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| 00:03:30 | | YoshiSmb has joined |
| 00:04:01 | raptor | heading home! back later |
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| 00:21:22 | | BFLogBot Commit: e30947945b10 | Author: watusimoto | Message: Line endings |
| 00:21:24 | | BFLogBot Commit: dcb2016fddd9 | Author: watusimoto | Message: Update fonts used in UI -- gets rid of controversial font selection |
| 00:21:25 | | BFLogBot Commit: cc356643c99c | Author: watusimoto | Message: Merge |
| 00:24:14 | Watusimoto | http://img33.imageshack.us/img33/1575/9lpa.png |
| 00:24:22 | Watusimoto | a screenshot of the new font selections |
| 00:25:40 | Watusimoto | is this readable? this font change was accidental; it looks good, but unsure about utility |
| 00:25:40 | Watusimoto | http://img9.imageshack.us/img9/7585/z5ts.png |
| 00:27:02 | Watusimoto | screenshot of front page with new font |
| 00:27:03 | Watusimoto | http://img208.imageshack.us/img208/2002/mn15.png |
| 00:48:01 | Watusimoto | good night! |
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| 02:05:32 | amgine123 | sup |
| 02:06:03 | amgine123 | kaen you afk |
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| 02:10:38 | kaen | always |
| 02:10:41 | kaen | Watusimotoam |
| 02:10:45 | kaen | whoa oops |
| 02:10:48 | kaen | what's up amgine123 ? |
| 02:11:28 | amgine123 | i boke the code completly |
| 02:11:35 | kaen | like a true programmer |
| 02:11:39 | kaen | now you just have to fix it :) |
| 02:12:04 | amgine123 | well im not surehow |
| 02:12:08 | amgine123 | it broke and raptor and sme tried to help but tey made it worse |
| 02:15:12 | amgine123 | http://pastie.org/8461473 |
| 02:18:05 | kaen | amgine123: what does the error say when you try to run it? |
| 02:18:23 | amgine123 | osmthng about compliling hold on |
| 02:19:17 | amgine123 | ***PLUGIN ERROR*** Error compiling script editor_plugins/Move objects1.1.lua editor_plugins/Move objects1.1.lua:20: '=' expected near 'end' Client connecting to master [bitfighter.org:25955] |
| 02:21:35 | kaen | ok |
| 02:21:48 | kaen | so, I'm going to teach you a little bit about error messages |
| 02:22:01 | amgine123 | ok |
| 02:22:10 | kaen | see how the second time that filename is shown, there's a :20 after it |
| 02:22:19 | amgine123 | yes |
| 02:22:30 | kaen | ok, that's the line number it hit the error on |
| 02:22:53 | amgine123 | hmm |
| 02:23:01 | kaen | because it's a syntax error ("error compiling"), you mistake actually comes before that line |
| 02:23:10 | kaen | and the computer just doesn't realize it until line 20 |
| 02:23:34 | amgine123 | soo |
| 02:23:35 | kaen | let me ask you this, amgine123: |
| 02:23:45 | kaen | why is there a `do i` there? |
| 02:24:02 | amgine123 | wait i thought that was part of the loop |
| 02:24:05 | kaen | nope |
| 02:24:12 | kaen | a for loop looks like this: |
| 02:24:18 | kaen | for i=1,#objects do |
| 02:24:20 | kaen | end |
| 02:24:30 | kaen | and your code goes *between* do and end |
| 02:24:57 | kaen | so when lua sees your `do i` it has idea what you're talking about or what that even means |
| 02:25:04 | kaen | so try removing it and see how it goes :) |
| 02:25:15 | kaen | has no idea* |
| 02:25:39 | amgine123 | lol now the error is on line 19 |
| 02:25:52 | kaen | after you deleted do i ? |
| 02:26:01 | kaen | pastie your changes. |
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| 02:32:22 | amgine123 | hmm |
| 02:32:33 | amgine123 | if there is to many plugins some dont show u |
| 02:32:37 | amgine123 | up |
| 02:35:47 | amgine123 | weird i dont see my plugin |
| 02:35:50 | amgine123 | bbl piano |
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| 03:03:13 | | kumool has joined |
| 03:06:15 | kaen | kumool Nothing_Much amgine123 sam686 HylianSavior game night tonight |
| 03:06:19 | kaen | right now :) |
| 03:07:03 | Nothing_Much | yeah, can't play on this odroid yet :( it crashes when there's a lot of things going on |
| 03:10:33 | kumool | odroid? crashing? OS? future? what!? |
| 03:12:13 | Nothing_Much | kumool: lol |
| 03:12:16 | Nothing_Much | go and play dude |
| 03:12:22 | Nothing_Much | I'll explain what it is later |
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| 03:35:29 | amgine123 | back |
| 03:35:37 | amgine123 | did i miss iy |
| 03:35:39 | amgine123 | it |
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| 03:38:58 | raptor | games games? |
| 03:39:17 | | fordcars has joined |
| 03:45:32 | raptor | sam686: wrote it down: https://code.google.com/p/bitfighter/issues/detail?id=287 |
| 03:46:10 | raptor | kaen: are you playing on some hidden server? |
| 03:59:23 | amgine123 | but i found it xd |
| 03:59:28 | amgine123 | firt to have many amgines Xd |
| 04:15:38 | | BFLogBot Commit: feb96db92326 | Author: sam8641 | Message: Fix master leave chat, enable joystick input all the time. |
| 04:18:42 | raptor | sam686! you committed! :) |
| 04:19:19 | sam686 | yes, the master problem was a bit dumb, server don't care about chat, clients do. |
| 04:19:47 | raptor | yeah, probably copy pasta in the refactor |
| 04:40:30 | raptor | sam686: did you update master? |
| 04:41:01 | raptor | I'll do it anyways, just in case |
| 04:41:20 | sam686 | i haven't |
| 04:41:27 | raptor | ok, i'll do it |
| 04:47:41 | amgine123 | raptor my build of 19 is outdated |
| 04:53:15 | | BFLogBot Commit: b9f848743df2 | Author: sam8641 | Message: Replace supressScreensaver with SDL_DisableScreenSaver, added ini option |
| 04:54:23 | raptor | sam686: you used iniSettings->clientPortNumber for the option in config.cpp |
| 04:54:34 | sam686 | problem with the old supressScreensaver was it is windows only, and it randomly interrupts my alt+tab. SDL_DisableScreenSaver so far don't have the problem I had with the old way |
| 04:55:05 | raptor | that's good you got rid of it.. |
| 04:55:26 | sam686 | oope i see my mistake on loadTestSetting |
| 04:56:30 | amgine123 | sam im havng mic issues again i cant hear my voice on voice cht on BF 19 |
| 04:57:39 | | BFLogBot Commit: b16bc76e425d | Author: sam8641 | Message: Fix my small error with my new ini setting |
| 04:58:54 | sam686 | mic appears to work fine for me. |
| 04:59:23 | amgine123 | wonder if its abu with my mic i hear no feedbackfrom audio |
| 04:59:28 | amgine123 | on BF |
| 05:00:02 | sam686 | you should hear yourself when "Voice echo" is on. |
| 05:00:08 | amgine123 | i dont |
| 05:00:40 | sam686 | first of all, have a mic? (some laptops have mic built-in) |
| 05:01:15 | raptor | be back later... |
| 05:01:23 | amgine123 | i have a old fashion head phone mic combo |
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| 05:02:10 | sam686 | you might need to look at volume and input, in sound control panel |
| 05:04:49 | amgine123 | hmm i dont see anything |
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| 05:05:09 | amgine123 | do you still have team viewer |
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| 05:08:46 | amgine123 | jsut like a dev to goafk |
| 05:11:34 | fordcars | Check the .inin |
| 05:11:45 | amgine123 | ?? |
| 05:11:55 | fordcars | .ini |
| 05:12:26 | fordcars | If you want to give devs a break, I can compile the latest 019 for you if you want |
| 05:12:52 | amgine123 | try it must it must be a stand alone ZIP |
| 05:13:10 | fordcars | sure |
| 05:13:14 | fordcars | Windows? |
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| 05:14:24 | amgine123 | yep |
| 05:14:52 | fordcars | Ok, compiling, it'll be ready in about 5 minutes |
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| 05:15:11 | | BFLogBot Commit: 051ece7674eb | Author: sam8641 | Message: Fix switching level after ship holding Nexus flags |
