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IRC Log for 2013-12-18

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03:11:13Nothing_MuchHey fordcars
03:11:18fordcarsHi
03:11:27Nothing_MuchWhat's goin' on?
03:13:47fordcarsNothing_Much:
03:13:52fordcarsYou?
03:14:07Nothing_MuchTrying to work with Mumble with my bad internet :(
03:15:06sam686My internet kindof went bad too (624 / 2614 sent packet dropped) at the moment
03:15:34sam686ever since I added such packet drop monitoring into bitfighter, its much better then ping command
03:16:04sam686672 sent packet dropped 3 received packet dropped
03:29:52BFLogBot Commit: deabf7dbe699 | Author: sam8641 | Message: Fix some bandwidth problem, don't send LineItem points to every clients (lag) when a client joins.
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04:34:04raptorhi
04:34:11fordcarsHi
04:34:21raptorsam686: does you ConnectIon stats addition break compatibility?
04:35:23fordcars Quit (Quit: Page closed)
04:59:46vs73nx has joined
05:01:37vs73nxyay schools out for the year! :d
05:01:39vs73nx:D
05:01:47Nothing_Muchnice
05:02:04vs73nxno more school for six weeks
05:02:15vs73nxwhich means six weeks for coding
05:03:36bobdaduck has joined
05:03:44Nothing_Muchnice
05:03:49bobdaduckI need a tester base.
05:04:13Nothing_Muchwhat do ya mean?
05:04:20bobdaduckPeople to test a level.
05:04:38Nothing_MuchAh
05:05:03bobdaduckApparently like everyone is afk though
05:07:07bobdaduck pings raptor
05:07:15bobdaduck pings vs73nx
05:08:54bobdaduckEhhhh
05:08:56vs73nxyes bobaduck?
05:09:11bobdaduckNeed testers for a level
05:09:28vs73nxk im good for that
05:10:01bobdaduckWho is kumool?
05:10:02vs73nxwhat server is it
05:11:28bobdaduckkaen? sam686?
05:13:09Nothing_Muchkaen's been afk for a while now
05:46:34kumoolbobdaduck, i dont know, why dont you ask him?
05:47:10bobdaducklol
05:47:56raptorhello!
05:48:01raptorpong bobdaduck
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06:53:10vs73nxis there any way to check all the values in the const string array editorBindingNames?
06:53:38vs73nxor the normal const string array bindingName
06:53:43raptorhi
06:53:48raptorwhat do you mean by 'check values' ?
06:53:49kumul has joined
06:54:51vs73nxprint
06:55:05vs73nxthere is no format specifier for const string
06:55:18raptoroh
06:55:23vs73nxAssert: Invalid value for bindingName! in /home/vs73nx/development/eclipseProgs/c++/vs37nx-work4bitfighter/zap/InputCode.cpp line 1781
06:55:23vs73nxTrace/breakpoint trap (core dumped)
06:55:26raptordo somestring.c_str()
06:55:38raptorI think that's what you want
06:55:49vs73nxtried that
06:56:15vs73nx/home/vs73nx/development/eclipseProgs/c++/vs37nx-work4bitfighter/zap/InputCode.cpp:1782:53: error: �const string� has no member named �cstr�
06:56:56vs73nxonce this error is fixed i would of have finished the project
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06:59:59vs73nxsilly me i was writing cstr() not c_str()
07:00:02vs73nxdoh
07:00:20vs73nxits printing the values for the normal editor strings
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07:03:22vs73nxhmmm it is printing the values of editorBindingNames 3 times
07:03:59vs73nxits fine cause i call it 3 times
07:06:47raptoroh good
07:09:55vs73nxbut it still doesnt work :(
07:12:36raptorI'm heading to bed - watusimoto should be up soon
07:13:02vs73nxk good night
07:13:06raptornight!
