Timestamps are in GMT/BST.
| 00:14:34 | | BFLogBot Commit: a1337ffc87cf | Author: buckyballreaction | Message: Fix potentially fatal bug in building triangulation geometry |
| 00:14:49 | kaen | that looks promising |
| 00:14:55 | raptor | it's not really... |
| 00:14:59 | kaen | oh |
| 00:15:04 | kaen | did it fix the insignia segfault? |
| 00:15:07 | raptor | nope |
| 00:15:26 | kaen | oh wait |
| 00:15:34 | kaen | just saw the diff |
| 00:15:42 | kaen | well, anyway that's definitely no good |
| 00:15:51 | raptor | boost polygon library? |
| 00:16:06 | raptor | i didn't know one existed... |
| 00:16:13 | kaen | probably wasn't causing any problems though because it'll just shadow the outer j within that scope |
| 00:16:20 | raptor | yeah |
| 00:16:33 | kaen | but yeah, boost has a rock solid poly library |
| 00:16:55 | kaen | sponsored by intel, no less |
| 00:17:01 | raptor | oooo |
| 00:18:59 | raptor | 3392.136161, 4086.776194 |
| 00:19:01 | raptor | 3392.154161, 4086.872194 |
| 00:19:09 | raptor | those are two points fed into poly2tri |
| 00:19:20 | kaen | yuck |
| 00:19:40 | kaen | I always thought our float -> int -> float transformation was icky |
| 00:19:53 | raptor | yeah.. |
| 00:19:53 | kaen | definitely thwart's poly2tri's tauted numerical stability |
| 00:19:59 | kaen | thwarts |
| 00:20:07 | kaen | man I've been going nuts with apostrophes lately |
| 00:21:09 | kaen | " Specific algorithms provided are the polygon set operations (intersection, union, difference, disjoint-union) and related algorithms such as polygon connectivity graph extraction, offsetting and map-overlay" |
| 00:21:28 | kaen | it also has voronoi generator, which requires a constrained delauney triangulation |
| 00:21:36 | kaen | although I don't see an api for it |
| 00:21:39 | raptor | huh |
| 00:21:54 | raptor | well I think clipper is solid... but our conversions are biting us |
| 00:21:59 | kaen | if it does support CDT, it can replace clipper, recast, and poly2tri |
| 00:22:12 | raptor | hmmm |
| 00:28:08 | raptor | oh interesting |
| 00:28:18 | raptor | there is precision loss on saving points to the level file |
| 00:33:32 | raptor | yep |
| 00:33:34 | raptor | sure it |
| 00:33:37 | raptor | *is |
| 00:56:25 | raptor | ok, so when points are snapped to each other there can be floating point precision problems... |
| 00:59:46 | | koda has joined |
| 01:07:25 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 01:11:19 | | Invisible1 has joined |
| 01:16:18 | | raptor Quit () |
| 01:34:42 | | watusimoto has joined |
| 01:34:42 | | ChanServ sets mode +o |
| 01:34:42 | | tjcarter Quit (Read error: Connection reset by peer) |
| 01:34:59 | | tjcarter has joined |
| 02:02:30 | | tjcarter Quit (Ping timeout: 241 seconds) |
| 02:26:01 | | Platskies has joined |
| 02:31:17 | | Skybax Quit (Ping timeout: 256 seconds) |
| 03:02:18 | | tjcarter has joined |
| 03:31:31 | | Platskies Quit (Quit: Sleep time…) |
| 03:36:45 | | Invisible1 Quit (Ping timeout: 240 seconds) |
| 03:39:11 | | Platskies has joined |
| 04:46:01 | | Canseco has joined |
| 04:58:13 | | Canseco Quit (Quit: Leaving) |
| 05:55:57 | | Platskies Quit (Quit: Gotta go) |
| 06:59:11 | | Invisible1 has joined |
| 07:12:08 | kaen | watusimoto, I've been doing a thorough search of boost.polygon docs |
| 07:12:20 | kaen | it looks as though we could replace clipper, recast, and poly2tri with it |
| 07:12:47 | watusimoto | the advantage? |
| 07:12:51 | watusimoto | lack of crashes? |
| 07:13:12 | kaen | yeah, raptor found another poly2tri crash |
| 07:13:20 | kaen | reachable just by loading a certain level |
| 07:13:21 | watusimoto | is it the one he fixed? |
| 07:13:26 | kaen | it's not fixed |
| 07:13:35 | watusimoto | ok, he fixed some related issue last night |
| 07:13:46 | kaen | you mean renaming j -> k ? |
| 07:13:49 | watusimoto | yes |
| 07:14:01 | kaen | that probably wasn't causing any problems at all |
| 07:14:09 | kaen | because j just shadows the outer j there |
| 07:14:17 | watusimoto | ah, I see |
| 07:14:24 | kaen | there's at least two problems with our triangulation dataflow: |
| 07:14:42 | kaen | float -> int -> float (by rescaling) definitely invites precision loss |
| 07:15:03 | kaen | and poly2tri and clipper both have separate fatal epsilon values |
| 07:15:24 | watusimoto | so what are the downsides? license is ok, performance is ok (probably) is it just importing boost libs? |
| 07:15:30 | kaen | and I guess a third, which is that poly2tri will recurse infinitely or segfault rather than doing a thorough check of its input |
| 07:15:37 | kaen | afaik, that's it |
| 07:16:00 | kaen | "The implementation outperforms most of the known commercial and non-commercial libraries in both efficiency and numerical robustness aspects" |
| 07:16:05 | kaen | it's sponsored by intel, too |
| 07:16:21 | watusimoto | well, I will always vote for stability. code base size is not a factor for me. have you discussed with raptor? |
| 07:16:34 | kaen | I mentioned it to him but got no response |
| 07:16:54 | watusimoto | how much extra code do you think we'd need? |
| 07:17:16 | kaen | I doubt we would need any extra, I think we'd actually reduce code |
| 07:17:16 | watusimoto | i.e. just the boost geometry libs, or does that import boost.*? |
| 07:17:25 | kaen | oh, not sure just yet |
| 07:17:27 | watusimoto | ok |
| 07:17:46 | watusimoto | well, you are right -- our new imports would be offset by getting rid of some stuff |
| 07:17:57 | watusimoto | would we still keep clipper? |
| 07:18:07 | kaen | I don't see why |
| 07:18:12 | watusimoto | I like clipper! |
| 07:18:15 | watusimoto | but |
| 07:18:16 | kaen | it does polyboolean, offsetting, etc |
| 07:18:30 | kaen | yeah but just using the boost.poly stuff saves us data transformation |
| 07:18:39 | kaen | and boost.poly can be made to operate on F32 directly |
| 07:18:48 | kaen | which makes it a clear winner in my book |
| 07:18:54 | watusimoto | so my vote would be to go for it, and if the performance isn't too much worse than what we've got, we'll all be happier |
| 07:19:05 | kaen | ok I'll see what I can cook up |
| 07:19:16 | watusimoto | cutting down on mindless data conversions would be a performance boost, for sure |
| 07:19:31 | kaen | those intel guys |
| 07:19:36 | watusimoto | and boost is well vetted code |
| 07:19:38 | kaen | they know a thing or two about performance |
| 07:19:48 | watusimoto | indeed |
| 07:20:02 | watusimoto | start cooking! |
| 07:20:08 | kaen | will do! |
| 07:20:18 | kaen | I've got three days off so this is perfect timing |
| 07:20:32 | watusimoto | if that's how you want to spend your time off :-) |
| 07:20:52 | | Invisible1 Quit (Ping timeout: 245 seconds) |
| 07:32:40 | kaen | computational geometry is fun work, it's challenging, useful, and you get to visualize the product of your effort :) |
| 07:32:40 | | tjcarter Quit (Read error: Connection reset by peer) |
| 07:32:55 | | tjcarter has joined |
| 07:46:51 | watusimoto | so should we create a test suite for our integration with the geom libs? |
| 07:47:01 | watusimoto | i.e. feed them levels we know cause problems? |
| 07:47:17 | watusimoto | (not talking about testing the lib iteself) |
| 07:47:30 | kaen | I think so |
| 07:47:41 | kaen | insignia being a good first candidate :) |
| 07:48:00 | kaen | I think that if we do so we should add a "fixture" sub dir to our test suite |
| 07:48:06 | watusimoto | y |
| 07:48:07 | kaen | for putting level code we use in testing |
| 07:48:08 | watusimoto | yes |
| 07:48:29 | watusimoto | I have a .h file for that purpose already, but it could perhaps be restructured |
| 07:48:49 | watusimoto | may |
| 07:49:08 | watusimoto | maybe for full level files, we should store them as files and just read them in |
| 07:49:25 | watusimoto | that would test the level reading code at the same time |
| 07:49:46 | kaen | that's sensible |