| 05:16:06 | sam686 | oh, forgot the scroll down this IRC chat, i didn't see new lines till now.. |
| 05:18:58 | fordcars | amgine, you really should find a way to compile bitfighter on your computer! |
| 05:18:58 | | bobdaduck has joined |
| 05:19:02 | bobdaduck | kaen around? |
| 05:19:03 | fordcars | hi boby |
| 05:19:05 | fordcars | Yep |
| 05:19:12 | fordcars | I think |
| 05:19:14 | fordcars | I guess |
| 05:19:25 | bobdaduck | lol |
| 05:19:26 | fordcars | hey bobdaduck, I finished your bot! |
| 05:19:29 | bobdaduck | REAL? |
| 05:19:32 | fordcars | SIKE |
| 05:19:40 | bobdaduck | rofl |
| 05:19:50 | fordcars | Lol, I should really finish it |
| 05:20:07 | fordcars | I just, urgh |
| 05:21:41 | bobdaduck | http://pastie.org/8461733 |
| 05:21:51 | bobdaduck | I test if one angle is near another angle like so |
| 05:22:10 | bobdaduck | however if the ships angle is up and to the right, the angle will be close to 360 |
| 05:22:12 | bobdaduck | and the check will fail |
| 05:22:43 | bobdaduck | @sam686 |
| 05:23:16 | sam686 | looking at it.. |
| 05:23:33 | sam686 | I need to put it into my code that tests some values.. |
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| 05:23:43 | bobdaduck | alright |
| 05:24:06 | | thomas is now known as Guest55152 |
| 05:24:07 | sam686 | its been a while since I last use LUA |
| 05:26:41 | fordcars | oh I think I know |
| 05:27:28 | fordcars | if the angle is 359, it will check if it is between 340 and 10 degrees , for example |
| 05:27:32 | fordcars | ? |
| 05:28:00 | bobdaduck | well if the target angle is 0 degrees for instance |
| 05:28:13 | bobdaduck | it checks if its between like 20 and -20 degrees |
| 05:28:20 | bobdaduck | and if the ship is at 350 degrees it fails the check |
| 05:28:59 | fordcars | it depends if 360 and up you have 370 degrees or 10 degrees, i guess |
| 05:29:20 | fordcars | 350 is not between 340 and 20 |
| 05:32:45 | fordcars | Ship angle is probably 0-360, where your code is 0 and up |
| 05:33:21 | bobdaduck | uh |
| 05:34:20 | fordcars | shipangle = 350 |
| 05:34:32 | fordcars | urghè |
| 05:34:57 | bobdaduck | yeah |
| 05:35:03 | bobdaduck | target angle = between -20 and 20 |
| 05:35:11 | | BFLogBot Commit: 417ab44a1fed | Author: sam8641 | Message: Fix renderMessageBox with instr=NULL |
| 05:35:21 | fordcars | 350 + 20 = 370 |
| 05:35:29 | sam686 | once again I find an error while trying to use LUA on 019 (nothing related to your code) |
| 05:35:38 | fordcars | target = 10 degrees!!!!!!!!!! |
| 05:35:44 | fordcars | shipangle = 350 |
| 05:35:45 | fordcars | 350 + 20 = 370 |
| 05:35:47 | fordcars | shipangle = 350 |
| 05:35:49 | fordcars | 350 + 20 = 370 |
| 05:35:51 | fordcars | target = 10 degrees!!!!!!!!!! |
| 05:35:57 | fordcars | lol sorry |
| 05:36:12 | fordcars | 370=10 degrees |
| 05:36:16 | fordcars | Something like that |
| 05:36:36 | fordcars | amgine, I am making the .zip |
| 05:37:34 | fordcars | uploading |
| 05:37:41 | fordcars | Wow, I spammed |
| 05:38:10 | bobdaduck | lol |
| 05:38:13 | bobdaduck | Yeah I know the problem |
| 05:38:38 | bobdaduck | I tried checking if the angle was within the range, OR if the angle + 360 was within the range |
| 05:38:50 | bobdaduck | and that basically made my entire code break |
| 05:39:04 | bobdaduck | still ran, just behaved in such a ridiculous manner |
| 05:39:20 | fordcars | bobdaduck, try= if(targetAng>360) then targetAngle = targetAngle - 360 |
| 05:39:26 | fordcars | Lol k :P |
| 05:39:57 | fordcars | amgine, http://www.filedropper.com/exe_1 |
| 05:39:59 | bobdaduck | like it suddenly acted like the ship was ALWAYS within target angle |
| 05:40:29 | fordcars | oh ok lol |
| 05:40:36 | fordcars | what are you doin^ |
| 05:40:41 | fordcars | *doing? |
| 05:41:54 | bobdaduck | if shipAngle is within targetAngle by a margin of 1/16 tau |
| 05:41:56 | bobdaduck | then do things |
| 05:42:32 | fordcars | tau |
| 05:42:34 | fordcars | hehe |
| 05:42:59 | fordcars | amgine, you downloaded the file^ |
| 05:43:27 | fordcars | I have to go, but I might be back in a few minutes |
| 05:43:32 | fordcars | Later! |
| 05:43:40 | sam686 | p = point.new(x, y) ; angle = what? I forgot and don't know.. |
| 05:44:28 | bobdaduck | sam686: What? |
| 05:44:34 | bobdaduck | angle is probably shipAngle |
| 05:44:46 | sam686 | I was trying to convert point into a angle |
| 05:44:50 | bobdaduck | and targetAngle will be different but the check only fails when its close to 0 |
| 05:45:14 | sam686 | will try p.angleTo() |
| 05:45:27 | bobdaduck | point.angleTo(p, q) |
| 05:45:28 | bobdaduck | that? |
| 05:45:50 | sam686 | will try that too, mine errored out |
| 05:46:32 | bobdaduck | how do you convert a point to an angle... Sorry I don't know what you're trying to do xD |
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| 05:49:47 | sam686 | getting closer to testing |
| 05:58:56 | amgine123 | bye |
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| 06:09:35 | sam686 | http://pastie.org/8461809 so far I just created an easy test now, ctrl + k in editor with this levelgen script is easy way to test |
| 06:10:48 | sam686 | angle = point.angleTo(point.new(0,0), point.new(x, y)) -- it looks like if the angle is going by radians instead of 360 degrees. |
| 06:11:10 | bobdaduck | yeah, I'm using radians |
| 06:16:13 | bobdaduck | So the problem is that a shipAngle of 350 degrees fails the withinTargetAngle test when the target angle is 0 |
| 06:17:07 | sam686 | I see, like if the angle stops when it goes around back to zero |
| 06:18:37 | bobdaduck | yeah |
| 06:19:48 | bobdaduck | So I need to adjust the logic for withinTargetAngle |
| 06:19:54 | bobdaduck | to include angles close to 360 |
| 06:20:01 | bobdaduck | I don't know how though |
| 06:20:13 | bobdaduck | and my last try made it basically always return true for some reason |
| 06:29:14 | sam686 | http://pastie.org/8461842 I changed withinTargetAngle, seems to work better |
| 06:30:56 | sam686 | appears to work fine as long as both angle inputs is between -3.14 to 3.14 |
| 06:31:33 | sam686 | bobdaduck: got my message yet? |
| 06:34:19 | bobdaduck | no |
| 06:34:25 | sam686 | look at my pastie |
| 06:34:30 | bobdaduck | k |
| 06:34:45 | sam686 | go test it out and see if it works any better? |
| 06:36:18 | bobdaduck | testing |
| 06:38:49 | sam686 | or better yet, http://pastie.org/8461847 works with any angle, not just between -3.14 to 3.14 |
| 06:38:58 | bobdaduck | it still seems to be returning false if the ship is facing to the right and slightly up |
| 06:40:20 | sam686 | what is both angle input, i can test it if you gave me both input numbers |
| 06:41:23 | bobdaduck | okay |
| 06:42:07 | | nothing_much has joined |
| 06:42:23 | nothing_much | I borked my irc client |
| 06:42:46 | nothing_much | kaen: if you're there, lemme know how to get autoconf not to screw up |
| 06:44:01 | bobdaduck | input angle is 6.25ish |
| 06:44:08 | bobdaduck | (which is in radians) |
| 06:44:36 | sam686 | the other input angle? and the margin? |
| 06:47:32 | sam686 | you may make use of logprint("angle " .. shipAngle .. " angle2 " .. targetAngle) or similar |
| 06:50:30 | bobdaduck | margin is 1/16 tau |
| 06:50:43 | bobdaduck | target angle is 0 |
| 06:51:56 | bobdaduck | any others you need to know? |
| 06:52:35 | sam686 | shipAngle? in the withinTargetAngle, if you still have problems... Make use of logprint I typed above as well. |
| 06:52:54 | bobdaduck | shipangle was 6.25ish |
| 06:52:58 | bobdaduck | (which is radians |
| 06:53:44 | sam686 | logprint(withinTargetAngle(0, 6.25, 3.14/16)) prints TRUE for me |
| 06:54:22 | bobdaduck | reverse 6.25 and 0 |
| 06:54:40 | bobdaduck | actually |
| 06:54:45 | bobdaduck | that second pastie seems to be working |
| 06:54:46 | bobdaduck | testing |
