Timestamps are in GMT/BST.
| 00:27:20 | | Flynnn has joined |
| 00:27:29 | | Flynnn Quit (Client Quit) |
| 00:58:22 | | kumul has joined |
| 01:45:18 | raptor | heh - I just came across teh SAM_ONLY define again... |
| 01:47:08 | | SolumnMushroom has joined |
| 01:47:26 | SolumnMushroom | Hello all! |
| 01:48:04 | raptor | hi |
| 01:49:58 | SolumnMushroom | I noticed 2 bugs when I tried to play BF just now. Latest stable, downloaded straight from the site |
| 01:51:23 | SolumnMushroom | Well, one bug was fixed from running via Terminal |
| 01:51:44 | raptor | ok, what are they? they may have been fixed already... |
| 01:51:53 | SolumnMushroom | Oh yeah, I'm actively on Ubuntu 12.04.3 |
| 01:52:32 | SolumnMushroom | The first bug was a server connection bug, and the second one is a control bug |
| 01:53:09 | SolumnMushroom | Until I tried running the game from a command line, it wouldn't connect to the master server |
| 01:54:03 | SolumnMushroom | The second, and more annoying bug is that when I try to move or fire, it only works randomly |
| 01:54:05 | raptor | try running it normally, but waiting for a minute (like 60 seconds) |
| 01:54:18 | raptor | 30 seconds it should time out, then 30 seconds later it'll connect |
| 01:54:33 | SolumnMushroom | Well, the first bug is gone |
| 01:55:02 | SolumnMushroom | Control bug still there |
| 01:55:21 | raptor | how can i duplicate? |
| 01:55:32 | SolumnMushroom | About every 8 clicks fires one shot |
| 01:55:41 | SolumnMushroom | I'm not sure |
| 01:55:57 | SolumnMushroom | For all I know, it could just be my computer |
| 01:56:14 | raptor | i need to know more about your connection |
| 01:56:25 | raptor | are you hosting your own game? or joining a server? |
| 01:56:29 | raptor | on 018a? |
| 01:56:33 | raptor | what OS? |
| 01:56:55 | sam686 | check your in-game FPS (F6 while in-game) |
| 01:57:07 | SolumnMushroom | Hosting, and on 018a. Ubuntu 12.04.3 LTS with all the latest updates |
| 01:58:22 | SolumnMushroom | I'm getting 50-60 FPS when joining a server, yet the bug persists |
| 01:58:34 | SolumnMushroom | I'll try a reinstall |
| 01:58:36 | sam686 | does the problem happen even when hosting? |
| 01:58:48 | SolumnMushroom | Yes |
| 01:59:45 | raptor | i've seen that bug before, but could never reliably duplicate - I always thought it was because of hosting locally |
| 01:59:51 | raptor | maybe it's dropped UDP connections? |
| 02:00:55 | sam686 | you shouldn't have a problem when hosting, or when your ping is stable (near constant 100 or less ms), ir may be your keyboard/mouse or a problem with OS/SDL? |
| 02:01:25 | sam686 | oh one more test, does adding bots (/addbot) does other robots fire just fine? |
| 02:02:32 | SolumnMushroom | I attempted a reinstalation |
| 02:06:46 | raptor | oh rats - we may have lost our chance |
| 02:07:18 | raptor | if you have a bug running right then, and we're here, it's usually really helpful to try the things we ask before nuking it (re-install) :) |
| 02:10:22 | SolumnMushroom | Doesn't matter! This bug is a cockroach! |
| 02:10:33 | raptor | what does that mean? survives? |
| 02:10:37 | raptor | is it still there? |
| 02:10:56 | SolumnMushroom | Yup. Still there even after reinstall |
| 02:10:59 | raptor | oh good |
| 02:11:01 | raptor | ok |
| 02:11:05 | raptor | now do the things sam686 asked |
| 02:11:14 | raptor | if you're willing to help track it down |
| 02:11:34 | SolumnMushroom | Time to host some bots! |
| 02:11:34 | sam686 | host (or join sam test) and type /addbot does other bots fire just fine? |
| 02:12:36 | SolumnMushroom | Not seeing the bot at all... |
| 02:12:59 | sam686 | press TAB and make sure bot actually joined |
| 02:13:03 | raptor | ad some to your team |
| 02:13:05 | raptor | *add |
| 02:13:17 | SolumnMushroom | It's a BM |
| 02:13:19 | sam686 | you may type /addbots 5 as well |
| 02:13:31 | sam686 | or find a bot |
| 02:13:55 | raptor | he can't move - the server puts him back in his place, i think |
| 02:14:18 | SolumnMushroom | The scoreboard is also affected by the bug |
| 02:14:57 | sam686 | must be keyboard/mouse input lag, possibly bitfighter/sdl handling of it being the problem |
| 02:16:18 | SolumnMushroom | I gotta go. I'll be on later. Bye! |
| 02:16:19 | sam686 | so you say you can't move while hosting, but bots move just fine? Also are you getting typing lag? |
| 02:16:25 | | SolumnMushroom Quit (Quit: Leaving) |
| 02:16:26 | sam686 | later if you have to go |
| 02:16:46 | raptor | sam686: i've seen it when joining a server, too |
| 02:17:09 | raptor | like i'll be on sky_lark's server with 3 other players, the level changes, then none of us can move |
| 02:17:16 | raptor | but we can still chat |
| 02:17:37 | sam686 | SolumnMushroom left... |
| 02:24:33 | sam686 | yes sometimes I lag a little while in a server as in I can't move that well while lagging, though I rarely lag because of my connection is mostly good I guess.. |
| 02:26:07 | sam686 | or could it be a silly problem with mouse touchpad being disabled while pressing a keyboard button? |
| 02:26:17 | raptor | it's not lag - we all had ~100 ping |
| 02:26:32 | raptor | every time we moved, the server would readjust our location back |
| 02:26:38 | raptor | we could move client-side |
| 02:27:22 | raptor | almost like RPC worked, but not pack/unpack |
| 02:27:23 | sam686 | if thats so? it might also be server incorrectly idling like if there is no players (or all players idling) |
| 02:27:32 | raptor | oh interesting |
| 02:27:50 | raptor | that may be - it always only happened at the start of a level |
| 02:28:10 | sam686 | but then again it shouldn't happen while hosting... maybe until you go idling. |
| 02:30:25 | sam686 | if it only happens at start of level, it might be your ship died, but client haven't received "your ship died" yet, as server buzy transmitting all other lineItem and other stuff. |
