00:01:16 | | BFLogBot Commit: 5d10fa041dd1 | Author: sam8641 | Message: Added some stuff for MasterServerConnection test |
00:01:17 | | BFLogBot Commit: df3833f4060d | Author: sam8641 | Message: TestObject fix |
00:01:55 | raptor | sam686: you didn't just do the GCI task, did you? |
00:02:11 | sam686 | don't know, what was it? |
00:02:41 | Watusimoto | ha! |
00:02:43 | amgine123 | did you see my pc raptor XD |
00:02:55 | sam686 | I just don't really pay much attention to gci stuff very much |
00:04:07 | sam686 | and its only like 10 or 20 lines of added code.. |
00:05:14 | sam686 | its mostly because some of you started talking about how to do it, mostly the pastie. |
00:06:07 | amgine123 | for what? |
00:06:41 | sam686 | Im not sure which tack raptor thinks I done, but its something to do with a change I commited a few minutes ago |
00:07:08 | Watusimoto | well, I'm glad it's done |
00:07:21 | Watusimoto | I've been wrestling all evening with what should be a trivial case |
00:07:41 | Watusimoto | now I need to go to bed so I can get up early tomorrow |
00:07:42 | sam686 | this change I done with: http://code.google.com/p/bitfighter/source/detail?r=5d10fa041dd1 |
00:08:31 | Watusimoto | good night gentlemen! |
00:08:34 | sam686 | excuse me with Platform::sleep(1000000); but I wanted to see the console a bit longer before it disappears.. |
00:08:52 | Watusimoto | oh, and i have a new idea about how we should resolve our worm issue, but I'll keep you all in suspense |
00:08:54 | sam686 | ( i took it off on next commit already)_ |
00:08:56 | Watusimoto | night! |
00:10:11 | amgine123 | btw i tried getting to worm run in game by adding it to the level but couldnt if you know the command tell me in pc (so its not leaked like slip zones) |
00:11:07 | sam686 | "Worm" in bitfighter crashes 018a, and is currently not available (unknown object error) on 019 |
00:12:04 | amgine123 | ah just wonder what does it do is it like the object from KIX ? |
00:12:24 | amgine123 | where you have to fill a box in but avoid the rampaging scribble? |
00:13:03 | | Watusimoto Quit (Ping timeout: 245 seconds) |
00:14:00 | kaen | maybe Johnaudi can pivot to a different testing-related task |
00:14:43 | amgine123 | waiting for a answer on what it does XD |
00:16:52 | sam686 | http://google-melange.appspot.com/gci/task/view/google/gci2013/4554911064784896 |
00:17:00 | sam686 | Looks like I might have did the "Figure out how to get a MasterServer object...." part |
00:17:10 | sam686 | but its still possible to write more tests |
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00:22:07 | sam686 | At one point I had Worm working https://www.youtube.com/watch?v=Au_7n8Tiu_M |
00:22:37 | sam686 | Maybe a better idea is to have Worm go in a set path around in circles, as in you set the path in editor like a Poly outline |
00:24:18 | amgine123 | i think it should be more like the nemy in KIX where its a bunch of gruopd lines togherther moving ( like ina screensaver and touching iut one hit kills you) |
00:26:26 | sam686 | One hit kill? that for Asteroids, so far.. |
00:26:40 | amgine123 | https://www.youtube.com/watch?v=oTRZEmNycXE |
00:26:43 | amgine123 | like this kinda |
00:27:22 | amgine123 | classic game ^_^ |
00:28:56 | amgine123 | \what do you think sam dooable? |
00:29:24 | amgine123 | or raptor |
00:29:44 | raptor | hi |
00:29:46 | raptor | what? |
00:29:58 | sam686 | it might be doable, but then it seems a bit like asteroids with lines instead of spot |
00:30:43 | amgine123 | then make asteriods the non killable obsticales XD |
00:30:51 | sam686 | Asteroid with rectangle or polygon shape? |
00:31:38 | amgine123 | i think it would be cool |
00:32:56 | raptor | heading home! |
00:33:01 | | raptor Quit () |
00:33:48 | amgine123 | another example ( a little better) https://www.youtube.com/watch?v=zZt64cECO5g |
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03:05:22 | kaen | hi |
03:05:35 | kaen | hello bitfighter community |
03:06:07 | kaen | i was told not to swear |
03:06:23 | kaen | spicey out~ |
03:06:35 | raptor | hi |
03:06:47 | kaen | watsup :) |
03:06:50 | raptor | yes, we're on our best behavior for the GCI students |
03:07:04 | kaen | ohhh, that's why! |
03:07:34 | raptor | well... even otherwise... you'd be subject to the wrath of raptor.. |
03:07:44 | kaen | lol. |
03:08:05 | kaen | I don't swear much so its not a problem |
03:08:10 | raptor | :) |
03:08:17 | kaen | i was thinking about being a gci student |
03:09:15 | | destroyerimo has joined |
03:09:17 | raptor | really? maybe you mean GSoC (for the college kids, GCI is high school) |
03:09:36 | kaen | oh yeah thats what i mean lol |
03:09:49 | kaen | bryan was making fun of me for saying that -__- lol |
03:09:58 | raptor | I didn't know you had programming ability... do you code much? |
03:12:01 | raptor | if not, i'm sure kaen could teach you some, then you could join as 'spikey' and help us take over the world with Bitfighter! |
03:12:24 | Nothing_Much | kaen: are you alright? |
03:12:57 | raptor | he's uh... suffering from multiple personalities at the moment |
03:13:08 | Nothing_Much | oh my |
03:13:26 | Nothing_Much | oh, what's GCI? |
03:14:02 | Nothing_Much | am I interrupting somethin'? |
03:14:10 | raptor | Nothing_Much: https://developers.google.com/open-source/gci/ |
03:14:12 | raptor | nope |
03:14:27 | raptor | it's a Google sponsored programming contest of sorts |
03:14:42 | raptor | we're mentors, so you may see several new people join the channel over the next month |
03:14:56 | Nothing_Much | dude that's cool! |
03:16:14 | Nothing_Much | where do I find bitfighter on the google code thing? (not the source code, but the promotion) |
03:16:51 | raptor | we're actually part of an 'umbrella' called copyleftgames: http://gci.copyleftgames.org/ |
03:17:36 | Nothing_Much | whoa, nice, where'd you hear about this? :O |
03:19:05 | raptor | koda from hedgewars convinced us to join in last year |
03:20:07 | Nothing_Much | nice |
03:36:51 | amgine123 | hmm msuic sulty that wouldnt be hard to prgram in C++ would it |
03:46:23 | kaen | sorry guys... girlfriend hijacked my irc client |
03:46:36 | kaen | she's not a programmer :P |
03:46:57 | kaen | I told her to get on IRC herself and she thought I meant GCI for some reason |
03:48:05 | kaen | and then I told her what GCI was and she got super embarassed and ran away from the conversation |
03:54:05 | Nothing_Much | kaen: lol |
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03:55:44 | Nothing_Much | Hi kylebirnbaum |
03:56:35 | amgine123 | so kaen program land |
03:57:03 | kylebirnbaum | hi |
03:57:24 | amgine123 | kaen are you here |
03:59:07 | Nothing_Much | How is everyone? |
03:59:11 | kaen | hi kylebirnbaum |
03:59:21 | kaen | hi amgine123, I'm here but if you want scripting help let's take it to PM |
03:59:46 | kaen | kylebirnbaum: I saw that you claimed the command history task |
03:59:59 | kaen | when raptor comes back around he can officially assign it to you |
04:00:13 | raptor | say what |
04:00:51 | raptor | assigned! |
04:01:02 | | raptor goes back to child care |
04:01:11 | kaen | let me know if you have any questions at all, kylebirnbaum |
04:03:35 | amgine123 | hey raptor did you ever see why i wanted those jps in pc |
04:05:23 | kylebirnbaum | yes, I claimed the command history project. How should i go about this, should i download the source code? If so where can i find it, or should i try and make it seperately from the actual program? I find this very confusing. |
04:05:42 | kaen | what operating system do you use, kylebirnbaum? |
04:10:47 | kaen | well, build instructions are here: http://bitfighter.org/wiki/index.php/Building_Bitfighter |
04:11:08 | kaen | if you're on windows, you'll need cmake, visual studio 2010, and tortoisehg |
04:11:19 | kaen | http://www.cmake.org/cmake/resources/software.html |
04:11:26 | kaen | http://tortoisehg.bitbucket.org/ |
04:11:43 | kaen | http://go.microsoft.com/?linkid=9709949 |
04:17:32 | amgine123 | kaen pc |
04:17:54 | sam686 | Crickets Chirping |
04:18:09 | sam686 | just kidding its just silent.. |
04:21:07 | amgine123 | yeah |
04:21:20 | amgine123 | i need programming advice but kaen died |
04:23:10 | Nothing_Much | he's just afk |
04:24:59 | kylebirnbaum | thanks i do run on windows. should i use visual studio 2010 or 2013 |
04:25:08 | kylebirnbaum | or does it not matter |
04:28:07 | Nothing_Much | kaen |
04:28:45 | kaen | you should use 2010 because we have not tested 2013 |
04:29:01 | raptor | 2013 is tested |
04:29:05 | sam686 | probably doesn't matter, though watusimoto have used 2010 for a while. |
04:29:06 | raptor | watusimoto is on it now |
04:29:09 | raptor | over and out |
04:29:17 | kylebirnbaum | ok, im more comfortable with 2010 anyway |
04:29:39 | sam686 | and I use... 2008 |
04:30:17 | kaen | sam686: can you help kylebirnbaum checkout/build with tortoise and cmake gui? |
04:30:21 | sam686 | though I did use 2010 for a little bit, but not very much, though they are mostly the same |
