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| 01:35:03 | Skybax | Sooooo how do I make a perfectly round wall? |
| 01:39:32 | kaen | lots of vertices |
| 01:40:01 | kaen | I assume you're familiar with the curves plugin, Skybax? |
| 01:40:50 | kaen | anyway, I think the most vertices you can have is 62 |
| 01:41:28 | kaen | just make a small chunk (like 30 degrees) of circular wall with as many vertices as it takes to make it "perfectly round" |
| 01:41:46 | kaen | then duplicate and revolve that chunk to make a full circle |
| 01:57:25 | Skybax | I'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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| 02:43:49 | | BFLogBot Commit: 795a0d2f0099 | Author: sam8641 | Message: GhostConnection: Convert arrays to resizable vectors and allow huge number of objects to be ghosted. |
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| 02:48:39 | amgine123 | sup |
| 02:48:51 | amgine123 | i lost all my computer data |
| 02:49:02 | amgine123 | got stuck in a horrible boot loop |
| 02:49:18 | amgine123 | had to reinstall |
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| 03:08:47 | amgine123 | hey kaen sad day ;9 |
| 03:08:54 | kaen | what happened? |
| 03:09:12 | amgine123 | my computer got caught in a boot loop so bad i ad to reinstall windows 7 i lost my program |
| 03:09:18 | amgine123 | had |
| 03:09:27 | amgine123 | all my data |
| 03:10:05 | amgine123 | sigh im going to have to start my pogram all over |
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| 03:33:41 | amgine123 | hey rap rap raptor |
| 03:38:52 | | BFLogBot Commit: 06bb897d5403 | Author: buckyballreaction | Message: Fix warnings |
| 03:39:12 | raptor | hi |
| 03:44:25 | amgine123 | lost my prog |
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| 03:51:36 | amgine123_ | hmm |
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| 04:12:33 | Little_Apple | yey xcode |
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| 04:19:35 | fordcars_xp | hai |
| 04:20:26 | raptor | hello |
| 04:20:32 | fordcars_xp | hi |
| 04:21:07 | Little_Apple | hello |
| 04:21:26 | Little_Apple | trial and error! yea! |
| 04:21:35 | fordcars_xp | Lol, how's it going? |
| 04:22:09 | Little_Apple | I THINK IM ONTO SOMETHING |
| 04:22:57 | Little_Apple | i've been doing everything so wrong. |
| 04:23:03 | fordcars_xp | heh |
| 04:23:16 | fordcars_xp | What you doing? Editor key mapping? |
| 04:23:25 | Little_Apple | IM TYRING TO GET IT TO BUILD |
| 04:23:28 | raptor | don't knock trial-and-error - I've put many smart people in their place by solving issues with trial-and-error... |
| 04:23:45 | raptor | *smarter |
| 04:23:57 | Little_Apple | i actually think im onto something... if not ill beg for mercy. |
| 04:24:07 | fordcars_xp | La, it doesn't build? |
| 04:24:33 | Little_Apple | it probably does, im just incompetent |
| 04:24:40 | fordcars_xp | hah |
| 04:25:45 | Little_Apple | welp. this is going to take a while. |
| 04:28:10 | raptor | Little_Apple: what are you doing? xcode4 build attempt with bitfighter? |
| 04:28:32 | fordcars_xp | oh |
| 04:30:04 | Little_Apple | xcodesomethingorother build attempt |
| 04:30:29 | Little_Apple | 5.0.2 |
| 04:30:40 | Little_Apple | ithink. |
| 04:30:49 | Little_Apple | numbers. i dont even know. |
| 04:30:53 | fordcars_xp | That won't work |
| 04:31:00 | fordcars_xp | I think it only builds on xcode 3! |
| 04:31:31 | Little_Apple | there might be a setting... |
| 04:31:36 | Little_Apple | i saw something.. |
| 04:31:41 | raptor | xcode is on version 5 now?? |
| 04:31:46 | fordcars_xp | I guess |
| 04:31:48 | Little_Apple | i guess so! |
| 04:32:05 | Little_Apple | YEP. BUILD FAILED. |
| 04:32:08 | Little_Apple | THAT WASNT WORTH IT. |
| 04:32:38 | fordcars_xp | Mac have a built in LLVM compiler, hehe |
| 04:32:47 | fordcars_xp | La, might consider getting gcc? |
| 04:33:17 | amgine123_ | hey raptor |
| 04:33:41 | amgine123_ | what the sepos() araitoin for moving object by gruop |
| 04:33:46 | amgine123_ | varation |
| 04:34:40 | raptor | amgine123_: I'm not sure |
| 04:35:01 | raptor | if you need to move a group, you'll have to move each object in the group one-by-one |
| 04:35:51 | fordcars_xp | I guess you would need to put all the objects inside a lua table, and iterate through it |
| 04:37:15 | fordcars_xp | http://lua-users.org/wiki/TablesTutorial |
| 04:38:03 | Little_Apple | yep. |
| 04:38:05 | Little_Apple | im lost. |
| 04:39:16 | raptor | question |
| 04:39:35 | raptor | does anyone remember when bitfighter-in-a-windows was scalable to any weird rectangle size? |
| 04:39:52 | Little_Apple | i dont! |
| 04:40:07 | fordcars_xp | I do! |
| 04:40:09 | raptor | ok good - then it's just my imagination |
| 04:40:18 | raptor | or not... |
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| 04:40:37 | fordcars_xp | 018a it does, raptore |
| 04:40:40 | fordcars_xp | *raptor |
| 04:40:43 | fordcars_xp | on Windows |
| 04:40:43 | Little_Apple | i think i've found new ways unknown to mankind to fail builds |
| 04:41:09 | fordcars_xp | La, you should get another compiler. I think you can get GCC directly in X-code |
| 04:41:30 | fordcars_xp | raptor |
| 04:41:36 | fordcars_xp | sorry, only scares :P |
| 04:41:39 | fordcars_xp | 8squares |
| 04:41:45 | fordcars_xp | *squares |
| 04:42:32 | raptor | hi |
| 04:42:48 | raptor | uh.. i think apple deliberately chose to make gcc not work in xcode 4... |
| 04:43:00 | Little_Apple | just to spite you |
| 04:43:47 | fordcars_xp | raptor, it does work |
| 04:44:02 | fordcars_xp | http://www.cyberciti.biz/faq/howto-apple-mac-os-x-install-gcc-compiler/ |
