#bitfighter IRC Log

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IRC Log for 2013-11-24

Timestamps are in GMT/BST.

00:06:28grypoBi tried to had the argument for the music in s2cSetLevelInfo, but i got this errors : pastie.org/8504222
00:06:48Watusimotowas away for a minute
00:06:58grypoBand i don't understand any of it
00:07:36Watusimotonone of us do!
00:07:43Watusimotothat's the beauty of these crazy macros
00:07:50Watusimotohowever, I do know how to fix it
00:08:12Watusimotosearch for every instance of s2cSetLevelInfo in the codebase
00:08:12grypoBthat's good
00:08:34Watusimotoseveral of these will be declarations or overrides or other things that might or might not make total sense
00:08:40Watusimotomake sure they all have the same signature
00:08:46WatusimotoI *think* that will fix it
00:09:09Watusimotoactually, sam686 might understand a little of it
00:09:10grypoBit only appears in gameType.h and .cpp, where i changed it. but i'll try again
00:09:19Watusimotoleet me look
00:09:37Watusimotook, yes
00:09:39Watusimotoso
00:09:43grypoB2 result in .cpp, 1 in .h
00:09:46Watusimotothree places
00:09:51Watusimotoall have the same signature?
00:10:43Watusimotoremember in the GAMETYPE_RPC_S2C one the list of args is there twice, once with types,once without
00:10:44grypoBi do send a string where i wait for a StringTableEntry
00:11:00grypoBoh !
00:11:01Watusimotowell, that's a problem
00:11:18Watusimotouse stringptr's for both
00:11:46grypoBthe exact syntax would be ?
00:12:10grypoBstringPtr zz ?
00:14:28Watusimotolet me see
00:14:55sam686the pastie error? It looks like your gameType.cpp s2cSetLevelInfo have mismatched arguments to gameType.h ?
00:15:13Watusimotolook at c2sSendOrRequestFile for example
00:15:30WatusimotoI did a regexp search for RPC.*string and found lots of examples
00:15:43Watusimotosam686: my conclusion as well, and seems to be the case
00:15:59grypoBit seems fine now, thanks
00:18:17Watusimotogood
00:18:38SkybaxZombies are so much fun
00:21:27grypoBhum, actually there are now more errors, none of them making any sense to me : http://pastie.org/8504239
00:22:00phillreederback, I'm gonna go through SoundSystem to correctly read the music setting
00:22:10sam686You have a s2cSetLevelMusic_construct in a .h but not in .cpp it appears
00:22:36sam686take off the s2cSetLevelMusic in .h file if you don't have it in .cpp
00:22:49grypoBoh, i forgot to remove it
00:23:18grypoBthanks a lot
00:29:15Skybax Quit (Ping timeout: 246 seconds)
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00:36:34BFLogBot Commit: 901778d28e86 | Author: watusimoto | Message: Intervals
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00:36:50raptoryay! we have normalization
00:37:22raptorheh, you added the stuff twice?
00:38:23Watusimotowhat?
00:38:37raptornot sure what you did here: https://code.google.com/p/bitfighter/source/list
00:39:21phillreederif I understand this correctly, we have to add another parameter to the SoundSystem constructor
00:39:44phillreederunless it has access to the current GameTyp
00:41:05Watusimotooh that
00:41:20Watusimotoraptor: I liked the plugin so much I added it twice
00:41:31raptorheh.. just checking
00:41:46phillreedermy plugin is loved :D
00:41:48Watusimotoyes, it was easier to move forward than back out at that point
00:41:50phillreederI'm gonna faint
00:42:17Watusimotophillreeder: why?
00:42:24Watusimotowhy add parameter, that is
00:42:58phillreedercorrect me if I'm wrong (which I probably am) but I think the SoundSystem acts seperately from the GameType
00:43:13Watusimotoyes, it probably does
00:43:14raptoryes it does
00:43:24phillreederthe SoundSystem has no way to retrieve the music setting of the GameType
00:43:24raptorit's all static methods that are called from other classes
00:43:25Watusimototentative/definitive
00:43:44phillreederit generates its list of songs to play in its contructor
00:44:09raptorit wouldn't need to, would it? couldn't you just pass the song name to SoundSystem when it was expedient?
00:44:15phillreederif we add the music setting of the gametype to the contruction of the SoundSystem then we can take of it right there
00:45:15phillreederfor example?
00:45:19raptorSoundSystem::playMusicFile(const string &songName)
00:45:41raptorwait wait, what task are you doing (before I get ahead of myself)
00:45:44raptor?