| 06:54:48 | sam686 | logprint(withinTargetAngle(6.25, 0, 3.14/16)) is TRUE for me too.. |
| 06:55:32 | bobdaduck | I think the second one works |
| 06:55:37 | bobdaduck | can you explain what you did to fix it? |
| 06:55:38 | sam686 | my first modifying needs angle to be -3.14 to 3.14, but changed it to be any number for my second (latest) pastie. |
| 06:56:12 | bobdaduck | Yeah that one seems to work |
| 06:56:24 | sam686 | A simple % (3.1415926535897932384626433832795*2) at the end is like it repeatedly subtracts (3.14*2) until it is below the value |
| 06:56:38 | bobdaduck | huh |
| 06:56:52 | bobdaduck | join my server to see what you helped me do? |
| 06:56:53 | sam686 | it like a remainder of a dividing |
| 06:57:04 | sam686 | ok, in 018? |
| 06:57:12 | bobdaduck | yeah |
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| 07:10:29 | bobdaduck | thanks sam! |
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| 12:36:38 | YoshiSmb | Morning. (9:36 hs on argentina) |
| 12:38:44 | | BFLogBot Commit: 404290c12f35 | Author: sam8641 | Message: Add copy constructor to NetObject, which fixes crash on exit after adding hundreds of walls in editor. |
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| 13:17:16 | kaen | here's a big one for you guys :) |
| 13:17:17 | | BFLogBot Commit: 7686737d5d16 | Author: kaen | Message: massive copyright/licensing changes. also removed some cruft from the zap directory |
| 13:17:18 | | BFLogBot Commit: 4c04ddb8f041 | Author: kaen | Message: fix compiling on gcc |
| 13:18:06 | kaen | and good morning |
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| 14:26:28 | | BFLogBot Commit: 1d7f530272ed | Author: kaen | Message: zap/tnl warnings |
| 14:29:21 | | BFLogBot Commit: 72499eec8d44 | Author: kaen | Message: change some leftover license headers |
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| 15:19:40 | watusimoto | hi |
| 15:20:14 | watusimoto | 4 people playing I've never seen on before |
| 15:33:39 | kaen | every. single. time |
| 15:33:46 | kaen | I join with a group of new players |
| 15:33:51 | kaen | get through part of like one game |
| 15:33:54 | kaen | they all ragequit |
| 15:34:04 | watusimoto | really?? |
| 15:34:06 | kaen | start a new server with a password |
| 15:34:25 | watusimoto | well, at least they know how to do it! |
| 15:34:27 | kaen | yeah |
| 15:34:30 | kaen | heh |
| 15:34:55 | kaen | I'm like really competitive... so it's hard to go easy on them :/ |
| 15:35:11 | kaen | I guess it's ultimately my own fault because I know the cause of the problem but do nothing to correct it |
| 15:38:50 | watusimoto | yeah, I don't cause people to ragequit, no matter how hard I play |
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| 16:00:09 | watusimoto | kaen: what do you think of the font changes? |
| 16:00:34 | watusimoto | 1) improvement 2) same same 3) revert!! |
| 16:03:38 | kaen | Pretty neutral |
| 16:03:59 | kaen | I like its character, but I think it looks out of place in the weapon list |
| 16:04:20 | kaen | er I mean the equipped weapon/module display |
| 16:04:21 | watusimoto | you mean the list across the top, or when changing your module |
| 16:04:28 | watusimoto | the list across the top |
| 16:04:29 | kaen | the top |
| 16:04:31 | kaen | yes |
| 16:04:31 | watusimoto | yes |
| 16:04:41 | watusimoto | understood |
| 16:05:20 | watusimoto | it may just be what you (and I) are used to -- it is theoretically a better font. But I really like it in some places, less so in others |
| 16:06:13 | watusimoto | I want to revisit the fonts again before the release |
| 16:06:27 | watusimoto | but I'm going to give it a day or two to see how my eye settles |
| 16:06:36 | kaen | oh, I get an assert btw |
| 16:06:43 | kaen | something about fonts |
| 16:06:53 | watusimoto | oh great! |
| 16:07:02 | kaen | Invalid font id! |
| 16:07:09 | watusimoto | where/when? |
| 16:08:49 | kaen | http://pastie.org/8462960 |
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| 16:09:07 | watusimoto | grrrr |
| 16:09:42 | watusimoto | ah, do you have the new fonts in your fonts folder? |
| 16:09:47 | watusimoto | you might need to do a manual copy |
| 16:13:56 | kaen | yep, I have all of resource symlinked in to exe |
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| 16:45:06 | watusimoto | laterz |
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| 17:45:21 | raptor | oh WOW |
| 17:47:54 | raptor | sam686: I'm worried about your TNL change... what does it do exactly? And how will it affect the rest of TNL with respect to performance? |
| 17:50:39 | raptor | looks like it does the exact same thing as the default copy constructor, but sets mNetIndex to U32_MAX? |
| 17:51:16 | raptor | invalid font id! |
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| 18:00:12 | thread_ | Heya! |
| 18:01:08 | kaen | hi thread_ ! |
| 18:01:50 | raptor | kaen: is that the 'proper' way to do licenses? have the LICENSE.txt point to the COPYING.txt for the GPL? |
| 18:01:57 | raptor | oh and good morning! |
| 18:02:21 | kaen | yep, COPYING is where the GPL goes |
| 18:02:39 | kaen | LICENSE is where the author puts the statement that his software is GPL-licensed |
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| 18:04:17 | raptor | ah ok |
| 18:04:36 | kaen | I stole gcc's COPYING.txt, too |
| 18:04:46 | kaen | because it was formatted much more nicely :) |
| 18:05:43 | kaen | it's center-aligned if you're reading it in the 1970's |
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| 18:06:19 | kaen | yeah, that NetObject copy constructor is dubious |
| 18:06:37 | kaen | it actually has the same logic as the default (non-copy) constructor |
| 18:07:31 | kaen | maybe the default copy constructor did too thorough of a job copying? |
| 18:07:44 | Skybax | Goodmorning |
| 18:07:51 | kaen | that's just a guess, I don't know what issue sam actually fixed |
| 18:08:01 | kaen | morning Skybax |
| 18:08:07 | kaen | hey, and it's actually morning, too! |
| 18:08:16 | Skybax | Yay! |
| 18:08:25 | Skybax | Cause I actually woke up today lol |
| 18:09:01 | kaen | oh, I also removed the (C) from the source files |
| 18:09:18 | raptor | kaen: looks good |
| 18:09:23 | kaen | because apparently only the actual encircled copyright symbol, and the english word "copyright" have legal significance |
| 18:09:32 | fordcars_windows | good after noon! |
| 18:09:36 | raptor | oh lovely |
| 18:09:36 | kaen | (C) means nothing in court it seems |
| 18:10:03 | kaen | good afternoon, fordcars_windows :) |
| 18:10:20 | kaen | did people actually show up for game night last night? |
| 18:11:01 | kaen | I went afk to nurse my sickly girlfriend back to health and then I got trapped |
| 18:11:17 | | fordcars_windows Quit (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client) |
| 18:11:44 | kaen | nice talking to you fordcars ... |
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| 18:12:52 | fordcars_ | urgh |
| 18:13:02 | Skybax | xD |
| 18:14:03 | fordcars_ | :P |
| 18:14:43 | kaen | where are we even copying netobjects? |
| 18:15:01 | kaen | hmm... maybe in the editor |
| 18:15:05 | kaen | we do a lot of cloning |
| 18:16:23 | kaen | I'm half-tempted to make that 'explicit' because we definitely shouldn't be passing by value or anything to copy them implicitly |
| 18:22:19 | raptor | copy constructors have always bothered me... |
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| 18:33:20 | kaen | it's also kind of smelly that it has a user-defined copy constructor but no assignment operator |
| 18:33:42 | Skybax | Uh oh. This is bad |
| 18:34:20 | kaen | Skybax I'm interested in your opinion of user-defined copy constructors in non-trivial types with pointer data members. |
