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IRC Log for 2013-11-13

Timestamps are in GMT/BST.

00:00:09kaenI was actually thinking about that last night
00:00:20kaena lua binding for gtest assertions
00:00:44Flynnn Quit (Quit: This computer has gone to sleep)
00:00:54raptorhmmm
00:01:18kaenit'd be tricky because I think the expect/asserts are methods, so there'd have to be like a dynamic luaW-ifying of each test fixture
00:01:36raptoryou mean to be able to right down something like: EXPECT_TRUE(luaRun("5 + 3 == 8"))
00:01:39kaenif I'm wrong and expect/assert are simple static functions, then it's a trivial wrap-and-push
00:01:50kaenno, I mean like make assertions in lua
00:02:04kaenwithin the lua you write
00:03:15kaenthen bob and amgine123 could help us write unit tests for the lua environment!
00:03:23Darrel Quit (Read error: Connection reset by peer)
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00:04:10kaen(also it'd just be tons easier to write lua environment tests in lua than c++)
00:04:41raptorso in a lua script, i could do: gtest.expect_true(5 +3 ==8)
00:04:44raptor?
00:04:51kaenI was thinking something a lot simpler
00:05:01raptoror do you mean fully allow a lua script to test core bitfighter code?
00:05:04kaenassert(5 + 3 == 8)
00:05:31kaenbasically I just mean replacing lua's assert() with a C function that wraps EXPECT_TRUE
00:11:05raptorbut are you thinking to allow it to test bitfighter c++ code? or just the Lua API stuff?
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01:25:08BFLogBot Commit: 31985633d2c6 | Author: buckyballreaction | Message: Add a little more test, sandbox ones will fail for now...
01:26:15amgine123so sam
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02:39:55fordcars_xpI tracked down the levelgen crash: 71AB4EA0 mov dword ptr [edi+8],eax
02:40:22fordcars_xpUnhandled exception at 0x71ab4ea0 in user.dmp: 0xC0000005: Access violation writing location 0x00000009
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02:55:31kaenfordcars_xp: cool assembly dump!
02:55:51kaenit's actually not very useful though :/
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02:56:26kaenI don't even know what revision that is to try to convert the address to a line of code
02:56:57fordcars_xphah sorry
02:57:17fordcars_xpi tried commenting out the code that changes the chape of the zones, but it still crashes
02:58:31kaenoh wait, you build from source?
02:58:41fordcars_xpnonononono sorry, levelgen :P 018a
02:58:44kaentry running it in visual studio
02:59:06kaenoh, and try this:
02:59:12kaenoh
02:59:26kaendo you know what line makes it crash
02:59:37fordcars_xpno! Bitfighter crashes
02:59:46fordcars_xpSo I get nothing :/
03:00:15kaenok, try running it from a console window
03:00:22kaenand use logprint statements around lines that look suspicious
03:00:22fordcars_xpok
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03:14:23fordcars_xpkaen, the bitfighter command prompt in windows goes away, even if Bitfgihter is running from command prompt.
03:15:10fordcars_xpnmnmnmnmnmnmnmnmnmn
03:16:49fordcars_xpahhh ha!
03:22:04fordcars_xpyay I found the function that ruins everything!
03:22:39kaen has joined
03:23:01kaensorry fordcars_xp my connection sucks
03:23:21fordcars_xpIt's fine :P
03:23:47kaenwhat function?
03:24:01fordcars_xpMy function :P castSingleArray()
03:24:23kaenwhat line yujn
03:24:34kaensorry wrestling with my girlfriend
03:24:39fordcars_xphahahahhaha
03:24:40kaenwhich +[]
03:24:56kaenwhich line
03:24:58kaen"?;
03:25:03kaenin htat
03:25:03kaen']\
03:25:07fordcars_xp212
03:25:09kaenfunction
03:25:14kaen\what's
03:25:17kaen...
03:25:33kaenthe actual line of code?
03:25:36fordcars_xpyeah
03:26:05kaenI mean what's the actual line of code?
03:26:15kaensorry dude she was messing with the keyboard ...
03:26:20fordcars_xp212??
03:26:25fordcars_xpIt's fine :P
03:26:32kaencan you paste it?