00:45:48phillreederthe song selector
00:46:13phillreederbut right now it doesn't really do anything because the SoundSystem does as it pleases
00:46:13Watusimotophillreeder: I think you found a problem, but I think it's not your problem
00:46:46WatusimotoI think this is grypoB's problem
00:47:05raptorphillreeder: this is your?: https://www.google-melange.com/gci/task/view/google/gci2013/5477441317371904
00:47:08Watusimotohe definitely has the heaver lift on this music issue
00:47:09raptor*yours
00:47:25phillreederyes that's me
00:47:29raptorok
00:47:39raptoryou won't really need to do much with SoundSystem
00:48:08raptorI'd just create a method somewhere to grab the current music list, then save that filename to the gametype
00:48:17raptoryou don't have to save anything in SoundSystem
00:48:46grypoByep that's my job, and i am nearly done
00:49:06raptorat least, I think that's what Watusimoto had in mind...
00:49:36phillreederSo I should not worry about this? The menu is all set up and it saves the music mode in the gametype
00:49:39Watusimotophillreeder is doing the editor end of it, grypoB is doing the playing music end of it
00:49:55Watusimotophillreeder: I think that's all you need for your task
00:50:14Watusimotoget the string into the level file, and reread it when you enter the editor
00:50:18phillreederAlright I guess I'll give it up
00:50:32Watusimotoas soon as the user plays a level, it becomes grypoB's baby
00:50:56phillreederbtw, I put it so it defaults to mMusicName = "Default"
00:51:24phillreederthat way even without a line in .level it will keep the state consistent across all level versions
00:52:03phillreedergyupoB will have to interpret "Default" and "None" seperate from individual file names
00:52:13grypoBif in the file there is Music Default, my code will try to find "Default" in the musicDir, which it won't find, so i will play as if nothing was there
00:52:53phillreedercorrect, but you also have to check if it's "None" and make it so no music plays
00:53:00grypoBand for the none parameter, there courd be a music file called "None" mhich would just be blank
00:53:25grypoBand because it will loop it, nothing will be palyed
00:53:43phillreederalright, just making sure you know what's coming at you
00:54:06raptorok, on to new task writing...
00:54:13grypoBbut i don't know why you would wan't to play a level without music, you can already disable it in the global option
00:54:29phillreedershhh
00:54:59Platskies Quit (Quit: Sleep time…)
00:55:08raptorit would be a silent, spooky level
00:57:11phillreederalright, final version of the task uploaded
00:57:24grypoBwatusimoto : all seems to work fine except for the s2c part, could you look a t wy last diff and tell me what is wrong ?
00:57:37grypoB*look at my
00:57:46phillreederput the newest change page in the uploaded work
01:00:07Watusimotoyes -- I am about to go to bed, but will take a quick look
01:00:15Watusimotoplease send me your url again
01:01:16phillreederme or grypo?
01:01:39WatusimotogrypoB:
01:01:49Watusimotobut I got it
01:01:54grypoBhttp://www.google-melange.com/gci/task/view/google/gci2013/5317616994353152
01:06:51Watusimotoso yuor problem is with s2cSetLevelInfo?
01:06:58grypoBthe issue is that for the SoundSystem the string is null, even if in there is a Music menu.ogg line
01:07:20grypoBi'm not sure i'm retrieving the information correctly
01:08:19grypoBi don't retrive it at all, i just consider it exist in the DoneLoading
01:08:34Watusimotomaybe that's the problem
01:08:53Watusimotohowever, phillreeder, you read the music from the levelfile
01:08:59Watusimotoright?
01:09:27Watusimotobecause whatever phillreeder is doing, grypoB, you need to do
01:09:33Watusimotothis is the one potential point of conflict
01:09:42Watusimotobut I suspect phillreeder has already written the bit you need
01:09:58Watusimotoso if we can get his bit into your code, maybe the issue will be resolved
01:10:02Watusimotodoes that make sense?
01:10:23grypoBi don't understand exactly his task, but yes
01:10:44Watusimotohis task is to allow the editor to modify the Music xxx line in the levelfile
01:10:46grypoBso do i leave it as it is for the next 24hours and see afterwards
01:10:55grypoB?
01:11:06Watusimotoyou probably want to go to bed soon, right?
01:11:10Watusimoto(like me? :-)
01:11:21grypoByep
01:11:38phillreederwait hold on
01:11:41phillreederI'm here
01:12:01Watusimotophillreeder: you read and parse the Music xxx line now, right?
01:12:05Watusimotoyou wrote code for that?
