#bitfighter IRC Log

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IRC Log for 2013-11-08

Timestamps are in GMT/BST.

00:00:12WatusimotoI need to go to bed
00:00:28WatusimotoI support the goal of compiling bf only once
00:00:49WatusimotoI'm not sure if I like your latest solution, but am interested in what raptor has to say
00:01:21Watusimotoit seems kind of hokey and unclean
00:01:24kaenok, I'll try to think of another solution
00:01:35kaenI agree with that sentiment, I'd much rather build a static lib
00:01:39Watusimotobtw, did you like any of the fonts?
00:01:48kaenI really liked ubuntu :)
00:01:52Watusimotoreally?
00:01:56kaenmaybe a bit out of character for the game, though
00:02:02kaenit's a high-quality font
00:02:05Watusimotoit is
00:02:13WatusimotoI'll take another look at it tomorrow
00:02:16kaenok
00:02:18WatusimotoI am really sick of looking at fonts
00:02:32WatusimotoI only post a small number of what i've looked at
00:02:58Watusimotowe do have the square headline font
00:03:18Watusimotothat kind of balances it out a little
00:03:25Watusimotoanyway... good night!
00:03:27kaennight!
00:03:40Watusimotonight sam686!
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01:08:43kaentesting my auto-build command on debian latest :)
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02:08:49SantiagoHey
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02:33:22fordcarsMan it would be useful to select/copy/paste in chat! :P
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02:39:53kaenhit Santiago
02:39:56kaenhi *
02:40:12fordcarswow kaen
02:40:19kaen:P
02:40:36fordcarsIt's odd how the 't' is so far away from the 'i'
02:40:43fordcarson a qwerty keyboard
02:43:32fordcarshttp://pastie.org/8464371 Santiago
02:43:35Santiagosure
02:44:17fordcarsjust place a goal zone with id 1 in your level
02:44:32Santiagook
02:45:40Santiagowoop it works
02:45:47fordcarsYay!
02:45:57fordcarsWelcome to the dark side :)
02:46:08nothing_much has joined
02:47:37SantiagoxD
02:48:07fordcarsxD
02:48:21SantiagoTo make it follow myself what do I add?
02:48:24Santiagoor a player
02:48:54fordcarsUh, you would have to do it on tick
02:49:17Santiagogtg :c
02:49:20Santiagothanks a lot :D
02:49:23fordcarsRemember, this will be hard, it won't work if you write "Follow player, yo!"
02:49:28SantiagoxD
02:49:29fordcarsawwwwwwwww
02:49:33fordcarsOk later!
02:49:35Santiagountil tomorrow
02:49:40Santiagosee you at the game night too
02:49:45fordcarsYep!
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03:53:04amgine123sup
04:08:26fordcarshi
04:08:32fordcarsdid the build I gave you work?
04:08:47fordcarsamgine^^
04:10:03amgine123what build
04:11:24fordcarsthe zip I gave you
04:11:41amgine123what ZIP
04:11:50fordcarslol, 019... yesterday
04:11:53amgine123i never got one
04:12:01fordcarssorry, I pisted it on irc
04:12:28fordcarsamgine, http://www.filedropper.com/exe_1
04:12:31fordcars*posted it
04:12:55fordcarsTh latest 019
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04:27:19amgine123hi logbot
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05:17:44amgine123afk
05:33:52fordcarsI suddenly got an urge to bring ray casting and levelgens together...
05:35:29amgine123??
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05:37:12fordcarsBasic 3d graphics. http://www.arguingwithmyself.com/demos/raycaster/raycaster3.html
05:39:07amgine123uh whats he point
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05:59:29amgine123bye
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09:07:15fordcarsnight!
09:07:28Nothing_Muchlater fordcars
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10:41:26watusimotokaen: ping me when you are around
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16:01:41YoshiSmbno body as posted something here, for maybe 3 hours?
16:02:19kumulexcept for you YoshiSmb
16:02:22kumulYOU RUINED IT
16:03:06YoshiSmbyea, xD
16:04:32YoshiSmbi dont like when nobody post here for some time. '_'
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16:36:39kumuli will say something every half hour. how bout that?
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16:46:35kaenwatusimoto: ping
16:46:43watusimotooh hey there
16:46:49kaenhello!
16:46:56watusimotoI had an idea about solving the warning issue we were tussling with last night
16:47:01kaenah ok
16:47:05watusimotodo you think this would work?
16:47:48watusimotoif(FIRST != 0) then if (char > FIRST && char < LAST) else if(char < LAST) ?
16:47:53watusimotonot quite right, but you get the idea
16:48:02watusimotoinsert a conditional to determine which check to run
16:48:09watusimotothe complex one or the simpler one
16:48:54kaenwell I can try it
16:49:00watusimotoit is not particularly performanc sensitive, and the compiler may well optimize the if() away
16:49:46watusimotoanyway, I had several thoughts along thsoe lines -- complexifying the situation enough to avoid the warning
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16:53:52kaenok, so adding FIRST_PRINTABLE_KEY != 0 doesn't kill the warning
16:54:07kaenadding KEY_DUMMY as the first entry in InputCodeEnum does though
16:54:18kaenso does making KEY_0 = 1
16:54:56watusimotoI don't like either of those, but prefer the second; I can probably live with that for now if we document why.
