#bitfighter IRC Log

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IRC Log for 2013-11-15

Timestamps are in GMT/BST.

00:17:25Flynnn Quit (Quit: This computer has gone to sleep)
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01:35:03SkybaxSooooo how do I make a perfectly round wall?
01:39:32kaenlots of vertices
01:40:01kaenI assume you're familiar with the curves plugin, Skybax?
01:40:50kaenanyway, I think the most vertices you can have is 62
01:41:28kaenjust make a small chunk (like 30 degrees) of circular wall with as many vertices as it takes to make it "perfectly round"
01:41:46kaenthen duplicate and revolve that chunk to make a full circle
01:57:25SkybaxI'm actually not familiar at all with the curves plugin but I did something else and I'm satisfied with the result but thanks! lol
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02:43:49BFLogBot Commit: 795a0d2f0099 | Author: sam8641 | Message: GhostConnection: Convert arrays to resizable vectors and allow huge number of objects to be ghosted.
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02:48:39amgine123sup
02:48:51amgine123i lost all my computer data
02:49:02amgine123got stuck in a horrible boot loop
02:49:18amgine123had to reinstall
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03:08:47amgine123hey kaen sad day ;9
03:08:54kaenwhat happened?
03:09:12amgine123my computer got caught in a boot loop so bad i ad to reinstall windows 7 i lost my program
03:09:18amgine123had
03:09:27amgine123all my data
03:10:05amgine123sigh im going to have to start my pogram all over
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03:33:41amgine123hey rap rap raptor
03:38:52BFLogBot Commit: 06bb897d5403 | Author: buckyballreaction | Message: Fix warnings
03:39:12raptorhi
03:44:25amgine123lost my prog
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03:51:36amgine123_hmm
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04:12:33Little_Appleyey xcode
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04:19:35fordcars_xphai
04:20:26raptorhello
04:20:32fordcars_xphi
04:21:07Little_Applehello
04:21:26Little_Appletrial and error! yea!
04:21:35fordcars_xpLol, how's it going?
04:22:09Little_AppleI THINK IM ONTO SOMETHING
04:22:57Little_Applei've been doing everything so wrong.
04:23:03fordcars_xpheh
04:23:16fordcars_xpWhat you doing? Editor key mapping?
04:23:25Little_AppleIM TYRING TO GET IT TO BUILD
04:23:28raptordon't knock trial-and-error - I've put many smart people in their place by solving issues with trial-and-error...
04:23:45raptor*smarter
04:23:57Little_Applei actually think im onto something... if not ill beg for mercy.
04:24:07fordcars_xpLa, it doesn't build?
04:24:33Little_Appleit probably does, im just incompetent
04:24:40fordcars_xphah
04:25:45Little_Applewelp. this is going to take a while.
04:28:10raptorLittle_Apple: what are you doing? xcode4 build attempt with bitfighter?
04:28:32fordcars_xpoh
04:30:04Little_Applexcodesomethingorother build attempt
04:30:29Little_Apple5.0.2
04:30:40Little_Appleithink.
04:30:49Little_Applenumbers. i dont even know.
04:30:53fordcars_xpThat won't work
04:31:00fordcars_xpI think it only builds on xcode 3!
04:31:31Little_Applethere might be a setting...
04:31:36Little_Applei saw something..
04:31:41raptorxcode is on version 5 now??
04:31:46fordcars_xpI guess
04:31:48Little_Applei guess so!
04:32:05Little_AppleYEP. BUILD FAILED.
04:32:08Little_AppleTHAT WASNT WORTH IT.
04:32:38fordcars_xpMac have a built in LLVM compiler, hehe
04:32:47fordcars_xpLa, might consider getting gcc?
04:33:17amgine123_hey raptor
04:33:41amgine123_what the sepos() araitoin for moving object by gruop
04:33:46amgine123_varation
04:34:40raptoramgine123_: I'm not sure
04:35:01raptorif you need to move a group, you'll have to move each object in the group one-by-one
04:35:51fordcars_xpI guess you would need to put all the objects inside a lua table, and iterate through it
04:37:15fordcars_xphttp://lua-users.org/wiki/TablesTutorial
04:38:03Little_Appleyep.
04:38:05Little_Appleim lost.
04:39:16raptorquestion
04:39:35raptordoes anyone remember when bitfighter-in-a-windows was scalable to any weird rectangle size?
04:39:52Little_Applei dont!
04:40:07fordcars_xpI do!
04:40:09raptorok good - then it's just my imagination
04:40:18raptoror not...
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04:40:37fordcars_xp018a it does, raptore
04:40:40fordcars_xp*raptor
04:40:43fordcars_xpon Windows
04:40:43Little_Applei think i've found new ways unknown to mankind to fail builds
04:41:09fordcars_xpLa, you should get another compiler. I think you can get GCC directly in X-code
04:41:30fordcars_xpraptor
04:41:36fordcars_xpsorry, only scares :P
04:41:39fordcars_xp8squares
04:41:45fordcars_xp*squares
04:42:32raptorhi
04:42:48raptoruh.. i think apple deliberately chose to make gcc not work in xcode 4...
04:43:00Little_Applejust to spite you
04:43:47fordcars_xpraptor, it does work
04:44:02fordcars_xphttp://www.cyberciti.biz/faq/howto-apple-mac-os-x-install-gcc-compiler/
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04:45:15raptoroh wow
04:45:16raptorok then
04:45:41fordcars_xp:P
04:45:54Little_AppleWILL THAT HELP ME BUILD BITFIGHTER?