01:12:26phillreederYes, the Music line is parsed and stored inside the GameType
01:12:30Watusimotook
01:12:31Watusimotoperfect
01:13:12Watusimotoso grypoB, go to bed. We'll get phillreeder's project figured out, and you can assume that gameType has a valid music file already loaded into it along with the other params that come from the level file
01:13:30Watusimotowe'll try to get you at least that bit of code tomorrow
01:13:44grypoBok
01:13:59Watusimotois that the last bit you think is missing
01:13:59grypoBthen i mark it as complete ?
01:14:00Watusimoto?
01:14:10Watusimotowhen it works, mark it as complete
01:14:11grypoBthe s2c part ? yes
01:14:21Watusimotothe s2c part looks right
01:14:47WatusimotoI though you were saying that it doesn't work because you don't read the music line from the level file
01:14:47grypoBmaybe it is the stringPtr to string convelsion
01:14:57Watusimotoor did I misunderstand
01:14:58Watusimoto?
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01:15:26grypoBwhen i added the line in bm.level "Music menu.ogg"
01:15:39grypoBit should have worked, but it did not
01:15:44Watusimotook
01:16:20grypoBand i think it comes from the client which does not recieve the information
01:16:29WatusimotoI changed this line:
01:16:32Watusimotos2cSetLevelInfo(mLevelName, mLevelDescription, mMusicNameLinked...
01:16:33Watusimototo this
01:16:40Watusimotos2cSetLevelInfo(mLevelName, mLevelDescription, "XXX"...
01:16:49Watusimotoand the XXX appeared on the "other side"
01:16:55Watusimotoso the string transmission is working
01:17:12Watusimotothe problem is (probably) that you do not have mMusicNameLinked set properly
01:17:15grypoBcan you try with menu.ogg ?
01:17:31grypoBinstead of XXX
01:18:03Watusimotoit will be the same
01:18:11Watusimotobtw, you need to change lines like this:
01:18:12Watusimotovoid GameType::setMusicNameLinked(string name)
01:18:14Watusimototo this:
01:18:19Watusimotovoid GameType::setMusicNameLinked(const string &name)
01:18:38Watusimotowon't fix any problems, but saves the system from copying the string
01:19:05grypoBok
01:19:08Watusimotoso mMusicNameLinked is set in onReadLevelMusicParam()
01:19:19grypoBi'll finish in the afternoon tomorow
01:19:58grypoBif you see anything else, just leave a comment on the task. THanks
01:21:53WatusimotogrypoB:
01:21:56WatusimotoI do see it
01:22:02Watusimotothis will be quick
01:22:14Watusimotoin onReadLevelMusicParam()
01:22:22Watusimotoif there is music
01:22:28Watusimotohow many params do you expect?
01:22:33grypoB1
01:22:34Watusimotoi.e. what should argc be?
01:22:52grypoBdoes the MUsic part count as one ?
01:22:57WatusimotoMusic xxxx
01:22:57Watusimotoyes
01:23:03grypoBthen 2
01:23:08Watusimotoexactly
01:23:08grypoBand i put >2
01:23:10grypoB...
01:23:14Watusimotoexactly
01:23:29Watusimotoit's always somethign stupid
01:23:40Watusimototesting wiht >= 2
01:24:14Watusimotofix that and I think you'll be pleased with the result
01:24:34Watusimotoso sleep easy!
01:24:34grypoBcompiling...
01:24:43WatusimotoI just tested it and it works
01:24:51grypoBgood night and thanks a lot
01:24:55Watusimotoat least the string arrivees on the client
01:25:09Watusimotook, I'm going to bed too
01:25:54phillreedernight both of you
01:25:57grypoBit does work !!
01:26:56Watusimotohooray!!!
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03:55:57raptor6 more tasks in the works
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04:22:03BFLogBot Commit: 25fbaf41d853 | Author: buckyballreaction | Message: Add in new polygon/star editor plugin to the INI so it shows up on the plugins screen in the editor
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04:44:33raptorOK, I have to ask - are we supposed to use 3 spaces for our lua code, too?
04:44:47raptorfor indentation
04:47:09sam686several bot use only 2 spaces for ident
04:47:44raptorhmm... maybe we should have a standard
04:48:07raptorI've been using evil TABs because my text editor defaults to that, I think...
04:48:32sam686the old quickbotv2.bot used TABS
04:49:53sam686scripts/geometry.lua used 4 spaces, list.lua used 2 spaces
04:51:08sam686draw_arcs.lua used 3 spaces (I guess thats what watsuimoto uses), I use mostly 2 spaces on LUA (s_bot and my levelgens)
05:00:27raptorwe should probably have a standard - and my guess it'll be 3 spaces once watusimoto has a say... :)
05:00:48joeywhey
05:01:08raptorhi
05:01:27joeywi'm participating in gci!