03:26:36fordcars_xpahhhhh
03:26:42kaenI'm trying to figure out if it's setGeom, or whatever
03:26:48fordcars_xpooh okok
03:26:57fordcars_xpIt's not that though, it's commented out
03:27:03amgine123hia
03:27:05kaensure
03:27:06kaenhi amgine123
03:27:19amgine123is there a afk command xd
03:27:33fordcars_xphttp://pastie.org/8476426#8
03:27:43fordcars_xp./idle
03:29:03kaendo you know what actual line of code
03:29:22kaenin that function?
03:29:27fordcars_xpnope
03:29:29fordcars_xpnot yet
03:29:41kaencan you find it? I'm stepping out for 20 minutes then I'll be back
03:29:59fordcars_xpSure, I was just cleaning this code
03:31:55amgine123./idle invalid cmand
03:32:11fordcars_xpin what? Linux, Windows, Irc, Bitfighter, Mac...
03:32:26amgine123irc
03:32:34amgine123is there a afk command for irc
03:32:43fordcars_xpoh, uh I think so
03:32:58amgine123 shrugs
03:33:15fordcars_xp./away
03:33:20amgine123ok
03:33:28amgine123do you know the one i used above
03:33:48fordcars_xp./idle is for bitfighter
03:44:01fordcars_xpI HAVE FOUND THE PROBLEM MHAHAHAHAHHAHA
03:44:07fordcars_xpInfinite while loop
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04:03:10SolumnMushroomHello all!
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04:29:45fordcars_xpGtg, might be back in an hour
04:29:58fordcars_xpkaen, the crash was an infiinite while loop. It's good now :P
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04:37:52raptorI just have to say that 5-month-olds and slinkies are hilarious
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04:49:38kaenlol
04:50:35kaennot sure if you saw the logs, but spicey's been terrorizing the channel today :x
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05:28:52amgine123http://i43.tinypic.com/2942lnd.jpg
05:28:55amgine123oops wrong link
05:29:02amgine123:$
05:29:59fordcars_xphuh?à
05:30:23amgine123i ment to lnk a pastie
05:30:26amgine123link
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05:57:52amgine123gtg bye
05:57:57amgine123(bye)
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14:09:12BFLogBot Commit: 775e2f415e84 | Author: sam8641 | Message: Added TestObjects.cpp, fixes some processArguments crash
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16:14:29kaenupgrading to Debian unstable! hopefully I'll be back in a minute @_@
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17:00:37raptorgood day!
17:02:53raptorlooks like sam686 picked up on the test framework quickly... I guess I have no excuse now..
17:02:57raptor:)
17:03:22sam686Guess what I did to access a private variable?
17:03:45raptorwhat?
17:03:54sam686I did a #define private public
17:04:14raptorhahahaha
17:04:17raptorno way...
17:04:23sam686it works
17:04:38raptoryes, it does..
17:04:43raptorthat's funny
17:04:45raptorI would have never thought about that
17:08:34kaenthat's clever :)
17:08:55kaenbut don't do that, include #include "gtest/gtest_prod.h" in the class's header
17:09:00kaenand use FRIEND_TEST
17:09:08raptorwill that work as well?
17:09:15kaenthat's what it's for :P
17:09:22raptoreven for private... ok
17:09:59sam686I don't know everything, and I didn't think I want to blindly delete the private either..
17:10:29kaengood call :)
17:10:37kaenwe're all learning here, no worries
17:10:53raptori still it's hilarious
17:10:58kaenditto
17:11:08sam686maybe #define is a bit too powerful..
17:11:21kaenI had no idea it could do that...
17:11:37kaenkind of nuts that you can define over a keyword
17:12:47raptoryou'll have to excuse my LuaEnvironment tests from failing - they will do so for a little while
17:12:59raptoralso there are loadout indicator tests failing for some reason
17:12:59kaenI like them, regardless
17:13:05kaenI was going to bring that up
17:13:13kaenthought maybe it was my GL implementation or something
17:13:16sam686my tests used printf, to see whats going on
17:13:44kaenyeah, gtest is missing a debug() function
17:13:49sam686logprintf doesn't work in test (nothing outputted), probaby because it isn't setup
17:14:03kaenusually test frameworks define something like that with a flag that turns the output on/off
17:14:37raptorseems complicated: http://stackoverflow.com/questions/7923903/printing-additional-output-in-google-test
17:14:43raptoror at least moreso than it should be
17:14:56sam686but, if logprintf outputs to console during test, there will probably be huge number of line of text related to my bogus random processArguments
17:15:41kaenwow that is just ridiculous, raptor
17:15:52kaenmaybe we should make our own debug()
17:16:37sam686simple: printf("hi \n") works anywhere, even in test..