| 02:31:34 | sam686 | for me the delayed ship destroyed usually only happens when there is 100 bots all shooting.. |
| 02:39:06 | raptor | this happened a few times on simple levels like Capture01 |
| 03:16:04 | raptor | i just realized that an old song that my dad sung to my siblings and me as little kids (and consequently I do to mine) has a possible reference to the pleiades in it |
| 03:16:11 | raptor | this one: https://en.wikipedia.org/wiki/Green_grow_the_rushes,_O |
| 03:32:22 | | Nothing_Much_ has joined |
| 03:53:01 | | Platskies has joined |
| 04:07:49 | | Flynnn has joined |
| 04:17:38 | | kumool has joined |
| 04:20:09 | | kumul Quit (Ping timeout: 246 seconds) |
| 04:30:28 | | kumool Quit (Quit: Leaving) |
| 04:40:56 | | sam686 has left #bitfighter |
| 04:42:20 | | HylianSavior Quit (Quit: Leaving) |
| 04:54:23 | | HylianSavior has joined |
| 04:54:29 | | HylianSavior Quit (Read error: Connection reset by peer) |
| 05:07:20 | raptor | good ngiht! |
| 05:07:24 | | BFLogBot Commit: cf75ca5d41d6 | Author: buckyballreaction | Message: Add in a new level file parameter: LevelFormat. This will let us handle major level file changes, like the recent change to saving real spacial coordinates. It was a little tricky handling all the legacy files with or without GridSize. I hope this is understandable.. |
| 05:07:30 | | raptor Quit () |
| 05:10:54 | | HylianSavior has joined |
| 05:38:52 | | Platskies Quit (Quit: Platskies) |
| 05:42:00 | | Platskies has joined |
| 08:10:37 | | Invisible has joined |
| 08:19:36 | | watusimoto has joined |
| 08:19:37 | | ChanServ sets mode +o |
| 08:37:42 | | Platskies Quit (Read error: Connection reset by peer) |
| 08:40:11 | | Platskies has joined |
| 09:20:49 | | Darrel has joined |
| 10:09:02 | | HylianSavior Quit (Read error: Connection reset by peer) |
| 10:10:13 | | Invisible Quit (Ping timeout: 248 seconds) |
| 10:14:47 | | koda has joined |
| 10:45:29 | | Platskies Quit (Quit: Platskies) |
| 10:47:31 | | Platskies has joined |
| 10:51:31 | | binaryking has joined |
| 10:53:45 | | binaryking has left #bitfighter |
| 10:54:03 | | Nothing_Much_ Quit (Remote host closed the connection) |
| 12:13:16 | | LordDVG has joined |
| 12:13:19 | | LordDVG Quit (Changing host) |
| 12:13:19 | | LordDVG has joined |
| 12:21:31 | | Platskies Quit (Quit: Leaving) |
| 12:24:17 | | Platskies has joined |
| 12:24:34 | | Platskies Quit (Client Quit) |
| 12:29:37 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 13:40:34 | | Darrel Quit (Remote host closed the connection) |
| 13:41:29 | | kumul has joined |
| 14:00:24 | | Invisible has joined |
| 14:12:29 | | sam686 has joined |
| 14:12:29 | | ChanServ sets mode +v |
| 14:25:31 | | LordDVG Quit (Remote host closed the connection) |
| 14:51:20 | | Nothing_Much Quit (Quit: http://quassel-irc.org - Chat comfortably. Anywhere.) |
| 14:51:45 | | Nothing_Much has joined |
| 15:06:42 | | Darrel has joined |
| 15:10:27 | | Invisible Quit (Ping timeout: 272 seconds) |
| 15:25:54 | | Invisible has joined |
| 15:27:52 | | LordDVG has joined |
| 15:34:57 | | LordDVG Quit (Remote host closed the connection) |
| 15:40:36 | | Izaron has joined |
| 15:52:28 | | BFLogBot Commit: ac3be270d9c3 | Author: kaen | Message: add scrolling in editor plugin list |
| 15:52:34 | kaen | morning all |
| 15:57:08 | | destroyerimo has joined |
| 16:05:56 | kaen | sam686: I removed Worm because it was hidden, crashy, and kind of lame even after it was fixed, so that made it dead code in my opinion. If you think it truly improves the game, then just re-push it. |
| 16:06:30 | kaen | I'm happy to discuss the motivations behind my changes, but I'd prefer if you didn't villainize me on the forums. |
| 16:06:36 | kaen | we're a dev *team* |
| 16:06:40 | sam686 | maybe levelgen can control the Worm? |
| 16:13:06 | | Invisible Quit (Ping timeout: 246 seconds) |
| 16:13:10 | sam686 | and, maybe if we return Worm, it probably should be in a separate Worm.cpp file, makes it easier t not include it in a build if not n needed/or not useful |
| 16:14:09 | sam686 | maybe it looks like a dead code, but that while I was gone.. |
| 16:17:37 | sam686 | Oh maybe I could simulate Worm with ugly forcefields in levelgen, I can try that first. |
| 16:24:21 | watusimoto | gentlemen |
| 16:24:23 | watusimoto | morning |
| 16:25:06 | watusimoto | may I suggest the following for worm, since it was my idea to include it, my poor implementation that sam improved, and since I gave consent for kaen to remove it |
| 16:25:24 | sam686 | ok |
| 16:25:38 | watusimoto | let's get the 019 release out the door, then we can figure out what worm should be and how it should work |
| 16:25:43 | sam686 | if Work returns, it should be in a separate Worm.cpp .h |
| 16:25:51 | watusimoto | and whether it is something we want in the game |
| 16:25:56 | watusimoto | yes, I agree |
| 16:26:05 | watusimoto | all our classes should be separate files |
| 16:26:11 | watusimoto | mostly |
| 16:26:17 | sam686 | after all Worm was in a MoveObject and my changes makes it no longer a moveObject |
| 16:27:01 | watusimoto | sam686: in all fairness to kaen, we thought you had moved on to another project, and worm had no further defenders |
| 16:27:24 | watusimoto | and it got somewhat caught up in the anti-circle mania |
| 16:27:51 | sam686 | Hint, a cheap way to disable object from server is to just do "return false;" in processArgument. |
| 16:27:53 | watusimoto | I still like the idea of what worm was supposed to be; essentially an evil unguided missle like thing running around causing mayhem |
| 16:28:47 | watusimoto | I take full responsibilty for being the one that ultimately gave the ok for removing it |