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| 04:45:15 | raptor | oh wow |
| 04:45:16 | raptor | ok then |
| 04:45:41 | fordcars_xp | :P |
| 04:45:54 | Little_Apple | WILL THAT HELP ME BUILD BITFIGHTER? |
| 04:46:01 | fordcars_xp | La, it might |
| 04:46:09 | fordcars_xp | Or just get xcode 3 |
| 04:46:50 | raptor | fordcars_xp: i think that's not really gcc, but apples mutation - it still uses LLVM |
| 04:46:58 | fordcars_xp | oh ok |
| 04:47:01 | fordcars_xp | You win :P |
| 04:49:06 | Little_Apple | i think that page is for a different version of xcode |
| 04:51:12 | raptor | Little_Apple: what is your end goal? |
| 04:51:20 | fordcars_xp | Minecraft |
| 04:51:22 | Little_Apple | TO GET IT TO BUILD AT ALL |
| 04:51:44 | Little_Apple | i did it in the past... |
| 04:51:57 | fordcars_xp | La, you need xcode3! |
| 04:52:05 | Little_Apple | NO I DONT |
| 04:52:08 | fordcars_xp | YES YOU DO |
| 04:52:28 | Little_Apple | IVE DONE IT ON XCODE4 |
| 04:52:48 | fordcars_xp | Sure |
| 04:52:55 | fordcars_xp | raptor |
| 04:53:06 | fordcars_xp | Does it compile on xcode 4? |
| 04:53:23 | Little_Apple | i think i've done it on xcode4... |
| 04:53:56 | fordcars_xp | Bitfighter building read me says that it only builds on xcode 3 |
| 04:54:05 | fordcars_xp | PPC macs can only go up to xcode 3 |
| 04:54:25 | raptor | I think Little_Apple did it once on xcode 4 |
| 04:54:31 | Little_Apple | i think that too! |
| 04:54:39 | raptor | and koda might have updated the project sometime, too |
| 04:54:41 | fordcars_xp | really? |
| 04:54:47 | fordcars_xp | cool |
| 04:55:02 | Little_Apple | i did this with it! http://www.youtube.com/watch?v=ZuO69d-ZQqw |
| 04:55:39 | fordcars_xp | hehe, weapons.h I believe :P |
| 04:56:36 | raptor | hahaha |
| 04:57:09 | Little_Apple | so useful! |
| 04:58:42 | Little_Apple | the hg clone command gets you the latest copy right? |
| 04:58:59 | Little_Apple | er.. source |
| 04:59:01 | Little_Apple | something |
| 05:00:00 | raptor | yes |
| 05:00:21 | raptor | and any time you want to update, after cloning: hg pull -u |
| 05:00:32 | Little_Apple | kk |
| 05:01:47 | Little_Apple | what is with all of this template junk... |
| 05:02:32 | raptor | templates can be annoying |
| 05:04:26 | Little_Apple | whats the simplest way i can get this to work? |
| 05:05:02 | Little_Apple | BLERHRHRH |
| 05:06:21 | raptor | back in a bit... |
| 05:06:37 | Little_Apple | later |
| 05:08:27 | Little_Apple | buhbye |
| 05:09:10 | fordcars_xp | La, get xcode 3 |
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| 06:08:01 | fordcars_xp | night guys! |
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| 06:35:08 | | Alnoor has joined |
| 06:35:13 | Alnoor | hi guys |
| 06:35:17 | Alnoor | dafuq |
| 06:35:26 | Alnoor | my name |
| 06:35:27 | Alnoor | XP |
| 06:36:40 | | Skybax has joined |
| 06:38:20 | Alnoor | [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 |
| 06:38:20 | Alnoor | ) 3 second(s) |
| 06:38:29 | Alnoor | yeah |
| 06:38:32 | Alnoor | badass |
| 06:40:48 | | BFLogBot 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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| 06:41:33 | Skybax | Otay |
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| 06:42:18 | destroyerimo | back! |
| 06:42:25 | destroyerimo | o wth |
| 06:42:34 | destroyerimo | sup guys |
| 06:43:00 | destroyerimo | when u guys gonna play today? |
| 06:45:53 | raptor | hi |
| 06:46:13 | raptor | !motd |
| 06:46:46 | raptor | what?? |
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| 06:53:24 | destroyerimo | after how many hours? |
| 06:54:00 | raptor | let's see... |
| 06:54:22 | raptor | about 18 hours from now |
| 06:54:31 | raptor | (you're in the future, I think?) |
| 06:54:38 | destroyerimo | YEA! |
| 06:55:35 | Skybax | I'm making levels |
| 06:56:05 | | BFLogBot Commit: 72c1371ee31d | Author: buckyballreaction | Message: Fix Xcode project |
| 06:56:35 | destroyerimo | what is this commit thing? |
| 06:56:52 | raptor | our bot notifies the channel when we make code changes to the repository |
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| 07:41:45 | raptor | night! |
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| 08:11:36 | | BFLogBot Commit: be272e493899 | Author: watusimoto | Message: Whitespace |
| 08:11:38 | | BFLogBot Commit: 30dab1c4c757 | Author: watusimoto | Message: Improve editor instructions |
| 08:11:39 | | BFLogBot Commit: 34fac193b21c | Author: watusimoto | Message: Make error message box look a little better |
| 08:11:41 | | BFLogBot Commit: 90489976e51d | Author: watusimoto | Message: Formatting |
| 08:11:42 | | BFLogBot Commit: 9100d88da549 | Author: watusimoto | Message: Partial fix for console paging w/ PgUp and PgDn |
| 08:11:44 | | BFLogBot Commit: 3ddd173d5d86 | Author: watusimoto | Message: Merge |
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| 13:20:38 | | BFLogBot Commit: a728180e7e78 | Author: sam8641 | Message: Fix picking up multiple flags in Nexus error, idle loop don't expect database vector size to change |
| 13:20:40 | | BFLogBot Commit: b32a3aa0d52c | Author: sam8641 | Message: Handle connection punching with some NAT problem that has remaps IP addresses |
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| 13:58:31 | | BFLogBot Commit: 24a4e9d9afcb | Author: sam8641 | Message: Fix to blank screen after level changing. |
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| 16:04:14 | raptor | good day! |
| 16:04:44 | raptor | time for code review.. |
| 16:05:37 | sam686 | I was playing with 6 other players 5 minute ago, they all have pings less then 15 except me at 75 |
| 16:05:55 | sam686 | One person asks how are you connected to our school? |