| 07:50:15 | watusimoto | what I've done is best suited for short compact levels |
| 08:30:49 | | tjcarter Quit (Read error: Connection reset by peer) |
| 08:31:04 | | tjcarter has joined |
| 08:34:36 | | Invisible1 has joined |
| 08:37:25 | | Watusimoto_ has joined |
| 08:56:02 | | tjcarter Quit (Quit: brb) |
| 08:58:12 | | HylianSavior has joined |
| 09:02:44 | kaen | watusimoto, any reason why TNL::Vector doesn't just inherit from std::vector ? |
| 09:02:54 | kaen | rather than wrapping it via innerVector? |
| 09:08:10 | | Watusimoto__ has joined |
| 09:09:20 | kaen | Watusimoto__, any reason why TNL::Vector doesn't just inherit from std::vector ? |
| 09:09:22 | kaen | rather than wrapping it via innerVector? |
| 09:10:58 | watusimoto | kaen: I'm not sure -- raptor coded that stuff long ago. He probably wrapped it because I mentioned wrapping, though I don't think we ever discussed the merits of one over the other. Inheriting sounds like a better option. |
| 09:11:19 | kaen | it'd make boost::polygon integration tons easier |
| 09:11:32 | watusimoto | also, at the time, he may have just been getting up to speed with c++, so he probably did not make an explicit decision |
| 09:11:34 | | Watusimoto_ Quit (Ping timeout: 272 seconds) |
| 09:11:37 | watusimoto | just did what worked |
| 09:11:46 | kaen | ok, mind if I change it? |
| 09:11:50 | watusimoto | you can change it if you like |
| 09:11:52 | kaen | ok thanks |
| 09:11:54 | watusimoto | yes |
| 09:11:56 | watusimoto | ok |
| 09:12:01 | watusimoto | I mean no |
| 09:12:05 | watusimoto | I mean change it |
| 09:12:16 | kaen | hehe |
| 09:12:31 | kaen | "mind if X" is a terrible English construct |
| 09:12:46 | watusimoto | it does lead to some confusion from time to time |
| 09:13:53 | kaen | it's especially bad in my area because colloquially people sometimes say "yes" when they mean "go ahead" |
| 09:14:08 | kaen | so you never know if "yes" means "yes" or "no" |
| 09:14:29 | watusimoto | no it does, yes |
| 09:16:41 | kaen | I also get a lot of "them are" and "I seen" |
| 09:16:51 | kaen | makes me want to rip my hair out |
| 09:40:45 | | raptor has joined |
| 09:40:45 | | ChanServ sets mode +o |
| 09:40:49 | raptor | good morning! |
| 09:40:54 | raptor | questions questions... |
| 09:41:18 | raptor | TNL::Vector not inheriting? I think it was because I was young in the c++ arts at the time... |
| 09:41:20 | raptor | also... |
| 09:41:28 | raptor | maybe because of Vector<bool> |
| 09:44:26 | raptor | as for boost geom libraries - I'm OK with it, but if there is code that needs to be linked, I'm a bit more wary (i.e. non-header-only stuff) |
| 09:46:16 | watusimoto | I think the geom stuff will require linked code... but as kaen pointed out, we can get rid of some embedded code as a tradeoff |
| 09:46:26 | raptor | hi watusimoto |
| 09:46:30 | watusimoto | hey there |
| 09:46:46 | | Invisible1 Quit (Ping timeout: 265 seconds) |
| 09:47:28 | raptor | so I found precision errors all over the place last night (which I think it part of our problem). I want to tell you what I found then ask you for ideas on how to handle |
| 09:47:35 | watusimoto | kaen: beware the Vector<bool> issue... we want our own implementation there, not the vector one |
| 09:47:59 | | Watusimoto__ Quit (Ping timeout: 246 seconds) |
| 09:48:00 | raptor | our Vector<bool> is like 10 times faster than std's |
| 09:48:02 | watusimoto | ok, but be aware I am leaving in about 10 minutes |
| 09:48:05 | raptor | ok |
| 09:48:11 | raptor | here's the flow |
| 09:48:37 | raptor | precision isn't always lost, but about 50%, I think |
| 09:48:59 | raptor | 1. create polywall with one vertex not on the grid (using ctrl+space) |
| 09:49:24 | raptor | 2. snap a vertex of another polywall (or any object with vertex) to it |
| 09:50:43 | watusimoto | is there a 3 coming? |
| 09:50:47 | raptor | 3. save -> precision differences between the exact same point are saved to the file like so: |
| 09:50:51 | watusimoto | :-) |
| 09:50:51 | raptor | POINT 1: -0.667173 -0.162639 |
| 09:51:01 | raptor | POINT 2: -0.667176 -0.162643 |
| 09:51:21 | raptor | this is precision lost #1 |
| 09:51:40 | watusimoto | we should create a test to demonstrate this |
| 09:51:51 | raptor | 4. on level load, it upscales by gridsize and by 1000 (clipper upscale) |
| 09:51:56 | watusimoto | \should be easy enough |
| 09:52:09 | raptor | this makes it upscale times 255,000 |
| 09:52:29 | raptor | since clipper only handles integer types, at that scale the same two points are already different points |
| 09:52:59 | raptor | 5. after clipper, since the points were clipped as distinct points, send to poly2tri downscaled by 1000 |
| 09:53:16 | raptor | which end up being very, very close floats |
| 09:53:23 | raptor | poly2tri freaks out and crashes |
| 09:53:29 | raptor | ^^ number 6 |
| 09:54:40 | raptor | so the points going into #3 (saving to file using geometry->tolevelcode() or whatever) already has different floating point values between teh snapped points |
| 09:55:45 | watusimoto | ok, so we need a test to demonstrate 1-3; the rest may be fixed by kaen's exploration of boot::geometry. He thinks we can use our points as-is, without conversion, which will boost performance and fix the rounding issue you described |
| 09:55:50 | raptor | also clipper is great! and doesn't have a 'fatal epsilon value' as you say, kaen, because it only uses integers |
| 09:55:58 | watusimoto | I do like clipper |
| 09:56:27 | watusimoto | but the integer/float issue is difficult to bridge, as long as we use floats |
| 09:56:49 | raptor | well, i think it wouldn't be so bad if we didn't scale by 255 in the level file |
| 09:57:03 | raptor | and maybe truncate at 0.001 |
| 09:57:30 | raptor | but we can't truncate there with the gridsize scaling |
| 09:57:50 | kaen | I meant because of the float to int conversion, two sufficiently proximate float points become coincident when made into ints |
| 09:57:55 | watusimoto | we can at some point switch and start writing coordinates with a gridsize of 1 |
| 09:58:16 | watusimoto | change the editor so the scaling is transparent |
| 09:58:17 | raptor | ah ha! back the the Version 2 level code line idea! |
| 09:58:28 | watusimoto | doesn't even need to be version 2 |
| 09:58:40 | watusimoto | if gridsize is 1, everything works as-is |
| 09:58:55 | raptor | i'm thinking about supporting legacy files |
| 09:59:08 | watusimoto | yes -- those will have a non-1 gridsize |
| 09:59:14 | watusimoto | and will continue to work |
| 09:59:33 | raptor | ah, ok, so check the gridsize and load if it's there/not 1 |
| 09:59:34 | watusimoto | we might have a cue in the editor that if the gridsize is 1 to draw the underlying grid differently |
| 09:59:44 | watusimoto | but really, nothing would change |
| 09:59:55 | raptor | well, I think gridsize is useful, but only as a client-side thing |
| 10:00:03 | watusimoto | you could start creating levels with gridsize = 1 in the 018a editor, and everything would work |
| 10:00:10 | watusimoto | with no rounding |
| 10:00:53 | raptor | so those are my findings... |
| 10:01:00 | watusimoto | good work! |
| 10:01:02 | raptor | my 2 late-night ideas where: |
| 10:01:18 | raptor | 1. somehow clone the point when doing the snapping to it, in the editor |
| 10:02:08 | raptor | 2. on toLevelCode() truncate the floats at 0.001 before applying gridsize scaling (this might get like 90% - 100% of the rounding problems) |
| 10:02:40 | raptor | oh and 3. rewrite poly2tri to use integer points |
| 10:02:52 | raptor | (late-night) |
| 10:03:16 | watusimoto | the editor issue is curious... it should work. I can write a test to demonstrate the failure |
| 10:03:36 | raptor | I duplicated the issue three times |
| 10:03:42 | raptor | will polywalls, at least |
| 10:03:48 | watusimoto | right, but the test would isolate the location of the problem |