04:46:01fordcars_xpLa, it might
04:46:09fordcars_xpOr just get xcode 3
04:46:50raptorfordcars_xp: i think that's not really gcc, but apples mutation - it still uses LLVM
04:46:58fordcars_xpoh ok
04:47:01fordcars_xpYou win :P
04:49:06Little_Applei think that page is for a different version of xcode
04:51:12raptorLittle_Apple: what is your end goal?
04:51:20fordcars_xpMinecraft
04:51:22Little_AppleTO GET IT TO BUILD AT ALL
04:51:44Little_Applei did it in the past...
04:51:57fordcars_xpLa, you need xcode3!
04:52:05Little_AppleNO I DONT
04:52:08fordcars_xpYES YOU DO
04:52:28Little_AppleIVE DONE IT ON XCODE4
04:52:48fordcars_xpSure
04:52:55fordcars_xpraptor
04:53:06fordcars_xpDoes it compile on xcode 4?
04:53:23Little_Applei think i've done it on xcode4...
04:53:56fordcars_xpBitfighter building read me says that it only builds on xcode 3
04:54:05fordcars_xpPPC macs can only go up to xcode 3
04:54:25raptorI think Little_Apple did it once on xcode 4
04:54:31Little_Applei think that too!
04:54:39raptorand koda might have updated the project sometime, too
04:54:41fordcars_xpreally?
04:54:47fordcars_xpcool
04:55:02Little_Applei did this with it! http://www.youtube.com/watch?v=ZuO69d-ZQqw
04:55:39fordcars_xphehe, weapons.h I believe :P
04:56:36raptorhahaha
04:57:09Little_Appleso useful!
04:58:42Little_Applethe hg clone command gets you the latest copy right?
04:58:59Little_Appleer.. source
04:59:01Little_Applesomething
05:00:00raptoryes
05:00:21raptorand any time you want to update, after cloning: hg pull -u
05:00:32Little_Applekk
05:01:47Little_Applewhat is with all of this template junk...
05:02:32raptortemplates can be annoying
05:04:26Little_Applewhats the simplest way i can get this to work?
05:05:02Little_AppleBLERHRHRH
05:06:21raptorback in a bit...
05:06:37Little_Applelater
05:08:27Little_Applebuhbye
05:09:10fordcars_xpLa, get xcode 3
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06:08:01fordcars_xpnight guys!
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06:35:13Alnoorhi guys
06:35:17Alnoordafuq
06:35:26Alnoormy name
06:35:27AlnoorXP
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06:38:20Alnoor[SystemInfo] Microsoft Windows 7 Ultimate [CPU] Intel(R) Core(TM)2 Duo CPU T6600 @ 2.20GHz (28% load), L2/3: 2 MiB [RAM] 1.9 GiB Total (514.1 MiB Free), Used: 74% [HDD] 232.79 GiB Total, Used: 223.92 GiB, Free: 8.87 GiB [GFX] Mobile Intel(R) 4 Series Express Chipset Family (4.32 MiB) [Screen] CMO:a115, 1366x768 @ 40 Hz, 32 bit [Uptime] 0 day(s) 0 hour(s) 32 minute(s
06:38:20Alnoor) 3 second(s)
06:38:29Alnooryeah
06:38:32Alnoorbadass
06:40:48BFLogBot Commit: 84a459b7051c | Author: buckyballreaction | Message: Fix up our logic for resizing a windowed window. Also document a lot of the discrepancies between SDL 1.2 and 2.0 which let to this. When we move completely to SDL 2.0, we'll be able to consolidate a lot of this logic
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06:41:33SkybaxOtay
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06:42:18destroyerimoback!
06:42:25destroyerimoo wth
06:42:34destroyerimosup guys
06:43:00destroyerimowhen u guys gonna play today?
06:45:53raptorhi
06:46:13raptor!motd
06:46:46raptorwhat??
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06:53:24destroyerimoafter how many hours?
06:54:00raptorlet's see...
06:54:22raptorabout 18 hours from now
06:54:31raptor(you're in the future, I think?)
06:54:38destroyerimoYEA!
06:55:35SkybaxI'm making levels
06:56:05BFLogBot Commit: 72c1371ee31d | Author: buckyballreaction | Message: Fix Xcode project
06:56:35destroyerimowhat is this commit thing?
06:56:52raptorour bot notifies the channel when we make code changes to the repository
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07:41:45raptornight!
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08:11:36BFLogBot Commit: be272e493899 | Author: watusimoto | Message: Whitespace
08:11:38BFLogBot Commit: 30dab1c4c757 | Author: watusimoto | Message: Improve editor instructions
08:11:39BFLogBot Commit: 34fac193b21c | Author: watusimoto | Message: Make error message box look a little better
08:11:41BFLogBot Commit: 90489976e51d | Author: watusimoto | Message: Formatting
08:11:42BFLogBot Commit: 9100d88da549 | Author: watusimoto | Message: Partial fix for console paging w/ PgUp and PgDn
08:11:44BFLogBot Commit: 3ddd173d5d86 | Author: watusimoto | Message: Merge
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13:20:38BFLogBot Commit: a728180e7e78 | Author: sam8641 | Message: Fix picking up multiple flags in Nexus error, idle loop don't expect database vector size to change
13:20:40BFLogBot Commit: b32a3aa0d52c | Author: sam8641 | Message: Handle connection punching with some NAT problem that has remaps IP addresses
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13:58:31BFLogBot Commit: 24a4e9d9afcb | Author: sam8641 | Message: Fix to blank screen after level changing.