05:01:35raptor!welcome
05:01:47raptor!gci
05:01:47BFLogBotGCI Students Welcome! Please see: http://bitfighter.org/wiki/index.php/GCI_Student_Bootstrap for getting started.
05:01:56raptorwelcome joeyw
05:02:41joeywi don't have a lot of experience with modifying code that others have written
05:03:23joeyware there any tips that i could get for making sense of large amounts of code?
05:03:38raptorthat's OK - the main thing is to try and adhere to the groups coding standards as best as possible
05:03:50raptortime
05:04:05raptortime is about the only way I can think of to understand large code
05:04:15raptorso don't worry about not understanding much
05:04:33raptorI've been on this project for 3 years and I still don't understand it all
05:04:59joeywi've been looking through the source and trying to understand how the ui works. i'm slowly starting to understand it
05:05:15raptoroh good - have you picked up a task?
05:05:38joeywnot yet. i was looking at the one about the player statistics page
05:06:33raptorah - that one was already completed
05:06:37joeywoh okay
05:06:46raptorcan you see which tasks are completed?
05:07:21raptorhmm... we only have 4 open at the moment
05:07:30raptorwe'll get more up by the end of the weekend
05:07:36joeywi was on gci.copyleftgames.org
05:08:05joeywi see the "status: draft" now. does that mean that someone has submitted their patch?
05:08:21raptorah yes, that's our staging site - you'll have to actually go here and see: https://www.google-melange.com/gci/homepage/google/gci2013
05:08:37joeywoh okay.
05:08:40raptori think it means it's not published yet
05:08:49joeywi was just going there because it was faster lol
05:09:21raptorwell, you'll see what's coming up! :)
05:09:54raptorI have to go now but I'll be back in about an hour or so...
05:10:11raptorfeel free to idle in the channel
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05:37:01sam686Ever noticed something? The bottom left in editor, the "Y" axis goes negative as you go up, positibe as you go down, kind of backwards..
05:37:53sam686and the level is saved and loaded as Y being reversed (negative is higher then positive number on Y axis)
05:41:48kaenGL coords
05:45:33joeywthere already appears to be a way to recall previous cmds in the console of bitfighter
05:45:54joeywhttp://www.google-melange.com/gci/task/view/google/gci2013/6443516901195776
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05:51:41kaenjoeyw, I think that refers to /commands
05:51:55kaenentered by typing /addbot
05:51:56kaenetc.
05:53:02kaenthe pull-down console accessed by pressing ctrl / actually isn't very often used
05:54:26raptorhello again
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06:05:58joeywoh thanks
06:14:56raptorkaen: do we have a way in our Tests to cycle levels?
06:15:26kaennot that I know of
06:15:43raptorI see the LevelLoaderTest
06:16:01raptorhmm...
06:17:05BFLogBot Commit: 4461882d9ae5 | Author: buckyballreaction | Message: Fix bug with cycling levels and losing the legacy gridsize
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06:29:52Nothing_Muchgd'evenin'
06:29:52raptorgood night folks!
06:29:57Nothing_Muchlater raptor
06:30:05sam686night
06:30:06raptorhello
06:30:10raptorand goodbye!
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06:30:22Nothing_Muchwell then
06:33:50Nothing_Muchhow's everybody else?
06:49:47kumool Quit (Quit: Leaving)
06:52:29kaendebian sid is funny
06:52:44kaenapt-get is reporting 3.069 PB/s transfer speed
06:57:40Nothing_Muchkaen: lolwut
06:57:56Nothing_MuchIsn't that 10^10000 or somethin'?
06:59:07Nothing_Muchoh wait
06:59:11Nothing_Muchthat's 1000^5
06:59:22Nothing_Muchthank you wikipedia!
07:03:24Nothing_Muchkaen: how goes the packaging for Debian?
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07:04:26kaenslowly
07:04:45kaenas I'd expect from such a bureaucratic organization.
07:05:10Nothing_Muchbureaucratic?
07:05:27Nothing_Muchyou mean like sucking up to RMS?
07:05:58Nothing_Muchoh, careful, the log is logging!
07:06:46kaenno I mean there's tons of process, like emails, contacting upstream, finding a sponsor, making sure the licensing checks out, securing the dependencies, making sure everything is up to policy, etc.
07:07:00Nothing_Muchah
07:07:15Nothing_MuchI think I had a different definition of another word.. sorry!
07:09:14Nothing_MuchWas BF accepted into upstream yet? (Upstream is the part where people do checkups right?)