| 16:28:47 | sam686 | i kindof like it too, maybe levelgen can control Worm as well? |
| 16:28:59 | watusimoto | that might be good |
| 16:29:23 | watusimoto | but I think we would all feel better if we got 019 out the door; we have the gci students showing up soon |
| 16:29:35 | watusimoto | (or perhaps now? Izaron are you from gci?) |
| 16:29:48 | Izaron | Yes) |
| 16:29:58 | watusimoto | great! |
| 16:30:03 | watusimoto | welcome! |
| 16:30:10 | Izaron | Thanks! |
| 16:30:17 | watusimoto | we really are freindly! |
| 16:30:46 | Izaron | Yeah, friendship is magic! |
| 16:31:14 | kaen | hello and welcome :) |
| 16:31:28 | Izaron | hello kaen :) |
| 16:32:06 | watusimoto | are you lurking around some of the candidate projects to see what you might want to work on? |
| 16:38:41 | Izaron | Yes |
| 16:45:33 | | Darrel Quit (Read error: Connection reset by peer) |
| 16:48:36 | | Darrel has joined |
| 17:01:16 | | raptor has joined |
| 17:01:16 | | ChanServ sets mode +o |
| 17:01:22 | raptor | good day! |
| 17:02:00 | raptor | new peoples! |
| 17:02:07 | raptor | Darrel: are you doing GCI this year? |
| 17:05:04 | Darrel | yep |
| 17:06:24 | raptor | watusimoto, sam686, kaen - I think if we ever want to experiment with a new object, we should guarantee it is commented out in the code before a release |
| 17:07:29 | raptor | that is, until we're ready to official test it on the community... :) |
| 17:08:40 | raptor | in fact - i will add that to the release checklist |
| 17:12:08 | raptor | also watusimoto - |
| 17:12:22 | raptor | Arc gave me hg access, and I cleaned up the tasks a little bit |
| 17:12:29 | sam686 | my testObject.cpp should obviously check for most problems with pack/unpack (and some of processArguments) for all obkects |
| 17:13:10 | sam686 | One cheap way of disabling "Worm" on 018a is "return false;" always on processArguments |
| 17:16:02 | raptor | that is cheap |
| 17:16:05 | raptor | smart idea |
| 17:18:41 | raptor | I agree with watusimoto, though, to not add anything back before 019 |
| 17:20:54 | | koda Quit (Quit: Leaving) |
| 17:51:48 | | Watusimoto_ has joined |
| 17:55:26 | watusimoto | raptor: quick question before I head out |
| 17:55:47 | watusimoto | you fixed the "OK>" bot menu issue with about the most trivial fix imaginable |
| 17:55:55 | watusimoto | my question is "is that really all it took"? |
| 17:56:45 | | BFLogBot Commit: 819f735eaec5 | Author: sam8641 | Message: Make GhostConnection version system work. Now TNL_IMPLEMENT_NETOBJECT_VERSION works as expected. |
| 17:58:30 | raptor | yes that was all it took |
| 17:58:38 | raptor | it was already saving everything with onEscape |
| 17:58:39 | sam686 | maybe it could have "Number of bots to add: 5" and "OK"? |
| 17:58:49 | watusimoto | I actually did that, then backed it out and added the case because I swas sure it was more complex! |
| 17:59:16 | raptor | no... i think I added the 'OK' late one night.. you know, when you think some things are important but really aren't |
| 17:59:40 | sam686 | it can also have "Bot difficulty:" or "bot file: s_bot" |
| 18:00:09 | sam686 | but then, that means the client have to get the list of bots server have.. |
| 18:00:32 | watusimoto | ok, gotta run. will be back in a couple of hours |
| 18:00:33 | raptor | s_bot does need some algorithm improvements, I think - I merged in some of fordcars changes recently, but I think somethign broke with HTF and flags |
| 18:00:36 | raptor | bye! |
| 18:00:40 | watusimoto | enforced work fun! |
| 18:00:45 | raptor | woo! |
| 18:00:57 | watusimoto | the beatings will continue until morale improves! |
| 18:01:04 | raptor | ah... one of those |
| 18:01:09 | watusimoto | not quite |
| 18:01:09 | raptor | lovely |
| 18:01:17 | watusimoto | but it's been a rough day |
| 18:01:27 | watusimoto | later! |
| 18:01:32 | raptor | later! |
| 18:02:16 | raptor | sam686: I'm worried about your TNL changes again... |
| 18:02:43 | sam686 | its mostly a copy from EventConnection versioning system for readConnect/write |
| 18:02:49 | raptor | OK |
| 18:02:57 | raptor | does GhostConnection need a virtual destructor? |
| 18:03:16 | sam686 | don't know, |
| 18:03:25 | sam686 | maybe it doesn't matter if parent have virtual? |
| 18:03:27 | raptor | normally any class with virutal methods should have it |
| 18:03:59 | raptor | oh... it already had virtual methods.. |
| 18:04:02 | raptor | interesting |
| 18:05:40 | | watusimoto Quit (Ping timeout: 246 seconds) |
| 18:05:57 | sam686 | I noticed tnlEventConnection.h don't have virtual on readConnectRequest and 3 other similar one, maybe having it on NetConnection was good enough i guess.. |
| 18:07:00 | raptor | hmmm |
| 18:07:04 | raptor | ok |
| 18:10:04 | sam686 | My work on versioning system might come useful in the future, maybe on 019a.. |
| 18:12:57 | raptor | I think it's good work |
| 18:13:12 | raptor | I just like to be careful... and I don't completely understand everything in TNL |
| 18:14:26 | | Flynnn has joined |
| 18:15:56 | | Flynnn Quit (Client Quit) |
| 18:17:54 | | BFLogBot Commit: 5b3af0767138 | Author: sam8641 | Message: Barrier is not ghostable as there is no Barrier::packUpdate |
| 18:24:33 | | HylianSavior has joined |
| 18:25:12 | | Flynnn has joined |
| 18:26:13 | | Nothing_Much Quit (Ping timeout: 248 seconds) |
| 18:30:12 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 18:31:05 | raptor | kaen: did you say you were fully signed up as a mentor in the GCI app? |
| 18:32:07 | kaen | heyyyy |
| 18:32:15 | kaen | hes outside atm |
| 18:32:18 | raptor | spikey? |
| 18:32:32 | raptor | ok |
| 18:36:30 | kaen | grrr |
| 18:36:32 | kaen | I'm back |
| 18:36:37 | kaen | yes, I'm registered as a mentor |
| 18:37:43 | kaen | although I haven't been approved as aone |
| 18:39:25 | | Izaron has left #bitfighter |