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16:04:14raptorgood day!
16:04:44raptortime for code review..
16:05:37sam686I was playing with 6 other players 5 minute ago, they all have pings less then 15 except me at 75
16:05:55sam686One person asks how are you connected to our school?
16:06:12raptorhaha
16:07:15sam686I played easy on them, mostly just repairing and engineering is all i did that time..
16:07:17raptorsam686: how will that ghostconnection change to TNL affect performance?
16:07:34raptor(forgive me for always being worried about TNL changes...)
16:08:14sam686I don't think it really effects any performance, and I made sure the memory usage isn't too much when only a few objects are ghosted
16:08:31raptorok
16:08:33sam686maybe a small performance hit on Vector, but vector only holds pointers.
16:08:41raptorI just have to check...
16:09:10sam686and.. it can now ghost maybe 65535 objects now?
16:09:18raptorha
16:09:33raptorhow will that affect network performance?
16:09:59Watusimoto_ Quit (Ping timeout: 268 seconds)
16:10:09sam686Biggest performance hit is mostly 10000 FlagItem in nexus I was testing with
16:10:59sam686LineItem may have a much smaller performance hit though, but I only tested with FlagItem
16:11:05raptorwouldn't the 1024 limit also limit the network? now with higher limit, won't that really increase network data for each client (and thereby putting a heavy load on the server)
16:12:47sam686There is one piece of code in ghostConnection packet write/read that transfer a number of bits to read multiple numbers of bits based on how many are being ghosted
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16:14:32raptoryes, but won't the total volume of ghost objects increase, thereby increasing the overal packet sizes and counts?
16:15:55sam686there is limits that sets the max packet rate and max speed, when limit is hit it looks like some objects lag a little
16:16:53sam686and sending way too many events at the same time, TNL only sends a few at a time, buffering them until is next to be sent
16:17:30sam686oh and there is pratically no network usage when no ghostObjects are moving
16:17:32raptorok, and you don't think that overall network performance will be reduced? Because I think our most important resource is network resources
16:18:46sam686its only like 1 or 4 bits more per packet, depending on number of objects, hardly a difference on network usage
16:18:53sam686remember that 8 bit = 1 byte
16:18:58raptoryes
16:19:33raptori'm just worried that levels with thousands of objects will be completely unplayable because now every client has to hang on to so much more
16:19:39sam686and it only effects server to client network usage, clients never transfers ghosts, only receive them
16:20:55sam686it IS already unplayable on 108a, blank screen can't do anything but quit if a level have 1024 LineItem/TextItem
16:20:59sam686018a*
16:21:35raptorok
16:23:04sam686as a test, http://sam6.25u.com/upload/text1311/131115_16-11-57.txt
16:23:56sam686I don't like the editor gridsize, how to I change the editor gridsize so it won't save as ".5" stuff?
16:24:09sam686as in, change the gridsize snapping, not the level itself
16:24:25raptoroh, it's in the INI
16:26:00sam686I think there may need to be an editor options menu that doesn't effect level itself.. Its hardly useful to keep changing the INI over and over again
16:26:02raptorhaha, I only get 36 FPS on that level
16:26:12raptorsam686: I agree, in fact, that's the plan
16:26:57sam686The changes I made, makes the game a bit more playable now with big levels..
16:27:30raptoris the CPU so high because of rendering so many flags?
16:27:48sam686oh maybe convert barriers to use ghostConnection? allows easy scripting of moving walls, just like it can move and change TextItem and LineItem when needed
16:28:29raptorwe'll eventually want that, but not for 019
16:28:47raptorwe want to just fix bugs, for now, i think
16:29:00raptorwe're really close and I am starting to get worried about feature creep
16:29:17sam686ghosting objects only send whats changed and handles dropped packets cleanly, which makes it network light.
16:30:46LordDVG Quit (Remote host closed the connection)
16:31:55sam686maybe the next problem is the game idling on objects that do nothing or isn't moving, that one of big FPS/CPU eating problem
16:32:56sam686in fast my profiler says that the biggest CPU eating is MoveObject::Move called from idle, even though they aren't moving
16:33:04raptorreally??
16:33:47raptorgot an index out of range...
16:34:07sam686stack trace?
16:34:08raptorconnect again
16:34:12raptorit wasn't in gdb...
16:41:55sam686did it crash or did you quit?
16:42:13raptorcrash
16:42:16raptorgot it: http://pastie.org/pastes/8482947/text
16:42:35raptori was trying to send a message on level restart
16:43:09raptorhard crash, too - segfault
16:43:20raptori have to get back to work, though...
16:43:25sam686index out of range usually hard crash..
16:46:59watusimotohi guys
16:47:26watusimotosam686: you have a big level collection, right? Could you pull out maybe 3-5 of the ones you think look the nicest and send them to raptor?
16:47:43raptorhi watusimoto
16:47:51watusimotoraptor: I think we should get some screen shots to jimmythesquid if we are going to move forward with the web redesign
16:47:58watusimotohi
16:48:09raptorok
16:48:29watusimotoI'll try to find some myself
16:49:16raptorhere is instructions with latest font changes - it seems like aliasing still isn't optimal, to me
16:49:23raptorhttp://imagebin.org/277138
16:49:55watusimotolooking at "c" and "t"?
16:50:05watusimoto"r" and "e"?