| 10:04:01 | raptor | and I could not for the life of me see how the new vertex (when snapped) was written to |
| 10:04:29 | raptor | i was thoroughly pretzelized in the editor code.. |
| 10:04:32 | watusimoto | as for the int/float issue, I think we should see what kaen comes up with |
| 10:04:55 | kaen | it's going well so far after writing the adapter code |
| 10:05:07 | kaen | it'll operate directly on our Vector<Point> structures |
| 10:05:16 | watusimoto | and as for the gridsize issue, I think we can transition to a default 1 gridsize at any point... just have the editor detect that and render the grids differently. nothing else needs to change (I think) |
| 10:05:34 | kaen | also, boost::polygon can in fact replace all three of the libs |
| 10:05:48 | kaen | although it does trapezoidization (?) rather than triangulation |
| 10:06:22 | watusimoto | that will probably work for our renderers if they are concave |
| 10:07:24 | kaen | well, you can safely break a trapezoid into two triangles by slicing at the two nearest non-adjacent points |
| 10:07:54 | kaen | right? |
| 10:08:26 | watusimoto | probably. I think trapezoids will work for us, though I don't know how you can trapazoidize a triangle |
| 10:08:38 | kaen | oh, these trapezoids are convex by definition |
| 10:08:55 | watusimoto | but there are shpaes that won't trapezoidize |
| 10:09:04 | watusimoto | but whatever.. problem for the boost guys |
| 10:09:10 | kaen | presumably the triangular parts are trapezoids with two coincident points |
| 10:09:14 | kaen | anyway we'll see how it goes |
| 10:12:51 | watusimoto | ok out of here |
| 10:12:59 | raptor | good 10 minutes! |
| 10:13:03 | raptor | :) |
| 10:13:16 | kaen | later! |
| 10:13:19 | raptor | kaen: trapezoids?? |
| 10:13:35 | | kaen shrugs |
| 10:13:42 | kaen | that's what the boost guys decided |
| 10:13:53 | kaen | functionally equivalent for us, right? |
| 10:14:10 | raptor | I supposed... the end goal is to get convex polygons for zones |
| 10:14:27 | kaen | they guarantee the trapezoids are convex |
| 10:14:38 | kaen | which apparently is part of the definition of a trapezoid |
| 10:14:45 | raptor | haha, yeah |
| 10:17:04 | | watusimoto Quit (Ping timeout: 248 seconds) |
| 10:17:18 | kaen | should be really fast because we won't have any data transformation |
| 10:17:30 | raptor | all that work I put into poly2tri and it still makes me angry... |
| 10:17:39 | kaen | yeah :/ |
| 10:17:46 | kaen | you did a really good job |
| 10:17:48 | raptor | I really thought it would be even slightly resilient... |
| 10:17:54 | kaen | poly2tri just failed us |
| 10:18:05 | kaen | alright time to go grocery shopping, back soon |
| 10:18:08 | raptor | there's gotta be a precision check somewhere... |
| 10:18:12 | raptor | ok, later |
| 10:18:58 | | koda Quit (Ping timeout: 272 seconds) |
| 10:23:12 | raptor | we're currently using boos 1.46.1 headers - looks like we should update |
| 10:23:15 | raptor | *boost |
| 10:53:24 | | Darrel has joined |
| 11:12:15 | | FruitCupsFruitCu has joined |
| 11:12:33 | FruitCupsFruitCu | FRUIT CUPS FRUIT CUPS FRUIT CUPS FRUIT CUPS FRUIT CUPS FRUIT CUPS |
| 11:12:35 | FruitCupsFruitCu | oh hi |
| 11:12:59 | raptor | Yes.. a good cause to be passionate about |
| 11:13:24 | FruitCupsFruitCu | Why do some people frequent the IRC and pretty much never play the game? lol |
| 11:14:04 | raptor | I am one of those 'some people'... I like to code the game :) |
| 11:14:17 | FruitCupsFruitCu | Nah you play the game a fair amount. |
| 11:14:21 | FruitCupsFruitCu | More than the rest of the devs, in fact! |
| 11:14:28 | FruitCupsFruitCu | Though kaen plays a fair bit too. |
| 11:14:35 | raptor | hmm... is this... Quartz? |
| 11:14:41 | FruitCupsFruitCu | Yeah, it is. |
| 11:14:44 | FruitCupsFruitCu | I figured it was obvious, but... |
| 11:15:08 | FruitCupsFruitCu | Given I was the guy who recently put "FRTUI CUPS FRUIT CUPS FRUIT CUPS ..." in his map :P |
| 11:15:14 | raptor | ah yes.. |
| 11:15:23 | raptor | (I'm a bit thick) |
| 11:15:39 | FruitCupsFruitCu | Apparently you figured it out just from my way of typing and my opinions though so that's pretty neat. |
| 11:16:03 | FruitCupsFruitCu | Nah I was talking more about Nothing_Much and HylianSavior |
| 11:16:12 | FruitCupsFruitCu | Oh, and Darrel. |
| 11:16:21 | HylianSavior | who is what |
| 11:16:24 | HylianSavior | hi |
| 11:16:30 | FruitCupsFruitCu | I keep seeing them here but I verrrrry rarely see them in-game, like wut |
| 11:16:55 | HylianSavior | i just got here man |
| 11:16:58 | HylianSavior | i don't know when people play |
| 11:17:02 | HylianSavior | servers are always empty |
| 11:17:35 | FruitCupsFruitCu | Well tonight people are getting on at 10:00 PM EST apparently so |
| 11:17:40 | FruitCupsFruitCu | For what that's worth. |
| 11:17:40 | HylianSavior | cool |
| 11:17:43 | HylianSavior | i'll try and be there |
| 11:17:49 | Darrel | I personally am one of the students from GCI last year. #bitfighter is still in my favorites, so I join it by default. |
| 11:18:08 | FruitCupsFruitCu | Ohh I see, I remember that thing. Been a while. |
| 11:18:12 | HylianSavior | haven't played bf in forever |
| 11:18:44 | FruitCupsFruitCu | Well, thanks for the answers. I was genuinely just curious, not trying to throw around accusations. While you guys are in the IRC more than the game, I'm making maps more than I play them, so ... ^^ |
| 11:19:03 | HylianSavior | bob found me on fb a few days ago and told me to come back |
| 11:19:04 | HylianSavior | so |
| 11:19:06 | HylianSavior | here i am |
| 11:19:45 | FruitCupsFruitCu | bob who now? |
| 11:19:58 | FruitCupsFruitCu | I mean are we talking bobdaduck, C. Bob, Bob ... |
| 11:19:59 | FruitCupsFruitCu | xD |
| 11:20:04 | HylianSavior | bobdaduck |
| 11:20:20 | FruitCupsFruitCu | I could've sworn I recognized "HylianSavior." Edshin right? |
| 11:20:21 | HylianSavior | aren't the latter two long ngone |
| 11:20:23 | HylianSavior | yeah |
| 11:20:30 | FruitCupsFruitCu | hohoho shiiiiz |
| 11:20:34 | FruitCupsFruitCu | Hey there buddy! :D |
| 11:20:36 | HylianSavior | :> |
| 11:20:37 | HylianSavior | hi |
| 11:20:55 | FruitCupsFruitCu | Bob is around. C. Bob yeah he's been gone for a long time |
| 11:20:57 | HylianSavior | i gotta go to class |
| 11:20:57 | HylianSavior | c ya |
| 11:21:00 | FruitCupsFruitCu | Peace |
| 11:25:47 | FruitCupsFruitCu | ...Although C. Bob popped his head in once recently. He went for the usual "anonymous" appearance and then made some stupid reference to his long he's been around ... and then bobdaduck and I figured out pretty fast he was C. Bob. He then proceeded to make snarky comments about how immature I am. You know, how immature I was 5 years ago. And apparently NOBODY ages and matures from the age 14 to 19, right? I must still be a |
| 11:27:22 | Darrel | Of course. Aging and maturing are just myths :) |
| 11:27:58 | raptor | well maturing is, anyways... |
| 11:28:31 | Darrel | lol |
| 11:28:36 | raptor | :) |
| 11:29:39 | Darrel | by the way guys, speaking of GCI earlier... do you plan on trying to participate again? doesn't matter if alone or under an "umbrella" like last year |
| 11:29:50 | raptor | I'm not sure |
| 11:30:05 | raptor | it would be fun to get another T-shirt... |
| 11:31:02 | FruitCupsFruitCu | Hah! ^ |
| 11:31:30 | raptor | what? |
| 11:31:44 | raptor | my wife stole it anyways... |
| 11:31:59 | Darrel | :)) |
| 11:32:07 | FruitCupsFruitCu | Steal it back. Like, as she's wearing it. ;) |
| 11:32:17 | Darrel | -.- |
| 11:33:11 | raptor | Darrel GCI is coming quick! We've got like 3 weeks to decide to register! |
| 11:33:34 | Darrel | Yep, they announced it with GSoC like a week ago, if I'm not mistaken |
| 11:34:01 | Darrel | Which is a surprise - surprisingly late announcement of GCI, but an incredibly early announcement of GSoC 2014 |
| 11:35:17 | raptor | I ownder if they're phasing it out |