04:30:21 | kaen | I have to head out for an hour |
04:31:55 | kaen | anyway, our repository URL for tortoisehg is http://code.google.com/p/bitfighter/ |
04:32:03 | sam686 | I likely can't stay up for long, will have to get to sleep in about 15 minutes |
04:32:14 | kaen | here's instructions for cloning in tortoisehg http://tortoisehg.bitbucket.org/manual/0.9/clone.html |
04:32:29 | kaen | then use the cmake gui and point it at the bitfighter directory |
04:32:41 | kaen | use bitfighter/build as the build directory |
04:32:49 | kaen | then click generate |
04:33:00 | kaen | then open the visual studio project files that are made in bitfighter/build |
04:33:05 | kaen | alright gotta run! |
04:33:18 | kylebirnbaum | thanks, bye |
04:33:19 | amgine123 | noooo i need a hint |
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04:36:16 | amgine123 | one last hint before you go |
04:36:20 | amgine123 | klaen |
04:44:14 | kylebirnbaum | what do i clone in tortoise? |
04:44:30 | raptor | hi kylebirnbaum |
04:44:37 | raptor | i can help for a few min. |
04:44:42 | kylebirnbaum | and where do i clone it to? sorry, im new to this |
04:44:52 | raptor | this page has instructions for checking out code: http://bitfighter.org/wiki/index.php/Building_Bitfighter |
04:45:15 | sam686 | you can clone http://code.google.com/p/bitfighter/ |
04:45:24 | raptor | you would clone the following URL: https://code.google.com/p/bitfighter/ |
04:45:32 | raptor | heh, thanks sam686 |
04:46:00 | sam686 | I know https required for push (as well as password), but cloning http appears faster. |
04:53:43 | kylebirnbaum | ok so im in cmd, i am at the 'hgtk clone [SOURCE] [DEST]' part. What goes in the SOURCE and DEST parts, so i just choose |
04:53:59 | raptor | SOURCE is the URL we posted above |
04:54:08 | raptor | DEST is a directory to put the source |
04:54:16 | kylebirnbaum | ok |
04:56:59 | raptor | i'm heading to bed, try following the instructions on the Building_Bitfighter page if you get stuck |
04:57:02 | raptor | good night! |
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04:59:11 | kylebirnbaum | how do i change to the 'build' directory in the bitfighter source code tree. |
05:03:58 | sam686 | jsut do a command: cd build (or you can put entire path to it) |
05:04:30 | sam686 | can do cd c:\entire path to bitfighter code |
05:19:43 | sam686 | will need to go to bed, see you tomorrow... |
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06:01:01 | Johnaudi | Good morning everybody |
06:01:10 | Johnaudi | Any developer online? |
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06:12:17 | Johnaudi | here again |
06:12:23 | Johnaudi | who's -not- afk? |
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06:57:54 | destroyerimo | me! |
07:05:20 | Johnaudi | can you code? |
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08:59:12 | Johnaudi_ | hey any dev on? |
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14:23:44 | Johnaudi | anyone on? |
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14:25:43 | Izaron | hi |
14:26:08 | Johnaudi | hey |
14:26:09 | Johnaudi | you dev? |
14:26:42 | Izaron | I GCI student |
14:27:08 | Johnaudi | what you doing? |
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15:32:22 | Vlad_John | hi, any details you can give me about this Google Code-in 2013 task? link here:http://www.google-melange.com/gci/task/view/google/gci2013/5580044596412416 |
15:34:34 | sam686 | its about creating a scrollbar or scrolling them when needed |
15:36:09 | Johnaudi | hey sam I'm in need of some help here |
15:36:24 | sam686 | first, make sure you can build it from source first, some instruction here http://bitfighter.org/wiki/index.php/Building_Bitfighter |
15:36:33 | sam686 | on Windows or linux? |
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15:46:18 | Johnaudi | So I was thinking may I take most of the bitfighter tasks and stay here you guys helping me out? |
15:46:27 | Johnaudi | I prefer these mentors over the others |
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15:46:34 | sam686 | sure |
15:46:34 | andrew_ | what exactly should i do at this task on Gci 2013 contest? |
15:46:45 | Johnaudi | which task andrew? |
15:46:53 | andrew_ | http://www.google-melange.com/gci/task/view/google/gci2013/6603341224214528 |
15:48:14 | Johnaudi | it will load the levels from the source file, check if they have something in them (if they're empty or exist) if they do exist, load the |
15:48:30 | sam686 | oh its reading a list of levels in a file and use that as a list of levels. |
15:48:39 | Johnaudi | ^ |
15:48:47 | Johnaudi | I wanted to take that one :( |
15:49:00 | Johnaudi | but oh well - I have no idea what to do in the current one I have |
15:49:10 | Johnaudi | from what I've been told is make the game client connect to the game master |
15:49:12 | Johnaudi | and that's what I've done |
15:49:20 | Johnaudi | but still I don't think it got approved |
15:50:19 | andrew_ | i have a list of levels and i have to check if all of them are ok? I have to debug them or what? |
15:51:09 | sam686 | make sure it only runs the level listed on a file |
15:55:58 | sam686 | I can't really control tasks on GCI, raptor can... when he joins here soon. |
15:57:39 | Johnaudi | Okay - I didn't do much though so I doubt he's going to approve it |
15:57:46 | Johnaudi | but the thing is so blurry I barely understood |
15:58:14 | sam686 | I may have done part of it https://code.google.com/p/bitfighter/source/detail?r=5d10fa041dd1 |
15:58:29 | sam686 | without knowing this task existed until after my commit. |
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16:06:07 | Johnaudi | ugh sam |
16:06:08 | Johnaudi | your code |
16:06:12 | Johnaudi | is scaring me |
16:06:30 | sam686 | your way is connecting to external internet master server |
16:06:44 | sam686 | my was was connecting to internal master. |
16:06:58 | sam686 | one way have some advantages other way also have some advantages.. |
16:07:34 | Johnaudi | hmm |
16:07:40 | Johnaudi | so my way was semi-correct? |
16:07:42 | Johnaudi | :o?!! |
16:08:18 | Johnaudi | if this gets approved I swear ima be coding all the other stuff (even though I might fail) with Bitfighter |
16:08:41 | Johnaudi | aka you guys |
16:09:06 | sam686 | partly yes, but without the onConnectedToMaster(); instead do multiple GC->idle(100), maybe in a loop, it gaves time to connect to external master |
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16:10:17 | Johnaudi | hmm so I should replace it with GC->idle(100); does this let it sleep 100 millisecs? |
16:10:54 | sam686 | kindof, but it doesn't actually sleep, it ticks that many milliseconds |
16:11:24 | sam686 | it does all kinds of handling stuff while it ticks in idle |
16:11:49 | sam686 | and maybe the config automatically have the master server address as well. |
16:12:45 | sam686 | Basically try to make it so GC->isConnectedToMaster() == true |
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16:17:07 | Johnaudi | I am |
16:17:10 | Johnaudi | oh |
16:17:11 | Johnaudi | wait |
16:17:34 | Johnaudi | thanks a bunch sam, I'll be changing it right away |
16:17:43 | sam686 | ok |
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16:18:04 | Johnaudi | wait where is the master server's address stored at? |
16:18:46 | sam686 | its in zap/config.cpp line 53 |
16:19:21 | sam686 | but its already in config so you don't need to worry about it.. |
16:19:33 | Johnaudi | hmm |
16:19:34 | Johnaudi | clientGame.setConnectionToMaster(new Zap::MasterServerConnection((Game*) &clientGame)); |
16:19:37 | Johnaudi | that's your vers |
16:19:51 | Johnaudi | why did you create a new MasterServerConnection to get config? |
16:20:40 | Johnaudi | I mean |
16:20:40 | sam686 | If looking at mine, i am not connecting to external master, only internal, so address not needed for internal connection (connectLocal used instead) |
16:20:50 | Johnaudi | ahh okay |
16:22:17 | Johnaudi | may I ask |
16:22:25 | Johnaudi | did you study computer engineering at university? |
16:22:39 | sam686 | to make it easier, you can do while(GC->isConnectedToMaster() == false) GC->idle(100); |
16:22:44 | sam686 | I wasn't on university |
16:23:02 | Johnaudi | and how come you know all this stuff? |
16:23:13 | sam686 | Just coding a lot on C++, was on bitfighter coding for a year, searching on how to do something |
16:23:36 | Johnaudi | you should start an MMO man |
16:23:38 | sam686 | maybe more years on some different languages, BASIC being my first language programming |
16:23:42 | Johnaudi | get lots of money |
16:23:48 | Johnaudi | oh the one from the calculator? |
16:24:01 | Johnaudi | @BASIC |
16:24:20 | sam686 | kindof like calculator, but wind up making a little game from programming.. |
16:24:55 | Johnaudi | my friend made snake, darts and sudoku in tehre |
16:24:59 | Johnaudi | he's 17 now |
16:25:12 | Johnaudi | I'm 15 btw nice to meet you |