17:17:02kaenit'd be nice to be able to turn the output off too though
17:17:12kaenor even better, have it off by default and turn it on
17:17:30kaenthen we could apply it liberally and not spam the output
17:18:01sam686simple isn't always better, maybe you can come up with something better..
17:20:23kaenit's almost time to drop gtest_main for our own test runner main() I think
17:20:32kaengetting to the point where the test exe needs more flags
17:28:55sam686TestRobot.cpp line 55 still have some memory corruption, maybe the way it is removing the bot in LUA have a problem?
17:30:36kaenthat's my guess... if that's the case, then it's likely my fault
17:30:38sam686202 memory leaks in Test: http://sam6.25u.com/upload/text1311/131113_17-11-03.txt
17:31:41raptorI'll be honest and say I'm not too worried about memory leaks in our tests (yet) unless they start affecting results or other tests
17:32:07raptoralso sam686, what memory analyzer are you using?
17:32:32kaenagreed
17:32:33sam686Visual Leak Detector,
17:33:13sam686Its mostly failing to delete ClientGame
17:33:42sam686I guess when ClientGame isn't deleted, everything in the ClientGame isn't deleted as well..
17:35:22raptorah
17:41:14sam686on TestSpawnDelay.cpp doScenario2 I put a single delete clientGame2, that cuts the memory leak down to 87 memory leaks
17:42:20raptormaybe they should be wrapped in shared_ptr
17:43:50sam686http://sam6.25u.com/upload/text1311/131113_17-11-50.txt umm... multiple memory leaks of the same call stack, maybe the memory leak is coming from font manager?
17:44:08sam686(or nearly the same stack trace)
17:44:14raptorthe font system does need to be shut down
17:44:25raptorit does use 'new'
17:44:44sam686should be done on some destructor...
17:45:47raptorFontManager::cleanup() need to be called if ::initialize() was called
17:47:58sam686a bigger problem is, FontManager::initialize is a static method, why call it multiple times?
17:48:17raptorthat would be a problem, yes
17:54:52kaenI think it should be init'd and cleanup'd for each case
17:55:28kaenbecause you want to test the components in isolation from each other, so the tests shouldn't share a FM instance
18:07:58watusimotoI'm in a panic at work right now, so no time to chat, just wanted to say I like kaen's idea to allow users like bobdaduck to write test in lua for us
18:08:20kaenthanks, and good luck!
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18:50:14BFLogBot Commit: 4604e38f9ee3 | Author: sam8641 | Message: Fixed many memory leaks on tests
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19:23:13raptorthanks sam686!
19:33:36raptorI'm actually curious sam686: you modified fontstash.c itself, which is an upstream project, do you want to submit that as a patch?
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19:54:33BFLogBot Commit: 654498779c98 | Author: watusimoto | Message: Fix crash on startup...
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20:05:20sam686sure if you want..
20:05:34sam686was away for 30 minutes..
20:28:15kaeninline bool operator !=(const Point& a, const Point& b)
20:28:15kaen{return !(a.x == b.x) && !(a.y == b.y); }
20:28:30kaenwon't this count (0,1) and (0, 2) as "equal"?
20:28:33kaenit's in poly2tri
20:29:07sam686lets see...
20:29:28sam686!(0 == 0) && !(1 == 2)
20:29:47sam686!ftrue && !false
20:29:59sam686it will be false
20:31:39kaenso, Sweep::FillRightConcaveEdgeEvent and Sweep::FillLeftConcaveEdgeEvent should be broken
20:32:42kaenI'm not sure exactly how, but I imagine it involves rectilinear points
20:33:08kaenI'm not eagle-eyed enough to spot it, but I saw https://code.google.com/p/poly2tri/issues/detail?id=80
20:33:15sam686return !(a.x == b.x && a.y == b.y) would be more correct..