| 11:35:20 | raptor | *wonder |
| 11:36:08 | Darrel | yeah.. also it starts earlier and ends earlier |
| 11:37:40 | Darrel | They also (finally) made it easier to switch between program websites.. |
| 11:38:01 | Darrel | It was crazy when you had to click the small text in the upper right corner :) |
| 11:43:55 | Nothing_Much | FruitCupsFruitCu, I discovered this game a while ago, and I'd love to see more players on it, so I'm making a trailer for it :D |
| 11:44:09 | FruitCupsFruitCu | Niice, can't wait. |
| 11:45:05 | | LordDVG has joined |
| 11:47:42 | Nothing_Much | FruitCupsFruitCu, What I need though is some actual "frenetic" gameplay which I'm hoping you or anybody else can record :) |
| 11:47:58 | FruitCupsFruitCu | I'll keep that in mind. |
| 11:48:48 | raptor | we have a group play tonight, right? |
| 11:48:48 | Nothing_Much | My own gameplay footage isn't very "frenetic" enough, so hopefully some of you guys can chip in. |
| 11:49:20 | raptor | 10pm EST (if today is wednesday) |
| 11:49:35 | Nothing_Much | Yep, it's Wednesday |
| 11:50:40 | FruitCupsFruitCu | Yeppers |
| 11:50:42 | kaen | all day long! |
| 11:50:47 | FruitCupsFruitCu | kaaaaaaaen! |
| 11:51:00 | kaen | what up fruit cup? |
| 11:51:03 | FruitCupsFruitCu | sup |
| 11:51:07 | FruitCupsFruitCu | that rhymes |
| 11:51:07 | FruitCupsFruitCu | gg |
| 11:51:09 | kaen | (I did it because it rhymed) |
| 11:51:37 | FruitCupsFruitCu | So how do I actually register a name in this thing? |
| 11:51:43 | FruitCupsFruitCu | Also guys, tell me what I should go by. |
| 11:51:45 | raptor | better movie: "the wrath of khaaaaaan" or "into dorkness" ? |
| 11:51:49 | FruitCupsFruitCu | Obviously it should incorporate "Quartz" in some way. |
| 11:52:25 | | ShadowXloner has joined |
| 11:53:02 | ShadowXloner | Holy Crap. |
| 11:53:07 | ShadowXloner | 019 is smooooooth. |
| 11:53:15 | FruitCupsFruitCu | how do u has 019 >:( |
| 11:53:25 | ShadowXloner | :P |
| 11:53:31 | ShadowXloner | Beta testing. |
| 11:53:35 | Nothing_Much | Oh wait, was 019 released yet? |
| 11:53:39 | ShadowXloner | Nope. |
| 11:53:44 | ShadowXloner | Just beta testing. |
| 11:53:58 | ShadowXloner | That and I wanted to help you acquire some good game footage. |
| 11:53:59 | | FruitCupsFruitCu Quit (Quit: Page closed) |
| 11:54:20 | Nothing_Much | Hmm.. yeah, if there's a possible Beta testing group play that'd be perfect, since this is a big update and the trailer is.. uh.. highlighting the big release. |
| 11:54:24 | | Quartzy has joined |
| 11:54:24 | ShadowXloner | Since you've mentioned that you haven't had any footage of actuall people playing yet. |
| 11:54:38 | Quartzy | guhh |
| 11:54:38 | kaen | yeah we should totally do a beta playdate |
| 11:54:38 | Nothing_Much | Yeah, only bots |
| 11:54:42 | ShadowXloner | Hey, Quartz. |
| 11:54:47 | Quartzy | Is there really no way to register a name on here? |
| 11:54:58 | ShadowXloner | Not that I can see. |
| 11:55:04 | kaen | Quartzy, http://freenode.net/faq.shtml#contents-userregistration |
| 11:55:06 | Nothing_Much | Quartzy, On Freenode? |
| 11:55:11 | Nothing_Much | Yeah it's possible |
| 11:55:22 | kaen | it's kind of a PITA but I'm here to help |
| 11:55:28 | ShadowXloner | Also, guys, I'm freaking out. For some reason I've been accepted into Phi Theta Kappa at my college. |
| 11:55:39 | Nothing_Much | No clue what that is |
| 11:55:44 | ShadowXloner | Well, I'm Qualified and have been invited. |
| 11:55:59 | ShadowXloner | Apparently it's the top tier for students. |
| 11:56:05 | kaen | it's an honors society, Nothing_Much |
| 11:56:09 | kaen | afaik |
| 11:56:16 | ShadowXloner | IS SCURY> |
| 11:56:23 | Quartzy | Thanks kaen |
| 11:56:24 | Nothing_Much | Wow, honors, that sounds good |
| 11:56:28 | ShadowXloner | I don't even know how I got qualified. |
| 11:56:31 | kaen | congratulations ShadowXloner! |
| 11:56:33 | ShadowXloner | I'm just a slacker ;~; |
| 11:56:35 | kaen | that's really great |
| 11:56:49 | kaen | funny, all the honors students I knew said that too :) |
| 11:56:49 | Quartzy | lol grats. |
| 11:56:51 | Nothing_Much | If you're a slacker and got honors, then that's even more impressive lol |
| 11:56:56 | Quartzy | *Sigh* College is overrated. |
| 11:56:58 | ShadowXloner | kjjiqgaga |
| 11:57:10 | ShadowXloner | I don't know how to cope with this. |
| 11:57:18 | Nothing_Much | College is alright, I'll be heading back to it this January |
| 11:57:42 | ShadowXloner | Also, has the music been redone for 019? |
| 11:57:53 | ShadowXloner | It sounds a little more Digital Droo -ish. |
| 11:58:08 | raptor | i don't think so... |
| 11:58:08 | ShadowXloner | Kind of reminds me of the music for Active Lancer. |
| 11:58:16 | raptor | at least i don't remember changing anything |
| 11:58:20 | Quartzy | Plan is for me to go back to college next fall lol. Gonna be a while. |
| 11:58:21 | ShadowXloner | Woo, old school Mac Addict games. |
| 11:59:16 | Nothing_Much | ShadowXloner, amgine and myself were listening to some good songs which could be merged, so far I have two used in the trailer, one for the gameplay and another for the level editor. |
| 11:59:31 | ShadowXloner | Okie dokie. |
| 12:00:12 | Quartzy | Lol I'm musical. Now if only Bitfighter called for hard rock rather than like, elevator house techno :P |
| 12:00:31 | raptor | elevator house techno... that's seems like a perfect description |
| 12:00:53 | raptor | only a few of the songs I think are good for gameplay... |
| 12:01:08 | ShadowXloner | Hahah. |
| 12:01:09 | Nothing_Much | I like Kick the Beat the best |
| 12:01:32 | ShadowXloner | I just realized, voice chat is still a thing. Is anything going to come of that? |
| 12:01:33 | Quartzy | I like the music so much that I turn it off. |
| 12:01:49 | Quartzy | Hah, hopefully. I'd really love to play this game with a mic with other peeps, really... |
| 12:02:03 | Nothing_Much | Quartzy, That's perfect, if you'd like to record footage, you can - Oh you like microphones too? |
| 12:02:06 | Quartzy | Maybe not though. I'd probably curse even more than I do. |
| 12:02:28 | Quartzy | Yeah, I'll be sure to record some footage at some point as long as I remember. |
| 12:02:46 | Nothing_Much | All I need is the sound effects recorded in plain fullscreen without music |
| 12:02:56 | | LordDVG Quit (Remote host closed the connection) |
| 12:03:36 | ShadowXloner | Here's the guy I was talking about earlier. The in-game music sounds similar to his works http://www.digitaldroo.com. |
| 12:03:58 | Quartzy | That's exactly how I play soooo coo! |
| 12:04:52 | Nothing_Much | Digital Droo sounds pretty nice |
| 12:05:08 | Quartzy | I'm too busy listening to Tool to listen ... |
| 12:05:12 | Quartzy | Okay, maybe a bit later. xD |
| 12:05:23 | ShadowXloner | "Friendly turrets are mostly harmless" |
| 12:05:29 | ShadowXloner | "Mostly Harmless" |
| 12:05:37 | ShadowXloner | I C WAT U DID THAR. |
| 12:06:11 | ShadowXloner | So Friendly turrets are basically the equivalent of Earth? |
| 12:06:47 | Quartzy | That reminds me of a post in the "exploits" thread |
| 12:07:06 | Quartzy | bobdaduck: oh gosh in the tutorial bobdaduck: "friendly turrets are mostly harmless" bobdaduck: /ragequits |
| 12:09:45 | ShadowXloner | I love Douglas Adam's references. |
| 12:13:09 | kaen | I'm not sure that one was intentional |
| 12:13:21 | ShadowXloner | Many references aren't. |
| 12:14:13 | kaen | I remember there was a commit that added that word "mostly" |
| 12:14:33 | kaen | back when wat was writing the tutorial code |
| 12:17:15 | | Skybax has joined |
| 12:17:24 | Skybax | Goodmorning |
| 12:17:28 | ShadowXloner | Morning Bax. |
| 12:17:30 | kaen | morning! |
| 12:17:47 | | Watusimoto has joined |
| 12:17:51 | Skybax | How's everyone todai |
| 12:18:09 | ShadowXloner | Pretty good. |
| 12:18:14 | ShadowXloner | A bit shaken. |
| 12:18:21 | Skybax | Why? |
| 12:19:08 | ShadowXloner | I've qualified and been invited to join an Student's Honor society. |