16:25:16 | sam686 | ok |
16:25:21 | sam686 | im 23 |
16:25:34 | Johnaudi | you're still young, why not go to university? |
16:25:53 | sam686 | I might think about it, just I currently not on it. |
16:26:12 | Johnaudi | well, is it about money issues? |
16:26:31 | sam686 | partly, but not too sure yet. |
16:26:32 | Johnaudi | if so, you can easily get paid on the web these days |
16:26:41 | sam686 | ok |
16:27:02 | Johnaudi | Bitfighter is a paid service? |
16:27:14 | sam686 | no, mostly now |
16:27:18 | sam686 | not* |
16:27:38 | Johnaudi | how do you guys keep the master server up? |
16:27:56 | Johnaudi | as in it costs a yearly does it? |
16:28:23 | sam686 | Both the master server and bitfighter.org website is paid by watusimoto, mostly for a relatively cheap price due to very low traffic |
16:29:00 | sam686 | web server and master server are both in same VPS server |
16:29:25 | sam686 | my "Sam test" is.. actually running off from my home computer |
16:29:34 | sam686 | (as seen if running 018a) |
16:30:00 | Johnaudi | good, that's economic |
16:30:01 | Johnaudi | btw |
16:30:01 | Johnaudi | ClientGame *CG(&clientGame); do { CG->setReadyToConnectToMaster(true); CG->idle(100); } while (!CG->isConnectedToMaster()); |
16:30:11 | Johnaudi | like this ^? |
16:30:20 | sam686 | yes |
16:30:31 | Johnaudi | should I add anything else or is it done? |
16:30:45 | sam686 | will it run? |
16:30:57 | Johnaudi | I can't run it in the first place - I get a CMake error |
16:31:03 | sam686 | I can test it too if you send me the part you added |
16:31:20 | sam686 | did you do CMake .. ( 2 dots at the end)? |
16:31:30 | sam686 | cds build then cmake .. |
16:31:37 | sam686 | cd not cds |
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16:32:03 | Johnaudi | hm it's more of a ALL_BUILD error |
16:32:06 | Johnaudi | hey raptor! |
16:32:16 | Johnaudi | let me update the file on gci |
16:32:23 | raptor | good morning! |
16:32:29 | sam686 | hi |
16:32:48 | raptor | just a moment as i get caught up in the logs and settled in at work... |
16:34:10 | Johnaudi | Once you're back, I've updated the file in GCI can you check if it runs? because it's returning me an error |
16:34:51 | Johnaudi | sam I replaced the part added by me before with the one written above |
16:35:33 | sam686 | Johnaudi idea was connecting to external internet server, my code was connecting to internal master |
16:36:48 | Johnaudi | so wait CG->setReadyToConnectToMaster(true); is connecting to the external internet server right? |
16:37:13 | Johnaudi | not internal |
16:38:09 | sam686 | your test just hangs on me (freezes or nothing happening), maybe something more is needed, will look whats missing |
16:38:28 | | koda Quit (Ping timeout: 245 seconds) |
16:38:45 | Johnaudi | if you find what's missing just hint it to me - I should try to finish this task so I can get it approved for GCI :D |
16:38:53 | Johnaudi | but thanks for helping me out nevertheless! |
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16:39:51 | Johnaudi | hmm I think I know why it's freezing, maybe because it's overloading 100 ticks everytime? |
16:40:10 | Johnaudi | because it doesn't stop the current thread, but the 'CG' one. |
16:40:30 | Johnaudi | so it's probably just stacking 100 ticks over and over? |
16:41:32 | grypoB | Hi, i'm working on the GCI task to associate a level to music, and I have a question: can a gameType call function from the SoundSystem ? |
16:42:58 | Johnaudi | ah found the error try this: |
16:42:59 | Johnaudi | ClientGame *CG(&clientGame); CG->setReadyToConnectToMaster(true); CG->onConnectedToMaster(); do { CG->idle(100); } while (!CG->isConnectedToMaster()); |
16:43:34 | grypoB | or the other way round, can the SoundSystem know which gameType is being played ? any clue raptor ? |
16:43:49 | sam686 | since mMasterServerList was blank, you need gameSettings->onFinishedLoading(); out side of loop before setReadyToConnectToMaster |
16:44:10 | sam686 | that will convert the single string of addresses into multiple single address |
16:44:16 | Johnaudi | ah but you told me it was in the config was it? |
16:44:31 | Johnaudi | @MasterServer |
16:44:45 | sam686 | yes its in the config, but was only in a masterAddressList |
16:44:47 | raptor | hi again |
16:44:56 | Johnaudi | okay so |
16:45:03 | Johnaudi | ClientGame *CG(&clientGame); gameSettings->onFinishedLoading(); CG->setReadyToConnectToMaster(true); CG->onConnectedToMaster(); do { CG->idle(100); } while (!CG->isConnectedToMaster()); |
16:45:25 | sam686 | If you check on zap/GameSettings.cpp onFinishedLoading, it splits into mMasterServerList |
16:45:43 | Johnaudi | lol |
16:45:56 | Johnaudi | it's hard to check everything |
16:46:02 | Johnaudi | I mean |
16:46:08 | Johnaudi | how do you know where the stuff is located? |
16:46:37 | sam686 | I was on bitfighter source code for a long time, I know where several parts is |
16:47:13 | raptor | grypoB: we don't have a way for the SoundSystem to detect which gametype you're in, I don't think. But I suspect that you should be able to call a SoundSystem method from ClientGame when it detects a level has changed |
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16:48:13 | grypoB | raptor : that would do the trick, thanks |
16:48:50 | sam686 | Johnaudi your second upload was just missing a gameSettings->onFinishedLoading(); after its there it works for me |
16:49:31 | sam686 | And I would call it TEST_F(BfTest, MasterTestsExternal) |
16:51:38 | Johnaudi | okay added |
16:51:42 | Johnaudi | ah damn didn't rename that |
16:51:42 | raptor | Johnaudi: you say your code needs review? Or is that what you're working on with sam686 right now? |
16:52:09 | Johnaudi | I asked if you could test but I guess it needs review now |
16:52:13 | Johnaudi | that's what I was working with sam atm |
16:52:23 | Johnaudi | well unless if it's not working |
16:52:35 | Johnaudi | sam is it necessary to rename it? |
16:53:50 | sam686 | well, since I also named it the same for my internal master connection, either mine or your external master connection need to be renamed |
16:54:04 | Johnaudi | I'll rename mine then |
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16:55:24 | Johnaudi | okay done, anyone check if it's working please? |
16:55:25 | sam686 | its runs good after making sure there isn't the same name in TEST_F |
16:55:35 | sam686 | it appears to work just fine now |
16:55:51 | Johnaudi | great! thanks a bunch! |
16:56:05 | Johnaudi | the game itself looks good btw - you guys plan on releasing it on a console? |
16:56:20 | sam686 | I don't have control of GCI, maybe thats for raptor to do it, now raptor is here.. |
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16:56:36 | raptor | hi |
16:56:47 | Johnaudi | hey raptor could you review it now? |
16:56:51 | raptor | Johnaudi: upload your latest code |
16:56:55 | Johnaudi | did |
16:56:56 | raptor | i'll review it |
16:57:02 | raptor | and it compiles? |
16:57:08 | sam686 | yes |
16:57:32 | Johnaudi | I don't know if it compiles here because it gives me an error from ALL_BUILD - I'm missing some libraries probably |
16:57:35 | sam686 | (yes for me, Johnaudy couldn't quite compile yet.. |
16:57:52 | raptor | ignore ALL_BUILD -just compile the bitfighter_test one |
16:58:26 | Johnaudi | "Unable to start program "..." - The system cannot find the file specified" |
16:58:42 | Johnaudi | let me see if I can do it sec |
16:58:56 | sam686 | are you on windows? |
16:59:27 | sam686 | oh maybe you need to copy .DLL files from /lib to /exe |
16:59:39 | Johnaudi | I'm on win yes |
17:00:03 | Johnaudi | I'm building the solution alone so I don't think it's needed currently |
17:00:10 | Johnaudi | why is VB so slow in compiling? :/ |
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17:00:37 | sam686 | computer speed? Mine is i7-2600 |
17:00:58 | | amgine123 has joined |
17:01:11 | amgine123 | sup |
17:01:15 | sam686 | my i7 compiles in about less then 1 minute, |
17:01:19 | Johnaudi | intel centrino |
17:01:21 | Johnaudi | hahaha |
17:01:27 | sam686 | my intel atom takes a good 10 minutes to compile |
17:01:42 | Johnaudi | if I take a pic of my pc you'd laugh |
17:01:57 | Johnaudi | it's a laptop but I started calling it a PC |
17:02:10 | Johnaudi | because it won't run without a charger (no battery) |
17:02:15 | sam686 | centrino is a wireless/chipset stuff, not the actual CPU name.. |
17:02:19 | Johnaudi | keyboard and pad are broken so I use external ones |
17:02:28 | Johnaudi | oh |
17:02:35 | Johnaudi | it says Intel Centrino Inside :i |
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17:03:22 | Johnaudi | you know about computer and stuff right? |
17:03:31 | sam686 | finding the cpu name, its in the system properties in windows (right click my computer and "Properites" to get to it) |
17:03:31 | Johnaudi | I'm getting a new system |
17:03:54 | Johnaudi | not responding |
17:03:56 | Johnaudi | wow that's even worse |
17:04:08 | Johnaudi | Core 2 Duo |