16:55:06watusimotoalso, possibly switching from U32 to S32 might fix it as well
16:55:26kaenah I think that would definitely work
16:55:32kaenI'll try converting to S32
16:55:50watusimotoS32 is our "generic" int, so that would be my preference :-)
16:58:26kaenoh, inputCode is of type InputCode, which is an enum
16:58:40kaenso it's always unsigned afaik
17:00:31watusimotoalright, just set the first key to 1
17:00:36kaenok
17:00:44kaenI'm gonna mess up your pretty alignment
17:00:48kaensorry :<
17:00:50watusimotoit's not worth any more effort than you;ve given it
17:00:58watusimotoalignment?
17:01:05watusimotoyou mean like chaotic evil?
17:01:06watusimoto:-)
17:01:17kaenKEY_0, KEY_1, KEY_2, KEY_3, KEY_4, KEY_5, // Keyboard input
17:01:18kaenKEY_6, KEY_7, KEY_8, KEY_9, KEY_A, KEY_B,
17:01:18kaenKEY_C, KEY_D, KEY_E, KEY_F, KEY_G, KEY_H,
17:01:22watusimotoah
17:01:32watusimotoall that work.... for naught
17:01:58kaensurely you've seen the various alignment plugins for ST3?
17:02:02kaenthey're beautiful
17:02:20watusimotoI am still using ST 2.x
17:02:26kaenah
17:02:29watusimotobut I do have a good plugin for that
17:02:40kaenthere are still more packages available for ST2 than ST3, I've found
17:02:52watusimotoI wish there were a way to integrate ST into the VC++ environment
17:02:56watusimotothat would make an awesome combo
17:03:24kaenthat would be awesome!
17:03:38kaenIDEs should expose an API for making editor plugins
17:03:59kaenthen you could just wire up emacs/vim/ST/whatever
17:04:09kaentext editors in IDEs are generally terrible
17:04:23watusimotoVC++ is not terrible, but not particularly good, either
17:04:47kaenI guess by "are terrible" I mean "don't have vi mode" :)
17:04:53watusimotoha
17:04:57watusimotoit doesn't have that
17:05:13watusimotobut it does have brief bindings
17:05:24watusimotoassuming you are too young to know brief
17:05:33watusimotoit was the sublimetext of its day
17:05:44kaenhmm never heard of it
17:05:50watusimotothe awesomest editor of the day
17:06:14watusimotohttp://en.wikipedia.org/wiki/Brief_%28text_editor%29
17:07:16kaenalready there :)
17:07:26kaenlooks DOS-y
17:07:31watusimotoit was
17:07:37watusimotopre GUI days
17:07:41kaenah
17:08:01kaeneditors sure have come a long way
17:08:07watusimotoindeed
17:08:17watusimotoI was so happy to find sublime
17:08:18kaenI find that interesting because the idea of a program that lets you write things sounds simple enough
17:08:32watusimotoI had been without a good editor for several years after textpad ran out of steam
17:08:44kaenme too
17:09:04kaenI love vim, but the lack of any gui to speak of was really starting to wear on me
17:09:27watusimotoI use vim when I have to, but prefer gui editors
17:09:34watusimotobut never emacs
17:09:45kaenI've never even opened emacs
17:10:37kaenwhen I saw some screencasts of sublime I thought "ok, I can give traditional key bindings another try for this"
17:10:51kaenthen I found out about "vintage" mode and the rest is history
17:12:48kaenbuild errors from latest: http://pastie.org/8465943
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17:15:29kaenok think I got it
17:15:48kaenjust added HUD and KeyCaps to the FontContextEnum under external fonts
17:16:36watusimotoI think raptor just took those out!!
17:16:57kaen:x
17:16:59watusimotosee his checkins from last night
17:17:07watusimotohe was also fighting build issues
17:17:20watusimotoI think -- we haven't discussed it, just going by the checkin comments
17:17:50kaenhmm I must not have latest
17:17:59kaenbecause he also removed the lines causing the build error
17:21:23kaenweird. I was in like a half-updated state
17:28:35kaenoh, guess not
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18:12:04BFLogBot Commit: 9f8ace6f055b | Author: kaen | Message: remove unused fonts to avoid assertions (and build errors) (... again)
18:12:05BFLogBot Commit: 17311dabafc7 | Author: kaen | Message: silence autological comparison warning in gcc and clang
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18:39:59WatusimotoAnd here I promised myself no fonts tonight...