| 16:06:12 | raptor | haha |
| 16:07:15 | sam686 | I played easy on them, mostly just repairing and engineering is all i did that time.. |
| 16:07:17 | raptor | sam686: how will that ghostconnection change to TNL affect performance? |
| 16:07:34 | raptor | (forgive me for always being worried about TNL changes...) |
| 16:08:14 | sam686 | I 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 |
| 16:08:31 | raptor | ok |
| 16:08:33 | sam686 | maybe a small performance hit on Vector, but vector only holds pointers. |
| 16:08:41 | raptor | I just have to check... |
| 16:09:10 | sam686 | and.. it can now ghost maybe 65535 objects now? |
| 16:09:18 | raptor | ha |
| 16:09:33 | raptor | how will that affect network performance? |
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| 16:10:09 | sam686 | Biggest performance hit is mostly 10000 FlagItem in nexus I was testing with |
| 16:10:59 | sam686 | LineItem may have a much smaller performance hit though, but I only tested with FlagItem |
| 16:11:05 | raptor | wouldn'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) |
| 16:12:47 | sam686 | There 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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| 16:14:32 | raptor | yes, but won't the total volume of ghost objects increase, thereby increasing the overal packet sizes and counts? |
| 16:15:55 | sam686 | there is limits that sets the max packet rate and max speed, when limit is hit it looks like some objects lag a little |
| 16:16:53 | sam686 | and 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 |
| 16:17:30 | sam686 | oh and there is pratically no network usage when no ghostObjects are moving |
| 16:17:32 | raptor | ok, and you don't think that overall network performance will be reduced? Because I think our most important resource is network resources |
| 16:18:46 | sam686 | its only like 1 or 4 bits more per packet, depending on number of objects, hardly a difference on network usage |
| 16:18:53 | sam686 | remember that 8 bit = 1 byte |
| 16:18:58 | raptor | yes |
| 16:19:33 | raptor | i'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 |
| 16:19:39 | sam686 | and it only effects server to client network usage, clients never transfers ghosts, only receive them |
| 16:20:55 | sam686 | it IS already unplayable on 108a, blank screen can't do anything but quit if a level have 1024 LineItem/TextItem |
| 16:20:59 | sam686 | 018a* |
| 16:21:35 | raptor | ok |
| 16:23:04 | sam686 | as a test, http://sam6.25u.com/upload/text1311/131115_16-11-57.txt |
| 16:23:56 | sam686 | I don't like the editor gridsize, how to I change the editor gridsize so it won't save as ".5" stuff? |
| 16:24:09 | sam686 | as in, change the gridsize snapping, not the level itself |
| 16:24:25 | raptor | oh, it's in the INI |
| 16:26:00 | sam686 | I 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 |
| 16:26:02 | raptor | haha, I only get 36 FPS on that level |
| 16:26:12 | raptor | sam686: I agree, in fact, that's the plan |
| 16:26:57 | sam686 | The changes I made, makes the game a bit more playable now with big levels.. |
| 16:27:30 | raptor | is the CPU so high because of rendering so many flags? |
| 16:27:48 | sam686 | oh maybe convert barriers to use ghostConnection? allows easy scripting of moving walls, just like it can move and change TextItem and LineItem when needed |
| 16:28:29 | raptor | we'll eventually want that, but not for 019 |
| 16:28:47 | raptor | we want to just fix bugs, for now, i think |
| 16:29:00 | raptor | we're really close and I am starting to get worried about feature creep |
| 16:29:17 | sam686 | ghosting objects only send whats changed and handles dropped packets cleanly, which makes it network light. |
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| 16:31:55 | sam686 | maybe the next problem is the game idling on objects that do nothing or isn't moving, that one of big FPS/CPU eating problem |
| 16:32:56 | sam686 | in fast my profiler says that the biggest CPU eating is MoveObject::Move called from idle, even though they aren't moving |
| 16:33:04 | raptor | really?? |
| 16:33:47 | raptor | got an index out of range... |
| 16:34:07 | sam686 | stack trace? |
| 16:34:08 | raptor | connect again |
| 16:34:12 | raptor | it wasn't in gdb... |
| 16:41:55 | sam686 | did it crash or did you quit? |
| 16:42:13 | raptor | crash |
| 16:42:16 | raptor | got it: http://pastie.org/pastes/8482947/text |
| 16:42:35 | raptor | i was trying to send a message on level restart |
| 16:43:09 | raptor | hard crash, too - segfault |
| 16:43:20 | raptor | i have to get back to work, though... |
| 16:43:25 | sam686 | index out of range usually hard crash.. |
| 16:46:59 | watusimoto | hi guys |
| 16:47:26 | watusimoto | sam686: 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? |
| 16:47:43 | raptor | hi watusimoto |
| 16:47:51 | watusimoto | raptor: I think we should get some screen shots to jimmythesquid if we are going to move forward with the web redesign |
| 16:47:58 | watusimoto | hi |
| 16:48:09 | raptor | ok |
| 16:48:29 | watusimoto | I'll try to find some myself |
| 16:49:16 | raptor | here is instructions with latest font changes - it seems like aliasing still isn't optimal, to me |
| 16:49:23 | raptor | http://imagebin.org/277138 |
| 16:49:55 | watusimoto | looking at "c" and "t"? |
| 16:50:05 | watusimoto | "r" and "e"? |
| 16:50:42 | raptor | i'm not sure - it just seems like each word is whithering away slowly |
| 16:50:56 | watusimoto | give me an example word |
| 16:50:58 | | BFLogBot Commit: ce183700b659 | Author: sam8641 | Message: Fix index out of range in GhostConnection |
| 16:51:00 | watusimoto | that shows it off well |