17:04:25 | Johnaudi | check this |
17:04:26 | Johnaudi | http://pcandparts.com/basesys.htm |
17:04:36 | Johnaudi | I'm getting the one that costs $1379.00 |
17:04:38 | Johnaudi | is that a good price? |
17:04:43 | Johnaudi | for such specs? |
17:05:08 | sam686 | way too expensive... |
17:05:16 | Johnaudi | really? |
17:05:23 | Johnaudi | I thought it was decent though |
17:05:30 | raptor | Johnaudi: this is the difference I find: http://pastie.org/8493096 |
17:05:32 | sam686 | I also have AMD fx-4100 and it compiles in about 1.5 minutes, and it cheap |
17:05:34 | raptor | is that right? |
17:05:38 | Johnaudi | 2>FinalizeBuildStatus: 2> Deleting file "test.dir\Debug\test.unsuccessfulbuild". 2> Touching "test.dir\Debug\test.lastbuildstate". 2> 2>Build succeeded. 2> 2>Time Elapsed 00:04:49.03 ========== Build: 2 succeeded, 0 failed, 4 up-to-date, 0 skipped ========== @raptor |
17:06:09 | Johnaudi | well I didn't remove the includes raptor |
17:06:14 | Johnaudi | these were recently added |
17:06:21 | Johnaudi | but yes that's correct |
17:06:23 | raptor | hmm... |
17:06:34 | raptor | sam686: am I conflicting with code here? |
17:06:41 | raptor | with your code |
17:06:44 | raptor | i mean |
17:07:00 | sam686 | All I did to test others is copy only the MasterTestExternal stuff |
17:07:27 | amgine123 | busy day? :) |
17:08:37 | amgine123 | and I say that and the chat dies |
17:08:40 | raptor | so that diff |
17:08:45 | Johnaudi | haha |
17:08:49 | sam686 | looks like raptor getting screwed up somehow, as the includes that shows as removed was added by me |
17:08:53 | raptor | shows several EXPECT_TRUE being removed... |
17:09:10 | Johnaudi | yup |
17:09:13 | sam686 | the rest is about right |
17:09:56 | Johnaudi | @sam other manufacturers offered me 2300$ for such a system |
17:10:03 | Johnaudi | omg I'm being ripped off |
17:10:16 | Johnaudi | I thought it was the best for the price isn't it? |
17:10:20 | Johnaudi | it comes with a monitor and stuff |
17:10:32 | raptor | ok Johnaudi can you explain to me what your code block does? |
17:11:03 | Johnaudi | it connects to the Master Server (External) |
17:11:06 | sam686 | I custom build one of my own pc: A computer case, AMD fx-4100, compatible motherboard, power supply, hard disk, and operating system |
17:11:09 | raptor | I'm expecting to see some sort of EXPECT statement in there |
17:11:40 | Johnaudi | why though? |
17:11:41 | sam686 | which comes another problem, what if it can't connect to master? It would just hand... |
17:11:52 | sam686 | hang* or freeze |
17:12:01 | Johnaudi | oh want me to add something like a timeout? |
17:12:19 | Johnaudi | let me make a quick edit |
17:12:26 | raptor | that's the nature of a testing framework - you need it to verify something that is working |
17:12:46 | raptor | so maybe, make the while loop only do a fixed number of iterations |
17:13:13 | raptor | and then afterwards, add an EXPECT_TRUE statement to verify that we're connected to master |
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17:14:02 | raptor | also sam686, are you getting an assert triggered when running the 'test' binary? |
17:14:05 | Johnaudi | yeah |
17:14:05 | Johnaudi | did |
17:14:35 | Johnaudi | int _timeout = 10000; // ticks before it stops connecting and idling ClientGame *CG(&clientGame); gameSettings->onFinishedLoading(); do { _timeout--; CG->setReadyToConnectToMaster(true); CG->idle(100); } while (!CG->isConnectedToMaster() && _timeout > 0); |
17:14:49 | sam686 | raptor yes, but disabled (not commited) that assert for now.. |
17:14:49 | Johnaudi | want me to upload it to gci? |
17:15:15 | Johnaudi | sam I can't build my own system here, because 3/4 of the companies do not ship to my country |
17:15:18 | sam686 | not yet, missing EXPECT_TRUE |
17:15:28 | sam686 | yes if you added EXPECT_TRUE |
17:15:30 | Johnaudi | what does EXPECT_TRUE do? |
17:15:33 | raptor | after the loop, add an expect statement |
17:15:42 | raptor | it verifies that something is TRUE |
17:15:59 | sam686 | the test will complain it failed if it didn't expect it to be true |
17:16:03 | Johnaudi | and once it verifies? |
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17:16:05 | raptor | yes... that |
17:16:26 | Johnaudi | okay sec |
17:16:27 | raptor | it will alert us if it failed or not - that's the beauty of the EXPECT statements - user verification |
17:16:47 | sam686 | EXPECT_TRUE(true) (useless "true", replace with your condition that suppose to be true) |
17:17:49 | sam686 | There is also EXPECT_FALSE(false) (once again replace "false" with something suppose to be false) |
17:17:55 | Johnaudi | EXPECT_TRUE(CG->isConnectedToMaster()); |
17:18:00 | Johnaudi | so it's like |
17:18:05 | sam686 | but you can just just one or the other |
17:18:09 | sam686 | yes that about right |
17:18:24 | Johnaudi | voic EXPECT_TRUE(condition) if (condition == false) return ERROR;? |
17:18:34 | Johnaudi | void* |
17:19:05 | sam686 | it kindof like that, but you don't need to put in that function its already there |
17:19:10 | raptor | yep - but the framework does all the magic for us |
17:19:23 | raptor | you just need to do the EXPECT_TRUE statement |
17:19:25 | Johnaudi | what's the framework again? |
17:19:26 | Johnaudi | I kinda like it |
17:19:29 | sam686 | all you need is EXPECT_TRUE(...); |
17:19:29 | raptor | googletest |
17:19:38 | Johnaudi | ah ok |
17:19:43 | Johnaudi | EXPECT_TRUE(CG->isConnectedToMaster()); |
17:19:49 | sam686 | correct |
17:19:51 | Johnaudi | isConnectedToMaster returns bool right? |
17:19:52 | raptor | i think that's right |
17:19:55 | raptor | yes |
17:19:55 | sam686 | yes |
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17:20:02 | Johnaudi | okay let me upload that to GCI |
17:20:42 | Johnaudi | uploaded |
17:21:13 | raptor | ok, i'll check |
17:22:58 | Johnaudi | about GCI, who chooses the winners btw? |
17:23:19 | raptor | I think a team at Google talks with each organization head |
17:23:48 | raptor | so we don't really have much say - but the organization head will talk to us about each student who has attempted tasks |
17:24:30 | Johnaudi | each org has the right to pick 2 - 3 students? |
17:24:31 | amgine123 | on a scale of 1-10 how much harder is C++ compared to LUA |
17:24:39 | raptor | i'm not sure |
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17:24:49 | Johnaudi | lua is not a great language to learn |
17:24:55 | raptor | amgine123: i'd say c++ is a magnitude more difficult |
17:24:58 | Johnaudi | it will blinden your syntax though |
17:25:03 | raptor | Lua is great! :) |
17:25:08 | raptor | we love Lua here |
17:25:19 | sam686 | c++ is faster and/or less memory usage then LUA |
17:25:22 | amgine123 | hmm maybe il master learning Lua then try to learn C++ |
17:25:26 | raptor | i mean, it's not a good nitty-gritty language |
17:25:26 | Johnaudi | I only coded on lua on the ipad with that game creation app |
17:25:46 | raptor | but it's excellent for what we use it |
17:25:51 | amgine123 | then i can actully be functional around here. |
17:25:58 | Johnaudi | but the thing is it strips the parenthasis from the if etc |
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17:26:31 | Johnaudi | if only the syntax would/can change I'd love to use it |
17:27:07 | sam686 | I don't like LUA "end" being needed, I like C++ brackets { } better. |
17:27:18 | Johnaudi | that too |
17:27:21 | Johnaudi | reminds me of Visual Basic |
17:28:09 | Johnaudi | weird question, why do people hate PHP? |
17:28:10 | amgine123 | lol VB ^_^ |
17:28:25 | raptor | sam686: what do you make of this assert?: http://pastie.org/pastes/8493160/text |
17:28:28 | amgine123 | now there is a dead language |
17:29:24 | sam686 | "There has been a failure in previous UI queuing!" |
17:29:24 | raptor | Johnaudi: i think your loop isn't actually waiting 10 seconds |
17:29:34 | Johnaudi | it's waiting 10000 ticks |
17:29:36 | Johnaudi | not 10secs |
17:29:48 | sam686 | Don't know why its there and why it triggers, probably Watusimoto added it.. |
17:29:58 | raptor | well, 10000 ticks on my machine is too fast to be connected to master |
17:30:14 | Johnaudi | oh, hmm let me turn that into sleep |
17:30:22 | raptor | the test always returns false :( |
17:30:38 | amgine123 | =p |
17:30:39 | Johnaudi | well you sir, have a very slow internet connection! kidding |
17:30:42 | sam686 | Try Platform::getRealMilliseconds(); |
17:30:43 | amgine123 | wish i could help |
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17:31:00 | sam686 | 30 seconds or 30000 milliseconds is more then enough time to connect |
17:31:25 | raptor | Platform::sleep(somenumber) I think |
17:31:30 | raptor | heh |
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17:31:34 | sam686 | or putting Platform::sleep(1) in a loop will do |
17:31:37 | amgine123 | possible error with master? |
17:31:52 | sam686 | the test didn't wait long enough to connect to master |
17:32:03 | sam686 | it exits the loop in less then .1 seconds |