| 18:34:25 | kaen | :) |
| 18:34:55 | Skybax | If you could explain to me what that in in layman's terms I could probably provide you with an opinion xD |
| 18:35:13 | kaen | I'm just playing -- I don't fully understand it myself |
| 18:35:16 | kaen | but what's bad? |
| 18:35:42 | Skybax | BitTown has reached a size where I can no longer open it xD |
| 18:35:56 | kaen | ah |
| 18:36:22 | kaen | that usually has to do more with barriers/polywalls than anything |
| 18:36:34 | Skybax | It loads the level but then the screen just stays black |
| 18:36:35 | kaen | convert anything you can into line items. |
| 18:36:56 | raptor | Skybax: is it taking up too much CPU? |
| 18:37:18 | Skybax | Idk. I can't even open it when I host a server and then switch to it lol |
| 18:37:32 | Skybax | I can send you the level if you want and you can see for yourself |
| 18:37:49 | kaen | what's the task manager say? |
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| 18:38:07 | kaen | (does it still have CPU/RAM info?) |
| 18:38:12 | Skybax | Yeah one sec |
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| 18:39:41 | | BFLogBot Commit: 7137b9f984c5 | Author: buckyballreaction | Message: Remove unused fonts to stop triggering the asserts |
| 18:40:06 | Skybax | Bitfighter actually takes up less CPU when I'm trying to load the level than it does when I'm just sitting in the editor |
| 18:40:13 | Skybax | 3% to 24% |
| 18:40:35 | raptor | goodbye assert! |
| 18:41:14 | Skybax | So it's not that xD |
| 18:41:31 | raptor | well, the editor does have performance 'problems' |
| 18:42:20 | kaen | the entire rendering system is a performance problem :P |
| 18:42:29 | Skybax | xD |
| 18:42:33 | kaen | so it RAM? |
| 18:42:42 | kaen | so is it* |
| 18:43:06 | Skybax | I don't have a RAM thing to see. It's just CPU, Memory, Disk, and Network |
| 18:43:11 | kaen | memory |
| 18:43:14 | kaen | is ram |
| 18:43:17 | raptor | i doubt it's ram |
| 18:43:27 | kaen | then... what is it? |
| 18:43:52 | Skybax | The memory goes up two MBs when I start loading the level lol |
| 18:44:02 | kaen | eh that's not it then ... |
| 18:44:08 | Skybax | From 58 to 60 |
| 18:44:18 | kaen | I guess you'd better send the level |
| 18:44:20 | raptor | ok, Skybax, it loaded in my editor but is using up 85% of one CPU |
| 18:44:30 | Skybax | Wow |
| 18:44:34 | raptor | and I have a monster dev machine at work... |
| 18:44:38 | Skybax | I wonder why it made my CPU go down |
| 18:44:48 | kaen | bad metrics probably |
| 18:45:05 | raptor | the forest is a clipping nightmare |
| 18:45:13 | kaen | yeah, that's what I was thinking of |
| 18:45:16 | Skybax | Yeah I was just thinking about the forest |
| 18:45:18 | raptor | I actually think there's a clipper call made each frame in the editor... |
| 18:45:31 | kaen | no way ... |
| 18:45:35 | Skybax | I could probably take some of the trees out in favor of just a wall |
| 18:45:53 | raptor | yeah... i vaguely remember this from a profile I did one time (hunting down a different issue) |
| 18:46:03 | raptor | I just thought to myself "that's odd" and left it, at the time |
| 18:46:12 | kaen | @_@ |
| 18:46:50 | Skybax | How do I turn a wall into a lineitem? |
| 18:47:15 | kaen | it's non-trivial, unfortunately :/ |
| 18:47:25 | kaen | I wrote a plugin that does it, but only in 019 |
| 18:47:26 | kaen | oh! |
| 18:47:27 | kaen | I know |
| 18:47:36 | kaen | send me the level and I'll run it through my plugin |
| 18:48:03 | raptor | Skybax: it loads on my machine, what would you like me to do... put it on the server? |
| 18:48:08 | Skybax | But how will you know what I want to change into a lineitem lol |
| 18:48:24 | kaen | you could... you know... tell me |
| 18:48:35 | Skybax | raptor, idk if that would be a good idea since only epic machines can load it xD |
| 18:48:37 | raptor | hehe |
| 18:48:42 | raptor | Skybax: ok |
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| 18:50:26 | thread_ | WHAT DOES THE FOX SAY?!? |
| 18:50:43 | raptor | give me more rabbit? |
| 18:50:45 | Skybax | RING A DING DING DING DA DING DA DING DING |
| 18:51:41 | thread_ | YA CHA CHA CHOW YA CHA CHA CHOW! |
| 18:51:53 | kaen | it's supposed to be frog right? |
| 18:51:57 | kaen | I'm hip right guys? |
| 18:51:58 | kaen | guys? |
| 18:52:38 | Skybax | Heh |
| 18:53:28 | Skybax | I scented you the level code |
| 18:53:42 | kaen | funny story: I first heard that song on a conservative talk radio show's bumper music |
| 18:55:03 | Skybax | Nice |
| 18:56:29 | thread_ | Considering that the song was written by a radio talk show... |
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| 18:57:56 | raptor | oh yay, watusimoto is here |
| 18:57:58 | raptor | maybe |
| 18:58:47 | thread_ | watusimoto is maybe here? |
| 18:58:56 | Skybax | Mebbe |
| 18:59:19 | thread_ | He might possibly maybe could with a chance be here? |
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| 19:02:45 | kaen | Skybax: I don't understand your instructions |
| 19:02:54 | Skybax | xD |
| 19:03:03 | kaen | you want me to make all of the trees that touch that wall into lineitems? |
| 19:03:20 | Skybax | In the forest, I put a big wall that goes almost all around the forest. Every tree that it's touching can be a lineitem |
| 19:03:48 | kaen | and all the rest stay walls? |
| 19:03:54 | kaen | I have to ask why ... |
| 19:04:11 | sam686 | as for raptor questioning me about TNL changes... normally, NetObject should never be copied, or that would mess up the linked list. It is being copied only in editor, so adding a copy constructor was needed (and easy way) to avoid such an error. |
| 19:04:17 | Skybax | For gameplay purposes lol |
| 19:04:50 | kaen | ah, so my conjecture was correct sam686 ? |
| 19:05:29 | kaen | and do you know where/how the copying occurs, and would it be reasonable to make that copy constructor explicit to prevent doing it accidentally? |
| 19:05:44 | sam686 | i haven't read what kaen said, so not sure.. |
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| 19:06:57 | raptor | hi sam686 |
| 19:07:57 | raptor | sam686: how does the copy constructor differ than the default one that would be triggered when copying an object? |
| 19:08:21 | sam686 | the problem was, starting a new editor, creating lots of walls, when exit the editor/game errored out. |
| 19:08:44 | sam686 | maybe the default one might be missing from some objects? WallItem? |
| 19:09:18 | sam686 | in EditorUserInterface::cleanUp(), removing clearUndoHistory(); makes the error far more obvious, until added NetObject copy constructor for a fix |
| 19:09:48 | raptor | could it be that some of the editor objects are not children of NetObject? |
| 19:10:25 | sam686 | it won't affect objects that isn't NetObject |
| 19:11:35 | raptor | is there some other way to fix other than adding that copy constructor? I get worried with modifying TNL code... |
| 19:12:10 | kaen | I'm fairly confident that's the correct fix |
| 19:12:21 | kaen | in fact I'm confident that this was yet another TNL bug |
| 19:12:58 | sam686 | I didn't see an easy way around that, and it looks like if TNL wasn't designed with copying objects in mind. |
| 19:13:21 | kaen | because NetObject absolutely should not be bitwise (i.e. default) copied, yet there was no sure-throw copy constructor nor a correct copy constructor implemented |
| 19:14:09 | kaen | basically TNL sucks and fixing rookie mistakes like this that crop up in it is the price we pay |
| 19:15:56 | sam686 | I just basically make a copy constructor copy nothing in NetObject, like if it is a new object. |
| 19:17:06 | kaen | (just to be clear, I'm arguing in favor of your change, sam) |
| 19:17:55 | sam686 | yes, and it appears I know more about several parts of TNL then others |