| 12:19:11 | Nothing_Much | brb |
| 12:19:13 | kaen | ShadowXloner, don't sweat it bud |
| 12:19:15 | Skybax | Nice! |
| 12:19:15 | ShadowXloner | Phi Theta Kappe. |
| 12:19:16 | kaen | all you can do is try |
| 12:19:21 | ShadowXloner | I guess. |
| 12:19:30 | ShadowXloner | It's just something I was never expecting to happen. |
| 12:19:34 | kaen | even if you don't make it, you've still done better than 99% of everyone else who goes to college |
| 12:19:41 | kaen | just by getting invited |
| 12:19:49 | ShadowXloner | True enough. |
| 12:20:10 | Watusimoto | what's to sweat? |
| 12:20:18 | kaen | that's what I'm saying! |
| 12:21:16 | Quartzy | ^ |
| 12:24:22 | Skybax | I think I'm gonna work on my BitTown house today |
| 12:24:46 | ShadowXloner | Oh yeah. |
| 12:24:47 | kaen | oh Quartzy |
| 12:24:49 | kaen | dude |
| 12:24:52 | Quartzy | Sup. |
| 12:24:54 | kaen | I have an idea for the new BitTown |
| 12:25:03 | Quartzy | Oh okay I thought you were having a moment of passion with me for a second there... |
| 12:25:04 | kaen | like, I know how to automate adding people's houses |
| 12:25:28 | Quartzy | So I have heard. |
| 12:25:34 | kaen | [21:36:05] <kaen> have people make their houses on maps, upload them, have a supervisor script with some !command to submit your house, extract the structure and save it to a file, then load and aggregate all of those files when bittown proper is loaded |
| 12:25:48 | Quartzy | Nice. |
| 12:25:53 | Quartzy | I made a house yesterday :P |
| 12:25:56 | kaen | it'd only work in 019 though |
| 12:28:17 | ShadowXloner | I should probably get to work reconstructing my tower. |
| 12:28:20 | Watusimoto | raptor: with the steps 1-3 problem you describe earlier, did you try it with a point item, or only a wall vertex? |
| 12:28:33 | Quartzy | hahaha Shadow nice |
| 12:28:44 | Quartzy | I bet everyone's houses will be intelligible compared to mine. |
| 12:29:15 | ShadowXloner | Yours will most likely be the most intricate I'd think. |
| 12:29:23 | Quartzy | Probably, yes. |
| 12:29:35 | Quartzy | I certainly have my niche carved out don't I? XD |
| 12:30:18 | ShadowXloner | Oh, after that video? You OWN it. |
| 12:31:09 | Quartzy | Thanks bud! |
| 12:32:31 | Quartzy | That map is done, too |
| 12:32:37 | Quartzy | It's in my next pack. Which I literally just wrapped up... |
| 12:32:40 | Quartzy | 28 maps |
| 12:32:50 | ShadowXloner | Damn. |
| 12:32:55 | ShadowXloner | That's a lot of maps. |
| 12:32:59 | Quartzy | It's been fun ... time to send this pack on its way lol |
| 12:33:10 | Quartzy | Crazy thing? I still have a good 8 maps or so that are incomplete |
| 12:33:20 | Quartzy | 3 of which are waiting on 019 features. Although I think I mentioned that to you earlier. |
| 12:33:35 | | Skybax Quit (Read error: Connection reset by peer) |
| 12:34:01 | ShadowXloner | Yep. |
| 12:35:04 | Quartzy | Well cool. I'm going to be writing up the uhh ... write up ... and then post the level pack. Woot! |
| 12:36:19 | ShadowXloner | Sweet! |
| 12:39:01 | Watusimoto | raptor: I can reproduce but only with polywalls -- not regular walls or point items |
| 12:42:20 | Quartzy | Whoa, sounds like somebody has the hots for polywalls! |
| 12:44:05 | raptor | hi Watusimoto |
| 12:44:10 | raptor | i did it with polywalls |
| 12:44:13 | raptor | my tests |
| 12:44:30 | raptor | I (incorrectly) assumed it work with other polygon geometry, too |
| 12:47:05 | Quartzy | Bam, it's up. |
| 12:47:07 | Quartzy | w00t |
| 12:48:18 | | Skybax has joined |
| 12:51:25 | Quartzy | FYI ShadowXloner the map in the video is "Inca" |
| 12:51:37 | ShadowXloner | Okie Dokie. |
| 12:51:48 | ShadowXloner | So that's where we'll want to record the gameplay? |
| 12:51:55 | Quartzy | hahaha what? If you want xD |
| 12:52:20 | Quartzy | So people can be like "much gameplay. such arts." |
| 12:53:01 | Quartzy | Lol I just figured you were curious more than anything. If gameplay recording happens there, then bonus. |
| 12:53:54 | Quartzy | Peace |
| 12:53:57 | | Quartzy Quit (Quit: Page closed) |
| 12:56:21 | | Skybax_ has joined |
| 12:56:53 | | Skybax Quit (Ping timeout: 245 seconds) |
| 12:56:58 | Nothing_Much | Hi again, what'd I miss? |
| 12:57:32 | ShadowXloner | Not too much. |
| 12:57:40 | Nothing_Much | Ah |
| 12:57:41 | ShadowXloner | But I'm out for the time being later. |
| 12:57:50 | Skybax_ | Bai lol |
| 12:57:56 | Nothing_Much | Later |
| 12:57:59 | raptor | hi |
| 12:58:00 | | ShadowXloner Quit (Quit: ShadowXloner) |
| 12:58:09 | Skybax_ | xD |
| 13:00:11 | Watusimoto | back later |
| 13:03:00 | raptor | kaen: are you using the newest boost? seems like lots of stuff has been fixed since the first inclusion of Boost.Geometry (in 1.47) |
| 13:03:17 | raptor | maybe I should update our boost headers.. |
| 13:04:35 | | Watusimoto Quit (Ping timeout: 240 seconds) |
| 13:05:06 | | Flynnn has joined |
| 13:16:06 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 13:17:52 | | kaen Quit (Ping timeout: 248 seconds) |
| 13:19:16 | Skybax_ | raptor, thanks for directing me to sams level archives, I found quite a few in there |
| 13:20:18 | raptor | oh good |
| 13:20:22 | raptor | you're welcome |
| 13:22:00 | Skybax_ | I actually found three different versions of my "Castles" level >.> I'm gonna go look and see what's different lol |
| 13:24:21 | Skybax_ | That's odd.. the code is different but the levels are the same lol |
| 13:24:37 | Skybax_ | Well I guess I'll just delete two of them |
| 13:49:47 | | Watusimoto has joined |
| 14:02:38 | | Flynnn has joined |
| 14:06:05 | | Invisible1 has joined |
| 14:14:52 | raptor | emscripten! |
| 14:19:26 | | Skybax has joined |
| 14:21:23 | | Skybax_ Quit (Ping timeout: 240 seconds) |
| 14:36:23 | | Darrel Quit (Quit: IRC client killed.) |
| 14:41:37 | Skybax | raptor, what is the point of the "Zones"? |
| 14:41:49 | raptor | triggers for Lua scripting! |
| 14:42:03 | Skybax | Ah.. I thought they were decorative lol |
| 14:43:01 | Skybax | Hmm |
| 14:46:47 | | kaen has joined |
| 14:48:01 | kaen | raptor, yes I am using the latest boost |
| 14:48:43 | Skybax | Heheheh.. fixed it |
| 14:58:02 | | thread_ has joined |
| 15:03:39 | thread_ | Hello World! |
| 15:06:58 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 15:07:25 | kaen | int main() { printf("Hello, %s\n", "thread_"); return 0; } |
| 15:07:43 | kaen | ^ the reason C is a dying language |
| 15:08:11 | thread_ | :) |
| 15:09:30 | | raptor Quit () |
| 15:09:56 | thread_ | kaen: is there a beta build of 019 I can get my hands on? |
| 15:10:18 | kaen | lemme try to make you one again |
| 15:10:33 | kaen | it's non-trivial because I have to cross-compile it (on linux) |
| 15:11:08 | kaen | I got all the way to linking last night but I get some undefined reference errors |
| 15:11:08 | thread_ | I see |
| 15:11:32 | kaen | which means I just need to fix the last 0.1% |
| 15:11:39 | thread_ | The build I've been testing on has some bugs that I don't want to report unless I know they are still current |
| 15:13:42 | kaen | ok |
| 15:13:52 | kaen | thanks again for doing thorough testing, seriously |
| 15:14:03 | kaen | as devs we sort of get tunnel vision regarding that sort of thing |
| 15:14:27 | thread_ | uhhh, well yea. I know what you mean |
| 15:14:52 | thread_ | I WILL TEST THE DICKENS OUT OF THE LEVELGENS! |
| 15:15:00 | kaen | good |
| 15:15:11 | kaen | because it is almost certain that I broke _something_ |
| 15:15:15 | kaen | I just don't know what yet |
| 15:15:38 | thread_ | by the by, I did make a portalgun in the 019 levelgen api. It's pretty fun |
| 15:16:16 | thread_ | *with the 019 levelgen api |
| 15:16:44 | kaen | whoa |
| 15:16:55 | kaen | now that sounds awesome |
| 15:18:54 | thread_ | I want to make sure it doesn't bug out, then I will distribute it |
| 15:20:56 | thread_ | Though I guess I have to wait for the general release of 019 as well |