07:13:48kaen"upstream" refers to the actual maintainers/developers of a program
07:14:05kaenI think you're referring to being accepted into "new"
07:14:28kaenbut bf itself hasn't even been packaged, because I have to package a handful of dependencies that are not in debian yet
07:14:38Nothing_MuchI think so, ah
07:14:42Nothing_MuchThat's interesting
07:15:40kaenso that's the frustrating part, I'm ready to move on to the next step, but can't because I'm waiting for someone to review and approve my dependency packages
07:16:03kaenit's been almost a week and no one has cared to review it :<
07:16:59Nothing_Muchit's Debian
07:17:02Nothing_Muchthey're known to be slow
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07:52:20joeywbig noob question: how do i "finish a task" or submit my change to the repository?
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08:18:57Johnaudihey guys
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14:27:01Johnaudihey
14:27:20Johnaudithanks for leaving a comment in gci - I'll work on it rightn ow
14:27:57Johnaudi"6) Have you tested your implementation? Does it work for you?" Yes it does :i?
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15:17:35Johnaudi_sorry dc'ed, anyone replied?
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15:17:46Johnaudi_?
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16:21:54Watusimotohi joeyw
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16:34:17joeywhey
16:37:14joeywsubmitted and ready for review! my first task!
16:38:24kaenmorning all
16:38:41kaenjoeyw, can you give me a link to your task?
16:38:46phillreedermorning
16:39:45joeywhttps://www.google-melange.com/gci/task/view/google/gci2013/6443516901195776
16:43:17Watusimotojoeyw: ready for review already?
16:43:23joeywyep!
16:43:27Watusimotowell, great
16:43:43Watusimototell me (briefly) how I should test it
16:44:24Watusimotophillreeder: Am cloning your project now, will test it, then import grypoB's work, and try to make the whole ensemble work
16:44:37phillreedergood luck with that
16:44:42WatusimotoI think there will be a bit of conflict due to a small overlap in tasks
16:45:36joeywin the game, you can press slash to bring up the cmd prompt, then enter a command a couple times, then press the up and down arrows w/ the cmd prompt up to scroll through the history
16:45:37kaenluckily we're all well-versed in the dark art of conflict resolution
16:45:54Watusimotojoeyw: great, sounds simple enough
16:46:05Watusimotokaen: want to take a look at joeyw's work?
16:46:14kaenI'm already 70% built :)
16:46:26WatusimotoI've got the other two awaiting rewview
16:46:30kaenoh wow
16:46:33WatusimotoI'm still cloning...
16:46:39kaenalready got a line forming :)
16:46:44Watusimotoindeed
16:46:50Watusimotoit's been a bit busier than last year
16:47:00joeywi set an arbitrary max history size as a constant and i also used an stl vector. is this okay?
16:47:03kaenI've just been adding clones in hgrc, pulling, and stripping the commits myself
16:47:30Watusimotojoeyw: max history size probably makes sense; for container, we have our own, Vector
16:47:50Watusimotoswapping vector for Vector is simply a matter of chanign case... they work almost identically
16:48:10joeywcool
16:48:13Watusimoto(and internally, Vector wraps vector, we just needed additional functionaltiy)
16:48:46kaenunless you want to put a Vector through <algorithm>
16:49:02kaen(not really on-topic, I'm just griping)
16:49:15Watusimotowe need to rewrite Vector at some point to extend rather than wrap vector
16:49:19kaenI did
16:49:31kaenI bombed the patch with my boost::poly clone though :<
16:49:39Watusimototoo bad
16:49:44kaenit's easy enough to do
16:49:54Watusimotodoes that fix the alogirthm issue?
16:50:00kaenyep
16:50:23Watusimotoso redo it someday when things have quited down.
16:50:28Watusimotoi.e. never :-)
16:51:12kaenjoeyw, works great!
16:51:19kaensome code review:
16:51:47kaenreformat your changes to use three space indentation
16:52:17kaenuse a Vector instead of a vector
16:53:07kaenthat's all I've got for now :)
16:53:09kaengood work so far
16:53:23joeywalright sweet
16:53:41kaenI'll mark the task as "needs more work" just for bureaucracy's sake
16:54:49kaenWatusimoto, is there a link where I can check for tasks needing review?
16:55:00WatusimotoI usually check my inbox
16:55:21Watusimotohttp://www.google-melange.com/gci/dashboard/google/gci2013#all_org_tasks
16:55:32Watusimotoright-most column gives the status
16:55:34kaenjust saw that one
16:55:39kaenthanks
16:56:12Watusimotowe are totally out of tasks, it looks like
16:56:35kaen!