18:40:11Watusimotohttp://img841.imageshack.us/img841/1347/om7k.png
18:40:45Watusimotohttp://img17.imageshack.us/img17/4602/g38q.png
18:40:49Watusimotothat's cantarell
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18:48:59WatusimotoI guess I like ubuntu better
18:49:18Watusimotohttp://img109.imageshack.us/img109/583/mdwv.png
18:50:47WatusimotoI think this was also ubuntu
18:50:48Watusimotohttp://img14.imageshack.us/img14/3118/uche.png
18:55:17Watusimotojust to fill this out, here is another variant
18:55:18Watusimotohttp://img17.imageshack.us/img17/945/m9wm.png
18:55:53Watusimotohttp://img547.imageshack.us/img547/1848/ok8f.png
18:56:13Watusimotothis one is more compact, so we can fit more text in a given space
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19:10:21kaenyou know I kind of like cantarell better
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19:11:11kaenon another note: I'm starting to have doubts about my over-rendering solution for the fonts
19:11:14kaenhttp://img17.imageshack.us/img17/4602/g38q.png
19:11:59raptorhello
19:13:56raptorI keep getting this google code -> sourceforge e-mails
19:15:06kaenhi
19:15:53kaenanyway, on the screenshot that I posted, the o's in watusimoto are flat at the bottom
19:15:56Darriel has joined
19:16:16raptorthose won't roll smoothly
19:16:47kaenyes, clearly unsuitable for even short range transit
19:17:53kaenhey, while you're here, do you know of any reason that we can't use a system alure or tomcrypt?
19:18:24raptorsystem?
19:18:30raptoryou mean shared lib?
19:18:35kaenright
19:18:38kaenout of tree
19:18:58raptori thought Watusimoto hated shared libs
19:19:23raptorlibtomcrypt - no, but we use a really old version and I'm not sure if we're API compatible with newer ones
19:19:43Darriel is now known as Darrel
19:19:58kaenfun!
19:20:02raptoralure - I did patch alure to handle mod files more appropriately
19:20:08kaenok
19:20:55raptorthis issue was that mp3 and mod formats don't have defined headers in their first specifications
19:21:08raptoralure makes a guess and tries to decode mp3 first
19:21:17raptori changed it to be mod instead
19:22:16raptorthis was my patch - http://code.google.com/p/bitfighter/source/detail?r=414213f99bf3
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19:26:16kaenok, thanks
19:26:39raptorI suppose that we could use system alure as long as we don't have .mod files, and stick with .xm/.it/.s3m
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19:28:20WatusimotoI think it's my system, not bitfighter, so don;t let the crappy nature of the screenshots deter you!
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19:59:16Watusimotodinner!
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20:45:22raptorit's like the forums can't keep quiet now...
20:50:06tommy__ has joined
20:50:27raptoris it time to whack slipzones?
20:51:33kodapad nods
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20:52:38raptoroh hi kodapad
20:53:15tommy__hi.
20:53:50raptorhi tommy__
20:54:09tommy__Is the IRC always active?
20:54:19raptorthere is always someone here
20:54:23raptorbut we may be away
20:54:32tommy__Ahh. Not used to these things
20:55:08raptorIRC is an older form of chat - people usually log onto a channel and stay logged on all day - even if they're elsewhere
20:55:32raptorso if you stick around, a response will usually come, but may take hours
20:56:06tommy__Ahh!
20:56:29kaenso basically like one divided by twitter
20:56:42raptoryes, we're the inverse
20:56:56kodapadS/older/better/
20:57:00kodapadAnd hi raptor
20:57:02raptorin everything, in fact - we even provide useful information...
20:57:05kaengood catch koda
20:57:10kaenhaha
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20:57:45tommy__lol
20:57:49tommy__ok
20:57:58tommy__so is Bitfighter in alpha?
20:58:08tommy__or is it a full release with constant updates?
20:58:13kaennot really either
20:58:15tommy__cuz it almost never crashes
20:58:23tommy__confused!
20:58:34kaenit's definitely post-alpha. but there aren't really constant updates (atm)
20:59:11raptorso someone asked the same thing on the forums, was that you tommy__?
20:59:17raptorit's not alpha
20:59:27raptorit's fully released
20:59:37kaenit's not 1.0 yet though ;)
20:59:51raptorbut we do updates all the time (and time can vary from months to... not-constant)
21:00:28raptorheh, i actually had that argument with Watusimoto_ - he keeps convincing me that we're at version 018, much further than 001
21:00:42kaenwell, I saw this little gem on the wiki: http://bitfighter.org/wiki/index.php/Development_roadmap
21:01:32raptorhaha, that's what probably sparked my debate with Watusimoto_ at the time (since I think I wrote it)
21:03:54kodapadThat's Hedgewars roadmap too!
21:04:48tommy__yea
21:04:52tommy__was me
21:05:13raptorso... tazinator?
21:05:17tommy__yes
21:05:23raptorwelcome to #bitfighter !
21:05:23tommy__its my initials
21:05:41tommy__thank u
21:06:10raptorkaen: how did you end up removing font junk I already removed?
21:06:20kaenbad merge
21:06:24kaenI won't name names :)
21:15:21Watusimoto_hi
21:15:36raptorhello
21:16:36Watusimoto_tommy__: we're about to release 019 -- that means 19 major releases
21:17:48Watusimoto_raptor, kaen: I am very confused
21:18:03Watusimoto_we seem to agree that play font looks good but renders poorly
21:18:10Watusimoto_so I looked into it further
21:18:44Watusimoto_it turns out it has a gazillion glyphs and is produced by a professional font foundry that has tons of other nice looking (commercial) fonts
21:19:00Watusimoto_which makes me wonder why it renders so poorly at small sizes
21:19:15raptorwas that the font your converted from OTF?
21:19:28Watusimoto_no, I have the original ttf sources
21:19:39Watusimoto_i converted lots of others though
21:20:03Watusimoto_another odd thing is that I can't find the font on the foundry's website
21:20:52kaen!motd
21:21:20raptoris there a way to tell if hinting was added to the font?