| 16:51:23 | raptor | all of them... |
| 16:51:38 | sam686 | there, easy fix, it can return NULL, like it used to when the object is null/not being ghosted anyway. |
| 16:52:01 | watusimoto | tonight I can try generating some text in photoshop and see if there is a difference |
| 16:52:24 | raptor | the 'v' 'w' 'y' are slightly aliased, everything with a more-or-less horizontal line looks faded |
| 16:52:31 | sam686 | I 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 |
| 16:52:50 | raptor | thanks sam686 |
| 16:53:24 | sam686 | doesn't really effect performance, except from something not related to GhostConnection: idling 10000 flagitem that isn't moving eats CPU and slows down FPS |
| 16:54:01 | raptor | hmm, yes - |
| 16:54:03 | sam686 | if they are all moving, even more CPU/FPS slowdown |
| 16:54:57 | sam686 | That was partly why I made an idle linked list, which don't appear to get there anymore as of latest code changes |
| 16:55:09 | raptor | yes, we removed it because of the complexity |
| 16:55:19 | sam686 | don't like linked list? |
| 16:55:33 | raptor | it was fine - but it added too much complexity |
| 16:55:49 | | Invisible Quit (Ping timeout: 282 seconds) |
| 16:56:12 | sam686 | Geometry stuff added a bit more complexity too.. |
| 16:56:44 | raptor | yes, and I still don't have my head wrapped around it |
| 16:57:05 | sam686 | I never really liked looking at UIeditor.cpp code, its way too much code in it.. |
| 16:57:26 | watusimoto | There 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 |
| 16:57:57 | raptor | I think we all share the same feelings towards UIEditor... |
| 16:58:12 | watusimoto | Each object has a geometry handler |
| 16:58:24 | watusimoto | A point, a multipoint, a polygon, etc. |
| 16:58:35 | watusimoto | each of these handlers implements a consistent interface |
| 16:58:53 | watusimoto | so the object simply hands off geometric operations to the handler using this interface |
| 16:58:58 | watusimoto | setPos, getPos, etc. |
| 16:59:06 | watusimoto | that's basically it |
| 16:59:10 | sam686 | If I want to make an editor, I better off starting from empty clean UI, like I partly done in a past |
| 16:59:30 | raptor | fun for debugging! |
| 16:59:45 | raptor | ok - i'm starting to think more seriously about releasing... |
| 16:59:55 | raptor | what's left? (other than our few bugs) |
| 17:00:08 | raptor | I should probably work on the sandbox... |
| 17:00:21 | watusimoto | for 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. |
| 17:00:30 | watusimoto | I've just been working on bugs |
| 17:00:40 | watusimoto | and will continue to do so |
| 17:00:44 | watusimoto | I'm working from the google list |
| 17:00:44 | raptor | ok me too |
| 17:00:48 | raptor | me too |
| 17:01:03 | watusimoto | I'm working on the console stuff, so don't mess with that! |
| 17:01:12 | watusimoto | (or at least I will be tonight) |
| 17:01:26 | raptor | did you see my comment on the console? |
| 17:01:30 | watusimoto | no |
| 17:01:58 | raptor | i mentioned that we were planning on absorbing oglconsole, make it use bitfighter methods |
| 17:02:03 | watusimoto | ah |
| 17:02:36 | watusimoto | responded |
| 17:02:49 | raptor | and 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 |
| 17:02:53 | raptor | *it |
| 17:03:10 | raptor | ok |
| 17:03:29 | thread_ | does this mean 019 will release soon? |
| 17:05:01 | raptor | my last big project is getting the Lua sandbox to actually work |
| 17:05:23 | raptor | I have a patch that does 60% of it, but there's logic problems with loading the environment in LuaScriptRunner |
| 17:05:59 | sam686 | another uneccessary bandwidth hogging is, sending every single LineItem and TextItem, even those not visible to a client's team |
| 17:06:15 | raptor | sam686: yes! that one has always bugged me |
| 17:06:30 | raptor | for 019, we have a concept of 'Global' lineitem (if you haven't seen it) |
| 17:06:36 | watusimoto | Put in a case for 020 (next release we can fix it in) |
| 17:06:50 | | kaen has joined |
| 17:07:01 | | kaen Quit (Changing host) |
| 17:07:01 | | kaen has joined |
| 17:07:26 | sam686 | determining which item to send to clients doesn't break compatibility (like if we fix that problemon 019a) |
| 17:07:57 | raptor | If 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 |
| 17:08:16 | raptor | maybe that's too ambitious... |
| 17:11:15 | sam686 | one problem that bugs me, ctrl+c multiple objects and then ctrl+v doesn't hardly paste from the middle of mouse pointer |
| 17:11:36 | sam686 | it paste, but the position is off from the middle of mouse pointer |
| 17:12:21 | thread_ | In the editor? Doesn't it paste point 0 where the mouse is? |
| 17:12:50 | sam686 | it paste point 0 from some random object, when multiple objects was selected from ctrl+c |
| 17:13:10 | sam686 | which one? I don't know |
| 17:14:50 | | Nothing_Much has joined |
| 17:18:20 | kaen | morning all |
| 17:18:52 | kaen | we've added a lot to the TODO list :/ |
| 17:19:20 | raptor | hi kaen |
| 17:19:33 | kaen | but 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 |
| 17:19:47 | kaen | critical meaning sandbox, fonts, maybe something else I'm forgetting |
| 17:20:21 | raptor | we should all do play testing from gdb as some point... |
| 17:21:24 | sam686 | I get 400 fps in level with 10000 LineItem: http://sam6.25u.com/upload/text1311/131115_17-Nov-24.txt |
| 17:21:30 | thread_ | sam686: it uses point 0 of the first object that was created. |
| 17:21:44 | sam686 | they all load, slowly, on 019, where 018a would just fail |
| 17:21:52 | thread_ | Its actually predicatable |
| 17:21:56 | raptor | ok, that's better... |