17:32:04 | Johnaudi | connection shouldn't take more then 10 seconds |
17:32:09 | amgine123 | incorrect config of UI then trying to connect to master with a bad UI? |
17:32:12 | raptor | i think 10 seconds is good |
17:32:17 | raptor | for now |
17:32:22 | Johnaudi | maybe if I add sleep(10000);? |
17:32:26 | Johnaudi | without having to loop? |
17:32:28 | amgine123 | is 5 to short? |
17:32:32 | sam686 | no its a different test triggering UI problem |
17:32:33 | Johnaudi | yup |
17:32:33 | amgine123 | seconds? |
17:32:48 | raptor | i'd have a short sleep because it could return much sooner than 10 seconds |
17:33:11 | Johnaudi | how about I loop it between 2 secs |
17:33:13 | Johnaudi | ? |
17:33:17 | Johnaudi | for 5 times |
17:33:43 | sam686 | you have to keep running the idle loop or else the connecting will just halt on sleep(10000) |
17:33:43 | Johnaudi | timeout = 5; while(xy) { dothis; Sleep(2000); _timeout--; } |
17:34:10 | Johnaudi | hmmmm |
17:34:12 | sam686 | I would do timeout = 5000; while(xy) { dothis; Sleep(2); _timeout--; } |
17:34:25 | Johnaudi | great idea |
17:34:31 | sam686 | oh and, thile(xy && timeout > 0) part |
17:34:36 | Johnaudi | yeah of course |
17:34:43 | Johnaudi | let me edit that |
17:34:59 | sam686 | while not thile (i keep misspelling) |
17:35:16 | Johnaudi | coffee? |
17:35:23 | Johnaudi | Platform::Sleep(millisecs) right? |
17:35:26 | sam686 | I don't drink coffee.. |
17:35:33 | sam686 | yes |
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17:37:21 | Johnaudi | okay uploading |
17:38:30 | Johnaudi | done |
17:39:51 | Johnaudi | let's pray it works |
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17:40:38 | raptor | you need to use Platform::sleep - 'Sleep' is windows only |
17:40:54 | Johnaudi | o.o |
17:40:58 | Johnaudi | ah okay |
17:41:06 | raptor | welcoem to the world of multi-platform programming! |
17:41:06 | Johnaudi | I thought Platform was already included as ns |
17:41:12 | Johnaudi | haha |
17:41:21 | Johnaudi | I multiplatform program in another language |
17:41:30 | Johnaudi | Gs2 |
17:41:30 | Johnaudi | Graalonline |
17:41:38 | raptor | yes you ahve access, but it is a static method in our TNL network library |
17:42:08 | Johnaudi | q. what does TNL stand for agian? |
17:42:15 | raptor | TorqueNetworkLibrary |
17:42:34 | raptor | it's not very common |
17:43:02 | Johnaudi | uploaded |
17:43:15 | raptor | also, if you want ot avoid uploading a lot, you can use http://pastie.org/ |
17:43:24 | raptor | to show a code snippet |
17:43:37 | raptor | for 'pre' pre-review |
17:43:38 | Johnaudi | oh |
17:43:40 | Johnaudi | wow |
17:43:41 | Johnaudi | lol |
17:43:51 | Johnaudi | should've told me that before I was finished |
17:43:52 | Johnaudi | :p |
17:43:56 | Johnaudi | haha thanks though |
17:45:01 | Johnaudi | nothing wrong in that last upload? |
17:45:04 | Johnaudi | I hope**? |
17:45:09 | sam686 | the seventh one on gci works fine for me and passes for me.. |
17:45:13 | raptor | it compiled! |
17:45:22 | Johnaudi | HALLELOUYA! |
17:45:24 | raptor | it passed! |
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17:45:34 | raptor | ok, good job |
17:45:46 | Johnaudi | okay looks like I'm going to stick with bitfighter |
17:45:53 | Johnaudi | so I'll be here to annoy you guys the whole day! |
17:45:54 | Johnaudi | hooray! |
17:46:00 | sam686 | ok |
17:46:01 | raptor | welcome! :) |
17:46:11 | Johnaudi | thanks alot! |
17:46:20 | Johnaudi | 1 task out of 0 |
17:46:20 | Johnaudi | woot |
17:46:36 | Johnaudi | I really wish the game was in C# though |
17:46:57 | Johnaudi | I'm really disappointed GCI didn't put any .NET languages :( |
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17:47:18 | sam686 | umm, I never did C# yet.. |
17:47:24 | raptor | yeah - most of the stuff is cross-platform... .NET isn't that friendly to that, I don't think |
17:47:37 | raptor | but not completely sure... i guess there's MONO |
17:47:42 | sam686 | I did a little of java, little visual basic, and a little PHP |
17:48:00 | Johnaudi | .NET is cross with some plugins though |
17:48:05 | Johnaudi | not sure if they call them 'plugins' |
17:48:09 | Johnaudi | but yeah something like that |
17:50:00 | Johnaudi | thanks sam and raptor! |
17:50:14 | Johnaudi | so what's next now? |
17:50:16 | raptor | watusimoto might want to do a review as well, but i closed the task for now |
17:50:48 | Johnaudi | okay |
17:50:55 | sam686 | not sure whats next... I don't know much about GCI.. |
17:50:57 | Johnaudi | so I didn't 100% pass yet |
17:50:59 | raptor | I think you're allowed to continue doing tasks |
17:51:11 | raptor | for any group, as well |
17:51:40 | raptor | I have to get to work, so i'll be on sporadically |
17:51:52 | Johnaudi | have fun |
17:51:54 | Johnaudi | in work |
17:52:03 | Johnaudi | I'll do that thing about the editor |
17:52:11 | Johnaudi | Q. you guys have an editor?? |
17:52:23 | sam686 | yes Bitfighter have editor |
17:52:26 | Johnaudi | oh wait editor is in lua ah |
17:52:37 | Johnaudi | oh well, should I start learning lua? |
17:53:02 | sam686 | editor is partly LUA, but level editor is mostly C++. in zap/UIEditor.cpp mostly. |
17:53:17 | Johnaudi | "Users can write Lua plugins for the Bitfighter editor. We'd need a plugin that generated simple polygons of n-sides and stars with n-points, to be constructed out of polywalls and other polygonal objects. Would need to create a simple menu for specifying options." |
17:53:25 | Johnaudi | so I can do it with C++? |
17:53:35 | sam686 | that part about plugins is in LUA |
17:54:34 | sam686 | Existing plugins is in resource\editor_plugins |
17:54:45 | sam686 | that get mormally copied to exe/editor_plugins |
17:55:11 | raptor | yes, the task is basically writing a Lua plugin for our level editor |
17:55:30 | Johnaudi | I guess I'll pass |
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17:57:18 | Johnaudi | claimed the task about the level source |
17:58:15 | Johnaudi | when you say "Fed those to the game" do you mean load the parametered one in game? |
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18:00:36 | raptor | good question - I think watusimoto will have to explain that one as I'm not sure I understand what he's thinking either... |
18:01:23 | sam686 | maybe its to read a list of files in text file rather then read directory for list of filenames in a levels folder? |
18:02:43 | Johnaudi | yes but what about "feeding it to the game"? |
18:02:52 | Johnaudi | does he mean loading it but not 'setting' the level? |
18:03:33 | sam686 | I think so, just use a list of files in a text file instead of a list of files in a folder I think |
18:04:05 | sam686 | as if doing -LevelsList=list_of_levels.txt |
18:04:16 | raptor | don't we already have that? |
18:04:44 | sam686 | currently there only a ignorelevel=something.level |
18:05:13 | sam686 | or similar, I have to check whats there or not there |
18:08:04 | Johnaudi | so by that you guys mean some basic i/o stuff? |
18:08:42 | sam686 | partly yes |
18:10:06 | Johnaudi | okay since I'm not that fancy with GUIs I'll create a simple function that will return an array of available level names |
18:10:15 | Johnaudi | is that what you guys need? |
18:10:18 | sam686 | whats already there is "LevelSkipList" in zap/config.cpp, but I guess its asking to have option to load only the levels listed in "LevelsLoadList" that doesn't exist yet. |
18:10:56 | Johnaudi | you mean the ones that DO exist |
18:11:00 | Johnaudi | right? |
18:11:01 | sam686 | yes |
18:11:16 | sam686 | and only the ones listed in the loading list |
18:11:35 | Johnaudi | okay where is the directory of the level.level and where should I write that function |
18:11:42 | Johnaudi | c++ calls it function or method btw? |
18:12:17 | sam686 | they are on exe/level as a working directory (where you normally run your projects) but also in resource/level |
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18:15:19 | sam686 | there also command line startup, apparently I didn't see this until now, at GameSettings.cpp line 87 |
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18:17:13 | sam686 | As well as GameSettings::getLevelList is where we get the level list (GameSettings.cpp line 609) |
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18:54:28 | tomek_bstok | Hello |
18:54:44 | tomek_bstok | I am a GCI student, can I ask you for help ? |
18:55:34 | raptor | hi tomek_bstok |
18:55:37 | raptor | welcome |
18:55:49 | tomek_bstok | hello raptor |
18:55:51 | raptor | sure, ask whatever you'd like |
18:56:11 | tomek_bstok | I have downloaded bitfighter from source and compiled as it was described in the README.txt |
18:56:20 | tomek_bstok | so I compiled it from build/ directory |
18:56:32 | raptor | what platform are you on? |
18:56:50 | tomek_bstok | now, there's no exe/ directory inside build/ is this as expected ? |
18:57:02 | tomek_bstok | Ubuntu 12.04 |
18:57:41 | raptor | ok excellent |