21:21:21Watusimoto_but the font designer is listed on the foundry's website
21:21:33thread_ has joined
21:21:45Watusimoto_i have a nice font editing software, which crashes every time I try to load that font
21:21:52Watusimoto_so it's hard to tell...
21:21:54raptorsounds like fontforge
21:22:08Watusimoto_no, that crashes every time I try to do anything
21:22:08thread_Who is in charge of maintaining the bitfighter luadocs page?
21:22:21raptorthread_: yes
21:22:24Watusimoto_this is a commercial package, regarded as the best font editor
21:22:41Watusimoto_yes is in charge
21:22:42raptorwell... it still crashes
21:22:48Watusimoto_now let us find this mr. yes
21:22:52thread_The header of http://bitfighter.org/luadocs019/ still says "Bitfighter 018" in the head
21:23:03thread_*at the top
21:23:04Watusimoto_raptor: so true
21:24:03raptorPlay-Regular opens in my fontforge
21:24:16Watusimoto_when you look at this page
21:24:17Watusimoto_http://www.fontsquirrel.com/fonts/list/foundry/jonas-hecksher
21:24:26Watusimoto_the font clearly has some anti-alias hinting
21:24:43Watusimoto_better
21:24:44Watusimoto_http://www.fontsquirrel.com/fonts/play
21:24:51raptornot really... that looks imposed by the view... looking
21:25:10Watusimoto_over 1000 glyphs... it has to have hinting
21:25:33Watusimoto_you don;t design a font like that without some idea what you are doing
21:26:05raptorlooks like it doesn't have hinting, according to fontforge
21:26:38Watusimoto_aha!
21:26:42kaenconfirmed
21:26:50raptorbut
21:27:07raptorlet me apply autohinting... and see if i can save without crashing
21:27:13kaenhehe
21:27:55Watusimoto_http://img17.imageshack.us/img17/3410/5q6l.png
21:28:06Watusimoto_look at the small type there... looks pretty good, eh?
21:28:12raptoroh my goodness it saved
21:28:32Watusimoto_you got fontforge to save???
21:28:35raptoryes
21:28:46Watusimoto_call the pope!
21:28:52Watusimoto_we have a certified miracle!
21:28:55Watusimoto_st. raptor!
21:28:58raptorbut I think I have a new version... one from 2012, installed especially from a rogue repository
21:29:18Watusimoto_anyway that screenshot was made with play bold
21:29:34thread_kaen: what time is it where you are?
21:29:41Watusimoto_and it looks good
21:29:46kaen1:29PM
21:30:14thread_ah, ok
21:30:28Watusimoto_so it makes even less sense that play bold would have hinting and play regular not
21:30:33thread_ loggs that informaion away in the brain
21:30:35kaenalso, I think you need two miracles to be beatified
21:30:44Watusimoto_three, I believe
21:30:54kaenI defer to you
21:30:56Watusimoto_but this first one was a really good one
21:31:22kaengreat miracle! extra credit!
21:32:57Watusimoto_ok
21:33:07Watusimoto_beatification is the first step, and requires one miracle.
21:33:10Watusimoto_after death
21:33:14Watusimoto_canonization requires another
21:33:19Watusimoto_so it looks like two are required
21:33:33Watusimoto_but of course, the story is much more complex than that...
21:33:48Watusimoto_if you have an hour you can read this
21:33:49Watusimoto_http://canonlawmadeeasy.com/2013/07/18/how-many-miracles-are-required-to-canonize-a-saint/
21:36:03Watusimoto_so did the autohinting work?
21:37:31raptori don't htink so: http://sam6.25u.com/upload/Play-Regular-hints.ttf
21:38:26raptorfont forge gave me 4 errors with the font: 1 - it's size is 1000, instead of a power of 2 (some convention); and 3 self-intersecting glyph errors
21:40:50Watusimoto_http://img36.imageshack.us/img36/9427/v0c.png
21:41:04Watusimoto_it looks waaay better
21:41:14raptoractually that does look better...
21:41:45raptorfontforge still hasn't crashed...
21:41:49raptorso weird
21:42:06Watusimoto_http://img10.imageshack.us/img10/9582/kabj.png
21:42:46Watusimoto_I'll reincorporate the new play and you can see for yourself on your machine
21:42:52raptorauto-hinting isn't perfect...
21:42:56raptori have it loaded now
21:42:59thomas has joined
21:43:05raptorbut it seems better
21:43:12Watusimoto_it is definitely better
21:43:23thomas is now known as Guest85544
21:44:43tommy__ Quit (Ping timeout: 250 seconds)
21:44:49Watusimoto_http://img22.imageshack.us/img22/2997/eu53.png
21:44:56Watusimoto_you can even read it reaaaaly small
21:45:19Guest85544guys, sorry to interrupt but how do you resize everything at once?
21:45:48Guest85544scale tool works one at a time and not everything is in the right place afterwards
21:47:51sam686I haven't used editor scale hardly at all, will check it out..
21:48:14kaenI'm honestly not sure
21:48:22kaenand it's ok to interrupt on irc :)
21:48:32kaenwe can't tell when you have something to say otherwise
21:48:59sam686another problem, create a map on 019, and load the map on 018, the map loads as extremely huge..