| 17:22:14 | sam686 | maybe we need to add priority to which GhostObject loads first.. |
| 17:22:33 | raptor | maybe - but for 019a! :) |
| 17:22:40 | sam686 | ok |
| 17:23:18 | raptor | sam686: what's your opinion on the fonts? |
| 17:23:28 | raptor | either overall, or specific |
| 17:25:07 | sam686 | kindof even, but the new fonts don't work well when letters gets tiny like when the window size is small |
| 17:26:17 | kaen | for 020 I think we should use the display's DPI setting and have UI text stay the same size regardless of window size |
| 17:26:24 | sam686 | my 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.. |
| 17:27:19 | thread_ | should it be 'M' not 'm'? (I don't remeber exactly) |
| 17:27:24 | sam686 | oh I use i? ymd_H-i-s, it says so in http://php.net/manual/en/function.date.php |
| 17:28:10 | sam686 | tried "M" i get 131115_17-Nov-24" |
| 17:28:29 | sam686 | but "i" fixes it |
| 17:29:55 | sam686 | also 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 |
| 17:30:00 | kaen | hey! there are no 019 items on the tracker now! |
| 17:30:30 | kaen | oops nevermind |
| 17:30:36 | kaen | I just don't know how to use the internet |
| 17:38:55 | kaen | hellloooo |
| 17:38:59 | raptor | hi |
| 17:39:00 | kaen | its spicey |
| 17:39:06 | raptor | welcome back! |
| 17:39:18 | sam686 | hi |
| 17:39:19 | kaen | thankyou! |
| 17:39:22 | kaen | lol |
| 17:39:51 | kaen | bryan is cooking so there is nothing he can about it this right now....^.^ |
| 17:40:16 | sam686 | umm, bryan? haven't heard of that name.. |
| 17:40:39 | kaen | It's Kaen's real name. |
| 17:40:46 | sam686 | oh ok |
| 17:40:49 | kaen | yeah |
| 17:41:30 | sam686 | my real name is samuel, easy to remember because of my sam686 |
| 17:48:38 | | YoshiSmb has joined |
| 17:51:59 | raptor | my real name is RATPRO SLAYER OF SQUEAKY MAMMALS |
| 17:53:16 | kaen | "ratpro" is my favorite misspelling of your nick |
| 17:53:19 | kaen | (real kaen here) |
| 17:55:30 | raptor | spikey has been on a lot recently... |
| 17:56:51 | kaen | she has a small window of opportunity if I forget to manually lock my screen :/ |
| 17:57:50 | raptor | you should just bring it to one of the tty screens |
| 17:59:08 | sam686 | what if kaen forgets to do that as well? |
| 17:59:28 | kaen | haha |
| 17:59:40 | sam686 | maybe a simple way is to auto-lock in only one minute |
| 18:06:06 | thread_ | I feel like I missed out on a good opportunity to give away a fake name |
| 18:08:27 | kaen | Bit McFighterson |
| 18:08:48 | raptor | how about 'dearth hatred' |
| 18:08:57 | kaen | and my esteemed colleague, N. Gineer DeItem |
| 18:09:29 | thread_ | Scotty McScotterpants Danger Shenanigans Smitty III |
| 18:09:48 | kaen | Danger is literally his middle name! |
| 18:09:53 | thread_ | exactly |
| 18:10:10 | thread_ | followed by Shenanigans |
| 18:10:23 | kaen | depending on your measure of center, I suppose it could be (Danger + Shenanigans) / 2 |
| 18:10:54 | thread_ | My middle name is the average of danger and Shenanigans? |
| 18:10:59 | thread_ | cool |
| 18:11:34 | | thread_ is now known as Scotty |
| 18:12:04 | | Scotty is now known as Guest23023 |
| 18:12:22 | | Guest23023 is now known as Schenanigans |
| 18:12:32 | Schenanigans | NickServ doesn't like me |
| 18:13:41 | Schenanigans | I can't use the nick "Danger" |
| 18:28:00 | kaen | overheard in #gimp: "i had a problem and tried to solve it with java. now i have a problem factory" |
| 18:32:05 | raptor | hahahaha |
| 18:34:11 | raptor | sadly I'm currently trying to solve a problem in Java... |
| 18:39:20 | kaen | better than scheme :P |
| 18:39:31 | kaen | I'm still upset about scheme. |
| 18:39:37 | kaen | Specifically the fact that it exists. |
| 18:40:39 | kaen | all of the functions return a list, but not all of them can operate on lists |
| 18:41:20 | kaen | and how do you access elements of a list? via subscripting? no. you have to soft-shift them |
| 18:41:27 | raptor | looks like lisp |
| 18:41:34 | raptor | oh, it's a dialect |
| 18:41:38 | kaen | and of course, the function for that isn't called some normal name like shift, or pop |
| 18:41:42 | kaen | it's car |
| 18:42:05 | kaen | (car (some-list-returning-function)) |
| 18:42:12 | | Flynnn has joined |
| 18:42:14 | kaen | and if you want the second element? |
| 18:42:25 | kaen | (car (cadr (some-list-returning-function))) |
| 18:42:34 | raptor | wow |
| 18:42:41 | raptor | lost in the parenthesis |
| 18:42:53 | kaen | yeah |
| 18:43:20 | | Nothing_Much Quit (Quit: http://quassel-irc.org - Chat comfortably. Anywhere.) |
| 18:43:26 | | Flynnn Quit (Client Quit) |
| 18:43:34 | kaen | between 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. |
| 18:43:38 | | Nothing_Much has joined |
| 18:43:46 | kaen | and they call it a "teaching language"! |
| 18:44:07 | raptor | prefix notation? |
| 18:44:16 | kaen | yes |
| 18:44:17 | raptor | oh man |
| 18:44:29 | raptor | so... what is its advertised strengths? |
| 18:44:52 | kaen | I haven't read up on that |
| 18:44:55 | | destroyerimo_ Quit (Ping timeout: 260 seconds) |
| 18:45:09 | kaen | I see the lambda character on a lot of tutorials, I'm sure it's some pure-functional garbage |
| 18:45:25 | kaen | although it's definitely NOT pure functional, because it has side effects. |
| 18:46:01 | raptor | looks like it's one of those secret club 'i know scheme' languages |
| 18:46:10 | kaen | feels like it |
| 18:46:33 | kaen | I went into #scheme to ask about the scalar/list duality |
| 18:46:43 | raptor | " It was designed to have an exceptionally clear and simple semantics and few different ways to form expressions" |
| 18:46:44 | kaen | they said I was "clearly an imperative guy" |