18:58:02 | raptor | see here for more up-to-date instructions: http://bitfighter.org/wiki/index.php/Building_Bitfighter |
18:58:18 | raptor | the exe directory is in the parent dir |
18:59:23 | raptor | once your in the exe directory, you'll have to set up the resources by running a command like so: for file in `ls -1 ../resource` ; do ln -s ../resource/$file ; done |
18:59:30 | raptor | *you're |
19:00:48 | tomek_bstok | ah |
19:01:00 | tomek_bstok | I did the "cp ../resources/* . -R" is that also fine ? |
19:01:14 | raptor | should be, yes |
19:02:46 | tomek_bstok | It seems like I did everything as it was in the up-to-date tutorial |
19:03:04 | tomek_bstok | now that I'm in the exe/ folder, how do I run the client app ? |
19:04:26 | raptor | if it compiled, then there should be a binary in there called 'bitfighter' |
19:04:35 | raptor | you can run it by: ./bitfighter |
19:04:43 | tomek_bstok | in that case something went wrong as I do not see it inside exe |
19:05:01 | raptor | if you go back to the 'build' directory |
19:05:09 | raptor | run 'make' again |
19:05:15 | raptor | and see what happens |
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19:06:49 | tomek_bstok | here's the output: [ 45%] Built target tomcrypt [ 71%] Built target tnl [100%] Built target lua-vec |
19:07:37 | raptor | do 'make bitfighter' |
19:08:50 | tomek_bstok | inside build/ ? |
19:08:56 | raptor | yep |
19:09:04 | tomek_bstok | no rules to make 'bitfighter' |
19:09:11 | raptor | ah ha! |
19:09:22 | raptor | then that means you are missing some dependencies to install |
19:09:30 | tomek_bstok | ah ha! ;) |
19:09:36 | tomek_bstok | Thank you |
19:10:43 | raptor | in the build directory, you can re-run the cmake command do see what it says you're missing |
19:11:39 | tomek_bstok | you're right, sorry |
19:11:45 | tomek_bstok | there's a bunch of things |
19:12:10 | tomek_bstok | is there some sort of list of which libraries (and versions) are required ? |
19:12:59 | raptor | yes both in the README and on that page http://bitfighter.org/wiki/index.php/Building_Bitfighter |
19:13:10 | raptor | under 'detailed instructions' |
19:13:35 | raptor | there is a dependency list. you'll need to make sure the development headers for each is installed, too |
19:18:30 | tomek_bstok | I see some of the dependencies (such as SDL2) are tricky to install in 12.04 (it looks like) |
19:18:43 | raptor | we support SDL 1.2, as well |
19:18:54 | raptor | so you can grab that instead |
19:19:01 | tomek_bstok | ah, ok |
19:19:30 | tomek_bstok | but in case I get into trouble later, is it known that the installation is simple in ubuntu 13.10 or something like that ? |
19:19:48 | tomek_bstok | maybe it would be faster if I just used the newest OS instead ? |
19:21:19 | raptor | no, it'll take the same amount of time (if you're on Linux) |
19:21:36 | raptor | installation is the same for a developer :) |
19:21:42 | raptor | but |
19:22:19 | raptor | one of our devs, kaen, set up a nifty script for you on ubuntu based distros to get a developer environment working: wget -O- https://gist.github.com/kaen/6393623/raw | sh |
19:22:35 | raptor | so if you wanted to start from scratch in a different directory, just run that script |
19:22:52 | raptor | it should prompt you for the root password and will install all the dependencies |
19:26:16 | tomek_bstok | it seems like i am almost done (I havent used the script above yet) |
19:26:21 | tomek_bstok | -- Could NOT find SDL2 (missing: SDL2_LIBRARY SDL2_INCLUDE_DIR) |
19:26:49 | tomek_bstok | i have installed libsdl-dev (which was 1.2) |
19:26:51 | raptor | that's OK |
19:27:01 | raptor | it should say it's using 'SDL' right afterwards.. |
19:31:05 | sam686 | ignore could not find errors if continue on creating makefiles and other stuff. |
19:31:54 | sam686 | as I got a could not find mysql but still continues to run and works |
19:35:23 | raptor | he's on linux and can't ignore most of them |
19:36:53 | tomek_bstok | I think it works now, I installed mysql and such |
19:37:07 | tomek_bstok | i can run bitfighter, thank you very much for your help :) |
19:37:36 | raptor | great! |
19:41:48 | tomek_bstok | I can't enter the nickname from the keyboard, does that happen sometimes ? |
19:41:58 | tomek_bstok | I can navigate the menu |
19:42:02 | tomek_bstok | using arrows |
19:42:02 | raptor | that should never hapen |
19:42:16 | raptor | so game starts up |
19:42:32 | tomek_bstok | yes, I see the menu, black background etc |
19:42:33 | raptor | use arrows to highlight nickname, type in nicknamr |
19:42:42 | sam686 | does mouse work? |
19:42:45 | tomek_bstok | yes |
19:42:47 | raptor | or mouse to highlight |
19:42:54 | tomek_bstok | I can highlight |
19:43:00 | tomek_bstok | the "|" blinks |
19:43:06 | tomek_bstok | but I can't type in anything |
19:43:26 | raptor | hmm... let me compile real quick.. |
19:43:55 | sam686 | i guess maybe SDL 1.2 wasn't tested lately, i think, as I am on windows SDL 2.something. |
19:44:19 | raptor | yeah, no problems here |
19:44:24 | raptor | i'm on linux + sdl 1.2 |
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19:44:53 | raptor | tomek_bstok: which task did you grab? |
19:45:03 | tomek_bstok | nothing yet, I wanted to run it first |
19:45:07 | raptor | ok |
19:45:19 | sam686 | I heard one other person on linux having problem with SDL 1.x + linux (keyboard/mouse sometimes doesn't work while on bitfighter) |
19:45:26 | raptor | sam686: really?? |
19:45:36 | raptor | on 019 or 018a? |
19:45:54 | sam686 | he was on ubuntu, and not really sure if the person solved it as he was half-afk |
19:46:00 | raptor | hmmm |
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19:46:13 | raptor | kaen might know more about this... |
19:46:53 | raptor | ok, I did a full recompile, no issues |
19:50:34 | sam686 | what version of linux you using? |
19:53:26 | sam686 | umm make -j8 it a little bit buggy, "[ 42%] [ 44%] [ 44%] [ 44%] [ 44%] [ 46%] Building CXX object zap/CMakeFiles/bitfighter.dir/BfObject.cpp.o" |
19:53:37 | sam686 | and the next few lines of "Building CXX" is missing percent |
19:53:51 | tomek_bstok | raptor, Hey, Can I ask you about one task ? |
19:54:17 | tomek_bstok | I mean the "Player stats screen" |
19:54:20 | raptor | sam686: yeah cmake doesn't have synchronized log output |
19:54:23 | raptor | tomek_bstok: ok |
19:54:58 | tomek_bstok | Which file should I start looking at for the beginning ? |
19:55:12 | tomek_bstok | and what you would like to have exactly ? |
19:56:00 | raptor | we have a custom UI framework, so you can look at the UI* classes |
19:56:13 | raptor | perhaps UIHighScores.cpp is a good start |
19:57:04 | raptor | this task will probably require some usage of opengl |
19:57:22 | raptor | you can make up the data yourself |
19:57:41 | raptor | we have some stats online, here: http://www.bitfighter.org/stats/stats.php |
19:58:09 | raptor | if you click on a player, you'll see some individual stats; those are the ones you'd want to show in-game |
19:58:36 | tomek_bstok | and where should it be displayed ? |
19:58:56 | raptor | it would be a new UI screen, similar to UIHighScores |
19:59:13 | raptor | perhaps a 2nd page in HIGH SCORES (on the main menu) |
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19:59:53 | Johnaudi | hi again |
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20:00:08 | sam686 | hi |
20:00:13 | Johnaudi | didn't get to work on the level thing for now, got other projs |
20:00:23 | tomek_bstok | raptor, Only for me or for any player (by nickname) ? |
20:00:35 | Johnaudi | but anyways am I allowed to work on several tasks at once? |
20:00:40 | Johnaudi | liike 'reserved' tasks? |
20:00:47 | Johnaudi | for bitfighter |
20:00:49 | Johnaudi | not others |
20:01:01 | raptor | tomek_bstok: eventually, any player, by nickname, but your task would just be to do the layout, so you can add fake data for yourself |
20:01:29 | sam686 | reserved task? again, don't know much about GCI |
20:01:46 | raptor | Johnaudi: I think just one task at a time from us would be best; but I think it's up to you if you decide to do multiple from other groups |
20:02:07 | Johnaudi | I'd prefer staying with bitfighter |
20:02:31 | Johnaudi | hey tomek what you working with? |
20:02:37 | sam686 | I will keep it easier to do just one at a time.. |
20:02:41 | raptor | also, we'll get more tasks up eventually - probably several more with the testing framework |
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20:03:22 | Johnaudi | like the one completed with sam before? |
20:03:35 | raptor | yes |
20:03:50 | Johnaudi | great! I'm aiming for 30 tasks this GCI |
20:04:05 | Johnaudi | are you going to put alot of testing in? |
20:04:09 | sam686 | yes, but that done right? then you can do more, since that isn't doing more then one at a time. |
20:04:20 | raptor | but some may be more complicated |
20:04:36 | raptor | we want lots of testing coverage |
20:04:42 | raptor | we're slowly working our way there |