| 15:26:51 | kaen | ah yes, STL's templatized containers |
| 15:27:04 | kaen | author of such classic error messages as |
| 15:27:04 | kaen | /usr/include/c++/4.7/bits/stl_vector.h:1003:7: note: void std::vector<_Tp, _Alloc>::insert(std::vector<_Tp, _Alloc>::iterator, std::vector<_Tp, _Alloc>::size_type, const value_type&) [with _Tp = TNL::JournalEntryRecord*; _Alloc = std::allocator<TNL::JournalEntryRecord*>; std::vector<_Tp, _Alloc>::iterator = __gnu_cxx::__normal_iterator<TNL::JournalEntryRecord**, std::vector<TNL::JournalEntryRecord*, std::allocator<TNL::JournalEntryRecord*> > >; typena |
| 15:27:05 | kaen | me std::_Vector_base<_Tp, _Alloc>::pointer = TNL::JournalEntryRecord**; std::vector<_Tp, _Alloc>::size_type = long unsigned int; std::vector<_Tp, _Alloc>::value_type = TNL::JournalEntryRecord*] |
| 15:27:55 | kaen | conceptually simple, easy to use, and above all informative |
| 15:28:18 | kaen | by which I mean none of those things. |
| 15:30:04 | kaen | even more so when you see the full 200-line error message it vomits up |
| 15:31:55 | thread_ | :| |
| 15:33:55 | kaen | makes perfect sense, right? |
| 15:36:26 | kaen | 79% done, thread_ |
| 15:36:37 | thread_ | \o/ |
| 15:40:40 | Watusimoto | that's a pretty horrid error message |
| 15:41:10 | kaen | all the g++ STL error messages are like that |
| 15:41:17 | kaen | I'm switching to clang for development from now on |
| 15:41:51 | Watusimoto | are the messages any better? vc++ looks like that too |
| 15:42:53 | kaen | yeah, they compress all of that gibberish into "type diffing" |
| 15:43:17 | kaen | t.cc:4:5: note: candidate function not viable: no known conversion from 'vector<map<[...], float>>' to 'vector<map<[...], double>>' for 1st argument; |
| 15:43:19 | kaen | turns into |
| 15:43:26 | kaen | candidate function not viable: no known conversion for 1st argument; |
| 15:43:26 | kaen | vector< |
| 15:43:26 | kaen | map< |
| 15:43:27 | kaen | [...], |
| 15:43:27 | kaen | [float != double]>> |
| 15:45:20 | kaen | note the gorgeous line breaks to make the error messages human-readable |
| 15:46:09 | kaen | it also helps avoid the haphazard line-wrapping you get from g++ |
| 15:51:38 | kaen | the first error message I posted above as presented by clang: |
| 15:51:39 | kaen | /usr/include/c++/4.6/bits/stl_vector.h:943:7: note: candidate function not viable: no known conversion from 'S32' (aka 'int') to 'iterator' (aka |
| 15:51:39 | kaen | '__normal_iterator<pointer, std::vector<TNL::JournalEntryRecord *, std::allocator<TNL::JournalEntryRecord *> > >') for 1st argument; |
| 15:51:39 | kaen | insert(iterator __position, size_type __n, const value_type& __x) |
| 15:52:03 | kaen | on the console it also has color-coded output |
| 15:54:02 | | koda has joined |
| 15:55:48 | kaen | sorry thread_, on my third attempt to rebuild... |
| 15:55:52 | kaen | think I've got it this time though |
| 15:55:58 | thread_ | hehe |
| 15:56:12 | | Invisible1 Quit (Ping timeout: 260 seconds) |
| 15:56:30 | kaen | oh wait |
| 15:56:33 | kaen | apparently it worked |
| 15:56:52 | kaen | bitfighter.exe: PE32 executable (console) Intel 80386, for MS Windows |
| 15:56:56 | kaen | well, let's see |
| 15:58:46 | kaen | thread_, you already have a 019 folder right? |
| 15:58:46 | kaen | with all the .dll's and junk? |
| 15:58:46 | kaen | Watusimoto, have we updated an of the dll's recently? |
| 15:58:46 | kaen | any* |
| 15:59:15 | thread_ | yea |
| 15:59:18 | Watusimoto | yes, the sdl dll |
| 15:59:32 | Watusimoto | but it may not be a critical update |
| 15:59:45 | kaen | it's probably ABI incompatible though |
| 15:59:54 | Watusimoto | oh, yes, I suppose it is |
| 16:01:03 | kaen | nbd, I'll just add that one |
| 16:01:52 | kaen | cool, the exe works |
| 16:02:27 | kaen | 20% uploaded... |
| 16:02:50 | kaen | so glad I finally got this to work |
| 16:03:24 | kaen | there's one known bug in my builds: no game clock |
| 16:03:25 | kaen | sorry |
| 16:03:34 | | koda Quit (Quit: K Thx Bai) |
| 16:06:02 | thread_ | "no game clocks" meaning what? |
| 16:06:06 | | koda has joined |
| 16:07:28 | thread_ | welcome back koda! |
| 16:10:33 | kaen | the clock in the lower right |
| 16:10:35 | kaen | you won't see it |
| 16:10:42 | kaen | thread_, http://www.filedropper.com/bf_1 |
| 16:11:38 | kaen | wow these compiler errors are beautiful |
| 16:11:46 | kaen | and decipherable |
| 16:11:57 | kaen | and vibrantly colored! |
| 16:15:27 | thread_ | someone is enjoying their error messages |
| 16:16:20 | Nothing_Much | Hello everyone |
| 16:16:45 | thread_ | Hello Nothing! |
| 16:17:27 | Nothing_Much | What's up? |
| 16:17:35 | Nothing_Much | Oh thread_, thanks very much for the editor footage! |
| 16:18:02 | Nothing_Much | I got it covered in the trailer, with the windows stuff cropped off. |
| 16:21:31 | thread_ | good :) hopefully you don't show the error popup at the end :p |
| 16:24:23 | Nothing_Much | thread_, I got everything co- well, that's a bad way to put it, what I mean is that I edited most of it and sped the whole process up by almost 1000% |
| 16:24:56 | Nothing_Much | and the error popup is not seen |
| 16:24:58 | Nothing_Much | :) |
| 16:25:10 | thread_ | yay! |
| 16:25:17 | thread_ | can't wait to see my claim to fame |
| 16:25:37 | thread_ | do you need any more footage? |
| 16:26:01 | | koda Quit (Quit: K Thx Bai) |
| 16:30:36 | Nothing_Much | Well, if you can record in fullscreen mode for gameplay, that'd be good :) but you'd have to turn off the music. |
| 16:30:51 | Nothing_Much | *not fullscreen stretched |
| 16:31:17 | thread_ | right... i'll see how camstudio handles the larger area |
| 16:32:10 | Nothing_Much | What are your computer specs? |
| 16:33:33 | thread_ | I don't remember. Its about 1.5 years old |
| 16:34:14 | thread_ | At this point, I just say "it works" |
| 16:35:25 | Nothing_Much | thread_, Ah, your computer should be able to handle it well then |
| 16:35:31 | Nothing_Much | You bought it new 1.5 years old? |
| 16:35:44 | thread_ | I bought it 1.5 years ago |
| 16:40:26 | Nothing_Much | Uh.. what brand? Dell? HP? |
| 16:46:00 | thread_ | I built it myself. not really branded |
| 16:47:21 | thread_ | Anyway, I'll try to record gameplay in fullscreen |
| 16:48:43 | | ShadowXloner has joined |
| 16:49:00 | ShadowXloner | I'm back! |
| 16:49:33 | thread_ | hey |
| 16:49:49 | ShadowXloner | What's up? |
| 16:50:14 | thread_ | What's up? I'd have to say... Nothing_Much! |
| 16:50:18 | thread_ | :D |
| 16:50:26 | kaen | oh, just rewriting all of Bitfighter's core geometry routines |
| 16:50:30 | kaen | NO BIG DEAL |
| 16:51:16 | ShadowXloner | I apologize, I don't immediately see the profundity of that task. |
| 16:51:34 | ShadowXloner | Non-programmer and what not. |
| 16:51:38 | Nothing_Much | thread_, How can you not know the specs of your own pre-built computer?! |
| 16:52:01 | Nothing_Much | ShadowXloner, It's not a problem, I'm no programmer either. :P |
| 16:52:05 | thread_ | Like I said... it was 1.5 years ago. I could have told you back then |
| 16:52:20 | thread_ | I'd have to open it up to tell you parts it was |
| 16:52:23 | Nothing_Much | Go to your control panel and have a look-see if ya'd like. |
| 16:52:28 | ShadowXloner | Yeah, but I don't want Kaen to feel like his efforts are falling upon deaf ears. |
| 16:52:39 | thread_ | I'm not actually on my computer right now... school machine |
| 16:52:39 | ShadowXloner | What he does is very important and significant for the game. |
| 16:52:52 | kaen | eh, I'm making out to be harder than it is |
| 16:53:03 | thread_ | kaen is just being cool |
| 16:53:05 | kaen | the most difficult part is overcoming the gaps in my own knowledge :) |
| 16:53:09 | ShadowXloner | I like knowing the full context so I can fully appreciate what Bitfighter's Developers do for us. |
| 16:53:11 | Nothing_Much | That's nice ShadowXloner, but the fact that we play the game should leave an impact! |