| 18:47:08 | raptor | sounds like a schemer wrote the description... |
| 18:47:17 | raptor | missing parenthesis in it... |
| 18:47:35 | kaen | lol |
| 18:49:25 | | YoshiSmb Quit (Ping timeout: 250 seconds) |
| 18:51:25 | | Skybax has joined |
| 18:53:49 | kaen | literally everything listed in the "distinguishing features" section of the wiki page is present in lua |
| 18:54:00 | kaen | including first-class functions and proper tail recursion |
| 18:54:38 | raptor | i think I might have gotten a bit snarky if i got a response like that in their channel... |
| 18:55:20 | kaen | I did get pretty upset |
| 18:55:32 | raptor | seems like the be feature is that it was developed at MIT.. if you catch my drift... |
| 18:55:37 | raptor | *biggest feature |
| 18:55:45 | kaen | hehe most definitely |
| 18:56:09 | raptor | i've sure gotten to like Lua though |
| 18:56:55 | kaen | me too! |
| 18:57:14 | | watusimoto Quit (Ping timeout: 264 seconds) |
| 18:57:21 | kaen | I think it's hands-down the best choice for an embedded scripting language |
| 18:57:31 | kaen | it's fast, too |
| 18:57:36 | Skybax | I wish someone would teach me it lol |
| 18:58:30 | kaen | Skybax: you definitely have the capacity to learn it. We help people do it all the time |
| 18:58:48 | kaen | amgine just wrote his first editor plugin this week |
| 19:00:05 | kaen | Skybax: I've started writing a levelgen tutorial for 019 http://bitfighter.org/wiki/index.php/Levelgen_Tutorial_01 |
| 19:00:19 | kaen | it's more up-to-date and I think much more accessible than _k's old one |
| 19:00:30 | kaen | but the code examples will only work on 019 |
| 19:00:41 | Skybax | Okay |
| 19:01:40 | kaen | do have a recent copy of 019? |
| 19:01:44 | kaen | do you* |
| 19:01:50 | Skybax | I don't |
| 19:02:05 | raptor | Skybax: what OS/ architecture ? |
| 19:02:09 | raptor | I can get you one... |
| 19:02:11 | Skybax | Windoes 8 |
| 19:02:13 | kaen | hopefully not Mac .. |
| 19:02:15 | kaen | oh good! |
| 19:02:39 | raptor | i was actually hoping for an OSX beta tester... |
| 19:02:59 | kaen | oh, I didn't realize the mac build was passing at the moment |
| 19:03:07 | raptor | kaen: do you think the build at the start of this week is ok to use, or should I compile the latest... |
| 19:03:12 | raptor | I fixed it last night |
| 19:03:15 | Skybax | I have a Mac in my house if you want me to test it |
| 19:03:22 | Skybax | But my personal coimputer is a PC now |
| 19:03:23 | kaen | I'm sure LA would be a willing vict-- I mean volunteer |
| 19:03:42 | kaen | raptor: to be completely honest I haven't been tracking the commits this week |
| 19:03:53 | raptor | actually, i'll get a new build |
| 19:04:01 | raptor | I think your resources are well spent with debian, kaen |
| 19:04:01 | Skybax | I've heard a lot of bad things with the new OS for Mac regarding games and things |
| 19:04:13 | Skybax | Hardly anything works with Maverick |
| 19:04:50 | raptor | is that what Little Apple was testing last night? |
| 19:05:07 | Skybax | Maverick? |
| 19:05:11 | raptor | actually, I think he said maverick still worked with bitfighter... |
| 19:05:17 | Skybax | That's good |
| 19:06:03 | Skybax | Well kaen, the Hello World program seems easy enough lol |
| 19:06:16 | raptor | give me about 15 min, Skybax, and i'll get you a new build |
| 19:06:22 | Skybax | Okay |
| 19:07:39 | raptor | also, if you can, mention any problems you may find (not feature requests) or any thing that looks like it may need polished up |
| 19:11:22 | Schenanigans | BUG: raptor needs a raise |
| 19:11:42 | | Schenanigans is now known as thread_ |
| 19:12:06 | raptor | double my salary! |
| 19:12:22 | thread_ | ok, done |
| 19:12:30 | sam686 | anyone able to see my bitfighter video? http://sam6.25u.com/v/ |
| 19:13:34 | sam686 | its my live video |
| 19:13:47 | thread_ | really? cool |
| 19:13:50 | kaen | works fine |
| 19:14:00 | thread_ | how do you stream a window? |
| 19:14:18 | kaen | vlc, mplayer, ffmpeg, lots of ways |
| 19:14:29 | thread_ | but what is sam using? |
| 19:14:36 | sam686 | open broadcaster software (windows only) + red5 server |
| 19:14:44 | sam686 | I can stream to twitch as well.. |
| 19:14:52 | kaen | I was just going to say that |
| 19:15:10 | kaen | <3 twitch for that |
| 19:15:26 | thread_ | sam686: I dare you to kamikaze |
| 19:15:48 | raptor | it's a window into your world |
| 19:16:32 | raptor | recursive desktop! |
| 19:17:29 | thread_ | well done |
| 19:17:31 | | Watusimoto has joined |
| 19:17:37 | raptor | hahaha |
| 19:17:44 | Skybax | I have twitch |
| 19:17:58 | Skybax | I've posted nothing though lol |
| 19:18:16 | thread_ | I once wrote a bot that would commit suicide when It saw other players. It was fun to play with a hundred of those |
| 19:18:25 | Skybax | Wow |
| 19:18:41 | raptor | sam686: you must have a new computer to be able to handle all of this... |
| 19:18:42 | thread_ | (I'm playing epic battle music at the same time http://www.youtube.com/watch?v=_lLZOT0BfHs) |
| 19:19:05 | sam686 | I thought that yellow text said sin row now I read carefully says "% in a row" |
| 19:19:13 | sam686 | "5 in a row" |
| 19:19:21 | raptor | haha, i usually read it the same way |
| 19:20:17 | raptor | S in a row! |
| 19:20:46 | | YoshiSmb has joined |
| 19:22:30 | raptor | Skybax: |
| 19:22:34 | raptor | and thread_ |
| 19:22:37 | raptor | for you: http://sam6.25u.com/upload/bitfighter-019-beta-Windows-8606-ce183700b659.zip |
| 19:22:41 | Skybax | Yay |
| 19:22:57 | sam686 | the soccer is kindof laggy.. |
| 19:23:12 | | Nothing_Much Quit (Remote host closed the connection) |
| 19:23:39 | raptor | sam686: i see it... |