16:50:42raptori'm not sure - it just seems like each word is whithering away slowly
16:50:56watusimotogive me an example word
16:50:58BFLogBot Commit: ce183700b659 | Author: sam8641 | Message: Fix index out of range in GhostConnection
16:51:00watusimotothat shows it off well
16:51:23raptorall of them...
16:51:38sam686there, easy fix, it can return NULL, like it used to when the object is null/not being ghosted anyway.
16:52:01watusimototonight I can try generating some text in photoshop and see if there is a difference
16:52:24raptorthe 'v' 'w' 'y' are slightly aliased, everything with a more-or-less horizontal line looks faded
16:52:31sam686I made a big change to GhostConnection that allows a lot more object to be ghosted when needed, and tiny memory usage when only a few object ghosted
16:52:50raptorthanks sam686
16:53:24sam686doesn't really effect performance, except from something not related to GhostConnection: idling 10000 flagitem that isn't moving eats CPU and slows down FPS
16:54:01raptorhmm, yes -
16:54:03sam686if they are all moving, even more CPU/FPS slowdown
16:54:57sam686That was partly why I made an idle linked list, which don't appear to get there anymore as of latest code changes
16:55:09raptoryes, we removed it because of the complexity
16:55:19sam686don't like linked list?
16:55:33raptorit was fine - but it added too much complexity
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16:56:12sam686Geometry stuff added a bit more complexity too..
16:56:44raptoryes, and I still don't have my head wrapped around it
16:57:05sam686I never really liked looking at UIeditor.cpp code, its way too much code in it..
16:57:26watusimotoThere was no other solution to the geometry issue that I could find -- and it's pretty simple once you "get" it. Maybe I need to help you better understand how it works
16:57:57raptorI think we all share the same feelings towards UIEditor...
16:58:12watusimotoEach object has a geometry handler
16:58:24watusimotoA point, a multipoint, a polygon, etc.
16:58:35watusimotoeach of these handlers implements a consistent interface
16:58:53watusimotoso the object simply hands off geometric operations to the handler using this interface
16:58:58watusimotosetPos, getPos, etc.
16:59:06watusimotothat's basically it
16:59:10sam686If I want to make an editor, I better off starting from empty clean UI, like I partly done in a past
16:59:30raptorfun for debugging!
16:59:45raptorok - i'm starting to think more seriously about releasing...
16:59:55raptorwhat's left? (other than our few bugs)
17:00:08raptorI should probably work on the sandbox...
17:00:21watusimotofor all its problems we're probably better of working with the existing editor than starting fresh. What we have works relatively well, and is (I think) cleaner than you suspect.
17:00:30watusimotoI've just been working on bugs
17:00:40watusimotoand will continue to do so
17:00:44watusimotoI'm working from the google list
17:00:44raptorok me too
17:00:48raptorme too
17:01:03watusimotoI'm working on the console stuff, so don't mess with that!
17:01:12watusimoto(or at least I will be tonight)
17:01:26raptordid you see my comment on the console?
17:01:30watusimotono
17:01:58raptori mentioned that we were planning on absorbing oglconsole, make it use bitfighter methods
17:02:03watusimotoah
17:02:36watusimotoresponded
17:02:49raptorand I had already done much of the work, but gave up because ir practically required a complete rewrite, and i didn't want to hold up 019 because of that ugly piece of code
17:02:53raptor*it
17:03:10raptorok
17:03:29thread_does this mean 019 will release soon?
17:05:01raptormy last big project is getting the Lua sandbox to actually work
17:05:23raptorI have a patch that does 60% of it, but there's logic problems with loading the environment in LuaScriptRunner
17:05:59sam686another uneccessary bandwidth hogging is, sending every single LineItem and TextItem, even those not visible to a client's team
17:06:15raptorsam686: yes! that one has always bugged me
17:06:30raptorfor 019, we have a concept of 'Global' lineitem (if you haven't seen it)
17:06:36watusimotoPut in a case for 020 (next release we can fix it in)
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17:07:01kaen has joined
17:07:26sam686determining which item to send to clients doesn't break compatibility (like if we fix that problemon 019a)
17:07:57raptorIf I can get my act together with the Lua sandbox, and we stop fighting about the fonts, think a release by thanksgiving? I'm thinking about taking that week off of work and might have a little more time to do stuff
17:08:16raptormaybe that's too ambitious...
17:11:15sam686one problem that bugs me, ctrl+c multiple objects and then ctrl+v doesn't hardly paste from the middle of mouse pointer
17:11:36sam686it paste, but the position is off from the middle of mouse pointer
17:12:21thread_In the editor? Doesn't it paste point 0 where the mouse is?
17:12:50sam686it paste point 0 from some random object, when multiple objects was selected from ctrl+c
17:13:10sam686which one? I don't know
17:14:50Nothing_Much has joined
17:18:20kaenmorning all
17:18:52kaenwe've added a lot to the TODO list :/
17:19:20raptorhi kaen
17:19:33kaenbut I'll pitch in what I can, and if we get the critical stuff out of the way in time I'd be willing to release as-is for thanksgiving
17:19:47kaencritical meaning sandbox, fonts, maybe something else I'm forgetting
17:20:21raptorwe should all do play testing from gdb as some point...
17:21:24sam686I get 400 fps in level with 10000 LineItem: http://sam6.25u.com/upload/text1311/131115_17-Nov-24.txt
17:21:30thread_sam686: it uses point 0 of the first object that was created.