| 16:53:18 | kaen | ^ |
| 16:53:27 | ShadowXloner | Fair enough c: |
| 16:54:21 | kaen | I wouldn't be rewriting anything at all if you guys weren't here to play with the results :) |
| 16:54:49 | thread_ | Everything is a feature until we label it a bug |
| 16:55:11 | kaen | now that's profound |
| 16:56:36 | thread_ | yess...! score for thread! |
| 17:20:02 | thread_ | On another note, ShadowXloner, my little secret project is coming along great |
| 17:22:25 | thread_ | My problem is that I want to build hype about it without saying what it is |
| 17:29:18 | | raptor has joined |
| 17:29:18 | | ChanServ sets mode +o |
| 17:31:35 | | thread_ has left #bitfighter |
| 17:33:47 | raptor | hello |
| 17:35:17 | raptor | kaen: I'm curious as to how you're going to handle the holes-in-holes etc problems with triangulation.. |
| 17:35:33 | raptor | with Boost.Geom |
| 17:36:02 | kaen | I'm almost do the point where I can test whether that's handled automatically |
| 17:36:06 | kaen | my guess is that it will be |
| 17:36:34 | kaen | also the "bot zone buffer" code is super simplified |
| 17:36:35 | raptor | I had no idea that Boost.Geometry would be as advances as it is |
| 17:36:37 | raptor | *advanceed |
| 17:36:45 | kaen | dude it's so high-quality |
| 17:37:07 | raptor | why on earth did it never turn up when we did the initial study of doing botzones? |
| 17:37:13 | kaen | after I plug in the object-derived polygons I get a connectivity map in one line of code |
| 17:37:19 | kaen | it was released in 2009 |
| 17:37:57 | raptor | so just not around long enough? |
| 17:38:19 | kaen | that's my guess |
| 17:38:19 | kaen | connectivity_extraction(get_trapezoids(bounds - holes)).extract() |
| 17:38:37 | raptor | oh interesting - clipper uses the Boost license.. |
| 17:38:39 | kaen | all operating on our native Vector<Point> structures |
| 17:39:23 | kaen | no data transforms, no precision loss, no piping between libraries, sane exception raising for invalid input, etc |
| 17:39:34 | kaen | buildBotZones is reduced to about 15 lines |
| 17:39:40 | raptor | ha! |
| 17:39:44 | kaen | yeah |
| 17:39:47 | raptor | man what monster we have now... |
| 17:39:59 | kaen | all with the commercial-level performance and numerical stability you'd expect from intel |
| 17:40:05 | kaen | I think this is our best attempt yet |
| 17:40:24 | raptor | wow, found this: http://rogue-modron.blogspot.com/2011/04/polygon-clipping-wrapper-benchmark.html |
| 17:40:35 | raptor | says Boost.Geometry is faster than everything except clipper |
| 17:40:41 | raptor | (for clipping) |
| 17:42:46 | kaen | I think we'll see even better results in our case because of the data transforms in the old system |
| 17:44:26 | kaen | not to be a broken record, but that part was always pretty smelly to me |
| 17:45:23 | raptor | I suspect you're right Point (float) -> IntPoint (long) -> Point* (double) is so messy |
| 17:49:19 | kaen | not to mention vector -> polytree -> rcPolyMesh -> vector |
| 17:49:36 | kaen | it could save RAM paging too because most of the operations are done in-place |
| 17:49:58 | kaen | especially with our new 16,000 vert inputs :) |
| 17:50:26 | raptor | i hope boost.geometry is as robust as clipper (i'm sure it'll be more so than poly2tri) |
| 17:58:17 | Watusimoto | well, it sounds pretty awesome to me |
| 17:58:31 | | BFLogBot Commit: 7216ea48fa55 | Author: watusimoto | Message: Implement spinner |
| 17:58:33 | | BFLogBot Commit: 54d150a56b2b | Author: watusimoto | Message: Start spiffing up message boxes, add spinner to high scores loading message |
| 17:58:34 | | BFLogBot Commit: 82951459c462 | Author: watusimoto | Message: Merge |
| 17:58:36 | | BFLogBot Commit: 22099c30a5f9 | Author: watusimoto | Message: Whitespace |
| 17:58:37 | | BFLogBot Commit: c8dc6b1c2871 | Author: watusimoto | Message: More polish for error messages... looking pretty! Messages can now be auto-wrapped to fill horizontal space if we change fonts or whatnot. Doing that was easier than manually reformatting when I changed the font from Roman. |
| 17:58:41 | Watusimoto | and there is my endo-of evening push |
| 17:58:45 | Watusimoto | signing off |
| 18:01:34 | raptor | so with boost - I don't mind using it |
| 18:01:48 | raptor | but I do dislike the never-ending header includes |
| 18:01:58 | raptor | and how it so drastically slows down compile |
| 18:02:23 | raptor | spinner!? |
| 18:02:40 | | ShadowXloner Quit (Ping timeout: 260 seconds) |
| 18:05:23 | Watusimoto | spinner... |/-\| animation |
| 18:05:50 | Watusimoto | for when we're loading the high scores and it appears nothing is happening |
| 18:05:56 | Watusimoto | ui element, not game element |
| 18:06:04 | Watusimoto | good night! |
| 18:10:48 | | Watusimoto Quit (Ping timeout: 268 seconds) |
| 18:13:55 | kaen | maybe we can use it for the upload/download stuff too |
| 18:22:04 | raptor | well it looks ugly |
| 18:23:42 | | Flynnn has joined |
| 18:28:30 | kaen | man, clang is so awesome |
| 18:28:30 | kaen | never switching back |
| 18:32:46 | raptor | can we compile with clang without modification? |
| 18:33:48 | kaen | yep |
| 18:33:55 | kaen | CC=clang CXX=clang++ cmake .. |
| 18:34:12 | kaen | you have to rm CMakeCache.txt and CMakeFiles in the build dir |
| 18:34:38 | kaen | best part is clang is command-line compatible with g++ |
| 18:34:43 | kaen | er, gcc |
| 18:34:50 | raptor | oh interesting... |
| 18:35:03 | kaen | so our special flag setup works fine |
| 18:35:07 | raptor | seems like gcc is best for release, clang for debug |
| 18:35:14 | kaen | yes |
| 18:35:17 | raptor | because gcc can make fast code.. |
| 18:35:22 | kaen | gcc produces faster code still |
| 18:35:24 | kaen | indeed |
| 18:35:57 | raptor | CC=clang CXX=clang++ cmake -DCMAKE_BUILD_TYPE=Debug .. |
| 18:36:03 | kaen | yep |
| 18:36:13 | raptor | ok here goes! |
| 18:36:35 | raptor | noisy! but readable! |
| 18:38:22 | kaen | it's been a life-saver in the TNL::Vector rewrite |
| 18:38:36 | kaen | and also in writing the adapter code for boost::polygon |
| 18:40:20 | raptor | oh so you did do the rewrite? how did you handle Vector<bool>? |
| 18:54:07 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 19:08:39 | | ShadowXloner has joined |
| 19:14:19 | Nothing_Much | When's the playdate and is it for the Beta? |
| 19:17:12 | kaen | I just left it as an explicit instantiation |
| 19:17:54 | kaen | it's 40 minutes from now, and it's for 018a Nothing_Much |
| 19:18:33 | kaen | hopefully sky_lark doesn't miss his own party :P |
| 19:18:40 | Nothing_Much | Ah |
| 19:18:48 | kaen | oh, and don't forget to fill out his survey guys |
| 19:19:02 | kaen | most of the parties that fail do so because of conflicting schedules |
| 19:19:13 | Nothing_Much | Alright, then if there's gonna be recording, then I can figure out how to blend the old to the new version.. |
| 19:20:03 | Nothing_Much | Where's the survey? |
| 19:20:20 | kaen | https://docs.google.com/forms/d/1H41gnYzS_I2w3I5OXSU6aMg3zZRTz_m9nAZ0Uc70k0k/viewform#start=openform |
| 19:21:39 | Nothing_Much | Hey, good survey! |
| 19:26:34 | Nothing_Much | I'm curious if anybody has the ability to close down my BF account? |
| 19:26:55 | Nothing_Much | Specifically, my "NothingMuchHereToSay" account |
| 19:27:19 | Nothing_Much | That one's a bit long, so I made a new account with my freenode name. |
| 19:29:36 | raptor | Nothing_Much: I can change your old account name for you |
| 19:29:44 | raptor | and you keep all of your posts |
| 19:29:46 | raptor | want that? |
| 19:30:30 | Nothing_Much | Oh dear, uh.. sure, but then you'd have to delete the new account I just made, sorry 'bout that. |
| 19:30:39 | raptor | easy to do |
| 19:30:44 | raptor | is that what you want? |
| 19:30:56 | raptor | tell me your exact forum name you want, case-sensitive? |