16:56:44Watusimoto_I_ understood
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17:05:24joeywdone, pretty simple change
17:14:36Watusimotophillreeder: what did we decide about levels with the default music
17:15:05WatusimotoI thought we said we would omit the music line, but then there was some more chatter, and I don't remember if another dev told you something different
17:15:28Watusimotoor if I told you something different, for that matter :-)
17:18:57Watusimotonever seen this web error before... go to http://www.microsoft.com/expression/
17:20:11kaenI have, unfortunately :<
17:20:20kaenI was a little slow in grasping mod_rewrite
17:20:48Watusimotoha
17:23:06Watusimotook, phillreeder: I'm going to mark your task as needs more work. it actually works fine, but if the music is set as default, don't write the music line. I also need to review the code itself, but I don't anticipate any issues there.
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17:25:25Johnaudiheyy
17:25:27JohnaudiI still got 30 min :o
17:25:36JohnaudiI'll do it very quick do you have time to go and accept?
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17:26:20Johnaudihttp://www.google-melange.com/gci/task/view/google/gci2013/6603341224214528
17:26:23kaenhi Johnaudi, what do you need help with?
17:26:31Johnaudi20:25] <Johnaudi> I still got 30 min :o [20:25] <Johnaudi> I'll do it very quick do you have time to go and accept?
17:27:38kaenwe're happy to extend, it looks like you've been making progress
17:27:45Watusimotohi Johnaudi
17:27:50Johnaudihi
17:28:00kaenjust added 24 hours
17:28:13Johnaudiah I don't need more time but thanks :D
17:28:22JohnaudiI'm just wondering if you would accept it along these 30min when I'm done
17:30:50kaenoh ok, well I'll be around all day
17:31:26JohnaudiI'll be finishing it in the next 20min
17:34:32Johnaudi4) Is getAvailLevels() called anywhere? If not, get rid of it. If it is, see #3 and get rid of it. :-)
17:34:40Johnaudieither ways I'm getting rid of it? :p
17:35:26Watusimotobasically, yes
17:35:28Watusimoto:-)
17:35:31Johnaudilol
17:36:15Johnaudiis this all you want?
17:36:15Johnaudihttp://pastie.org/8505490
17:37:43joeywkaen: hey, are you here?
17:40:57WatusimotoJohnaudi: a quick question. Did you write an implmeentation for populateLevelInfoFromSource() ?
17:41:14Johnaudiwhat do you mean by implementation?
17:41:32Johnaudiit's a virtual function shouldn't it read it from parten?
17:41:34Johnaudiparent*
17:41:37Watusimotolike some code for the function
17:41:42Watusimotoyes
17:42:02Watusimotobut in this case the parent provides no implementiation (it is set as "pure virtual", with the = 0 stuff)
17:43:12Watusimotoyou cannot instantiate a class that has unimplemented functions. In this case, the functions the class inherits have no implmenentations, so you'll never be able to create a FileLevelListSource object
17:43:18Canseco has joined
17:43:28Watusimoto(nor could you create a LevelSource object)
17:43:42Watusimoto(but you don't need to)
17:43:43Skybax_ has joined
17:44:18Watusimotobut in order to complete the task, you will need to create a FileLevelListSource object, in order to be able to give it to the game to tell it where to get its levels
17:46:06Skybax Quit (Ping timeout: 265 seconds)
17:49:05kaenhi joeyw, sorry was afk
17:49:30joeywkaen: lol sorry, i'm just eager to work on another task
17:49:34kaenok :)
17:49:44kaenpulling ...
17:49:54joeywhaha thanks!
17:51:46kaenthanks for using a clone, joeyw, this really simplifies things
17:52:15joeywhaha no problem!
17:52:45joeywi was looking and that seems to be the accepted method for google code
17:53:40kaenyes, and all other DVCSs are made for the same type of workflow
17:53:40Watusimotoback in a while...
17:54:29kaenhaving a publicly available clone on a server somewhere for others to pull from
17:55:59Skybax has joined
17:56:06joeywit's a really clean way to collaborate.
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18:05:38Johnaudiokay
18:06:12Johnaudibut wait it's not a pure virtual function]
18:06:50kaenok joeyw, looks great, but I need you to expand the tab characters into spaces: http://imgbin.org/index.php?page=image&id=15795
18:07:00kaenthe orange parts are the tabs in your total diff
18:07:31kaenand also you're missing a space after the comma in: mChatCmdHistory.insert(0,mLineEditor.getString());
18:08:03kaenand that's all I could spot
18:09:03joeywokay, so a tab is 4 spaces?