| 19:23:43 | sam686 | soccer sometimes goes inside my ship |
| 19:23:45 | raptor | (I'm watching your video) |
| 19:23:49 | sam686 | and that is /lag 0 hosting.. |
| 19:24:07 | Skybax | Soccer is my least favorite gametype |
| 19:24:12 | raptor | i don't think i've seen that before in 019, though... could it be due to ghost connection changes? |
| 19:24:30 | sam686 | it happens to 018a as well |
| 19:24:37 | raptor | huh oh |
| 19:25:38 | | Nothing_Much has joined |
| 19:26:02 | Skybax | Well the first thing I notice about 019 is that it won't go windowed fullscreen... |
| 19:26:57 | raptor | how so, it should still maximize to the same proportions, though, right? |
| 19:27:05 | Skybax | And when in fullscreen, when switching applications, it squishes Bitfighter |
| 19:27:15 | Skybax | *squish* |
| 19:27:28 | raptor | squish? |
| 19:27:31 | raptor | as in minimize? |
| 19:27:46 | Skybax | No, as it Bitfighter is on the left side of the screen and all the right side is black |
| 19:28:00 | Skybax | How do I take a screenshot in Windows 8... |
| 19:28:13 | sam686 | stupid gridsize missing on 019 results on extremely tiny level |
| 19:29:14 | sam686 | parhaps maybe the gridsize was actually missing back in the Zap days and bitfighter <010 |
| 19:29:27 | sam686 | its only missing on very old levels |
| 19:29:53 | raptor | Skybax: sounds like windows 8 is trying to do weird stuff? |
| 19:30:03 | Skybax | Possibly |
| 19:30:42 | raptor | but all of this is in windowed-mode? |
| 19:30:55 | raptor | and how does it compare with 018a? |
| 19:31:11 | sam686 | i need to go, I might be back in 2 hours.. |
| 19:31:13 | Skybax | Ah dammit. Screenshot won't work lol |
| 19:31:19 | raptor | bye! |
| 19:31:25 | Skybax | The first issue was in windowed mode, the second is in fullscreen |
| 19:31:38 | raptor | do you have two monitors? |
| 19:31:46 | Skybax | No |
| 19:32:41 | Skybax | I 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 |
| 19:33:00 | Skybax | The second issue is new though |
| 19:33:37 | Skybax | I'm gonna take a picture of it with my phone |
| 19:33:53 | raptor | haha |
| 19:34:07 | Skybax | Do you have an email I can send this picture to? |
| 19:35:27 | raptor | upload it here: http://sam6.25u.com/upload3.php |
| 19:35:31 | raptor | then give me the link |
| 19:35:51 | Watusimoto | sam686: in the really old days, not every level had a gridsize, at least not in theory |
| 19:36:09 | Watusimoto | or put the pic on imgur |
| 19:36:37 | Skybax | Extra steps make me hungry |
| 19:37:36 | raptor | Watusimoto: have you seen weird window behavior since my commit last night? I tested all the various window positions I could.. |
| 19:37:58 | Watusimoto | No, but I've hardly used it since I updated |
| 19:38:08 | Watusimoto | you mean window mode cycling and such? |
| 19:38:33 | Watusimoto | a cursory check suggests the problem in the bug report has been fixed |
| 19:38:49 | raptor | yes, finally... yay! |
| 19:39:04 | Skybax | This is fullscreen mode becoming squished after changing windows |
| 19:39:10 | raptor | ok Skybax, can you add the file in this zip to the bitfighter folder: http://sam6.25u.com/upload/SDL2.zip |
| 19:39:20 | Watusimoto | more checks seem to suggest it is working well |
| 19:39:23 | raptor | it extracts as SDL2.dll and should replace one already there |
| 19:39:26 | Watusimoto | i have win7 |
| 19:39:27 | Skybax | upload/image.jpeg |
| 19:39:33 | Skybax | Woops |
| 19:39:40 | Skybax | http://sam6.25u.com/upload/image.jpeg |
| 19:39:47 | Watusimoto | and it's so much faster than it used to be!!!! |
| 19:40:04 | raptor | oh good.. |
| 19:40:11 | Watusimoto | now that is a screen shot! |
| 19:40:13 | raptor | Skybax: that's.... odd |
| 19:40:16 | Skybax | Yes |
| 19:40:23 | raptor | and the very definition of 'screen shot' |
| 19:40:24 | Skybax | This happens after using alt+tab to swtich windows |
| 19:40:30 | Watusimoto | Skybax: how do you get into that mode? |
| 19:40:50 | Watusimoto | I've seen it before -- it's full screen unstretched, but not properly centered |
| 19:41:14 | Watusimoto | I get it too |
| 19:41:19 | Skybax | When I first opened Bitfighter, it was fine, but then after using alt+tab to switch, this happened |
| 19:41:21 | Watusimoto | go to full screen, unstretched |
| 19:41:25 | Watusimoto | hit alt-tab |
| 19:41:41 | Watusimoto | then alt-tab back to the window |
| 19:42:04 | Watusimoto | also happens in stretched mode |
| 19:42:16 | Watusimoto | but oddly gets "scrunched" down to unstretched size |
| 19:42:23 | raptor | ah ha! |
| 19:42:29 | raptor | does it minimize in the interim? |
| 19:43:10 | Watusimoto | yes, I think so |
| 19:43:44 | Watusimoto | alt+tab in regular windowed mode works as expected |
| 19:44:00 | raptor | hmmm.... |
| 19:44:08 | Skybax | Yep! |
| 19:44:11 | raptor | so this happened before my changes last night? |
| 19:44:29 | Watusimoto | I don't know |
| 19:44:57 | raptor | also new SDL2.dll doesn't work - even thought they made changes to *not* minimize in the interim (or so I thought) |
| 19:45:01 | Watusimoto | when you get into scrunched mode, alt-enter fixes it, but the normal windowed mode is messed up (window size and pos changes) |
| 19:45:16 | raptor | boo |
| 19:45:24 | Watusimoto | indeed |
| 19:45:41 | Watusimoto | thanks Skybax -- I doubt I would have stumbled onto that combo of moves to test with |
| 19:45:52 | raptor | well, I have a better understanding of teh SDL2 video system now.. |
| 19:47:03 | | thread_ Quit (Ping timeout: 250 seconds) |
| 19:47:42 | Watusimoto | and I'm sure you are greatful! |
| 19:47:46 | Watusimoto | grateful! |
| 19:48:37 | Skybax | :D |