17:21:44sam686they all load, slowly, on 019, where 018a would just fail
17:21:52thread_Its actually predicatable
17:21:56raptorok, that's better...
17:22:14sam686maybe we need to add priority to which GhostObject loads first..
17:22:33raptormaybe - but for 019a! :)
17:22:40sam686ok
17:23:18raptorsam686: what's your opinion on the fonts?
17:23:28raptoreither overall, or specific
17:25:07sam686kindof even, but the new fonts don't work well when letters gets tiny like when the window size is small
17:26:17kaenfor 020 I think we should use the display's DPI setting and have UI text stay the same size regardless of window size
17:26:24sam686my paste.php have a problem, its with timestamp: date("ymd_H-m-s", $timestamp); it thinks the second "m" is a month, I want it minutes..
17:27:19thread_should it be 'M' not 'm'? (I don't remeber exactly)
17:27:24sam686oh I use i? ymd_H-i-s, it says so in http://php.net/manual/en/function.date.php
17:28:10sam686tried "M" i get 131115_17-Nov-24"
17:28:29sam686but "i" fixes it
17:29:55sam686also the new font looks a little mitmatch with options like "DISPLAY MODE" being thin and big, and "WINDOWED" being a bit small and all CAP LOCKS
17:30:00kaenhey! there are no 019 items on the tracker now!
17:30:30kaenoops nevermind
17:30:36kaenI just don't know how to use the internet
17:38:55kaenhellloooo
17:38:59raptorhi
17:39:00kaenits spicey
17:39:06raptorwelcome back!
17:39:18sam686hi
17:39:19kaenthankyou!
17:39:22kaenlol
17:39:51kaenbryan is cooking so there is nothing he can about it this right now....^.^
17:40:16sam686umm, bryan? haven't heard of that name..
17:40:39kaenIt's Kaen's real name.
17:40:46sam686oh ok
17:40:49kaenyeah
17:41:30sam686my real name is samuel, easy to remember because of my sam686
17:48:38YoshiSmb has joined
17:51:59raptormy real name is RATPRO SLAYER OF SQUEAKY MAMMALS
17:53:16kaen"ratpro" is my favorite misspelling of your nick
17:53:19kaen(real kaen here)
17:55:30raptorspikey has been on a lot recently...
17:56:51kaenshe has a small window of opportunity if I forget to manually lock my screen :/
17:57:50raptoryou should just bring it to one of the tty screens
17:59:08sam686what if kaen forgets to do that as well?
17:59:28kaenhaha
17:59:40sam686maybe a simple way is to auto-lock in only one minute
18:06:06thread_I feel like I missed out on a good opportunity to give away a fake name
18:08:27kaenBit McFighterson
18:08:48raptorhow about 'dearth hatred'
18:08:57kaenand my esteemed colleague, N. Gineer DeItem
18:09:29thread_Scotty McScotterpants Danger Shenanigans Smitty III
18:09:48kaenDanger is literally his middle name!
18:09:53thread_exactly
18:10:10thread_followed by Shenanigans
18:10:23kaendepending on your measure of center, I suppose it could be (Danger + Shenanigans) / 2
18:10:54thread_My middle name is the average of danger and Shenanigans?
18:10:59thread_cool
18:11:34thread_ is now known as Scotty
18:12:04Scotty is now known as Guest23023
18:12:22Guest23023 is now known as Schenanigans
18:12:32SchenanigansNickServ doesn't like me
18:13:41SchenanigansI can't use the nick "Danger"
18:28:00kaenoverheard in #gimp: "i had a problem and tried to solve it with java. now i have a problem factory"
18:32:05raptorhahahaha
18:34:11raptorsadly I'm currently trying to solve a problem in Java...
18:39:20kaenbetter than scheme :P
18:39:31kaenI'm still upset about scheme.
18:39:37kaenSpecifically the fact that it exists.
18:40:39kaenall of the functions return a list, but not all of them can operate on lists
18:41:20kaenand how do you access elements of a list? via subscripting? no. you have to soft-shift them
18:41:27raptorlooks like lisp
18:41:34raptoroh, it's a dialect
18:41:38kaenand of course, the function for that isn't called some normal name like shift, or pop
18:41:42kaenit's car
18:42:05kaen(car (some-list-returning-function))
18:42:12Flynnn has joined
18:42:14kaenand if you want the second element?
18:42:25kaen(car (cadr (some-list-returning-function)))
18:42:34raptorwow
18:42:41raptorlost in the parenthesis
18:42:53kaenyeah
18:43:20Nothing_Much Quit (Quit: http://quassel-irc.org - Chat comfortably. Anywhere.)
18:43:26Flynnn Quit (Client Quit)
18:43:34kaenbetween the parentheses, the RPN, the scalar-in-list-out, and nesting hell, scheme is by far the single worst language I've ever tried to write a serious program in.
18:43:38Nothing_Much has joined
18:43:46kaenand they call it a "teaching language"!
18:44:07raptorprefix notation?
18:44:16kaenyes
18:44:17raptoroh man
18:44:29raptorso... what is its advertised strengths?
18:44:52kaenI haven't read up on that
18:44:55destroyerimo_ Quit (Ping timeout: 260 seconds)
18:45:09kaenI see the lambda character on a lot of tutorials, I'm sure it's some pure-functional garbage
18:45:25kaenalthough it's definitely NOT pure functional, because it has side effects.