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| 19:19:12 | kaen | I might have to take issue with that. I think I'm the only current dev who has actually implemented TNL in an engine other than bitfighter :) |
| 19:20:35 | sam686 | one of a funny problem I saw in TNL was hundreds of connection to master (014 and earliear?) that fails to time out due to a millisecond counter overflow, that I fixed by testing timer overflow effects. |
| 19:20:36 | raptor | well I sure no nothing! (but just enough to be worried when it changes) |
| 19:20:46 | raptor | *know |
| 19:22:04 | sam686 | eventually the old 014 master died from running out of memory after having too many connection that is suppose to time out.. |
| 19:22:46 | raptor | fun! |
| 19:22:51 | kaen | although I guess I couldn't have written RPCGuaranteedOrderedBigData, so you're probably right |
| 19:24:12 | raptor | ok... this may be a bug |
| 19:24:25 | raptor | you make a zero width polywall |
| 19:24:38 | raptor | save the level, reload it... polywall is gone in editor |
| 19:24:39 | sam686 | oh thats when trying to send one big stats that ordinary PCGuaranteedOrdered can't split to multiple packets |
| 19:25:22 | raptor | but it still exists in level file and is loaded in-game (and ends up being an invisible barrier) |
| 19:25:42 | raptor | so... should the editor discard the object when you reload? |
| 19:25:52 | raptor | it gives warning: Invalid barrier detected (polywall with invalid geometry). Disregarding... |
| 19:26:41 | sam686 | I have 2 different problems with level on 019 |
| 19:27:04 | sam686 | first, missing addLevelLine in levelgen? ../../levels/6357.levelgen:5: attempt to call missing or unknown method 'addLevelLine' (a nil value) |
| 19:27:09 | raptor | because then there is no way to delete your invalid wall other than editing the file directly |
| 19:27:15 | raptor | sam686: that method has been removed |
| 19:27:41 | sam686 | second problem applies to many old levels I have, they become extremely small as those levels is missing GridSize |
| 19:27:58 | raptor | wait... no gridsize? |
| 19:28:07 | raptor | i thought gridsize was always added? |
| 19:30:34 | raptor | sam686: we got rid of gridsize for 019, unless it was found in the level file |
| 19:31:16 | raptor | what older levels didn't have gridsize? |
| 19:32:10 | sam686 | it could be that some users, including me, just remove the "GridSize 255" since it default to 255 on 018 and earliear.. |
| 19:32:25 | raptor | ok, so not standard |
| 19:32:32 | raptor | if so, i'm not too worried |
| 19:32:42 | kaen | I don't think modifying level code by hand is supported anymore |
| 19:32:53 | raptor | heh |
| 19:33:18 | raptor | yeah, huh - we've actually made it so you don't really need to do that anymore... |
| 19:33:21 | kaen | I say that because you can screw things up with at least the LevelDatabaseID and GridSize |
| 19:33:33 | kaen | exactly -- plugins cover all the old use cases |
| 19:33:52 | kaen | maybe with one exception: time and score limits |
| 19:34:12 | raptor | how so? I remember adding those for some gametypes that didn't have them |
| 19:34:49 | kaen | well for instance if I need a score higher than 99 in zone control (when I have e.g. 52 zones) then I have to go diving |
| 19:35:05 | raptor | really? that's still in place?? |
| 19:35:10 | kaen | yeah |
| 19:35:21 | raptor | ok, let me change that - what should be good... 1000? |
| 19:35:21 | kaen | wait, maybe |
| 19:35:36 | kaen | i dunno I might have been in 018a when that happened |
| 19:35:49 | kaen | anyway 1000 should be enough for everyone :) |
| 19:35:54 | raptor | haha |
| 19:38:35 | sam686 | and it breaks "MazeRacer" too... |
| 19:39:55 | raptor | mazeracer works |
| 19:40:04 | raptor | you might need to copy new resources |
| 19:40:09 | raptor | oh wait |
| 19:40:14 | raptor | double checking... |
| 19:41:01 | kaen | maze racer works |
| 19:41:05 | kaen | I run it all the time |
| 19:41:08 | sam686 | I have about 30 levels so far without GridSize and thay are all tiny and unusable on 019, mostly level contest maps and dungeons |
| 19:41:17 | Skybax | kaen you broke BitTown lol |
| 19:41:36 | kaen | oh, sorry |
| 19:41:42 | kaen | well I guess that doesn't work |
| 19:41:56 | Skybax | Apparently not xD |
| 19:41:58 | kaen | kind of weird though |
| 19:42:11 | kaen | because it shouldn't have made any 019-specific code |
| 19:42:13 | kaen | oh well |
| 19:42:37 | Skybax | Can I just go into the code and change the barrier to lineitem and it would put a lineitem in the same place as the tree? |
| 19:43:00 | kaen | sam686: for i in ${levels} ; do echo 'GridSize 255' >> $i ; done |
| 19:43:15 | raptor | kaen: if the level was loaded in 019 editor and saved, all the point values are changed |
| 19:43:23 | kaen | ohhhh that's right |
| 19:43:46 | raptor | man... I'm already feeling the growing pains from my change... |
| 19:46:02 | raptor | this new font... is it missing subpixel hinting? |
| 19:46:21 | raptor | seems of lesser quality, even though it does seem to be a bit better in certain areas of the game |
| 19:46:30 | raptor | (than tenby) |
| 19:47:05 | sam686 | my "Picture Frame" level says "our cure oes ere" it suppose to say "Your Picutre Goes Here", messed up TextItem font? |
| 19:47:21 | raptor | haha |
| 19:47:22 | raptor | what |
| 19:47:27 | raptor | can you send me that? |
| 19:48:40 | sam686 | http://sam6.25u.com/bitfighter/levels3/picture_frame.level |
| 19:49:43 | sam686 | works fine on 018, messed up on 019 |
| 19:49:57 | raptor | this is my 019: http://imagebin.org/276111 |
| 19:50:04 | raptor | maybe you need a fresh recompile? |
| 19:50:13 | raptor | or maybe there |
| 19:50:29 | raptor | 's some bug in rendering that only shows on your graphics? |
| 19:51:15 | sam686 | mine looks like this http://sam6.25u.com/upload/screenshot_121.png |
| 19:51:31 | raptor | oh! |
| 19:51:37 | raptor | you need the new 'fonts' directory |
| 19:53:12 | sam686 | why??? http://sam6.25u.com/upload/screenshot_122.png odd font as usual... |
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| 19:53:34 | sam686 | but if I hit ESC and have menu, http://sam6.25u.com/upload/screenshot_123.png it is the old way of line font? |
| 19:54:25 | raptor | i'd say full recompile, and double check you have all the new resources |
| 20:02:44 | Skybax | Dangit... I took away tons of the trees and it still won't load |
| 20:02:54 | Skybax | Are you sure lineitems don't take up the same space as walls? |
| 20:03:28 | raptor | they take up the same 'space' but don't require some of the extra processing |
| 20:03:42 | Skybax | Well it's still broked x) |
| 20:04:58 | sam686 | At first it back to normal, but later the weard font with missing letters returns... |
| 20:05:06 | sam686 | the weard font problem appear to start once a scoreboard is shown in a 2 or more team game |
| 20:05:27 | raptor | ok, i'll test scoreboard |
| 20:05:38 | sam686 | and continues to be weard until bitfighter is shutdown/terminated |
| 20:05:46 | raptor | sounds like a memory error? |
| 20:06:42 | raptor | I changed a header in my last commit |
| 20:06:50 | sam686 | I only see missing letters on my "Picture Frame" level, other levels don't have missing letters, just different font (after scoreboard shown) |
| 20:06:55 | raptor | and visual studio sometimes doesn't recompile everything |
| 20:07:01 | raptor | properly |
| 20:07:09 | raptor | unless you do a 'clean' |
| 20:07:42 | sam686 | Everything recompiled, i even updated to latest changes, though I can try release mode instead of debug build.. |
| 20:07:49 | raptor | no |
| 20:07:53 | raptor | it should work in debug |
| 20:08:04 | raptor | I'll do another full recompile, too |