18:09:43kaen3 spaces
18:10:11kaenwhich is weird to me, but that's just how the rest of the code is formatted
18:10:27kaenJohnaudi, virtual bool populateLevelInfoFromSource(const string &fullFilename, LevelInfo &levelInfo) = 0;
18:10:53kaenthere's an overload within LevelSource which is not pure virtual, but has a different arguments list
18:11:08joeywokay
18:11:28kaenI'm afk for ~10 minutes guys
18:14:40joeywkaen: should be fixed
18:18:27kaenback, pulling
18:25:23kaengreat work, joeyw :)
18:25:25kaentask closed
18:25:34joeywawesome thanks!
18:25:41kaenthank you!
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19:47:16raptorhowdy folks!
19:50:13raptorFYI there are 7 more tasks in the gci repo
19:50:45raptoroops, wrong channel - not official tasks yet...
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19:53:32kaenhi grypoB, did you see my review of your latest changes?
19:53:39kaen(good day, raptor)
19:53:48grypoByep, i just did
19:53:57kaenok, let me know if you have any questions
19:54:32kaengetting it to work in the editor might get a little hairy, so I'm happy to dig around UIEditor.cpp with you
19:55:00grypoBthe thing is i know someone is working on the Editor side for gci
19:55:18grypoBto had the Music parameter in the .level
19:55:25grypoBan
19:55:26kaenoh, you don't need to do the UI stuff
19:55:33kaenwhich is the part he's working on
19:55:55kaenall you need to do is make the Music line work when starting the level through "test game"
19:55:58grypoBbut i need to know when the music is changed to call again the setMusicFn
19:56:13grypoBoh !
19:56:19grypoBok then
19:56:22kaenyou don't need to make it play music while in the editor -- yes I think you see :)
19:56:35grypoBi understand
19:56:51kaenok. I'll be around all day
19:58:03grypoBi'm kinda tight with my homework, so i'll look at it tomorrow (it's 9pm for me).
20:04:55Canseco Quit (Read error: Connection reset by peer)
20:05:49kaenoh, I see. just let us know if you need an extension
20:11:01grypoB Quit (Ping timeout: 250 seconds)
20:13:18Watusimotoa note to everyone here who cares -- I'll be less available monday and tuesday, back to normal (I hope) on wednesday
20:13:41Watusimoto(will be away for work, with unknown internet connectivity)
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21:30:52raptorposted our rabbit rules for specific feedback on changing anything: http://bitfighter.org/forums/viewtopic.php?f=4&t=2099&p=21471#p21471
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22:16:36Watusimotoraptor: a question about adding the plugins to the INI
22:16:57Watusimotothe game seems to know about the plugins even when they are not defined in the INI
22:17:05Watusimotothe keys are defined in the plugin itself
22:17:36Watusimotoso I'm wondering if you (or anyone, really) knows why we define the keys in the INI. It seems only for the help.
22:17:52Watusimotoso I think the help should respond to the same structure that the editor does
22:22:19kaenI added the auto-detection
22:22:42kaenbefore, the plugins had to be manually configured via the ini
22:23:03kaenmy plugin changes essentially obsolete the plugin section of the ini
22:24:21WatusimotoI kind of like that idea, but there does need to be a way to override the bidnings in the event of conflict that is less drastic that modifying the plugin itself
22:24:30Flynnn has joined
22:24:35Watusimotomaybe the ini can act as a form of override
22:25:22kaenthat makes sense
22:26:08kaenalthough, personally I find the ini plugin syntax much less intuitive than the lua you'd change to configure the keybindings
22:27:17Watusimotomy immediate project is to make the help work off the same settings that editor uses
22:27:24Watusimotoonce more obsoleting the ini
22:27:30Watusimotothen we can review later
22:27:34kaenok
22:27:42Watusimotobut one of our tasks is to make editor keys mappable
22:27:48Watusimotoooooh
22:27:50WatusimotoI know
22:27:51kaenoh man
22:28:03kaenthat could get messy, but continue your thought
22:28:28Watusimotomaybe when you "register" a plugin (by copying it to the plugins folder), the default key defined therein gets transferred to the INI
22:28:49Watusimotothen the INI becomes the official key source, but it is completely automatic
22:29:19Watusimotoat least for the short term, there will be no key binding ui
22:29:24Watusimotoit will only be INI editing
22:30:21kaenright now (iirc) the key binding will defer to any ini setting that exists
22:30:38kaenit will even show the ini binding instead of the plugin's preferred binding in the F9 panel
22:30:51kaenI think so at least, I could just be imagining things
22:32:41kaenin fact I want to add a test for that
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22:36:33Watusimotook, I will simply change the help to show what the F9 panel shows
22:36:41Watusimoto(and F9 will not work on a mac, btw)
22:38:55kaenoh, good catch!