21:48:59Guest85544ya
21:49:17Guest85544is it possible to go in 017 and try the gridsize?
21:49:25Guest85544i dont have 017.. but i heard it works in that one
21:50:01raptorsam686: death to forwards compatibility!
21:50:26Guest85544lol
21:50:37Watusimoto_sam686: that's because we killed gridSize
21:50:47Watusimoto_all coords are saved as their true values
21:51:03Watusimoto_on 018 if there is no gridsize param, it defaults to 255
21:51:15Watusimoto_so when you load a 019 level on 018, all coords get multiplied by 255
21:51:19Watusimoto_and boom... bit level
21:51:53Watusimoto_we did that because raptor found some situations where the coordinates were being changed noticably as they were gridsized and degridsized
21:52:06Watusimoto_^^ that was big level back up there
21:52:55Watusimoto_and those coordinate changes were significant in some situations
21:52:57raptorGuest85544: what version are you using?
21:53:03Guest85544018
21:53:07Guest85544sorry, how do i change name?
21:53:20Guest85544it was supposed to be tommy or thomas but it bugged for some reason
21:53:25Guest85544018a
21:53:28raptordo: /nick some_nickname
21:53:52Guest85544 is now known as Iamtaz
21:54:02Iamtazahh this is good
21:54:03Watusimoto_ is now known as wat2
21:54:17wat2interesting
21:54:26wat2 is now known as Watusimoto
21:54:59ChanServ sets mode +o
21:55:21raptorok, so you say in 018a scale tool doesn't work somehow? can you describe the issue further?
21:55:55IamtazAlright
21:55:58IamtazI have a big circle
21:56:04Iamtazand a normal poygon
21:56:12Iamtazoutside the circle
21:56:14IamtazI scale both
21:56:16Iamtazby 1.5
21:56:19Iamtaznow the polygon is inside
21:56:27Watusimotoare both selected?
21:56:37IamtazI didnt know you could do that
21:56:39Iamtaz!
21:56:53Iamtazdone one at a time
21:56:54Watusimotouse shift or control or whatever, or draw a box around both
21:56:55Iamtazbrb
21:57:08raptorif you do one at a time, they don't keep the same proportional distance
21:57:18Watusimotoso... back to play font?
21:57:23Watusimotoraptor: they don't?
21:57:28raptorto each other
21:57:38thread_ Quit (Quit: Page closed)
21:58:04raptorthe object stays proportional to itself, yes, but not to other objects that weren't scaled at the same time
21:58:33Watusimotogood golly you are right!
21:59:03Watusimotowe must not adjust coords relative to 0,0 like we do for other transformations
21:59:19raptorwhich seems fine to me
21:59:41Iamtazthanks!
21:59:41raptorprobably to its centroid
21:59:52Iamtazi didnt know you could select several at once - problem fiex
21:59:55Iamtazfixed
22:00:10Iamtazactually there is a slight error
22:00:12Iamtazin borders
22:00:15Iamtazbut brb mail
22:01:57sam686What makes it worse is unable to do "GridSize 1" because the map loading of 018 runs Game::setGridSize that changes it to 5 instead of 1..
22:02:18raptorsam686: we won't be supporting forwards compatibility
22:02:48sam686What do I do? make the map on 018, and play on 019?
22:03:02Watusimotowhat do you want to do?
22:03:05raptoras opposed to what/
22:03:12Iamtazback
22:03:30raptoras of last week, the only thing you can't do is make a map on 019 and open it on any revision before hand
22:04:32Watusimotoyou could open the level in the 018 editor, and resize everything to 1/255
22:04:52Watusimotothat would probably work
22:04:56IamtazHere is the border issue: I took the joints (like 1, 2, 3) of a zone (A slipzone actually) and connected them to the borders of a barrier wall (1,2,3 on there have two outside dots you can also connect to).
22:05:48sam686so 2 things, levels made by 019 doesn't work on 018 and earliear, and early levelgen no work on 019 with a removed command.
22:07:12raptorthat first thing we deliberately broke
22:07:28raptorcan you explain the levelgen one in more detail?
22:08:18sam686019 levelgen runner missing addlevelline
22:08:30raptorthat ws deliberate, too
22:08:35raptorit was deprecated in 018
22:08:38raptorremoved for 019
22:08:59raptoryou use other methods like levelgen:addItem(WallItem.new())
22:09:31Watusimotothe scripting has way advanced while you were gone
22:09:33sam686and my levelgen is not easy to convert... http://sam6.25u.com/bitfighter/levels3/6357.levelgen
22:09:57Watusimotooh my
22:11:12raptoroh wow
22:11:17Watusimotoactually, not that hard, I don't think
22:11:30sam686several parts I put a "putitem1" "randomitem1" where I input a "LoadoutZone -1 " and similar
22:11:33Watusimoto5 functions
22:12:32Watusimotono more
22:12:37Watusimotoand putitem1() will be tricky
22:12:43sam686I pretty much have to rewrite the whole thing..