| 19:48:53 | raptor | part of our problem is trying to keep similar window managing logic between SDL 1.2 and SDL 2 |
| 19:49:25 | Watusimoto | gotta run, back later, and you can tell me your sdl woes :-) |
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| 19:50:32 | kaen | correct 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 |
| 19:50:54 | raptor | haha, yes, you can |
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| 19:54:15 | Skybax | Does the DB work? |
| 19:54:37 | raptor | it should, but you need to be logged in (and it may get wiped at any time) |
| 19:54:46 | Skybax | How do you log in? |
| 19:54:55 | raptor | err, in-game on start up |
| 19:55:06 | Skybax | I was logging in but it said I wasn't logged in to the DB |
| 19:56:15 | Skybax | Yep |
| 19:56:58 | raptor | kaen: what is the state of pleaides? |
| 19:57:17 | kaen | should be fair weather right now |
| 19:57:18 | kaen | testing |
| 19:58:18 | | Invisible Quit (Client Quit) |
| 19:59:15 | kaen | it's working for me |
| 19:59:34 | raptor | Skybax: what are you trying to do? |
| 19:59:41 | kaen | I just fixed a whole slew of bugs, I'm at 90% test coverage, and I've got greenfield on the test suite |
| 20:00:01 | kaen | which includes a simulated client upload |
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| 22:02:21 | raptor | Why do programmers always mix up Halloween and Christmas? |
| 22:02:38 | raptor | Because Oct 31 == Dec 25 |
| 22:05:21 | sam686 | I found a strange editor bug: press ESC while dragging a barrier or polywall, then release mouse button, and return to editor. |
| 22:07:23 | sam686 | another problem, after making changes in editor, and you quit without saving changes, it goes back to Nickname/password login |
| 22:07:25 | | LordDVG Quit (Remote host closed the connection) |
| 22:08:23 | raptor | |
| 22:08:24 | raptor | If you put a million monkeys at a million keyboards, one of them will eventually write a Java program. |
| 22:08:26 | raptor | The rest of them will write Perl programs. |
| 22:09:16 | raptor | sam686: I've seen that second one - I think Watusimoto introduced it recently... |
| 22:09:52 | sam686 | it seems it doesn't matter if you press Y or N, but only happens if "SAVE YOUR EDITS" appears |
| 22:10:34 | Watusimoto | make a case! |
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| 23:18:01 | | amgine123 has joined |
| 23:18:06 | amgine123 | sup |
| 23:21:58 | | raptor Quit () |
| 23:26:58 | amgine123 | hey kaen are you here |
| 23:27:05 | kaen | a little bit |
| 23:29:06 | amgine123 | anything new |
| 23:30:47 | kaen | not that I'm aware of |
| 23:31:31 | | Invisible Quit (Ping timeout: 268 seconds) |
| 23:38:47 | amgine123 | kaen is this right for my elseif argument |
| 23:38:51 | amgine123 | http://pastie.org/8483737 |
| 23:39:05 | amgine123 | (newest versrion i was able to recover) |
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| 23:39:46 | kaen | elseif looks right |
| 23:39:54 | kaen | you're missing an end though |
| 23:40:06 | kaen | you have function, for, and if, but only two ends |
| 23:40:18 | amgine123 | i need to renest those |
| 23:40:56 | kaen | yes, that too |
| 23:41:13 | amgine123 | never understood how those work |
| 23:42:16 | amgine123 | so for my B code how to i move objects by group |
| 23:42:17 | kaen | move inward one level at every function/for/while/if, move outward one level at end |
| 23:42:36 | kaen | then, else, and elseif go at the same level as their if |
| 23:42:43 | kaen | those are the only two rules :) |
| 23:43:04 | kaen | well, first you need to figure out how far to move the objects |
| 23:43:13 | kaen | then you have to move each of the objects by that amount |
| 23:43:18 | amgine123 | X Y arguments |
| 23:43:53 | kaen | so you want to move each object X over and Y down? |
| 23:44:23 | amgine123 | no my B code is move all objects in a gruop to coordintes X,y |
| 23:45:05 | kaen | so you want to move all the objects to X, Y ? |
| 23:45:12 | amgine123 | kind of |
| 23:45:42 | amgine123 | if takes all the objects finds there center then moves the center to X,Y |
| 23:45:50 | kaen | there you go :) |
| 23:45:58 | kaen | I was just trying to get it to state it precisely |
| 23:46:04 | kaen | trying to get you* |
| 23:46:59 | kaen | so 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. |
| 23:47:24 | amgine123 | this will probably be the hardest part to code |
| 23:47:29 | kaen | I agree |
| 23:47:39 | amgine123 | C is just add distance X Y |
| 23:47:48 | kaen | right |
| 23:47:51 | amgine123 | shoud we do C first then |
| 23:48:05 | kaen | no, let's do this one |
| 23:48:17 | kaen | you'll be able to do C by yourself afterwards :) |
| 23:48:32 | amgine123 | well you want getpos() right? |
| 23:49:15 | kaen | that's correct |
| 23:49:20 | amgine123 | to get there old coordintes |
| 23:49:31 | amgine123 | hm where to start |
| 23:49:37 | amgine123 | i think we need a loop first |
| 23:49:48 | kaen | well, you actually have a loop already |
| 23:49:55 | kaen | your whole if is inside a for loop |
| 23:50:13 | kaen | and that's actually and ok way to structure the code |
| 23:50:31 | amgine123 | so just because we have elseif or esle the loop doesnt break |
| 23:50:42 | kaen | correct |
| 23:51:00 | kaen | for every cycle of that loop, it will check the if statement again and again |
| 23:51:08 | kaen | and in this case it will always choose the same path |
| 23:51:24 | kaen | and that all works fine |
| 23:53:12 | amgine123 | so we start from getpos() then do somthing like .... |
| 23:53:16 | amgine123 | hmm not sure |
| 23:55:00 | amgine123 | not sure how to structure this |
| 23:57:08 | amgine123 | give me a hint? |
| 23:59:02 | amgine123 | kaen? |