22:39:01kaenman I would have felt terrible
22:39:07kaenhow about F8 ?
22:39:33Watusimotounsure. how about f6?
22:39:36kaenit was originally F8/F9 to switch between the two but amgine made me realize that a simple toggle was much better
22:39:43kaenis F5 taken?
22:39:48Watusimotoglobal chat
22:39:55kaenI wanted it to be at the edge of the groups of four :/
22:39:56kaenbut ok
22:40:01kaenF6 is fine
22:40:20Watusimotowell, we need to review these global Fkeys in any event... they feel kind of clunky
22:40:24kaenmaybe we should use a normal key
22:41:02Watusimotogoogle f8 for macs
22:41:07Watusimotoit might be ok
22:41:34kaenhttps://en.wikipedia.org/wiki/File:Apple-wireless-keyboard-aluminum-2007.jpg
22:42:49kaenlooks like mac keyboards as old as 2003 have F12 keys
22:43:09kaenI think F* keys are perfect for "global" type menus that can always be reached
22:43:21kaenwhich is why an F* key for the plugin panel feels wrong
22:44:40kaencould we maybe move speed zones to something other than 'p
22:44:47kaenp ?
22:44:50kaenthen use that
22:48:30BFLogBot Commit: 63faa5d04a48 | Author: sam8641 | Message: Added /pause (admin or one player only), whats left is to display "PAUSED".
22:49:40sam686i will be back after about 30 minutes
22:52:04Watusimotomy grand idea for remapping the keys (which we can do without trauma after we have the ability to contorl them in the INI) is to make alt+xxx insert an object, xxx be for manipulating objects, and try to bring some order to our system
22:52:28Watusimotomaybe xxx changes teh editor, and ctrl-xxx modifies objects
22:52:30Watusimotosomething like that
22:52:50Watusimotobut if we do that without the INI key mapping, people will freak
22:54:07kaenhrfy
22:54:08kaen1iugyoip]
22:54:09kaen47\
22:54:10kaen.">]7;41
22:54:25Invisible1 Quit (Ping timeout: 252 seconds)
22:55:03kaensorry about that
23:07:35raptorhello
23:10:45raptorI have my concerns about that last commit sam686
23:11:07raptorseems like it's a complicated feature that we might not want since we're close to release
23:12:20kaenhave to agree
23:13:22Darrel Quit (Quit: IRC client killed.)
23:16:57Watusimotocan we make the changes necessary to the c2s, s2c to support it, then hold it off until 019a?
23:19:08sam686you can just comment out the entire "pause" line to disable that command..
23:19:32sam686in bottom ofChatHelper.cpp
23:19:54sam686i mean near the top of ChatHelper.cpp
23:21:03raptori'm just worried about the complexity addition server-side
23:21:42sam686theres a few things I took off, no longer a 2 seperate suspend RPC
23:21:54raptorand our TestSpawnDelay doesn't compile
23:23:26sam686I took off Game::PreSuspendSettlingPeriod and delayed suspend as it appeared unused anywhere.
23:23:42BFLogBot Commit: 7ca5a6402bdf | Author: watusimoto | Message: Whitespace
23:23:43BFLogBot Commit: ffd0d6a7a7f0 | Author: watusimoto | Message: Merge
23:23:45BFLogBot Commit: 3516450c7968 | Author: watusimoto | Message: Formatting
23:23:46BFLogBot Commit: 3fe890e0a845 | Author: watusimoto | Message: Merge
23:23:48BFLogBot Commit: d66af763da5b | Author: watusimoto | Message: Provide external access to pluginInfos
23:23:49BFLogBot Commit: 4b31b0e85844 | Author: watusimoto | Message: Make PluginInfo an independent struct (should this get its own file?)
23:23:51BFLogBot Commit: 90b2dfda3f58 | Author: watusimoto | Message: Show plugin help based on same structure used by plugin doc in the editor. Could be cleaned up a tad, but works!
23:24:12Watusimotogentlemen, I wish you good night
23:24:19sam686ok
23:26:00Flynnn Quit (Quit: This computer has gone to sleep)
23:26:13raptornight!
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23:29:24BFLogBot Commit: 0fdd8bd886ff | Author: sam8641 | Message: Fix test compile, disable /pause until more work done on client display of paused game
23:29:25Flynnn Quit (Client Quit)
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