22:14:12Watusimotowritepath; writeturn; writethreeway; writedeadend; writefourway; spawn1 will be straightforward
22:14:12Darrel Quit (Read error: Connection reset by peer)
22:14:12LordDVG Quit (Remote host closed the connection)
22:15:06Watusimotoputitem1 will be a bit harder, but probably not too bad
22:15:20Watusimotothe overall logic and most of the other functions should remain intact
22:16:04Watusimotoor better
22:16:04sam686another problem, I don't really know some parts of the new stuff added to bitfighter 019 and 018 for that matter..
22:16:13Watusimotowe can just rewrite one function and fix it all!
22:16:15Watusimotofunction output1(str1)
22:16:15Watusimoto-- logprint(str1)
22:16:15Watusimotolevelgen:addLevelLine(str1)
22:16:15Watusimotoend
22:16:37Watusimotoif we change that to disect the levelLine and create the appropriate object, everything else remains as-is
22:16:55Watusimotoand that wouldn't be too hard
22:17:13sam686.. or write to level file... if I know how.
22:17:48Watusimotothe downside to writing to a levelfile is that you can't then load that levelfile
22:18:07raptorwell actually...
22:18:11kaensam686: I put some work into fleshing out the lua docs for 019, hopefully that helps
22:18:28raptorwe added a writeToFile() and readFromFile()
22:18:33raptorin 019
22:18:38sam686oh and.. my levelgen relys on gridsize as well, though can be easy to multipy into the output..
22:18:47raptorbut it defaults files to the screenshots folder (just to be safe)
22:19:41Watusimotothere's only 11 or 12 different items, most are the same form (loadoutzones & goalzones are essentially identical, for example)
22:20:01Watusimotogridsize can be fixed in the output
22:20:09Watusimotoraptor: what do those functions do?
22:20:18raptorkaen: are the 019 and 018 luadocs in each others' spot?
22:20:21Watusimotojust write to an arbitrary file?
22:20:27kaenmaybe
22:20:28sam686one idea is if you didn't remove levelgen:addLevelLine(..), addLevelLine could return an objact that was added..
22:20:28kaen@_@
22:20:31raptorWatusimoto: since we sandboxed Lua for 019
22:20:44raptori still wanted to provide a way to read in or save a file
22:20:55raptorso its still restricted, but you can do it with those methods
22:21:03raptorI think they read/write only strings though
22:21:03Watusimotoright
22:21:13Watusimotobut you can't write a levelfile, and then load that into a new game
22:21:58raptorwhy not?
22:22:01sam686unless theres a LoadLevelFromFile or addLevelFromFile command..
22:22:12raptordo it in main, add your own parsing...
22:22:21raptoroh, nothing built-out no
22:22:27Watusimotosam686: I would rather help write a lua finction that translates loadlevel lines than create/recreate the c++ functionality, as we converted all other known levelgens
22:22:30raptorall *proper* API calls now...
22:23:02Watusimotoright, but sam686 was looking for a way to avoid diong the parsing
22:23:22sam686some people made levelgens that they haven't release (like _k)
22:23:24raptorthat's gone
22:23:34Watusimototrue
22:23:37raptorI've seen _k twice in 1.5 years
22:24:02raptorwe could write a Lua helper parser
22:24:09YoshiSmb Quit (Ping timeout: 250 seconds)
22:24:54raptorand honestly, I think sam686 is the only one with levelgens that complex pre-017
22:25:08Watusimotohere's how I would write the parser
22:25:30WatusimotoI would write a perl script to rip through the c++ code and pull out all the processarguments commands
22:25:35Watusimotofunctions, rather
22:25:47sam686I am not sure if I can completely write some parser, expecially since I don't know many of the new 018/019 stuff added to Lua
22:25:57Watusimotoand use those as the framework for a set of translation functions
22:26:41Watusimotowell, first off you don;t need to write a full parser, just for the stuff of interest. i counted only a dozen items
22:26:49Watusimotosecond, we'll help
22:26:56sam686ok..
22:27:07WatusimotoI think it will be easy enough
22:33:27sam686my blizzard control works, but is spamming gigabytes of lines of "'getLoc()' is deprecated and will be removed in the future. Use 'getPos()', instead"
22:33:39raptorwoo!
22:33:52raptorI hope that is sufficient motivation to change it... :)
22:34:18kaennothing yields choppy performance quite like clogging stdout
22:34:59sam686my performance already slows down, unless I minimize the console, but then, it will fill the hard disk of log files faster..
22:35:48raptorthe plan was to DOS people by filling up their harddrives
22:35:51Watusimotos/getLoc/getPos/g
22:36:08Watusimotoman, I am having a really hard time thinking in lua
22:36:18WatusimotoI'm trying to write a barriermaker parser and man...
22:36:35Watusimotono string splitting fn, no continue statement...
22:37:38raptorWatusimoto: one of the fastest string splitting functions: http://pastie.org/pastes/8466583/text
22:37:45raptorI just wrote that for something at work
22:38:01raptoryou can remove the trim() parts
22:38:28sam686018's addLevelLine was kindof simple, it just calls parseLevelLine (which parseLevelLine is also used while loading regular level.
22:38:58raptoractually, it was teh trim function that was fast - not sure about the split part
22:40:05Watusimotook, documentation question
22:40:24Watusimotohow do I see in the luadocs that wallItem has a setGeom method?