| 20:08:31 | raptor | when you start bitfighter, is there any font error? like a missing file? |
| 20:08:58 | sam686 | visual studio is so easy to switch between debug/release build, as it is a seperate set of compiled temperory directory.. |
| 20:09:09 | raptor | ah yes |
| 20:12:20 | sam686 | also happens on release build.. |
| 20:12:32 | raptor | still can't dupe |
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| 20:13:20 | sam686 | and when building ZAP_DEDICATED I get Error unresolved external symbol _WinMain@16 referenced in function ___tmainCRTStartup LIBCMT.lib bitfighterd |
| 20:13:41 | raptor | I thought that was fixed... |
| 20:14:04 | raptor | I think we need kaen or watusimoto to duplicate before we hunt much further, because I have no issues |
| 20:14:08 | sam686 | thats in ZAP_DEDICATED release build, as client or debug don't have problem |
| 20:14:15 | raptor | maybe you're using the wrong SDL2 headers? |
| 20:14:25 | raptor | sounds like you're in a bad state in visual studio |
| 20:21:14 | kumool | mmmm |
| 20:22:28 | kumool | i dont see nothing much... never mind |
| 20:22:49 | kumool | i think i'm gonna post a couple of bitfighter links on reddit |
| 20:34:13 | sam686 | ummm... /SUBSYSTEM:WINDOWS causes problem in "release" build in bitfighter dedicated build.. in Linker . Command Line |
| 20:34:46 | sam686 | I first check on Linker.System.SubSystem not knowing the command line overrides it.. |
| 20:36:16 | sam686 | RelWithDebugInfo build works fine as it is... except TextItem font getting changed after pressing TAB in multiple team map |
| 20:37:21 | raptor | sam686: hah! i got the bug... i'll fix the font |
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| 20:42:14 | raptor | now the real question is where are themissing popFontContext() |
| 20:43:07 | sam686 | Might be in UIGame.cpp GameUserInterface::renderScoreboard(), problem only happens if isTeamGame = true. |
| 20:43:23 | raptor | that's one, yes |
| 20:43:28 | raptor | but there's at least one more |
| 20:44:01 | sam686 | maybe it was looping 2 times, once per team.. |
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| 20:47:23 | raptor | interesting... it doesn't fix the rendering |
| 20:48:00 | raptor | ah, i see why |
| 20:48:27 | sam686 | it looks like multiple FontManager::popFontContext(); pushFontContext mismatch, and the one at the end of function is not in loop |
| 20:50:06 | raptor | yup, that was it... |
| 20:51:26 | | BFLogBot Commit: 1eca448d6b5e | Author: buckyballreaction | Message: Fix scoreboard font push/pop mismatches |
| 20:53:07 | raptor | sorry I doubted you sam686 |
| 20:53:18 | | BFLogBot Commit: ee56e3950d85 | Author: buckyballreaction | Message: Increase gametype score limits in the editor and remove magic number |
| 20:53:33 | sam686 | Oh and it looks like there is a size limit on the new font, some letters disappear when they get too big |
| 20:54:13 | raptor | which new font? |
| 20:54:38 | sam686 | the one that changes TextItem font from the scoreboard push/pop mismatch bug |
| 20:55:15 | sam686 | although zooming in does not make font disappear, just get a little blurry |
| 20:56:38 | raptor | that limit might be do to the fontstash size limit, but should matter as it's not being used for textitems anymore.. :) |
| 21:01:06 | raptor | Watusimoto: you around for questions? |
| 21:01:28 | sam686 | I see a little problem with the TextItem, their line gets thin when text goes vertical no matter how big it is, when horizontal it is thicker as it should.. |
| 21:01:30 | Watusimoto | hi |
| 21:01:41 | raptor | hi |
| 21:02:27 | raptor | the new font looks good in some cases, but it seems like it is of lesser quality. I think it is missing sub-pixel hinting like the other one had: http://imagebin.org/276114 |
| 21:02:59 | Watusimoto | hi |
| 21:03:07 | Watusimoto | what am I looking at in that pic? |
| 21:03:20 | raptor | the crispness (or lack thereof) of the new font |
| 21:03:34 | raptor | i'm getting a screenshot of the old, as soon as I finish compiling... |
| 21:03:35 | Watusimoto | it looks ultra crisp! |
| 21:03:40 | Watusimoto | (perhaps overly so) |
| 21:04:13 | Watusimoto | so, in general, do you think the font is an improvement? |
| 21:04:32 | raptor | old: http://imagebin.org/276115 |
| 21:04:34 | Watusimoto | I think it only works well in larger headlinish areas, because it can be hard to read |
| 21:05:04 | raptor | I like it, but it is poorer rendering quality |
| 21:05:50 | raptor | you can see tenby has the pixel hinting becasue it is much easier to read a smaller sizes |
| 21:05:51 | Watusimoto | do you think that quality affects larger text much? |
| 21:06:05 | Watusimoto | ah |
| 21:06:12 | Watusimoto | you're talking about tenby vs. play |
| 21:06:19 | sam686 | Maybe you could render font texture at fixed resolution and enable mipmapping that will smooth things out for small size text |
| 21:06:21 | Watusimoto | I thought you were talking about the larger font |
| 21:07:04 | raptor | the larger font (modern-something?) looks pretty close to same quality, at least at those sizes |
| 21:07:13 | Watusimoto | I replaced tenby with a combination of two fonts (play and modernvision) |
| 21:07:25 | Watusimoto | ok, so what do you think of the modernvision? |
| 21:07:52 | raptor | sam686: we aren't going to change the font engine that much before release. Also, we already create the font at twice the width/height and downscale with AA |
| 21:08:20 | raptor | I like the modern vision as a header-font, better than Tenby |
| 21:08:28 | raptor | feels much more 'right' |
| 21:08:35 | Watusimoto | I agree, mostly. |
| 21:08:53 | Watusimoto | medium text is ok with play |
| 21:09:06 | raptor | Play looks ugly everywhere |
| 21:09:08 | Watusimoto | "blast as many ships as you can" |
| 21:09:20 | Watusimoto | ugly in the rendering, or the font in general |
| 21:09:43 | raptor | rendering, and because of the contrast to the other, higher quality fonts |
| 21:09:57 | Watusimoto | ok |
| 21:10:13 | Watusimoto | play is probably easier to replace, as it's more generic |
| 21:10:22 | sam686 | it mostly depends on the window size or if going fullscreen |
| 21:10:35 | Watusimoto | yes, that's true |
| 21:10:57 | raptor | yes, of course, but the fonts that are higher quality look good everywhere |
| 21:11:01 | Watusimoto | but text like "treat level" on the scoreboard is much harder to read with play |
| 21:11:23 | raptor | did you use Play in the SUPER SECRET menu? |
| 21:11:25 | Watusimoto | the help has been play for a while |
| 21:11:28 | Watusimoto | yes |
| 21:11:33 | raptor | because it's ugly, too |
| 21:11:36 | Watusimoto | ha |
| 21:11:41 | raptor | http://imagebin.org/276116 |
| 21:11:42 | Watusimoto | I thought it looked pretty good |
| 21:11:54 | raptor | so, i like the font |
| 21:11:59 | raptor | but it doesn't render well |
| 21:12:03 | Watusimoto | ok |
| 21:12:25 | raptor | in fact, it may be slightly easier to read than the old droid one, i think |
| 21:12:31 | raptor | but it's ugly |
| 21:13:01 | raptor | easier to read as in i'm looking at it in a font viewer at the exact resolution it's supposed to be viewed |
| 21:13:05 | Watusimoto | sam, what is mipmapping? |
| 21:13:57 | raptor | more opengl processing |
| 21:15:33 | raptor | it's pregeneration of the different sizes of textures |
| 21:15:57 | raptor | but with a specific higher quality algorithm to have better antialiasing |
| 21:16:22 | raptor | basically like an icon file with all the various resolutions |
| 21:16:57 | raptor | but we don't want to pregenerate lots and lots of certain sizes, as people will be resizing to weird resolutions a lot |
| 21:17:25 | Watusimoto | ok |