20:04:42 | Johnaudi | 48 days, 24 tasks each takes 2 days |
20:05:04 | Johnaudi | yup, and some might be too easy like that level thing |
20:05:24 | Johnaudi | ah what directory you want me to place the function again? |
20:05:40 | Johnaudi | @Level Lister thing |
20:06:27 | raptor | there is a LevelSource class |
20:06:44 | raptor | kaen and watusimoto will be able to help with that more - I am unfamiliar with that code |
20:06:54 | sam686 | I think it can go in bitfighter.ini file, (config.cpp) |
20:07:00 | sam686 | but not too sure.. |
20:07:11 | raptor | also, just so you know - from what I remember last year, GCI students aren't necessarily judged on number of tasks completed |
20:07:47 | raptor | i remember being asked if students did several different things, as well as how hard and comprehensive the task and solution was |
20:08:16 | Johnaudi | oh? |
20:08:20 | Johnaudi | well that's good news! |
20:09:40 | Johnaudi | you want the level class to return an array of strings of the levelnames? would that be better? |
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20:10:10 | sam686 | probaby yes. |
20:10:11 | Johnaudi | also I never saw/spoke to watusimoto |
20:10:26 | Johnaudi | maybe he's in a different Timezone? |
20:11:34 | sam686 | Watusimoto seem to show up late at my night (Central Time Zone I am on) |
20:12:29 | | kumul Quit (Ping timeout: 252 seconds) |
20:12:32 | sam686 | go ahead and do /ctcp sam686 time (here on IRC) to see my clock |
20:13:13 | Johnaudi | oh it's 2pm for you |
20:13:18 | sam686 | yes |
20:18:24 | raptor | well, I have to go - I'll be back later tonight! |
20:18:47 | sam686 | ok |
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20:19:14 | Johnaudi | stupid question: Error: "class xyz" has no member func |
20:20:15 | sam686 | it might be you missing #include "xyz.h" |
20:20:28 | Johnaudi | yeah but I'm using LevelSource |
20:20:40 | Johnaudi | string[] LevelSource::example() { |
20:20:43 | Johnaudi | ^^^ |
20:21:04 | Johnaudi | where is LevelSource prototype functions located? |
20:21:30 | Johnaudi | an look nvm I'll leave a note "Don't forget to prototype the function in the class!" |
20:21:37 | Johnaudi | so I don't have to upload 2 files etc |
20:22:36 | Johnaudi | is there a function to retrieve the whole list of the levels in config? |
20:22:42 | Johnaudi | even the ones who do not exist |
20:23:41 | sam686 | loadLevelSkipList? (config.cpp line 419) |
20:24:21 | sam686 | you can copy and change it to make your own |
20:24:23 | Johnaudi | SkipList meaning ALL the levels listed in the list? |
20:25:00 | sam686 | the SkipList is levels not being loaded, currently already in the code. |
20:25:30 | Johnaudi | so my job is to do something similar to it by listing only available levels in the directory |
20:25:31 | Johnaudi | correct? |
20:25:41 | sam686 | There is loadLevels (line 396 config.cpp) that actually loads list of levels |
20:25:47 | sam686 | yes |
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20:27:50 | sam686 | Oh actually there is zap/GameSettings.cpp line 609 GameSettings::getLevelList that get the level list |
20:28:50 | Johnaudi | how do you find this stuff so fast x.x |
20:28:50 | Johnaudi | lol |
20:32:20 | Johnaudi | sam where you from btw |
20:32:49 | sam686 | I am in United States, South Dakota, Sioux falls |
20:35:18 | sam686 | I often use search (ctrl+F), find entire solution; other times I can just go-to line number (ctrl+G) |
20:36:47 | Johnaudi | question |
20:37:03 | Johnaudi | what's the difference between GetLevelList and GetSkipLevelList |
20:37:07 | Johnaudi | or whatever it's called |
20:38:27 | sam686 | getLevelList is the primary thing called from hosting/running server, it does level skip list as well |
20:39:31 | sam686 | getLevelSkipList appears to be just a single line "return &mLevelSkipList" |
20:40:46 | Johnaudi | when you use the term 'level skip' you mean list unavailable levels too right? |
20:41:32 | Johnaudi | "This task will require creating a new one that will read a list of levels from a text file" |
20:41:51 | Johnaudi | text file? will the directory of the file be a parameter? |
20:42:05 | sam686 | there is already a level skip list |
20:42:17 | sam686 | not sure, you could do one or the other |
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21:01:06 | talga | are any of the mentors for gci here? |
21:02:43 | | kumul Quit (Ping timeout: 265 seconds) |
21:02:49 | Nothing_Much | talga: not right now I believe |
21:03:00 | Nothing_Much | sam686: are you a mentor? |
21:03:50 | sam686 | im not registered as neither one in GCI |
21:04:08 | Nothing_Much | Ah okay |
21:04:10 | talga | :\ |
21:04:33 | sam686 | although I am bitfighter programmer I might be able to help |
21:04:50 | sam686 | or at least bug fixing for a past year |
21:06:40 | talga | haha, well forgive my stupid questions (i'm completely to open source and any sort of version control) but where do I get the source? |
21:06:55 | talga | *completely new |
21:07:28 | sam686 | There some instructions here http://bitfighter.org/wiki/index.php/Building_Bitfighter |
21:07:56 | talga | thanks |
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21:35:11 | grypoB | Hi, I have a question for the GCI, where in the code the GameType is received to be rendered ? |
21:37:09 | sam686 | looks like GameType have multiple render functions.. |
21:37:26 | grypoB | Or more specificly, does in the GameUserInterface::doneLoadingLevel, the level is done rendered ? |
21:38:03 | grypoB | and can I found from there the GameType used ? |
21:38:58 | sam686 | it seem to start from UIGame.cpp GameUserInterface::render() then it calls gameType rendering stuff |
21:41:00 | grypoB | my problem is that I need to get information from the GameType (the music (which I need to implement for the task)) and then pass it to the UIManager so that I can transmit it to the SoundSystem |
21:43:26 | sam686 | there the server side GameType and client size GameType, it appears it need to be transmitted through some s2c command, we can make a new one.. |
21:44:51 | grypoB | ... you lost me. But what is the difference between the two GameType (server / client) ? |
21:46:16 | sam686 | well, server have their own gametype and client have some copy of gametype in a network game, some parts need to be manually transmitted, like the score limit and time limit. |
21:46:30 | grypoB | They both contain the information from the .level file used, other ? |
21:46:54 | sam686 | only the server loads level, then transfer most information to clients |
21:48:03 | sam686 | sometimes server have a level client don't (unless /getmap used) |
21:48:54 | grypoB | most information... so if I want to transfer a new information (in my case the music) I need to do it manually, I can't just put a new variable in the class GameType. |
21:49:11 | sam686 | yes |
21:50:16 | sam686 | it looks like s2cSetLevelInfo have lots of info sent about the level |
21:50:28 | sam686 | (in gametype.cpp / .h) |
21:50:39 | grypoB | ok |
21:51:40 | sam686 | The server sends it at GameType::onGhostAvailable |
21:52:01 | grypoB | which is client side ? |
21:52:03 | sam686 | client received it and runs at s2cSetLevelInfo or any s2c (server to client) |
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21:54:03 | sam686 | you have 2 options for this, add a variable in s2cSetLevelInfo, or create a new s2c_something using TNL_DECLARE_RPC in .h, GAMETYPE_RPC_S2C in gameType.cpp |
21:54:50 | sam686 | We don't really care about compatibilty as 019 not yet released won't be compatible with 018a.. |
21:55:02 | grypoB | And where can I retrieve the information client side ? |
21:55:39 | sam686 | the server have to send some information to client, it means add more things to send. |
21:57:06 | sam686 | that is if the level music information is stored in the level itself.. |
21:58:18 | grypoB | But I need to retrieve this information to send it to SoundSystem |
21:58:59 | sam686 | where do you have the information stored in? |
21:59:16 | sam686 | I could help better if I see your code though.. |
21:59:36 | grypoB | it would be in GameType |
22:00:02 | grypoB | *the GameType created when the .level was read |
22:01:08 | sam686 | ok.. If the music read into GameType? |
22:01:18 | sam686 | or the music parameter? |
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22:02:50 | grypoB | I don't understand. |
22:03:37 | sam686 | I don't exactly know what to help you with, partly cause I haven't see your changes yet.. |
22:04:23 | grypoB | i'll code them for the gameType and then come back |
22:04:30 | sam686 | ok |
22:04:37 | grypoB | thank you for your help |
22:08:04 | sam686 | example, if a level file have "music av_adr.xm", it can store that string into string musicFile |
22:08:45 | sam686 | but, look at Game::processLevelParam, it reads some arguments and puts into some variables, that a place you add more stuff as well.. |