22:41:02raptorhttp://bitfighter.org/luadocs/class_wall_item.html
22:41:04raptorit's here
22:41:11Watusimotoah, the hidden public memebers link!
22:41:13Watusimotoin gray
22:41:15raptoroh, you have to click on 'public... yes
22:41:28raptorcan that be enabled automatically somehow? and sorted...
22:41:34WatusimotoI think there is a way to have that be expanded by default
22:41:52raptorkaen might be the most recent expert in the luadocs...
22:42:44kaennot that familiar with doxygen
22:42:47kaensounds possible though :P
22:43:04raptorheh
22:44:38Watusimotowould a function that takes a string that represents a list of coodinates and converts it to a geom be useful?
22:44:54Watusimototakes "1 1 2 2 3 3" and creates 3 points
22:45:03Watusimotoit would be useful here, but elsewhere?
22:45:04raptoryes, and i've written one
22:45:11raptorgave it to bobdaduck...
22:45:21koda has joined
22:45:24WatusimotoI was thinking about putting it in the C++ side of things
22:45:31Watusimotoas antoehr form of "geom"
22:45:44raptorwell
22:45:47WatusimotoWallItem.new("1 1 2 2 3 3 ")
22:45:54raptorargh..
22:45:59Watusimoto:-)
22:46:16raptorwe seem to be undecided with point.new() {1,2,3,4} and using constructors
22:46:37Watusimotodoes ^^ work?
22:46:57raptorwe use point.new() and arrays of points everywhere
22:46:59raptoronly
22:47:03Watusimotook
22:47:03raptorfor consistency
22:47:15Watusimotoarrays are good for adding bulk geometry
22:47:27raptorno no
22:47:41raptorwe don't do: {1, 2,3,4}
22:47:55raptorwe have to do: {point.new(1,2), point.new(3,4)}
22:48:01Watusimotoah, I see
22:48:08kaenor alias point.new and do P(1,2)
22:48:19raptorat least I think - that was a choice we made after last year's GCI, I think
22:48:50Watusimotoa function liek this might be nice: points = Geom.makePoints(1,1,2,3,4,5)
22:48:51raptorwhere's bobdaduck
22:49:03raptoryes, some static helper function might be good
22:49:05Watusimotoand points is a table of points
22:49:09Watusimotoyes
22:49:13Watusimotoin the Geom library
22:50:28raptorWatusimoto: found my old code: http://pastie.org/pastes/8466611/text
22:50:53raptorexcept it looks like bobdaduck added the word 'awesome' to it somehow
22:51:16kodapad Quit (Quit: K Thx Bai)
22:51:23Watusimotonice
22:55:05sam686this works: function newobj1(obj1) return obj1.new() end ... newobj1(ResourceItem)
22:56:56raptoroh good - you might have to handle barriermaker -> wallitem and maybe a few others
22:57:56kaenoh, I didn't realize you were mid-conversion
22:58:11kaenI got all the way to putitem1 :)
22:59:05raptorwait what? I think I'm lost
23:00:03sam686a small problem with in-game console (ctrl+/), page up to scroll up, page down to scroll down, problem is you could keep scrolling down endlessly
23:00:26sam686and I thought there was a million lines and it won't go to the end
23:00:38Watusimotoso this is untested, but should translate a BarrierMaker string into a barrier
23:00:39Watusimotohttp://hastebin.com/vicunosoji.txt
23:00:56Watusimototwo of the functions would be reused for all objects
23:01:33Watusimotoso what's left is implementing addWall analogs for other objects
23:02:03Watusimotoand figuring out when to call each addXXX function
23:04:17raptorwe need a hastbin + 0bin
23:10:58kaen"with our premium support package, a talented team of bitfighter scripting experts are available 24/7 to handle all of your lua scripting tasks"
23:11:18kaen"packages start at $FREE.99"
23:11:45amgine123 has joined
23:11:54amgine123sup evryone
23:12:26kaennot much
23:13:01kaenjust begging debian's security team to please, PLEASE let me not package the five libraries we need that aren't in their repos
23:14:01Watusimotohttp://hastebin.com/wotekefoji.levelgen
23:14:04Watusimotothat script works
23:14:13Watusimotolook at the main() at the bottom of the file
23:14:25Iamtaz Quit (Ping timeout: 250 seconds)
23:14:58Watusimotoso 1/12th of the way to fixing sam686's script!
23:15:39sam686one question is the speed of it running?
23:15:45amgine123so any neew builds to test mine is very out od datee
23:16:25raptorit'll be slow, but it's only run once...
23:16:46raptornew Lua API since 018 will let you add things later in the level
23:16:55sam686well the levelgen only runs once, but it will call the wall creating hundreds of times
23:17:42Watusimotoraptor: why would it be slow?
23:17:49kaenstring manipulation
23:17:55raptorstring... ^^
23:18:00sam686I guess strings is just a bit slow..
23:18:04Watusimotothat's only slow when you create new strings
23:18:08kaensubstitute raptor strikes again!