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07:29:23SkybaxHerro
07:30:00vs73nxhi
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07:36:58vs73nxjust printed out editorBindingNames in gdb and im getting something cryptic
07:37:22vs73nxlooks ok to me
07:38:15vs73nxthe editorBindingNames http://pastie.org/8560081
07:39:32vs73nxthe bindingNames http://pastie.org/8560082
07:42:52Watusimoto_You need to look at that in the context of the structure itself. Sometimes you need to dive into the individual items to get something meaninguful
07:43:12vs73nx?
07:43:25Watusimoto_maybe I misunderstood
07:43:35Watusimoto_are you still trying to figure out your link error?
07:43:43vs73nxim way past that
07:44:06Watusimoto_ok, good
07:44:30vs73nxalthpugh it is complaining about this string InputCodeManager::getEditorBindingName(BindingNameEnum bindingName)
07:44:30vs73nx{
07:44:31vs73nxU32 index = (U32)bindingName;
07:44:31vs73nxTNLAssert(index >= 0 && index < ARRAYSIZE(editorBindingNames), "Invalid value for bindingName!");
07:44:31vs73nxreturn editorBindingNames[index];
07:44:31vs73nxreturn "";
07:44:35vs73nx}
07:45:11Watusimoto_is the assert triggering?
07:45:54vs73nxyes but i disabled to find out why it isnt working
07:46:09vs73nxso i can find the source of the segfault
07:46:49vs73nxi need to leave to eat some dinner will be back in 10 -20 mins
07:47:02Watusimoto_ok -- I'll be gone, will be back later
07:58:34SkybaxWatusimoto_: Are timers still broken in 019?
07:59:05vs73nxk back
07:59:19Watusimoto_timers?
07:59:40SkybaxYes. Ford had said he couldn't continue work on my robot because timers are broken in 019
07:59:51Watusimoto_I think timers are ok
08:00:02Watusimoto_I don't remember fixing them, but I don;t remember them ebing broken either
08:00:13SkybaxFord seems to think they aren't functioning lol
08:00:18Watusimoto_but we use timers all over the place
08:00:30Watusimoto_so maybe I need clarification on what he thinks of as timers
08:00:37SkybaxMaybe he's just trying to get out of making me a robot
08:00:50Watusimoto_ha, maybe. anyway, I need to go. later guys!
08:00:53SkybaxBai!
08:01:51vs73nxbai
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09:15:16-kornbluth.freenode.net- *** Looking up your hostname...
09:15:16-kornbluth.freenode.net- *** Checking Ident
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09:15:23-ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response.
09:15:28kodahello everyone
09:15:48vs73nxhi
09:16:20watusimotohi
09:17:12vs73nxwatusimoto: did you see my valgrind output
09:17:19watusimotono
09:17:23[None PING]
09:17:33vs73nxgot a link above for it
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09:17:49watusimotoI see the luink above
09:18:17vs73nxi have next to no experience with valgrind so i cant decipher it
09:18:28watusimotoit's tricky
09:18:34vs73nxi know
09:18:48watusimotovalgrind is a very useful program, but it is more for memory leaks and such than the problem you are having
09:19:17vs73nxit gives me a memory problem
09:19:20watusimotoit does suggest a problem here:
09:19:20watusimotoInputCode.cpp:1786
09:19:35[None PING]
09:19:40vs73nxthats my getEditorBindingName method
09:20:40watusimotoit's doing something with a string that isn't good.
09:20:45vs73nxit crashes at Zap::InputCodeManager::getEditorBindingName (bindingName=Zap::InputCodeManager::BINDING_RELOAD_LEVEL) at /home/vs73nx/development/eclipseProgs/c++/vs37nx-work4bitfighter/zap/InputCode.cpp:1786
09:20:46vs73nx1786
09:20:47watusimotobut I can't say what from this output
09:20:56watusimotoyes
09:21:01vs73nxor thats what gdb says
09:21:31watusimotoyou said yesterday that you had disabled an assert
09:21:44watusimotoin order to make it run. is that correct?