| 18:40:49 | raptor | kaen: ok, i'll bug Arc |
| 18:41:38 | | raptor changes topic to 'Welcome GCI students! Feel free to ask anything! | Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/ | Channel logs http://bitfighter.org/irclogs/' |
| 18:42:09 | raptor | kaen: what is your username in the google-melange system ? |
| 18:42:16 | | Flynnn has joined |
| 18:43:07 | | db96 has joined |
| 18:43:07 | | LordDVG has joined |
| 18:43:15 | kaen | LOGGED-IN AS |
| 18:43:15 | kaen | bkconrad@gmail.com |
| 18:43:31 | kaen | oops |
| 18:43:34 | raptor | sorry, the 'public name' under 'my profile' |
| 18:43:44 | kaen | oh |
| 18:43:47 | kaen | Bryan Conrad :) |
| 18:43:51 | raptor | okey doke |
| 18:49:59 | raptor | hi db96, are you from GCI? |
| 18:50:48 | db96 | yes |
| 18:50:56 | db96 | hello! |
| 18:51:04 | raptor | welcome! |
| 18:51:53 | raptor | feel free to ask us anything you want, we usually idle here all day |
| 18:52:37 | db96 | Ofcourse I will! |
| 18:56:20 | | db96 has left #bitfighter |
| 18:58:10 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 19:01:41 | | grypoB has joined |
| 19:11:54 | raptor | hi grypoB, I assigned you the task |
| 19:12:04 | | Flynnn has joined |
| 19:19:56 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 19:23:23 | | destroyerimo Quit (Quit: Leaving) |
| 19:24:29 | | Skybax has joined |
| 19:32:25 | | fordcars_xp has joined |
| 19:32:31 | fordcars_xp | Hi |
| 19:33:09 | fordcars_xp | kaen, how do I revert my clone again? I only modified some c++ files |
| 19:33:11 | fordcars_xp | :) |
| 19:33:36 | raptor | hg revert -a |
| 19:33:46 | fordcars_xp | ok thanks :P |
| 19:41:13 | | Watusimoto_ Quit (Ping timeout: 246 seconds) |
| 19:45:27 | | fordcars_xp Quit (Quit: Page closed) |
| 19:50:10 | raptor | I'm beginning to think some of our tasks are quite difficult for GCI... |
| 19:55:25 | kaen | I have to agree :/ |
| 19:55:37 | kaen | can we amend our list of tasks? |
| 19:55:41 | raptor | still trying to get you on as a mentor... |
| 19:55:50 | raptor | yes, actually |
| 19:55:53 | kaen | ok |
| 19:57:12 | raptor | we change large amounts at once, too. Arc set it up so that all we have to do is edit this one file and commit to hg: http://hg.copyleftgames.org/gci/file/8f4306fa1b8b/templates/tasks/bitfighter.xml |
| 19:57:33 | raptor | so if you have ideas/changes, feel free to make them, then send me the file or diff |
| 19:57:46 | raptor | at least until we can make you a mentor... |
| 19:59:16 | kaen | BITFIGHTER: ADD IPV6 SUPPORT TO TNL LAYER |
| 20:00:03 | kaen | when I was 13-17 I couldn't even configure my router |
| 20:01:25 | kaen | the plugin one looks ok -- but the others seem really ambitious |
| 20:01:51 | raptor | yeah... most are probably worthy of GSoC instead |
| 20:04:49 | kaen | I think splitting all of the classes into separate cpp/h files would be a good one |
| 20:05:16 | | Johnaydu has joined |
| 20:05:22 | Johnaydu | Hey guys |
| 20:05:26 | kaen | hello |
| 20:05:31 | Johnaydu | omg I wrote my name wrong - anyways |
| 20:05:33 | raptor | Although, I bet some could be split up - like the 'test writing' one |
| 20:05:47 | kaen | yes, I like the testing one as well |
| 20:05:55 | raptor | into several smaller test writing ideas |
| 20:06:05 | kaen | and splitting seems like a really good strategy in general |
| 20:06:05 | raptor | hi Johnaydu |
| 20:06:12 | Johnaydu | It's Johnaudi |
| 20:06:19 | Johnaydu | lol sorry for the name |
| 20:06:22 | Johnaydu | but anywAys |
| 20:06:25 | kaen | no problem :) |
| 20:06:31 | Johnaydu | I've claimed a task on Bitfighter (GCI) |
| 20:06:50 | Johnaydu | 'BitFighter Test Writing |
| 20:07:02 | raptor | just assigned |
| 20:07:36 | raptor | Johnaydu: great! |
| 20:07:47 | Johnaydu | sorry I claimed another task from you before, but then I realized I needed linux |
| 20:07:48 | raptor | if you want to change your name, do: /nick Johnaudi |
| 20:07:55 | | Johnaydu is now known as Johnaudi |
| 20:07:58 | Johnaudi | oh thank you |
| 20:08:13 | Johnaudi | anyways, what do you guys want me to test write? |
| 20:08:27 | Johnaudi | I didn't quite understand where the source code is located |
| 20:08:35 | raptor | we will probably have several, but there is an example of one in the task description |
| 20:08:35 | Johnaudi | excuse me raptor, are you a coder/developer? |
| 20:09:04 | raptor | Johnaudi: yes, kaen, watusimoto, and I (raptor) are mentors/developers. sam686 is also a developer |
| 20:10:20 | Johnaudi | Okay so basically, you guys want 'test ideas'? or some plain code? |
| 20:10:27 | | Flynnn has joined |
| 20:10:32 | kaen | so, we have a unit testing framework |
| 20:10:35 | Johnaudi | it's my first time in GCI so - sorry for the lack of knowledge |
| 20:10:58 | kaen | and the task involves writing more unit tests -- pieces of code we run as a test suite to make sure we don't break the main code base |
| 20:11:14 | Johnaudi | oh okay let me look that up |
| 20:12:26 | Johnaudi | "Figure out how to get a MasterServer object to communicate with a ClientGame and a ServerGame object. All these objects can be created, and ClientGames can talk to ServerGames, but very little work has been done to get the Master to talk to anything else. May be able to implement functionality similar to the Client/Server Local Connection code that exists and works." |
| 20:12:30 | Johnaudi | this is very passive |
| 20:12:43 | Johnaudi | doesn't really 'explain' what needed |
| 20:12:59 | raptor | I would say first-thing-first: do you have a development environment set-up and teh code checked out? |
| 20:13:18 | Johnaudi | no idea where the source code is |
| 20:13:24 | raptor | oh... oops |
| 20:13:28 | raptor | that's our fault |
| 20:13:32 | kaen | documentation bug! |
| 20:13:38 | raptor | heh |
| 20:13:41 | Johnaudi | haha no biggie |