| 19:31:03 | Nothing_Much | Yeah, change it to Nothing_Much (case sensitive) |
| 19:31:08 | raptor | okey doke |
| 19:33:13 | Nothing_Much | Thanks! |
| 19:33:18 | raptor | ok Nothing_Much, try to join the forums with your new username (using old password) and also verify inside of bitfighter |
| 19:33:20 | kaen | man |
| 19:33:20 | kaen | sniper rifles? |
| 19:33:24 | kaen | sniper rifles?! |
| 19:33:29 | kaen | I thought they were trolling me |
| 19:33:30 | raptor | bitquakefortress |
| 19:33:35 | kaen | but then they kept on posting... |
| 19:34:22 | kaen | anyway, the kibosh has been officially put on. |
| 19:34:24 | Nothing_Much | Works fine raptor :) |
| 19:34:31 | Nothing_Much | kaen, wuchu talkin' about? |
| 19:34:45 | kaen | so sayeth the purple username |
| 19:35:29 | kaen | Nothing_Much, http://bitfighter.org/forums/viewtopic.php?p=20622#p20622 |
| 19:35:34 | kaen | from there on |
| 19:35:54 | raptor | heh |
| 19:36:02 | kaen | not that it's a bad idea in general, just that it's not really bitfighter-friendly |
| 19:36:13 | kaen | for technical, conceptual, and stylistic reasons |
| 19:38:45 | raptor | I'm updating phpbb, nobody freak out... |
| 19:38:55 | raptor | maybe I should wait until later... |
| 19:41:48 | raptor | or maybe not! |
| 19:45:11 | kaen | upgrading a core component straight on a live production server without testing... |
| 19:45:13 | kaen | do it! |
| 19:45:45 | kaen | oh hey, uh, what version are you updating to raptor ? |
| 19:45:54 | raptor | the ne |
| 19:45:58 | raptor | xt patch release |
| 19:46:00 | raptor | 3.0.12 |
| 19:46:36 | | fordcars has joined |
| 19:46:59 | kaen | oh okay |
| 19:47:00 | fordcars | Are you releasing 019?? |
| 19:47:20 | kaen | yes |
| 19:47:23 | kaen | eventually |
| 19:47:26 | fordcars | :P |
| 19:47:32 | kaen | :) |
| 19:47:36 | fordcars | sorry, |
| 19:47:48 | fordcars | i saw bitfighter forums were down |
| 19:47:56 | fordcars | than checked irc logs :P |
| 19:48:17 | raptor | hey - maybe this is a great way to get the players to congregate in the channel! |
| 19:48:27 | kaen | haha |
| 19:48:37 | kaen | or maybe we'll get some chicken littles |
| 19:48:44 | kaen | "THAT'S IT BITFIGHTER IS OVER" |
| 19:50:41 | fordcars | hah |
| 19:55:07 | raptor | done! with 2 min to spare! |
| 20:08:21 | | koda has joined |
| 20:08:25 | | koda Quit (Client Quit) |
| 20:15:04 | raptor | koda! |
| 20:15:59 | | BFLogBot Commit: 89041a7c2b34 | Author: buckyballreaction | Message: Update to latest stb_truetype |
| 20:16:02 | raptor | !bugs |
| 20:16:02 | BFLogBot | To enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs |
| 20:23:50 | | Flynnn has joined |
| 20:34:33 | kaen | Flynnn, HylianSavior, play party tonight |
| 20:34:35 | kaen | right now |
| 20:34:45 | kaen | if you're interested |
| 20:35:11 | HylianSavior | oh |
| 20:35:12 | HylianSavior | kay |
| 20:43:34 | Nothing_Much | yikes |
| 20:47:26 | fordcars | Raptor? |
| 20:47:29 | fordcars | raptor |
| 20:47:52 | fordcars | What did you use to make your Lan server Wan in Globulation2? |
| 20:50:22 | raptor | hi |
| 20:50:38 | fordcars | Hi |
| 20:50:39 | raptor | fordcars: I just opened ports in my router and directed them to my computer's IP |
| 20:50:44 | fordcars | Really? |
| 20:50:46 | fordcars | Oh ok |
| 20:50:50 | raptor | yeah, nothing special |
| 20:51:00 | fordcars | Thanks! |
| 20:51:10 | raptor | but if we used hamachi or remobo, we would have been on a 'proper' LAN and maybe it would have worked |
| 20:51:26 | fordcars | if you use hamachi |
| 20:51:33 | fordcars | Do other people need hamachi too? |
| 20:51:59 | Nothing_Much | fordcars, afaik, my bro and his friends use hamachi |
| 20:52:03 | Nothing_Much | if not then they can't join his server |
| 20:52:04 | raptor | fordcars: yes |
| 20:52:07 | fordcars | okok |
| 20:52:08 | Nothing_Much | but that's all I know |
| 20:52:11 | raptor | they all need the same client |
| 20:52:11 | Nothing_Much | ah okay |
| 21:12:40 | fordcars | Anybody want to test something with me? |
| 21:12:44 | Nothing_Much | fordcars, Sure |
| 21:13:16 | fordcars | Crap it only works on Windows |
| 21:13:24 | fordcars | LAN Bridge |
| 21:13:25 | fordcars | gr |
| 21:13:28 | Nothing_Much | LAN bridge? |
| 21:13:32 | fordcars | *LAN Bridger |
| 21:13:33 | Nothing_Much | I'm sure I could try that on Linux |
| 21:13:35 | Nothing_Much | Oh |
| 21:13:38 | Nothing_Much | Bridger? |
| 21:13:47 | fordcars | 3rd party program |
| 21:13:50 | fordcars | :/ |
| 21:13:53 | Nothing_Much | Wait |
| 21:13:56 | fordcars | Just a VPN |
| 21:13:56 | Nothing_Much | It's a VPN? |
| 21:14:00 | fordcars | Yep |
| 21:14:01 | Nothing_Much | Hmm.. |
| 21:14:07 | Nothing_Much | I think I should consider doing that |
| 21:14:11 | fordcars | ? |
| 21:14:18 | Nothing_Much | Do you know how to work with a VPN of any sort? |
| 21:14:28 | fordcars | heh, uh maybe? |
| 21:14:36 | fordcars | I am hosting one right now |
| 21:14:43 | Nothing_Much | Oh cool |
| 21:14:45 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 21:14:49 | Nothing_Much | Is it using that bridger thing? |
| 21:14:54 | fordcars | Yeah |
| 21:15:16 | fordcars | http://pertino.com/?utm_source=google&utm_medium=CPC&utm_campaign=Competition&utm_cpckeyword=hamachi%20vpn&utm_cpcadgroup=Hamachi&utm_content=pertino-com&utm_program=AdWords-OnGoing&utm_sfcid=701d0000000ccOf&gclid=CP6ktIf0nLoCFQie4AodqnoAHA |
| 21:15:19 | fordcars | THIS |
| 21:15:34 | Nothing_Much | Consider this: http://openvpn.net/index.php/open-source/downloads.html |
| 21:16:11 | fordcars | It works in linux? |
| 21:16:30 | Nothing_Much | openVPN yeah |
| 21:18:09 | fordcars | coool |
| 21:18:30 | Nothing_Much | It's in the Ubuntu repo, so yeah |
| 21:18:49 | Nothing_Much | Also I think Compiz has been improving on Bitfighter's Windowed mode |
| 21:21:06 | | Flynnn has joined |
| 21:27:03 | | fordcars Quit (Ping timeout: 250 seconds) |
| 21:37:19 | | BFLogBot Commit: 2cc39238aeac | Author: buckyballreaction | Message: Remove now-unused file |
| 21:37:20 | | BFLogBot Commit: d3fcfd093538 | Author: buckyballreaction | Message: Build tooltip on first load if no one is online |
| 21:37:22 | | BFLogBot Commit: 43fa6233d198 | Author: buckyballreaction | Message: Fix crash with loading JSON if it had control characters in it |
| 21:38:28 | raptor | one bug left on the bug list! |
| 21:38:33 | kaen | \o/ |
| 21:38:48 | kaen | I just had my first topic-splitting fiasco |
| 21:38:49 | raptor | oh... repair teleporter, right.. |
| 21:38:55 | raptor | hooray! |
| 21:39:19 | kaen | only took me four tries to get it right :P |
| 21:39:43 | raptor | man, I remember the first time I did it - someone was posting at the same time *and* I messed up the split |
| 21:42:32 | kaen | ouch |
| 21:42:34 | kaen | that was my fear |
| 22:00:59 | raptor | back later |
| 22:01:01 | | raptor Quit () |
| 22:01:25 | | fordcars has joined |
| 22:11:23 | Nothing_Much | y'all take care now |
| 22:14:00 | fordcars | Later? |
| 22:19:52 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 22:23:29 | | Flynnn has joined |
| 22:25:50 | | Flynnn Quit (Client Quit) |
| 22:29:17 | Nothing_Much | well |
| 22:29:22 | Nothing_Much | maybe a half hour more |
| 22:33:17 | | Flynnn has joined |
| 23:03:29 | | ShadowXloner Quit (Ping timeout: 272 seconds) |
| 23:11:11 | Flynnn | kaeeeen |
| 23:11:15 | Flynnn | partyyy? |
| 23:11:21 | Flynnn | whennn? |
| 23:12:29 | | Flynnn Quit (Quit: Leaving) |
| 23:12:31 | kaen | like three hours ago |
| 23:12:33 | kaen | too slow |
| 23:45:33 | | raptor has joined |
| 23:45:33 | | ChanServ sets mode +o |
| 23:50:15 | fordcars | night guys! |
| 23:50:18 | | fordcars Quit (Quit: Page closed) |
| 23:50:22 | raptor | night |
| 23:50:24 | raptor | man |
| 23:50:36 | raptor | making a teleporter repairable is so far not easy |
| 23:50:51 | raptor | I wonder if I should make a Repairable class and inherit from it... |
| 23:54:49 | raptor | Or maybe it should be HealthObject |