thread_ has joined
22:09:02thread_kaen: my rougelike map maker is done! (but it is still 018. I have to change "levelgen" to "bf")
22:26:17thread_ Quit (Ping timeout: 250 seconds)
22:29:29kaenbah, just missed him
22:29:45fordcars Quit (Ping timeout: 250 seconds)
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