| 20:13:48 | raptor | http://code.google.com/p/bitfighter/source/checkout |
| 20:14:01 | raptor | what dev environment are you thinking of using? |
| 20:14:14 | raptor | this task involves c++ |
| 20:14:21 | Johnaudi | VS |
| 20:14:27 | kaen | perfect :) |
| 20:14:27 | raptor | what version? |
| 20:14:33 | Johnaudi | "10 |
| 20:14:38 | raptor | oh good |
| 20:14:43 | kaen | double perfect |
| 20:14:46 | Johnaudi | older versions not supported? |
| 20:14:58 | raptor | it's just known that 2010 works |
| 20:15:02 | raptor | :) |
| 20:15:19 | Johnaudi | I'm not a pro coder though so - yeah sorry but I'll do my best |
| 20:15:23 | raptor | kaen: are you editing that XML at all? I'm about to add source code instructions to each task... |
| 20:15:32 | kaen | I'm not |
| 20:15:33 | Johnaudi | I work with other languages and the only common one is C++ with GCI |
| 20:16:33 | Johnaudi | okay what's the directory of the folder you want me to check out? @raptor |
| 20:16:47 | Johnaudi | how to send a 'message' directly to someone? like having Johnaudi: hi? |
| 20:16:48 | raptor | the whole thing :) |
| 20:16:53 | Johnaudi | lol alright |
| 20:16:55 | raptor | you did |
| 20:17:12 | raptor | if you mention someone's name in IRC, our clients highlight and message us |
| 20:17:33 | Johnaudi | oh okay didn't know that |
| 20:17:34 | Johnaudi | thanks |
| 20:19:14 | Johnaudi | so it says 'figure out how this object communicates with this object' |
| 20:20:06 | Johnaudi | can you guys explain in english what do you want me to do? |
| 20:20:27 | Johnaudi | like create a MasterServer object and communicate to client or what? |
| 20:20:41 | grypoB | Hi, I'm currently working on the GCI task to associate music with a level, and I would like to know where in the code a .level file is loaded. |
| 20:20:43 | raptor | yes, once you get set-up you'll see we are a network game with 3 major parts: master, server, client |
| 20:20:56 | raptor | hi grypoB |
| 20:21:02 | raptor | are you checked out? |
| 20:21:42 | grypoB | i have a clone of the repo on my computer if is is what you mean |
| 20:22:09 | raptor | excellent |
| 20:22:29 | raptor | let get you the location |
| 20:22:34 | raptor | *let me |
| 20:22:59 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 20:23:01 | Johnaudi | master is where the whole data is saved |
| 20:23:09 | Johnaudi | server is the communication sequence |
| 20:23:13 | Johnaudi | client is the user's sequence? |
| 20:23:34 | Johnaudi | sorry in normal MMORPGs I don't realize a masterserver in there |
| 20:23:39 | Johnaudi | unless the server is a sub-server |
| 20:23:45 | raptor | grypoB: in zap/game.cpp line 668 is where the process flow starts |
| 20:23:52 | raptor | Johnaudi: sort of |
| 20:23:56 | grypoB | thanks |
| 20:24:05 | raptor | 'server' is the game server |
| 20:24:13 | raptor | 'client' is the user of the game |
| 20:24:23 | Johnaudi | master is what? :x |
| 20:24:58 | raptor | 'master' is the central data hub that handles authentication of all the users, and other things like statistics tracking |
| 20:25:11 | sam686 | master only does server list, game reports, and logins, there is only one master running for the most part. |
| 20:25:15 | raptor | so both 'server' and 'client' connect to master |
| 20:25:54 | Johnaudi | okay |
| 20:26:01 | Johnaudi | understoof |
| 20:26:04 | Johnaudi | stood* |
| 20:26:21 | kaen | raptor: I just updated the linux and windows build instructions. Can you put a link to bitfighter.org/wiki/index.php/Building_Bitfighter on the Get Involved page? |
| 20:26:54 | raptor | yes, excellent! I was just thinking of doing that |
| 20:30:50 | | LordDVG Quit (Remote host closed the connection) |
| 20:31:15 | raptor | ok done |
| 20:31:20 | Johnaudi | ah this stuff is hard - especially the framework you guys are using |
| 20:31:23 | raptor | let's see how fast it shows up |
| 20:31:26 | | LordDVG has joined |
| 20:31:34 | Johnaudi | but I'll try my best understading them before my time runs up |
| 20:31:40 | | LordDVG Quit (Remote host closed the connection) |
| 20:31:48 | Johnaudi | if my time runs up may I take the task again? |
| 20:32:04 | raptor | Johnaudi: no worries - we're planning on adding more tests, so if you get used to it, you'll be able to do those, too |
| 20:32:23 | Johnaudi | okay great! |
| 20:32:36 | Johnaudi | you guys are from CopyLeft games right? |
| 20:32:41 | raptor | Johnaudi: if you've made some good progress on the task before time is up, then we are very willing to extend any task |
| 20:32:58 | raptor | Johnaudi: yes, they are our parent organization |
| 20:33:01 | Johnaudi | oh that's great new! |
| 20:33:05 | Johnaudi | news* |
| 20:33:19 | Johnaudi | I've got all day tomorrow hope to make you guys proud |
| 20:33:30 | Johnaudi | but now I'm getting annoyed with that Checkout thing |
| 20:33:31 | raptor | great! |
| 20:34:37 | kaen | takes forever because you get every change ever made to every file |
| 20:34:46 | raptor | feel free to ask any questions |
| 20:35:36 | Johnaudi | even stupid questions?? :p |
| 20:36:14 | Johnaudi | How can I clone the checkout and start working on them on vs? |
| 20:36:18 | kaen | especially stupid questions -- We want to make the build instructions as complete as possible :) |
| 20:36:21 | Johnaudi | it's all using terminal |
| 20:36:26 | Johnaudi | haha |
| 20:36:32 | raptor | excellent question - go here http://bitfighter.org/wiki/index.php/Building_Bitfighter |
| 20:36:46 | kaen | I don't think there are GUI instructions on that page, raptor |
| 20:36:48 | kaen | for HG checkout |
| 20:37:01 | raptor | ohhh... |
| 20:37:20 | raptor | uhh... I think sam686 and watusimoto know the GUI stuff... sam686, are you using tortoiseHG? |
| 20:37:40 | kaen | the terminal stuff isn't too bad, Johnaudi |