| 21:21:20 | raptor | but that's just my layman knowledge |
| 21:25:14 | raptor | also Watusimoto, sam686 made this fix last night - might it do with some of the changes you made to try and fix the lingering-frame issue?: http://code.google.com/p/bitfighter/source/detail?r=051ece7674ebdd7f2a5ef847bf66fa3e609d5282 |
| 21:26:33 | sam686 | That was just the Ship carrying Nexus flags causing weard ghosts flags that can't be picked up after level changes |
| 21:26:48 | Watusimoto | I doubt that was related |
| 21:26:49 | raptor | ohhh..... |
| 21:26:53 | raptor | I hit that once |
| 21:26:59 | raptor | ok then |
| 21:27:01 | raptor | good find sam686! |
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| 21:31:15 | | Nothing_Much has joined |
| 21:36:06 | Watusimoto | sam686: what was that joystick fix you did yesterday, adding an sdl line? |
| 21:41:34 | sam686 | 018 and earliear allows joystick to work all the time, even if bitfighter is not an active window, but the SDL version for our Bitfighter 019 seem to stop joystick from working, killing the 2 player in one computer idea, |
| 21:41:43 | | YoshiSmb has joined |
| 21:41:55 | sam686 | what I added the line |
| 21:42:01 | sam686 | fixed the idea |
| 21:44:43 | Watusimoto | good |
| 21:44:47 | Watusimoto | I like the idea :-) |
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| 21:54:53 | kaen | just got back from the public library |
| 21:55:04 | kaen | all three dozen machines are running ubuntu! |
| 21:56:52 | Nothing_Much | kaen: holy crap seriously? |
| 21:56:53 | Nothing_Much | :D |
| 21:57:02 | Nothing_Much | and hello |
| 21:57:05 | Nothing_Much | everyone |
| 21:58:09 | kaen | yep! |
| 21:58:13 | kaen | I was so pumped |
| 21:58:20 | kaen | gonna try volunteering as a lab tech there |
| 21:58:49 | Nothing_Much | dude! |
| 21:58:53 | Nothing_Much | where do you live again? |
| 21:59:27 | Nothing_Much | somewhere in the mountain timezone I think, right? |
| 22:00:55 | Nothing_Much | I would totally go to that library |
| 22:01:48 | kaen | washington state |
| 22:01:54 | kaen | pacific timezone :) |
| 22:02:01 | Nothing_Much | oh man |
| 22:16:11 | Watusimoto | how's the quality? |
| 22:16:11 | Watusimoto | http://img543.imageshack.us/img543/7218/g9m0.png |
| 22:16:54 | Nothing_Much | looks nice |
| 22:17:01 | raptor | that looks much better... despite your inferior openGL implementation :) |
| 22:17:14 | Watusimoto | it's also in a small window |
| 22:17:17 | Watusimoto | lots of text |
| 22:17:18 | Watusimoto | http://img543.imageshack.us/img543/1133/pisx.png |
| 22:17:25 | Watusimoto | it might be too heavy |
| 22:17:38 | Watusimoto | there is a lighter version, but I think it might be too light |
| 22:18:14 | | Nothing_Much Quit (Remote host closed the connection) |
| 22:18:21 | raptor | that has horizontal line alias problems (notice the 'e's), but that might just be your poor opengl implementation.. :) |
| 22:18:28 | raptor | but much more readable |
| 22:18:34 | raptor | a little heavy, yes |
| 22:18:42 | raptor | but cleaner |
| 22:18:48 | | Nothing_Much has joined |
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| 22:18:48 | | Nothing_Much has joined |
| 22:18:58 | raptor | and I'm probably really picky.. |
| 22:19:04 | Watusimoto | tenby looked like that too (the e's) |
| 22:19:27 | raptor | ok, then it is your implementation (I think it's a poorer AA algorithm in your drivers) |
| 22:19:58 | Watusimoto | yes, got it |
| 22:20:00 | Watusimoto | :-) |
| 22:20:48 | raptor | i also like the colors on that page... looks nice |
| 22:21:17 | Watusimoto | :-) |
| 22:23:46 | Watusimoto | looks better here: |
| 22:23:47 | Watusimoto | http://img203.imageshack.us/img203/8830/7j9y.png |
| 22:24:21 | raptor | are you not taking screenshots with ctrl + q ? |
| 22:24:28 | Watusimoto | but not so good here |
| 22:24:29 | Watusimoto | http://img21.imageshack.us/img21/4008/o4p0.png |
| 22:24:38 | Watusimoto | the screenshots of the help are with ctrl-p |
| 22:24:38 | raptor | yuk |
| 22:24:40 | Watusimoto | ctrl-q |
| 22:25:00 | raptor | how did you get two different sizes? they all should be 800x600 |
| 22:25:02 | Watusimoto | the ones with the scoreboard are via system screen shot because ctrl-q won't work with tab down on my system |
| 22:25:14 | Watusimoto | I was wondering the same thing |
| 22:25:25 | raptor | one is 666x500 |
| 22:26:29 | Watusimoto | yes, weird |
| 22:26:38 | Watusimoto | I think the resize isn't happening |
| 22:27:52 | raptor | ha, you're right! |
| 22:27:56 | raptor | how did that break?? |
| 22:28:43 | Watusimoto | not sure, but found something else interesting |
| 22:28:52 | Watusimoto | many of these fonts are otf |
| 22:28:58 | Watusimoto | and I've been converting them to ttf |
| 22:29:06 | raptor | oh? |
| 22:29:13 | Watusimoto | and the tool I'm using seems to seriously degrade the quality |
| 22:29:20 | raptor | ah ha |
| 22:29:30 | Watusimoto | I don't think our font stuff handles otf |
| 22:29:41 | Watusimoto | if it does, I've been doing a lot of extra work |
| 22:30:05 | raptor | try it |
| 22:30:11 | raptor | but probably not |
| 22:30:57 | raptor | yeah i don't hink it does |
| 22:31:03 | raptor | stb_truetype only does ttf |
| 22:31:23 | | sam686 Quit (Read error: Connection reset by peer) |
| 22:32:18 | | bobdaduck has joined |
| 22:32:27 | raptor | hunting down the screenshot bug... |
| 22:32:34 | bobdaduck | Someone available? |
| 22:33:29 | raptor | oh, haha - if it's smaller than 800x600, then it keeps that size |
| 22:33:39 | raptor | and that's always been there... |
| 22:34:29 | raptor | hi bobdaduck |
| 22:34:45 | raptor | i'm not super available (about to leave for home), but may be able to help? |
| 22:35:16 | | sam686 has joined |
| 22:35:16 | bobdaduck | I have an ontick function that is running twice simultaniously while one returns true and the other returns false |
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| 22:35:37 | raptor | nothing runs simultaneously |
| 22:35:54 | bobdaduck | Its supposed to be running once |
| 22:36:05 | bobdaduck | but it is running through the code twice |
| 22:36:12 | raptor | ah |
| 22:36:49 | raptor | you could find the callback to track it down: http://stackoverflow.com/questions/10838961/lua-find-out-calling-function |
| 22:37:14 | bobdaduck | And when the second one runs it returns false, resetting things that aren't supposed to be reset |
| 22:38:30 | bobdaduck | well obviously onTick is calling it |
| 22:38:56 | raptor | yes, but is this happening in the same tick? |
| 22:39:01 | bobdaduck | yeah |
| 22:39:12 | bobdaduck | or at least close enough together to count |
| 22:39:21 | raptor | there's a huge difference |
| 22:39:54 | bobdaduck | Not in this situation, I don't think |
| 22:39:58 | raptor | if both calls are in the same onTick, then it can be found in a different way |
| 22:40:06 | raptor | huge difference in finding the problem |
| 22:40:36 | bobdaduck | Well the way it works is onTick calls the function every tick, and then it only actually does things inside the function every 1000 milliseconds |
| 22:41:01 | raptor | ah ok |
| 22:41:07 | bobdaduck | its the stuff inside the function that is going off funkey |
| 22:41:25 | raptor | maybe your setting the return variable back to false too early |
| 22:42:30 | bobdaduck | The beginning of the loop looks like this |
| 22:42:30 | bobdaduck | http://pastie.org/8463972 |
| 22:42:41 | bobdaduck | And then that last if statement |
| 22:43:03 | bobdaduck | It is returning both the true if value, and the false elseif value |
| 22:43:30 | bobdaduck | Loop may be the wrong word. Chuck of code. |
| 22:45:26 | raptor | ok, you need to find out if it is in the same onTick or not |
| 22:45:42 | raptor | since it's in a loop, it could be the same onTick |