18:46:01raptorlooks like it's one of those secret club 'i know scheme' languages
18:46:10kaenfeels like it
18:46:33kaenI went into #scheme to ask about the scalar/list duality
18:46:43raptor" It was designed to have an exceptionally clear and simple semantics and few different ways to form expressions"
18:46:44kaenthey said I was "clearly an imperative guy"
18:47:08raptorsounds like a schemer wrote the description...
18:47:17raptormissing parenthesis in it...
18:47:35kaenlol
18:49:25YoshiSmb Quit (Ping timeout: 250 seconds)
18:51:25Skybax has joined
18:53:49kaenliterally everything listed in the "distinguishing features" section of the wiki page is present in lua
18:54:00kaenincluding first-class functions and proper tail recursion
18:54:38raptori think I might have gotten a bit snarky if i got a response like that in their channel...
18:55:20kaenI did get pretty upset
18:55:32raptorseems like the be feature is that it was developed at MIT.. if you catch my drift...
18:55:37raptor*biggest feature
18:55:45kaenhehe most definitely
18:56:09raptori've sure gotten to like Lua though
18:56:55kaenme too!
18:57:14watusimoto Quit (Ping timeout: 264 seconds)
18:57:21kaenI think it's hands-down the best choice for an embedded scripting language
18:57:31kaenit's fast, too
18:57:36SkybaxI wish someone would teach me it lol
18:58:30kaenSkybax: you definitely have the capacity to learn it. We help people do it all the time
18:58:48kaenamgine just wrote his first editor plugin this week
19:00:05kaenSkybax: I've started writing a levelgen tutorial for 019 http://bitfighter.org/wiki/index.php/Levelgen_Tutorial_01
19:00:19kaenit's more up-to-date and I think much more accessible than _k's old one
19:00:30kaenbut the code examples will only work on 019
19:00:41SkybaxOkay
19:01:40kaendo have a recent copy of 019?
19:01:44kaendo you*
19:01:50SkybaxI don't
19:02:05raptorSkybax: what OS/ architecture ?
19:02:09raptorI can get you one...
19:02:11SkybaxWindoes 8
19:02:13kaenhopefully not Mac ..
19:02:15kaenoh good!
19:02:39raptori was actually hoping for an OSX beta tester...
19:02:59kaenoh, I didn't realize the mac build was passing at the moment
19:03:07raptorkaen: do you think the build at the start of this week is ok to use, or should I compile the latest...
19:03:12raptorI fixed it last night
19:03:15SkybaxI have a Mac in my house if you want me to test it
19:03:22SkybaxBut my personal coimputer is a PC now
19:03:23kaenI'm sure LA would be a willing vict-- I mean volunteer
19:03:42kaenraptor: to be completely honest I haven't been tracking the commits this week
19:03:53raptoractually, i'll get a new build
19:04:01raptorI think your resources are well spent with debian, kaen
19:04:01SkybaxI've heard a lot of bad things with the new OS for Mac regarding games and things
19:04:13SkybaxHardly anything works with Maverick
19:04:50raptoris that what Little Apple was testing last night?
19:05:07SkybaxMaverick?
19:05:11raptoractually, I think he said maverick still worked with bitfighter...
19:05:17SkybaxThat's good
19:06:03SkybaxWell kaen, the Hello World program seems easy enough lol
19:06:16raptorgive me about 15 min, Skybax, and i'll get you a new build
19:06:22SkybaxOkay
19:07:39raptoralso, if you can, mention any problems you may find (not feature requests) or any thing that looks like it may need polished up
19:11:22SchenanigansBUG: raptor needs a raise
19:11:42Schenanigans is now known as thread_
19:12:06raptordouble my salary!
19:12:22thread_ok, done
19:12:30sam686anyone able to see my bitfighter video? http://sam6.25u.com/v/
19:13:34sam686its my live video
19:13:47thread_really? cool
19:13:50kaenworks fine
19:14:00thread_how do you stream a window?
19:14:18kaenvlc, mplayer, ffmpeg, lots of ways
19:14:29thread_but what is sam using?
19:14:36sam686open broadcaster software (windows only) + red5 server
19:14:44sam686I can stream to twitch as well..
19:14:52kaenI was just going to say that
19:15:10kaen<3 twitch for that
19:15:26thread_sam686: I dare you to kamikaze
19:15:48raptorit's a window into your world
19:16:32raptorrecursive desktop!
19:17:29thread_well done
19:17:31Watusimoto has joined
19:17:37raptorhahaha
19:17:44SkybaxI have twitch
19:17:58SkybaxI've posted nothing though lol
19:18:16thread_I once wrote a bot that would commit suicide when It saw other players. It was fun to play with a hundred of those
19:18:25SkybaxWow
19:18:41raptorsam686: you must have a new computer to be able to handle all of this...
19:18:42thread_(I'm playing epic battle music at the same time http://www.youtube.com/watch?v=_lLZOT0BfHs)
19:19:05sam686I thought that yellow text said sin row now I read carefully says "% in a row"
19:19:13sam686"5 in a row"
19:19:21raptorhaha, i usually read it the same way
19:20:17raptorS in a row!
19:20:46YoshiSmb has joined
19:22:30raptorSkybax:
19:22:34raptorand thread_
19:22:37raptorfor you: http://sam6.25u.com/upload/bitfighter-019-beta-Windows-8606-ce183700b659.zip
19:22:41SkybaxYay
19:22:57sam686the soccer is kindof laggy..
19:23:12Nothing_Much Quit (Remote host closed the connection)
19:23:39raptorsam686: i see it...