| 20:37:55 | Johnaudi | oh I know but I'm on Windows |
| 20:38:03 | kaen | I think it's four commands or so |
| 20:38:17 | kaen | you can use the command prompt on windows |
| 20:38:28 | kaen | win+R and type 'cmd' without quotes |
| 20:38:55 | sam686 | I ues turtoiseHG yes |
| 20:39:34 | kaen | oh, then sam686 can probably give you instructions on how to check out with a GUI, Johnaudi |
| 20:40:03 | Johnaudi | I've installed Mercurial |
| 20:40:05 | Johnaudi | is that any help? |
| 20:40:16 | kaen | yep! |
| 20:40:19 | kaen | it's step one |
| 20:40:41 | Johnaudi | okay then? |
| 20:40:58 | kaen | did you manage to open a terminal? |
| 20:41:04 | Johnaudi | cmd? yeah |
| 20:41:05 | kaen | a command prompt, I mean |
| 20:41:06 | sam686 | if you have just mercurial, its a command line only, on windows run "cmd" and try a command: hg |
| 20:41:07 | kaen | ok |
| 20:41:25 | Johnaudi | not recognized |
| 20:42:11 | raptor | maybe the gui might be better: http://tortoisehg.bitbucket.org/ |
| 20:42:38 | sam686 | my command line works for me, and I have turtoiseHG, and turtoiseHG also have nice grapical system, just right click and choose "Clone" |
| 20:42:39 | Johnaudi | ah thanks guys for helping me out =D |
| 20:43:03 | Johnaudi | downloading tortoisehg now |
| 20:43:07 | Johnaudi | 30kb/s I'm a beast |
| 20:44:39 | Johnaudi | okay it's almost done |
| 20:45:59 | Johnaudi | done |
| 20:46:00 | Johnaudi | and now? |
| 20:47:52 | kaen | open tortoise |
| 20:47:52 | raptor | i think once tortoisehg is installed, you start it up and click 'clone'. then you provide our clone URL |
| 20:48:17 | Johnaudi | cloning... |
| 20:48:24 | kaen | cool! |
| 20:48:32 | kaen | now you need to install CMake |
| 20:48:38 | Johnaudi | on win? |
| 20:48:59 | kaen | yep |
| 20:49:15 | Johnaudi | k downloading |
| 20:49:21 | kaen | just to generate the VS project files, then you use VS to do the actual build |
| 20:49:49 | Johnaudi | okay let's say I got there - what do you want me to exactly build/fix/code? |
| 20:50:24 | kaen | the tasks specifically mentioned a MasterServer test |
| 20:50:31 | kaen | so you'll be adding to the files in bitfighter_test |
| 20:50:43 | Johnaudi | what will the test suppose to do? |
| 20:50:51 | Johnaudi | check if the masterserver is running? |
| 20:51:16 | kaen | it's supposed to get a MasterServer object to connect to a ClientGame and a ServerGame object |
| 20:51:39 | raptor | we really need watusimoto to clarify this one, I think.. |
| 20:52:22 | Johnaudi | from what I understand you guys want me to 'connect' the masterserver to the clientgame and servergame |
| 20:52:24 | Johnaudi | is that correct? |
| 20:52:40 | kaen | that's correct |
| 20:52:47 | kaen | sorry, I was reviewing the code already in place |
| 20:53:07 | kaen | if you look at bitfighter_test/main_test.cpp line 132 |
| 20:53:12 | Johnaudi | so what's the point of that? |
| 20:53:51 | kaen | it let's write more test code that ensures client/master/gameserver interaction works properly |
| 20:54:22 | kaen | these unit tests let us automatically test whether new changes break existing code |
| 20:54:51 | kaen | rather than needing to open up a client, launch a server, launch a test master, and manually check that they can all still connect to each other |
| 20:54:55 | kaen | in this case. |
| 20:54:56 | raptor | it is very easy to add bad, hard-to-find bugs to a network game - having proper test objects like this let's us know when we break things |
| 20:55:58 | kaen | right, rather than manually checking for every possible thing we could have broken, we can just build and run the 'test' executable and all of it will be checked automatically by the computer in seconds |
| 20:56:15 | kaen | so this task is really a very important one |
| 20:56:24 | kaen | anyway, as I was saying |
| 20:56:56 | kaen | main_test already has a little test that creates a MasterServer and a ClientGame, but it doesn't actually make the two of them connect |
| 20:57:09 | Johnaudi | ah |
| 20:57:10 | Johnaudi | okay |
| 20:57:17 | Johnaudi | now I understand |
| 20:57:21 | kaen | so this task involves writing code in that case to connect those two, and then the same for a ServerGame |
| 20:57:38 | kaen | ok, hopefully there's some clarity in that wall of text :) |
| 20:57:41 | Johnaudi | so I have to add those couple lines of code involving the connection of these client and servers |
| 20:57:48 | kaen | exactly |
| 20:58:31 | kaen | and once you get the hang of it, there's tons of existing code that doesn't have testing yet, so we'll probably add more testing tasks to the GCI list |
| 20:58:46 | Johnaudi | okay this is gonna be a long night |
| 20:59:07 | Johnaudi | so does the code of the connection exist elsewhere or do I have to create it from scratch? |
| 21:01:25 | kaen | I'm trying to find it right now |
| 21:01:47 | kaen | it exists, most or all of your work will be within main_test itself, all of the components should be in place already |
| 21:04:37 | grypoB | Hi, I would like to know where in the code the song of a level is chosen ? |
| 21:05:26 | kaen | grypoB: I'll find that for you in just a moment |
| 21:05:35 | grypoB | thanks |
| 21:05:39 | kaen | Johnaudi: to make a client/server connect to the master: |
| 21:05:47 | Johnaudi | yes? |
| 21:06:20 | kaen | 1. make the master listen (don't know the exact API call) |
| 21:06:29 | kaen | 2. set the master's correct host/port on the client/server |
| 21:06:30 | Johnaudi | okay |
| 21:06:40 | Johnaudi | alright |
| 21:06:45 | Johnaudi | and? |
| 21:06:53 | raptor | grypoB: the songs are handled in SoundSystem.cpp |
| 21:06:56 | kaen | 3. call game->setReadyToConnectToMaster(true) |
| 21:07:17 | Johnaudi | all this after the line 132 right? |
| 21:07:20 | Johnaudi | I mean |