22:09:00 | sam686 | Game::processLevelParam located in game.cpp line 872 |
22:11:21 | grypoB | yep, I saw it and this is the part i'm about to code. |
22:11:29 | sam686 | ok |
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22:33:18 | grypoB | sam686 : how should i show you my code ? |
22:34:20 | sam686 | you can use http://pastie.org/ and paste all your changes there.. |
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22:38:39 | IAMTAZ | GUYS I DONT SEE APPLES SERVER |
22:38:54 | grypoB | sam686 : http://pastie.org/8493910 |
22:40:18 | sam686 | IAMTAZ: you might need to try connecting to "Ping timed out" does it work? |
22:40:33 | IAMTAZ | no.. |
22:40:48 | IAMTAZ | that server is 72.83.etc, is that his? |
22:40:52 | IAMTAZ | its the only ping timed out |
22:41:15 | sam686 | its ping timed out for me too, but it does punch through firewall and lets me connect.. |
22:41:43 | Watusimoto | evening gentlemen! |
22:42:01 | Watusimoto | holy cow there's a lot of people here! |
22:42:28 | IAMTAZ | Nope, connection terminated |
22:43:19 | Watusimoto | grypoB: mMusicLinkedList.push_back(s) <<< this is how it works |
22:43:48 | Watusimoto | if (mMusiLikendList.size()>0) |
22:43:48 | Watusimoto | + mHasMusicLinked = true; |
22:43:48 | grypoB | thanks |
22:44:03 | Watusimoto | should probably be mHasMusicLinked = mMusiLikendList.size()>0; |
22:44:21 | grypoB | but i forgot the getGameType()-> in front of the variable |
22:45:18 | Watusimoto | I'm not sure where mMusicLinkedList is defined, so I can't say for sure... but our general conventino is to make all mXXX vars private or protected and set them with getters/setters |
22:46:37 | grypoB | ok, so i need to code that, but I don't understand mHasMusicLinked = mMusiLikendList.size()>0 |
22:47:08 | Watusimoto | well, mMusiLikendList.size() will eiterh be == 0 or > 0 |
22:47:10 | Watusimoto | if it' |
22:47:27 | Watusimoto | if it's == 0, then mMusiLikendList.size() > 0 will evaluate to false and mHasMusicLinked will be set to false |
22:47:35 | Watusimoto | if mMusiLikendList.size() > 0, the expression evaluates to true |
22:47:47 | Watusimoto | the other way you could do it is |
22:47:48 | Watusimoto | if (mMusiLikendList.size()>0) |
22:47:48 | Watusimoto | + mHasMusicLinked = true; |
22:47:51 | Watusimoto | else |
22:47:58 | Watusimoto | mHasMusicLinked = false |
22:48:05 | Watusimoto | though that's much more wordy |
22:48:12 | grypoB | so it does the same thing but quicker, thanks |
22:48:23 | IAMTAZ | Is it possible to create a laser/wall that asteroids can pss through? but not players? |
22:48:23 | Watusimoto | yes |
22:48:32 | Watusimoto | IAMTAZ: no |
22:48:45 | sam686 | Not to forget to set mHasMusicLinked = false in a constructor GameType::GameType() or else it might be randomly true due to junk random memory being used |
22:48:57 | Watusimoto | ^^^ yes |
22:48:57 | IAMTAZ | ok. |
22:50:13 | grypoB | sam686 : yep, line 56 of the pastie |
22:50:36 | sam686 | oh well, its hard to read diff.. |
22:51:38 | sam686 | and.. we might not want absolute path (c: |
22:52:12 | sam686 | no absolute (c:\program files\bitfighter\blah blah blah) as different OS use different paths to music folder |
22:52:47 | sam686 | just a (av_adr.xm) will do |
22:52:58 | grypoB | ok, but where can i found the path to this directory ? |
22:53:35 | sam686 | its in resource/music or exe/music, but not sure yet, looking |
22:55:39 | | talga Quit (Ping timeout: 252 seconds) |
22:56:32 | sam686 | settings->getFolderManager()->musicDir is a path to music folder |
22:56:50 | grypoB | that's perfect thanks |
22:58:14 | sam686 | or, getGame()->getSettings()->getFolderManager()->musicDir if you are in a GameType. |
22:59:32 | grypoB | i'm in a Game actually |
22:59:49 | sam686 | when you only need getSettings()->getFolderManager()->musicDir part |
22:59:59 | sam686 | then* not when |
23:00:10 | grypoB | ok |
23:00:49 | grypoB | i'll code more tomorrow, but thanks a lot for your help |
23:01:14 | sam686 | Make use of something like joindir(...->musicDir, "game.ogg") |
23:03:06 | grypoB | hum, i did this function do to the job http://pastie.org/8493958 |
23:04:57 | sam686 | You can use fileExists(string), already exists in stringUtils.cpp |
23:06:01 | grypoB | but i use it to store a music file in a Vector<string> |
23:06:38 | grypoB | that way i can compare it to the song which are being played in the SoundSystem as simply as a=b |
23:06:55 | sam686 | it looks like DIR *dp seems unused other then open/close.. |
23:07:38 | grypoB | i took it from the existing getFilesFromFolder(..) |
23:08:13 | grypoB | so i don't really understand what it does |
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23:09:47 | IAMTAZ | Sam, how cna I replace resource item with asteroid in your blizzard levelgen? |
23:09:48 | IAMTAZ | http://pastie.org/8493972 |
23:09:55 | grypoB | good night everybody. |
23:10:37 | sam686 | IAMTAZ: see ResourceItem.new()? |
23:10:46 | sam686 | try changing it to Asteroid.new() |
23:11:06 | IAMTAZ | ok |
23:12:29 | sam686 | be warned that, asteroid can get destroyed, unlike ResurceItem.. you may need to check add if object ~= nul ... end |
23:14:29 | | grypoB Quit (Ping timeout: 250 seconds) |
23:23:47 | Watusimoto | nil, not nul |
23:25:16 | sam686 | I made a lot of misspelling... |
23:26:38 | Watusimoto | yes I know you knwo the right one :-) |
23:26:48 | sam686 | I seem to have a problem: if levelgen errored on onTick, it won't run levelgen's ontick on the next level restart. |
23:26:55 | Watusimoto | I wanted to make suer IAMTAZ had it right |
23:27:07 | Watusimoto | really? |
23:28:19 | sam686 | ok its more like it randomly won't run onTick at all on next level restart |
23:28:26 | sam686 | if levelgen errored on onTick |
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23:37:40 | | GEOFBOT has joined |
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23:37:59 | GEOFBOT | hello |
23:38:44 | GEOFBOT | I'm from GCI |
23:38:48 | GEOFBOT | I'm working on this task |
23:38:49 | GEOFBOT | http://www.google-melange.com/gci/task/view/google/gci2013/6044614028951552 |
23:39:47 | GEOFBOT | How should I start? |
23:40:02 | GEOFBOT | I'm inexperienced with coding |
23:45:35 | Watusimoto | how inexperienced? |
23:45:42 | Watusimoto | and hello! |
23:45:56 | GEOFBOT | I know some basics of python and what not |
23:46:04 | Watusimoto | well, that's a start |
23:46:08 | GEOFBOT | but I'm not good at version control or libraries or anything else lol |
23:46:23 | GEOFBOT | which is why last year I did mostly graphics-related tasks |
23:46:29 | GEOFBOT | but I've decided to tackle a coding one this year |
23:46:37 | Watusimoto | what time zone are you in? |
23:47:02 | GEOFBOT | eastern |
23:47:06 | Watusimoto | great |
23:47:19 | Watusimoto | I'll try to get you started, but I'm in europe, and need to go to bed soon |
23:47:34 | Watusimoto | just so you know :-0 |
23:47:40 | GEOFBOT | ok :-P |
23:47:44 | Watusimoto | that was supposed to be :-) |
23:47:46 | Watusimoto | ok |
23:48:06 | Watusimoto | so the first think you'll need to do is check out the project |
23:48:14 | Watusimoto | I assume you have not done that yet |
23:48:38 | GEOFBOT | i downloaded a zip, but I don't think that is checking out |
23:48:43 | Watusimoto | no |
23:48:45 | sam686 | http://bitfighter.org/wiki/index.php/Building_Bitfighter tells you some instructions |
23:48:59 | GEOFBOT | kk |
23:49:09 | Watusimoto | sam686: do you know where the alerter widget is? is it in our main repo? |
23:49:24 | | Canseco Quit (Remote host closed the connection) |
23:49:33 | Watusimoto | raptor is our resident expert on this bit of the project, but he's not here at the moment |
23:49:56 | GEOFBOT | intalling hg |
23:51:05 | sam686 | If you on windows, turtoiseHG is one good option for revision stuff as we use it |
23:51:23 | Watusimoto | ok, alerter is not in the main code repo |
23:52:14 | sam686 | one alerter (forum search) is in here http://bitfighter.org/forums/viewtopic.php?f=6&t=200 |
23:52:24 | GEOFBOT | ok, its installed |
23:52:39 | Watusimoto | good -- we need to find the code you'll need for this one |
23:53:47 | Watusimoto | what platform are you on? windows? |
23:54:48 | GEOFBOT | yes |
23:56:18 | Watusimoto | you'll also need python, of course |
23:56:21 | Watusimoto | I found the repo |
23:56:32 | Watusimoto | https://code.google.com/p/bitfighter/source/checkout?repo=tools |
23:57:13 | GEOFBOT | ah, ok |
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23:58:25 | Watusimoto | you'll need to clone the repo, which you do in tortoise via the file menu |
23:58:35 | Watusimoto | use the url on the page I sent you the link for |
23:58:44 | GEOFBOT | I have it cloned |
23:58:47 | GEOFBOT | I think |
23:59:08 | GEOFBOT | yes, i see the notifier nw |
23:59:17 | Watusimoto | good |
23:59:43 | Watusimoto | so you got several folders |
23:59:55 | Watusimoto | mostly experimental stuff |
23:59:59 | Watusimoto | you are interested in the bitfighter-notifier folder |