23:18:10Watusimotohere we're not really doing that
23:18:14raptorhaha
23:18:44Watusimotostrings themselves aren't particularly slow... stuff like removing a char or adding a char are slow with large strings ebcause the whole thing needs to be copied
23:18:50Watusimotobut that's not relevant here
23:19:01Watusimotothe strings are small, and we're not really manipulating them that much
23:19:15kaensplit is going to allocate a new string for every space it finds
23:19:33raptorsplit is the evil
23:19:36Watusimotoin any event, it would be easy to gradulally migrate some of the current methods to native ones, even if you didn't go every case
23:19:49Watusimotosmall strings... small allocaitons... not too bad
23:20:10kaendepends a lot on the gc behavior, too
23:20:16kaenand I'm not familiar with lua's
23:20:29Watusimotoit can get bogged down
23:20:41Watusimotoat least with heavy cycling
23:20:46Watusimotonot sure about this case
23:21:18kaenbut not only allocation, it'll copy too
23:21:20raptorbut this is just a one-time thing anyways... right?
23:21:30kaenand it's also allocating a table to hold them
23:21:30Watusimotoyes
23:21:38Watusimotosplit could also be refactored out
23:21:38raptori mean, we want people to use the new API and sam686 will be able to catch up
23:21:41kaenanyway this is moot after all
23:21:53kaenyeah, would be better to scan via find and substr I think
23:21:57amgine123@kaen my code is till busted
23:22:03kaenit'll be fast enough
23:22:24sam686new API already being used for dynamic levelgen that runs while game is running.. like my "Blizzard Control"
23:22:49Watusimotothe 9 point answer shows how to scan
23:22:49Watusimotohttp://stackoverflow.com/questions/1426954/split-string-in-lua
23:23:17Watusimotoyou could scan and build a table of numbers directly with no strings at all
23:23:26raptoroh yeah, sam686, huh... I guess some parts of it were before 018...
23:29:07Watusimoto--output1("Spawn " .. t .. " " .. (x+0.5) .. " " .. (y+0.5))
23:29:07Watusimotolevelgen:addItem(Spawn.new(point.new((x+0.5) * 255, (y+0.5) * 255), t))
23:29:16Watusimotothe fix for the spawn is just do it inline like this
23:30:29Watusimotolevelgen:addItem(Spawn.new(point.new(x,y), team))
23:30:34Watusimotohmmm
23:30:51WatusimotoI guess that's ok
23:30:54amgine123hey kaen
23:32:55amgine123hmm error where are you http://pastie.org/8466694
23:34:11Watusimotothe rest of the items can be added without string splitting
23:34:56Watusimotoif you intercept them inside function putitem1() and send the args directly to a constructor helper... I'll write one to show you what i mean
23:36:01sam686amgine? http://pastie.org/8458634
23:36:21sam686I don't know what you had there on the for loop..
23:37:18amgine123its a specificloop kind kaen told me im learning lua from him
23:37:44amgine123however i wouldlike to learn how that line workss but youbusy
23:37:53sam686The changes I made, as seen on my pastie, works
23:39:00Watusimotofunction putitem1(type,x,y,str1,str1after)
23:39:00Watusimotoif str1 == "RepairItem" then
23:39:00Watusimotolevelgen:addItem(RepairItem.new(point.new(x,y)))
23:39:00Watusimotoend
23:39:01Watusimoto...
23:39:33Watusimotoso sam686, I think porting your script will actually be pretty easy
23:39:42sam686My old 6357.levelgen is crazy and only uses addLevelLine, its kindof crazy trying to convert it to not use addLevelLine anymore as 019 may not have it no more..
23:40:03Watusimotowhich one is 6357> is that the one we were looking at?
23:40:08sam686yes
23:40:10Watusimotoor a different one?
23:40:39Watusimotowell, I wrote 3 of the 12 functions and it was pretty easy
23:40:42sam686thats the one you looking at, as seen in http://sam6.25u.com/bitfighter/levels3/6357.levelgen
23:40:56Watusimotoyes
23:40:57sam686might be even in the forums in map section too..
23:41:35Watusimotoso if you take the various bits abd pieces I've pasted here, you'll have everything you need to port it, I think
23:42:17WatusimotoI can pull them all together and put them in the levelgen if you like
23:42:38sam686sure...
23:42:54sam686I haven't see all of your work yet, just pieces of them.
23:43:05Watusimotoyes
23:43:06Watusimotook
23:51:46Watusimotosam686: here it is
23:51:47Watusimotohttp://hastebin.com/jotuloponi.txt
23:51:55Watusimotoit is your code plus my comments
23:52:07Watusimotolook for my comments with WATUSIMOTO strings
23:52:25Watusimotoit will include my suggested revisions, plus notes on what else I saw that needs to be done
23:52:47WatusimotoI double-counted some objects earlier... it looks like about half the work is now done
23:53:23sam686ok.
23:53:35Watusimotowell, maybe 2/5
23:56:24BFLogBot Commit: 4766f75d90ee | Author: watusimoto | Message: Reinstate Play font using raptor's hinting fix.
23:56:25BFLogBot Commit: f1a80b412adf | Author: watusimoto | Message: Usually you want to see the error message when there IS an error, not when there is not!
23:57:59amgine123woah i trief to join some polywalls that were tuching ontheedges only and it gltihed otut
23:58:46amgine123try joining 4 poly walls that are only tuching on the edgeswith J
23:59:39sam686I hate the looping of pagedown in (ctrl+/) console, it confuses me.

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