20:33:39kaenyeah
20:33:51kaenit's weird that they have a != and an == operator
20:33:56kaenwith two separate implementations
20:34:12kaendefining != as inverse == sounds less error-prone
20:34:36sam686a.x != b.x || a.y != b.y would be correct as well for (true if not equal)
20:48:28kaensweet! just built a test program against my poly2tri packages :)
20:48:50kaentime to see if debian-mentors thinks they're up to snuff
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20:55:38Watusimotoraptor: about GCI -- I think we are ok; I don't see a task list anywhere... but I would expect some of our tasks to be on it
21:11:24sam686one problem I keep seeing on 018a editor is, saving then loading the map keeps changing forcefields and turret's position
21:12:02sam686one level broke (bossibly by someone's edits) because the forcefield is not blocking the path and cannot get through
21:14:50WatusimotoDoes this happen in 019? This issue was the main reason we got rid of gridsize
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21:16:05sam686haven't tried much of 019's editor, but one related problem also is that dragging everything, walls and turrets and forcefields all at once causes positions to become out of wack for turrets forcefields
21:16:44kaenone thing I noticed in the editor dragging code is that it tries to snap engineered items to the grid
21:17:01kaenwhereas I think it should leave the mounted items alone and let them re-snap when the dragging stops
21:17:04sam686small performance problem, dragging hundreds of walls at once freezes the editor for a few seconds
21:17:24WatusimotoI think it always has
21:17:36Watusimotodoes the freezing happen when you drop them, or while you are dragging?
21:17:53sam686only when dropping them, not while dragging
21:18:10kaenthat's because it's retriangulating I think
21:18:22sam686after done dragging hundreds of walls, the game is basically stuck and frozen for a few seconds
21:18:26Watusimotooh, that could be
21:18:48Watusimotowe probably don't need to triangulate rectanglurar wall segments
21:19:04sam686retriangulating hundreds of times? once for each walls dragged?
21:19:26sam686or more like calculating wall edge lines?
21:19:41kaenregarding the turret snapping, when I made it stop snapping until the end, it helped the problem sams's describing with turrets/forcefields, but there was still a little wonkiness
21:19:43Watusimotoit may be the wall edges
21:20:28kaenit might also be retirangulating hundreds of times. it does that when you addItem from a plugin, at least
21:21:01sam686I think retriangulating is limited to only itself
21:21:10sam686as loading level with hundreds of walls is fast
21:21:28kaenthere's also a union that takes place
21:21:28sam686moving all of hundreds of walls is much slower
21:21:29Watusimotoit probably needs to do a big ol' intersection with any other wall items in the area, then retriangluate the whole shebang
21:21:42kaen^
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21:35:08Watusimotowe could actually try to be smarter about it...
21:35:24Watusimotowhen zoomed in, we could retriangulate what;s on screen first, then do the rest later
21:35:47Watusimotowhen zoomed out, we could just draw walls as a solid line while we are triangulating
21:36:00Watusimotoin both cases, refined triangulation could happen in a separate thread
21:36:07sam686triangulate on a seperate thread while the main thread can just render and process other things...
21:36:13Watusimotoyes
21:36:36Watusimotoof course, threads are painful
22:13:22raptorhowdy folks
22:14:38kaenhello
22:14:57raptorok, on two points
22:15:16raptor1. I fixed much of the FF/Turret jumping issues for 019, it's still there, and mostly becasue of snapping
22:15:32raptor2. I think the editor might be doing too much triangulation
22:15:37raptorlike on every tick
22:15:43raptorhaven't confirmed yet, though
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22:35:08raptorha
22:35:19raptoreditor Game Type level parameter list is not sorted
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23:17:41raptorsam686: that fonstash change - was that an actual bug in the fontstash code, or was that just to handle our usage of it?
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23:22:42raptorI'll submit it as an issue
23:29:36raptorok, submitted: https://github.com/akrinke/Font-Stash/issues/7
23:33:10kaenwee!
23:33:11kaenhttp://mentors.debian.net/package/libpoly2tri
23:33:17kaennow I wait ...
23:33:22kaenactually now I move on to clipper
23:33:49kaenthat was infuriatingly difficult by the way ...
23:33:55raptorCONGRATS
23:34:02raptorthat's actually quite the accomplishment
23:34:04kaenthanks :)
23:34:21kaenjust to be clear, it's not actually in debian
23:34:24kaenit still needs a sponsor
23:34:39Nothing_Muchwhat happened?
23:34:44raptorI like RPM for a reason, by the way... it because I dislike DEB (specifically because of teh build processes...)
23:34:44kaenbut it is lintian-clean and builds from source
23:35:00kaenah, that makes sense
23:35:11Nothing_Muchlibpoly2tri?