| 22:46:07 | raptor | and somehow working on the same 'val' in spellsArray |
| 22:46:37 | bobdaduck | if it was working on the same val it would return true twice |
| 22:47:12 | Watusimoto | too roundy? |
| 22:47:13 | Watusimoto | http://img35.imageshack.us/img35/9585/mq1v.png |
| 22:47:21 | bobdaduck | no |
| 22:47:25 | kaen | you should paste the whole function |
| 22:47:25 | bobdaduck | Just roudy enough |
| 22:47:37 | kaen | I can't fix your car if you only let me look at the spark plugs |
| 22:47:41 | raptor | haha |
| 22:47:47 | bobdaduck | This is in DnD.levelgen |
| 22:47:53 | bobdaduck | the "whole function" is huge. |
| 22:48:04 | kaen | Watusimoto: that looks great! |
| 22:48:07 | kaen | is it the Ubuntu font? |
| 22:48:15 | raptor | the 'm' 'w' and 'k' are better than tenby |
| 22:48:16 | Watusimoto | works at small sizes |
| 22:48:17 | Watusimoto | http://img820.imageshack.us/img820/9827/mb7f.png |
| 22:48:36 | bobdaduck | "threat level" |
| 22:48:37 | Watusimoto | No comment on the source |
| 22:48:40 | kaen | yep, must be |
| 22:48:43 | raptor | hahaha |
| 22:48:46 | kaen | I can tell by the u and the d :) |
| 22:49:07 | Watusimoto | well, I'm running out of options... |
| 22:49:11 | raptor | if possible, don't use a converted OTF font... |
| 22:49:13 | kaen | hey, it's a great font |
| 22:49:23 | kaen | they invested some serious capital in that whole set |
| 22:49:24 | Watusimoto | properly licensesd, high quality, ttf format |
| 22:49:29 | raptor | find the sources to the fonts |
| 22:49:58 | raptor | i have to go now, though - back tonight |
| 22:50:05 | kaen | have fun! |
| 22:50:14 | raptor | sorry bobdaduck |
| 22:50:27 | YoshiSmb | see you raptor. |
| 22:50:41 | bobdaduck | bye |
| 22:51:21 | | raptor Quit () |
| 22:51:52 | bobdaduck | Okay well |
| 22:51:58 | bobdaduck | I added break to the end of each statement |
| 22:52:01 | bobdaduck | and that seemed to fix it |
| 22:52:03 | bobdaduck | so whatever |
| 22:52:16 | bobdaduck | I probably used ipairs instead of pairs and that screwed everything up or something equally silly |
| 22:52:18 | | bobdaduck Quit (Remote host closed the connection) |
| 22:54:57 | kaen | I've never met a new programmer so reluctant to post his code |
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| 23:09:02 | Watusimoto | this one has the advantage of packing lots of text into a small area, and still being readable |
| 23:09:06 | Watusimoto | http://img197.imageshack.us/img197/89/sck3.png |
| 23:09:29 | kaen | I think it's way too thin |
| 23:10:06 | Watusimoto | yet, ironically, too thick |
| 23:26:47 | kaen | Watusimoto: what do you think about piggy-backing the test suite onto the bitfighter executable? |
| 23:27:02 | kaen | maybe having a cmake option which controls whether the tests get built |
| 23:27:44 | kaen | I took another crack at making a libbitfighter and had the same useless result |
| 23:28:18 | kaen | I think it has to do with tnl's use of macros, but I haven't been able to pin down a cause |
| 23:34:17 | Watusimoto | not sure I understand |
| 23:35:36 | Watusimoto | you mean build both at once? |
| 23:36:02 | Watusimoto | or creating a combined exe? |
| 23:37:37 | kaen | creating a combined exe |
| 23:38:05 | kaen | add like -test flag that throws control over to the googletest main() |
| 23:38:33 | Watusimoto | why is that better than what we have now? |
| 23:38:54 | kaen | because right now you have to compile the files in /zap twice -- once for bitfighter, once for the test suite |
| 23:39:33 | Watusimoto | true |
| 23:39:36 | kaen | and when I tried (twice now) to put the zap files into their own library you couldn't actually play a game because no gametypes were found |
| 23:39:46 | Watusimoto | oops |
| 23:39:50 | kaen | which indicates a static intialization error |
| 23:40:05 | kaen | and I'd be surprised if that were the only one |
| 23:40:15 | Watusimoto | but how would that work with vc++ and other platforms where you don't build with cmake? |
| 23:40:32 | kaen | you always generate the build files with cmake |
| 23:40:41 | kaen | so you'd do like: cmake .. -DBUILD_TESTS |
| 23:41:28 | kaen | and then it would build the tests into the executable |
| 23:44:35 | Watusimoto | so your idea was to pull out the zap stuff the way tnl is pulled out |
| 23:44:46 | Watusimoto | so it would build once instead of twice |
| 23:45:44 | kaen | right |
| 23:45:51 | Watusimoto | also... I undid a couple of changes you committed earlier |
| 23:46:02 | kaen | ok |
| 23:46:20 | Watusimoto | they seem to be based on assumptions that are true now but could (theoreticlly) change |
| 23:46:20 | kaen | looking ... |
| 23:46:29 | Watusimoto | checking failed |
| 23:47:05 | kaen | ah |
| 23:48:27 | Watusimoto | that looks like its working |
| 23:48:31 | Watusimoto | yes |
| 23:48:32 | | BFLogBot Commit: c589b09531a1 | Author: watusimoto | Message: Remove unneeded parameter/mVar |
| 23:48:34 | | BFLogBot Commit: 4b7a3a9ad12b | Author: watusimoto | Message: Undo revisions based on assumptions that are currently true but might change at some point in the future (though they probably won't) |
| 23:48:35 | | BFLogBot Commit: 0e4730231321 | Author: watusimoto | Message: Merge |
| 23:48:36 | Watusimoto | just a small thing |
| 23:48:56 | kaen | I thought it would be those two :) |
| 23:49:14 | Watusimoto | what else could it be? |
| 23:49:32 | kaen | they make warnings in gcc 4.8.1 and clang 3.2.7 |
| 23:49:39 | Watusimoto | really? |
| 23:49:47 | kaen | and debian requires compiling without warning with -Wall |
| 23:49:53 | kaen | yes, autological comparison |
| 23:50:05 | kaen | a uint will always be >= 0 (the value of those constants |
| 23:50:10 | kaen | but I have another fix, don't worry |
| 23:50:27 | Watusimoto | it will always be true, true |
| 23:50:32 | Watusimoto | but they aren't exactly constants |
| 23:50:39 | kaen | enums, right? |
| 23:50:44 | Watusimoto | they're more like variables set to constant |
| 23:50:50 | kaen | ok |
| 23:50:51 | Watusimoto | no, those aren't enum vals |
| 23:51:07 | Watusimoto | they're variables that are initialized to enum vals that happen to be 0 |
| 23:51:29 | Watusimoto | but if the enum changes, they might point to the 3rd value in the enum instead of the first |
| 23:51:48 | | sam686 Quit (Write error: Connection reset by peer) |
| 23:52:06 | Watusimoto | but surely the compiler would optimize that check away |
| 23:52:46 | kaen | ok, so what I'm going to do |
| 23:52:48 | kaen | try |
| 23:52:56 | kaen | is add a DUMMY first value to that enum |
| 23:53:09 | kaen | that way DUMMY is zero, and it's comparing against 1 |
| 23:53:14 | kaen | should silence the warning |
| 23:53:24 | Watusimoto | that would probably work, but that just proves that the warning is bogus |
| 23:53:33 | kaen | the warning is undoubtedly bogus |
| 23:53:40 | kaen | 15:49 <kaen> and debian requires compiling without warning with -Wall |
| 23:54:24 | Watusimoto | another option would be to make to make FIRST_PRINTABLE_KEY not be const |
| 23:54:47 | kaen | true, but that seems less correct |
| 23:55:21 | kaen | unless I misunderstand the system. |
| 23:55:38 | Watusimoto | well, it is a constant |
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| 23:56:16 | kaen | that const might one day save us from if(FIRST_PRINTABLE_KEY = inputCode) // oops |
| 23:56:34 | Watusimoto | yes |
| 23:56:46 | Watusimoto | now that should get a warning |
| 23:57:17 | Watusimoto | does gcc have a way of disabling specific warnings inside of a block? |
| 23:57:23 | Watusimoto | like #pragma? |
| 23:58:04 | Watusimoto | http://stackoverflow.com/questions/965093/selectively-disable-gcc-warnings-for-only-part-of-a-translation-unit |