19:23:43sam686soccer sometimes goes inside my ship
19:23:45raptor(I'm watching your video)
19:23:49sam686and that is /lag 0 hosting..
19:24:07SkybaxSoccer is my least favorite gametype
19:24:12raptori don't think i've seen that before in 019, though... could it be due to ghost connection changes?
19:24:30sam686it happens to 018a as well
19:24:37raptorhuh oh
19:25:38Nothing_Much has joined
19:26:02SkybaxWell the first thing I notice about 019 is that it won't go windowed fullscreen...
19:26:57raptorhow so, it should still maximize to the same proportions, though, right?
19:27:05SkybaxAnd when in fullscreen, when switching applications, it squishes Bitfighter
19:27:15Skybax*squish*
19:27:28raptorsquish?
19:27:31raptoras in minimize?
19:27:46SkybaxNo, as it Bitfighter is on the left side of the screen and all the right side is black
19:28:00SkybaxHow do I take a screenshot in Windows 8...
19:28:13sam686stupid gridsize missing on 019 results on extremely tiny level
19:29:14sam686parhaps maybe the gridsize was actually missing back in the Zap days and bitfighter <010
19:29:27sam686its only missing on very old levels
19:29:53raptorSkybax: sounds like windows 8 is trying to do weird stuff?
19:30:03SkybaxPossibly
19:30:42raptorbut all of this is in windowed-mode?
19:30:55raptorand how does it compare with 018a?
19:31:11sam686i need to go, I might be back in 2 hours..
19:31:13SkybaxAh dammit. Screenshot won't work lol
19:31:19raptorbye!
19:31:25SkybaxThe first issue was in windowed mode, the second is in fullscreen
19:31:38raptordo you have two monitors?
19:31:46SkybaxNo
19:32:41SkybaxI just tested it on 018a, the first issue is still there, so it's actually probably not an issue lol idk why it struck me as odd
19:33:00SkybaxThe second issue is new though
19:33:37SkybaxI'm gonna take a picture of it with my phone
19:33:53raptorhaha
19:34:07SkybaxDo you have an email I can send this picture to?
19:35:27raptorupload it here: http://sam6.25u.com/upload3.php
19:35:31raptorthen give me the link
19:35:51Watusimotosam686: in the really old days, not every level had a gridsize, at least not in theory
19:36:09Watusimotoor put the pic on imgur
19:36:37SkybaxExtra steps make me hungry
19:37:36raptorWatusimoto: have you seen weird window behavior since my commit last night? I tested all the various window positions I could..
19:37:58WatusimotoNo, but I've hardly used it since I updated
19:38:08Watusimotoyou mean window mode cycling and such?
19:38:33Watusimotoa cursory check suggests the problem in the bug report has been fixed
19:38:49raptoryes, finally... yay!
19:39:04SkybaxThis is fullscreen mode becoming squished after changing windows
19:39:10raptorok Skybax, can you add the file in this zip to the bitfighter folder: http://sam6.25u.com/upload/SDL2.zip
19:39:20Watusimotomore checks seem to suggest it is working well
19:39:23raptorit extracts as SDL2.dll and should replace one already there
19:39:26Watusimotoi have win7
19:39:27Skybaxupload/image.jpeg
19:39:33SkybaxWoops
19:39:40Skybaxhttp://sam6.25u.com/upload/image.jpeg
19:39:47Watusimotoand it's so much faster than it used to be!!!!
19:40:04raptoroh good..
19:40:11Watusimotonow that is a screen shot!
19:40:13raptorSkybax: that's.... odd
19:40:16SkybaxYes
19:40:23raptorand the very definition of 'screen shot'
19:40:24SkybaxThis happens after using alt+tab to swtich windows
19:40:30WatusimotoSkybax: how do you get into that mode?
19:40:50WatusimotoI've seen it before -- it's full screen unstretched, but not properly centered
19:41:14WatusimotoI get it too
19:41:19SkybaxWhen I first opened Bitfighter, it was fine, but then after using alt+tab to switch, this happened
19:41:21Watusimotogo to full screen, unstretched
19:41:25Watusimotohit alt-tab
19:41:41Watusimotothen alt-tab back to the window
19:42:04Watusimotoalso happens in stretched mode
19:42:16Watusimotobut oddly gets "scrunched" down to unstretched size
19:42:23raptorah ha!
19:42:29raptordoes it minimize in the interim?
19:43:10Watusimotoyes, I think so
19:43:44Watusimotoalt+tab in regular windowed mode works as expected
19:44:00raptorhmmm....
19:44:08SkybaxYep!
19:44:11raptorso this happened before my changes last night?
19:44:29WatusimotoI don't know
19:44:57raptoralso new SDL2.dll doesn't work - even thought they made changes to *not* minimize in the interim (or so I thought)
19:45:01Watusimotowhen you get into scrunched mode, alt-enter fixes it, but the normal windowed mode is messed up (window size and pos changes)
19:45:16raptorboo
19:45:24Watusimotoindeed
19:45:41Watusimotothanks Skybax -- I doubt I would have stumbled onto that combo of moves to test with
19:45:52raptorwell, I have a better understanding of teh SDL2 video system now..
19:47:03thread_ Quit (Ping timeout: 250 seconds)
19:47:42Watusimotoand I'm sure you are greatful!
19:47:46Watusimotograteful!