| 21:07:21 | kaen | 4. call game->idle() and possibly master->idle as needed until the connection completes |
| 21:07:23 | Johnaudi | in between that |
| 21:07:24 | grypoB | raptor : thanks |
| 21:07:29 | kaen | correct, Johnaudi |
| 21:07:53 | Johnaudi | okay this will take time of searching but I'll try |
| 21:07:54 | raptor | grypoB: but we don't have any way to tie them to levels yet, that is part of the task |
| 21:08:03 | Johnaudi | think I can do it in less than an hour? |
| 21:08:27 | raptor | grypoB: right now the music sub-system just loops through all tasks, client-side only, and doesn't care if a level is started/stopped |
| 21:08:53 | kaen | hmm, I'm not sure that I could do it in an hour |
| 21:09:51 | Johnaudi | I'll try anyways |
| 21:10:28 | Johnaudi | okay so that gui loaded the content but how can I run it using vs? |
| 21:11:00 | grypoB | raptor : i'll work on that, but it seems more complicated than i thought |
| 21:11:00 | kaen | you have to generate the project files with cmake first |
| 21:11:32 | raptor | grypoB: yes, this is not a simple task, but doable |
| 21:12:05 | kaen | open the cmake gui, choose the bifighter folder you checked out, then choose bitfighter/build as the build directory, then click generate |
| 21:12:20 | Johnaudi | okay |
| 21:12:31 | kaen | then open the bitfighter.sln file that will be created in the bitfighter/build directory |
| 21:13:09 | kaen | and then you can build "bitfighter" for the normal game or "test" for the test suite |
| 21:13:37 | raptor | I gotta get back to work for a bit - i'll be around sporadically |
| 21:14:28 | Johnaudi | let's say I fininish and save, in the GCI website should I upload the main_test.cpp? or the whole thing? |
| 21:14:54 | kaen | probably just a patch against the latest revision |
| 21:20:41 | Johnaudi | GameConnection conn; conn.setObjectMovedThisGame(true); |
| 21:20:47 | Johnaudi | uhm? ^? |
| 21:21:00 | Johnaudi | GameConn for which object is this |
| 21:21:04 | Johnaudi | client? |
| 21:21:36 | kaen | GameConnection is a connection from the client to the game server |
| 21:23:27 | Johnaudi | and what we're looking for is gamemaster to server and client right? |
| 21:24:06 | kaen | client to master and server to master, yes |
| 21:32:01 | Johnaudi | okay I think I can do it but it will be more of a copy and paste job |
| 21:32:05 | Johnaudi | will that be okay? |
| 21:32:15 | kaen | fine with me :) |
| 21:32:33 | Johnaudi | becasue all the information is already there so what I have to do is copy and paste |
| 21:32:49 | Johnaudi | + it's too hard to learn a whole new framework in less than 48 hrs |
| 21:33:34 | Johnaudi | but anyways I have to go |
| 21:33:41 | Johnaudi | I'll work on it tomorrow as of I ahve time |
| 21:33:53 | Johnaudi | thanks a bunch for helping me out through this task guys |
| 21:33:58 | Johnaudi | greatly appriciated |
| 21:34:02 | Johnaudi | see ya |
| 21:34:04 | kaen | my pleasure :) |
| 21:34:07 | kaen | see ya |
| 21:34:18 | | Johnaudi Quit (Quit: Page closed) |
| 21:34:53 | | Watusimoto has joined |
| 21:38:58 | | Invisible has joined |
| 21:51:51 | Watusimoto | 5 tasks claimed!!! |
| 21:51:58 | raptor | hi |
| 21:52:02 | raptor | 2 unclaimed |
| 21:52:25 | grypoB | Is their a way to get a file with a specific name (not just an extension) into a Vector<string> ? |
| 21:52:48 | raptor | grypoB: yes, we have a method for it specifically for levels, let me find it |
| 21:53:54 | raptor | actually, Watusimoto, do you know where that is - I'm currently unfamiliar with the new LevelSource code |
| 21:54:00 | raptor | ? |
| 21:54:24 | grypoB | it would be for music files |
| 21:54:45 | Watusimoto | I don't think I understand the question |
| 21:54:53 | kaen | grypoB: do you mean the filename? |
| 21:55:14 | raptor | ohh... we just load everything we find in the 'music' sub-directory and make sure it matches an 'approved' extension |
| 21:55:30 | grypoB | yes |
| 21:56:52 | grypoB | I can build a new function to do the job if necessary |
| 21:59:51 | grypoB | and I have another question, can the SondSystem access the GameType class of the game being played ? |
| 22:00:21 | grypoB | *the level being played |
| 22:03:55 | grypoB | never mind my second question, I'll pass the information after the level is loaded. |
| 22:03:55 | raptor | grypoB: let me take a quick look |
| 22:04:02 | raptor | ok |
| 22:04:13 | raptor | grypoB: do you mind answering a candid question? |
| 22:04:20 | grypoB | ? |
| 22:05:19 | raptor | As mentors, we think we may have made most of our tasks rather hard (or long or complex) for GCI. As a student, what did you expect the difficulty or duration of tasks to be? |
| 22:05:29 | kaen | grypoB: FolderManager::checkName(const string &filename, const Vector<string> &folders, const char *extensions[]) |
| 22:05:44 | kaen | is the best I could find |
| 22:06:04 | grypoB | thanks |
| 22:06:18 | kaen | oh, wait, it's static in config.cpp |
| 22:07:00 | grypoB | i'll find another way |
| 22:08:51 | grypoB | raptor : i expected the duration of the task would be from 2 to 4 hours, without including the learning time (to understand where everything is) which would be 2 hours. |
| 22:09:20 | raptor | ok, that's fair |
| 22:09:35 | raptor | thank you |
| 22:09:43 | grypoB | your welcome |
| 22:10:15 | grypoB | *you are |
| 22:11:23 | kaen | grypoB: feel free to write your own if you can't find a function to use |
| 22:12:06 | grypoB | ok |
| 22:12:31 | Watusimoto | grypoB: in other words, you expect to be able to finish a task, from beginning to end, in a day |
| 22:14:28 | grypoB | watusimoto : a full day yes, but I do have to go to school, so the "day" of work would be stretched on 3 |
| 22:15:18 | grypoB | which is why 72 hours is good, 84 would be perfect |
| 22:16:05 | Watusimoto | ah yes, school |