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23:35:23kaenNothing_Much: just packaged the first of between 3 and 5 packages I have to make before I can package bitfighter for debian
23:35:33amgine123amgine123: SUP
23:35:37Nothing_Muchdude, that's awesome
23:35:50kaenamgine123: did you just... highlight yourself?
23:35:54Nothing_Muchwish I could do something like that
23:36:07amgine123idn i think i did on accident
23:36:20kaenNothing_Much: you can. you just need a week of your life to throw away :P
23:36:25raptori love that statement: "of between 3 and 5 packages"...
23:36:44Nothing_Muchkaen: I procrastinate waaaaaay too much :(
23:36:49amgine123so any thing new kaen and wattsimimo and raptor
23:37:10Nothing_MuchI keep trying to learn some html at codecademy, but I keep putting it off
23:38:16raptornope
23:38:26amgine123erg did i make a typo http://pastie.org/8478764
23:38:53kaenamgine123: line 17
23:38:58kaenwhere does #things come from?
23:40:14amgine123i
23:40:23amgine123??
23:40:32kaenwhat I mean is
23:40:43kaenyou don't define any variable named "things" in your script
23:40:57kaenso the computer has no idea what you're talking about
23:41:20kaenyou need to use a variable you've defined with =
23:41:38amgine123objects?
23:41:46kaenyep :)
23:44:35raptorkaen: how did you come up with the version number?
23:45:12amgine123uhoh
23:45:48kaenit's in the wscript file
23:46:14amgine123kaen now it stack all objects in 1 spot it didnt do that before
23:46:26kaenwell that's what you script does
23:46:29kaenyour*
23:46:38amgine123kinda
23:46:43kaenthe computer will only do exactly what you tell it to :)
23:47:01amgine123before it moved stuff bu kept the objects relitive posistioon of another now it stacks them i dont want that5
23:47:22raptorinteresting - you had to change teh "include style"
23:47:36kaenyes ,to make work as a system include
23:48:13amgine123include........
23:48:13BFLogBot Commit: f4037eb91ca2 | Author: watusimoto | Message: Don't overwrite constructors
23:48:15BFLogBot Commit: d3ae74a5bb86 | Author: watusimoto | Message: Add generated constructor example code to all constructors
23:48:16BFLogBot Commit: 25589ebfc7a6 | Author: watusimoto | Message: A lot of work to remove an annoying character. Docs look better now.
23:48:34kaensince poly2tri.h is the "public header" such as there is, it probably should have been that way before
23:48:56kaenbut the quote form is better for including it in-tree I suppose
23:49:15amgine123hmm non stacking how......
23:50:27amgine123is there a way to fix that kaen
23:50:33kaenamgine123: before you write the code you have to figure out exactly what you mean
23:50:55kaenwhen you say "move to"
23:51:02amgine123well i want this same code but i want it to keep the objects relitive posistion to another the same
23:51:49kaenyou can move them all to one spot, as you see, or you can move them so that the old center point of the group is at the position specified, or you can simply add the coordinates specified to the old coordinates of the objects
23:52:22kaencall those different behaviors "individual absolute", "group absolute" and "relative"
23:52:32kaenrespectively
23:53:37amgine123so where wuld i put that in my code
23:53:49kaenyou don't put any of that in your code
23:54:19kaenyou have to decide how *exactly* you want to move the objects first, then I'll help you figure out how to write the code
23:55:24kaenfor instance, if I put in X: 100 Y: 200 should it move the center of the group to (100, 200), or should it move all objects over 100 and down 200 from where they start?
23:55:59amgine123iwant them to move to 100 200 asa group
23:56:26amgine123er
23:56:30amgine123let me rephrase that
23:57:08amgine123hmm
23:57:23kaenthis is really the hard part of programming :)
23:57:32amgine123now comes the deemia want if i want A and b but not C XD
23:57:42kaentranslating what you want to do into simple enough steps that a computer can understand.
23:57:47amgine123as a option
23:58:08amgine123for exmple on your clip polygons code there are 3 settings
23:59:09amgine123setting 1 being as it is setting 2 would be to move all objects from the center to a group to the coordinetes.....,
23:59:09kaenoptions are hard
23:59:17amgine123bullion/
23:59:19amgine123??
23:59:24kaenbetter to stick with something simple and just write a bunch of plugins
23:59:35kaentrust me.
23:59:38amgine123wht if i want it hard XD
23:59:47amgine123what if im stubberon xd

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