19:48:37Skybax:D
19:48:53raptorpart of our problem is trying to keep similar window managing logic between SDL 1.2 and SDL 2
19:49:25Watusimotogotta run, back later, and you can tell me your sdl woes :-)
19:50:05HylianSavior has joined
19:50:32kaencorrect me if I'm wrong, but can't you fix this with exactly the keystrokes: Ctrl+A Ctrl+X 255 Enter ? >>> <sam686> stupid gridsize missing on 019 results on extremely tiny level
19:50:54raptorhaha, yes, you can
19:53:34Invisible has joined
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19:54:15SkybaxDoes the DB work?
19:54:37raptorit should, but you need to be logged in (and it may get wiped at any time)
19:54:46SkybaxHow do you log in?
19:54:55raptorerr, in-game on start up
19:55:06SkybaxI was logging in but it said I wasn't logged in to the DB
19:56:15SkybaxYep
19:56:58raptorkaen: what is the state of pleaides?
19:57:17kaenshould be fair weather right now
19:57:18kaentesting
19:58:18Invisible Quit (Client Quit)
19:59:15kaenit's working for me
19:59:34raptorSkybax: what are you trying to do?
19:59:41kaenI just fixed a whole slew of bugs, I'm at 90% test coverage, and I've got greenfield on the test suite
20:00:01kaenwhich includes a simulated client upload
20:01:03Skybax Quit (Ping timeout: 252 seconds)
20:05:26Flynnn has joined
20:22:54Nothing_Much Quit (Read error: Connection reset by peer)
20:26:19Nothing_Much has joined
20:48:35YoshiSmb Quit (Ping timeout: 250 seconds)
21:12:05Watusimoto has joined
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22:02:21raptorWhy do programmers always mix up Halloween and Christmas?
22:02:38raptorBecause Oct 31 == Dec 25
22:05:21sam686I found a strange editor bug: press ESC while dragging a barrier or polywall, then release mouse button, and return to editor.
22:07:23sam686another problem, after making changes in editor, and you quit without saving changes, it goes back to Nickname/password login
22:07:25LordDVG Quit (Remote host closed the connection)
22:08:23raptor
22:08:24raptorIf you put a million monkeys at a million keyboards, one of them will eventually write a Java program.
22:08:26raptorThe rest of them will write Perl programs.
22:09:16raptorsam686: I've seen that second one - I think Watusimoto introduced it recently...
22:09:52sam686it seems it doesn't matter if you press Y or N, but only happens if "SAVE YOUR EDITS" appears
22:10:34Watusimotomake a case!
23:13:11kumul has joined
23:13:47kumool has joined
23:13:48kumool Quit (Read error: Connection reset by peer)
23:18:01amgine123 has joined
23:18:06amgine123sup
23:21:58raptor Quit ()
23:26:58amgine123hey kaen are you here
23:27:05kaena little bit
23:29:06amgine123anything new
23:30:47kaennot that I'm aware of
23:31:31Invisible Quit (Ping timeout: 268 seconds)
23:38:47amgine123kaen is this right for my elseif argument
23:38:51amgine123http://pastie.org/8483737
23:39:05amgine123(newest versrion i was able to recover)
23:39:23kumul Quit (Quit: Leaving)
23:39:46kaenelseif looks right
23:39:54kaenyou're missing an end though
23:40:06kaenyou have function, for, and if, but only two ends
23:40:18amgine123i need to renest those
23:40:56kaenyes, that too
23:41:13amgine123never understood how those work
23:42:16amgine123so for my B code how to i move objects by group
23:42:17kaenmove inward one level at every function/for/while/if, move outward one level at end
23:42:36kaenthen, else, and elseif go at the same level as their if
23:42:43kaenthose are the only two rules :)
23:43:04kaenwell, first you need to figure out how far to move the objects
23:43:13kaenthen you have to move each of the objects by that amount
23:43:18amgine123X Y arguments
23:43:53kaenso you want to move each object X over and Y down?
23:44:23amgine123no my B code is move all objects in a gruop to coordintes X,y
23:45:05kaenso you want to move all the objects to X, Y ?
23:45:12amgine123kind of
23:45:42amgine123if takes all the objects finds there center then moves the center to X,Y
23:45:50kaenthere you go :)
23:45:58kaenI was just trying to get it to state it precisely
23:46:04kaentrying to get you*
23:46:59kaenso the first thing you have to do is find the center of the group of objects, then you find the difference between where you want it to be and where it is, then you move each object by that difference.
23:47:24amgine123this will probably be the hardest part to code
23:47:29kaenI agree
23:47:39amgine123C is just add distance X Y
23:47:48kaenright
23:47:51amgine123shoud we do C first then
23:48:05kaenno, let's do this one
23:48:17kaenyou'll be able to do C by yourself afterwards :)
23:48:32amgine123well you want getpos() right?
23:49:15kaenthat's correct
23:49:20amgine123to get there old coordintes
23:49:31amgine123hm where to start
23:49:37amgine123i think we need a loop first
23:49:48kaenwell, you actually have a loop already
23:49:55kaenyour whole if is inside a for loop
23:50:13kaenand that's actually and ok way to structure the code
23:50:31amgine123so just because we have elseif or esle the loop doesnt break
23:50:42kaencorrect
23:51:00kaenfor every cycle of that loop, it will check the if statement again and again
23:51:08kaenand in this case it will always choose the same path
23:51:24kaenand that all works fine
23:53:12amgine123so we start from getpos() then do somthing like ....
23:53:16amgine123hmm not sure
23:55:00amgine123not sure how to structure this
23:57:08amgine123give me a hint?
23:59:02amgine123kaen?

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