| 22:17:06 | grypoB | speaking of it, it's getting late, so i'll work on the task more tomorrow. |
| 22:17:30 | kaen | night! |
| 22:17:52 | grypoB | night all |
| 22:17:57 | kaen | Watusimoto: I fear the master connection test is not as simple as it would seem |
| 22:17:58 | kaen | http://pastie.org/8490981 |
| 22:18:08 | Watusimoto | night! |
| 22:18:12 | kaen | segfaults inside of connectLocal |
| 22:19:30 | Watusimoto | I think I tried something like this and concluded that we need a different connectLocal for connecting to the master |
| 22:19:56 | Watusimoto | raptor: did grypoB say where he was from? |
| 22:20:26 | sam686 | it need to connect to master not as a GameConnection, but as a MasterServerConnection |
| 22:20:38 | Watusimoto | yes |
| 22:20:41 | Watusimoto | that sounds right |
| 22:20:57 | kaen | I presume that's what getConnectionToMaster() returns :P |
| 22:21:03 | raptor | IP says switzerland |
| 22:21:23 | raptor | and Johnaudi's is from lebanon |
| 22:21:48 | kaen | further, connectLocal is a TNL call |
| 22:21:55 | raptor | but they haven't said (and I haven't asked yet) |
| 22:22:05 | | grypoB Quit (Ping timeout: 250 seconds) |
| 22:22:15 | kaen | and finally, (and this is the scary part) the NULL comes from a failed Object::create call |
| 22:22:28 | kaen | trying to create the remote MasterConnection by name |
| 22:22:54 | sam686 | based on the pastie, it may be that getConnectionToMaster() returns NULL if not connected not initalized. |
| 22:23:35 | kaen | woops, that's it :P |
| 22:24:50 | kaen | ok, so it looks like we'd have to go with my original suggestion: making the master host then connecting to it in the client's idle loop |
| 22:25:12 | kaen | or, write a new connectLocal as wat said |
| 22:27:36 | sam686 | you need mConnectionToMaster = new MasterServerConnection(ClientGame); for client game.. |
| 22:27:50 | kaen | sure, writing it is easy enough for you or I |
| 22:28:06 | kaen | but I mean for a high school kid who's never seen the bitfighter code base or used TNL? |
| 22:28:15 | raptor | I think I hate melange |
| 22:29:25 | sam686 | no clientGame.setConnectionToMaster? Thats when I wind up doing #define protected public to access mConnectionToMaster |
| 22:36:16 | sam686 | another problem: 2 class with the same name "MasterServerConnection" with different functions in it. Master/MasterServerConnection.h and zap/masterConnection.h |
| 22:38:08 | Watusimoto | two sides of the same thing |
| 22:39:43 | sam686 | it might be a problem if trying to test master and client in the same test .cpp |
| 22:39:45 | | Invisible Quit (Ping timeout: 272 seconds) |
| 22:41:24 | kaen | I think it will definitely be a problem |
| 22:44:18 | kaen | TNL will create a copy of the first MasterServer class it find in the NetClassRep linked list when it does Object::create |
| 22:44:46 | kaen | so it could hit either one, depending on static initialization order. |
| 22:46:04 | kaen | all of that assumes both classes are actually declared and implemented seperately, which I doubt that they are because TNL will do TNL::NetClassRepInstance<className> className::dynClassRep(#className, 0, TNL::NetClassTypeNone, 0) |
| 22:46:06 | kaen | for each one |
| 22:47:56 | sam686 | its mostly a problem when TNL receive a "MasterServerConnection", which one to create? It likely chooses the same one as you "new" it from? maybe. |
| 22:48:43 | kaen | no, it walks NetClassRep::mClassLinkList until it hits one with the same class name |
| 22:49:14 | kaen | which is static, so as I said it will create the first class in that list where the class name is "MasterServerConnection" |
| 22:50:25 | kaen | so, it might work properly, but if it does it's incredibly fragile and only by luck |
| 22:54:10 | sam686 | i see, just found it now, at netInterface.cpp is where it finds a string of connection, so it looks like it transfers a string "MasterServerConnection" while connecting |
| 22:54:29 | sam686 | netInterface.cpp (line 816) |
| 22:55:00 | kaen | so it would probably work if you just name it MasterConnectionClient and MasterConnectionServer :) |
| 22:55:17 | kaen | maybe local and remote |
| 22:56:22 | kaen | actually, that wouldn't work at all now that I think about it. derp. |
| 22:57:11 | sam686 | netInterface.cpp line 718 it transmit the name line 816 is the receiving side |
| 23:06:01 | sam686 | TNL_IMPLEMENT_NETCONNECTION(MasterServerConnection, NetClassGroupMaster, false); (client) |
| 23:06:04 | sam686 | TNL_IMPLEMENT_NETCONNECTION(MasterServerConnection, NetClassGroupMaster, true); (master) |
| 23:06:27 | sam686 | false vs true? maybe that will prevent having 2 of them in the list? Have to check that.. |
| 23:06:41 | | amgine123 has joined |
| 23:06:48 | amgine123 | sup |
| 23:08:04 | sam686 | ji |
| 23:08:06 | sam686 | hi |
| 23:09:21 | sam686 | netConnection.cpp line 47 mCanRemoteCreate is the true/false thingy on TNL_IMPLEMENT_NETCONNECTION so it will NOT create the client side of MasterServerConnection |
| 23:10:37 | | thread_ has joined |
| 23:11:12 | | Nothing_Much has joined |
| 23:11:44 | | Nothing_Much Quit (Remote host closed the connection) |
| 23:15:47 | amgine123 | is kaen here |
| 23:16:46 | | Nothing_Much has joined |
| 23:21:05 | | Nothing_Much has left #bitfighter |
| 23:21:07 | | Nothing_Much has joined |
| 23:23:48 | amgine123 | anything new being worked on |
| 23:46:15 | thread_ | bitfighter now solves world hunger |
| 23:48:48 | amgine123 | really? i thought it already did that XD |
| 23:49:42 | raptor | i'm awake! |
| 23:55:01 | amgine123 | raptor can i steal a Jpg of the Bf ship one of the logo |
| 23:56:02 | raptor | sure - but it's open source, so i doubt it could be considered stealing |
| 23:56:41 | amgine123 | ship and logo seperate no background XD |