09:21:48[None PING]
09:21:50vs73nxtoday i disabled the assert
09:21:56watusimotoright
09:22:09vs73nxyes it was to run
09:22:36watusimotothat may be a clue -- the assert should not trip; maybe you should re-enable it and figure out why it is asserting
09:23:02vs73nxi deleted the assert TNLAssert(ARRAYSIZE(BindingNames) == BINDING_DEFINEABLE_KEY_COUNT, "Problem somewhere!");
09:23:18vs73nxand its editor equivlent
09:23:40watusimotook, that's the one I suggested you delete, and that's ok; we no longer expect that to be true
09:23:50vs73nxk then
09:23:55watusimotoso those were the only ones you deleted?
09:23:59[None PING]
09:24:03vs73nxyes
09:24:21watusimotook, I thought there was another
09:24:42watusimotoso what is line 1786?
09:25:20vs73nxthe closing bracket for string InputCodeManager::getEditorBindingName(BindingNameEnum bindingName)
09:25:57watusimototry putting a breakpoint in that function and step through to see where it is crashing and what is going on
09:26:03vs73nxi did
09:26:11[None PING]
09:26:21watusimotodid you step into whatever just prior to the line with the crash?
09:26:21vs73nx'it was at Zap::InputCodeManager::getEditorBindingName (bindingName=Zap::InputCodeManager::BINDING_RELOAD_LEVEL) at /home/vs73nx/development/eclipseProgs/c++/vs37nx-work4bitfighter/zap/InputCode.cpp:1786
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09:26:48watusimotoso it's probably choking on some bit of cleanup -- some variable that's being deleted because it's going out of scope
09:26:59vs73nxthe prior line is Zap::InputCodeManager::getEditorBindingName (bindingName=Zap::InputCodeManager::BINDING_FLIP_VERTICAL)
09:27:20watusimotobut that line executes ok?
09:27:39vs73nxyes but the following one dies
09:27:47watusimotothe following one is the }
09:28:05vs73nxnope the following one is Zap::InputCodeManager::getEditorBindingName (bindingName=Zap::InputCodeManager::BINDING_RELOAD_LEVEL) at /home/vs73nx/development/eclipseProgs/c++/vs37nx-work4bitfighter/zap/InputCode.cpp:1786
09:28:23[None PING]
09:28:25vs73nxthe full code is
09:28:27vs73nxstring InputCodeManager::getEditorBindingName(BindingNameEnum bindingName)
09:28:27vs73nx{
09:28:27vs73nxU32 index = (U32)bindingName;
09:28:27vs73nxTNLAssert(index >= 0 && index < ARRAYSIZE(editorBindingNames), "Invalid value for bindingName!");
09:28:27vs73nxreturn editorBindingNames[index];
09:28:29vs73nxreturn "";
09:28:31vs73nx}
09:30:35[None PING]
09:32:47[None PING]
09:33:01watusimotook, which one is 1786? (sorry, getting confused!)
09:33:30vs73nxthe last line of the snippet of code i displayed
09:33:37watusimotothe }
09:33:41vs73nxyes]
09:33:52watusimotowhy are there two returns?
09:34:24vs73nxif the first return fails it does the second one
09:34:42vs73nxthe two returns are in the stock unchanged ccode aswell
09:34:59[None PING]
09:35:05watusimotoif the first fails, it will crash -- the second will never be executed
09:35:29vs73nxit was in the normal getBindingName so i put it in
09:36:48watusimotoI will admit that I am somewhat puzzled. The only vars that will be cleaned up are ints, so that's not the problem. But in the valgrid output, it suggests a problem with a string. So there's probably a problem with ditorBindingNames[index]. is index a sane value? (i.e. coudl this be an array overflow issue?)
09:37:09vs73nxi think so
09:37:11[None PING]
09:37:18watusimotowhy not add this:
09:37:30vs73nxif i get rid of InputCodeManager::BINDING_RELOAD_LEVE it crashes at the prior one
09:37:38watusimotoprintf("Binding name: %s", editorBindingNames[index].c_str());
09:37:43vs73nxso it must be an array overflow
09:37:49vs73nxk
09:38:02watusimotoand may before that a printf("INdex: %d", index);
09:38:11watusimotosince that first printf will probably crash
09:38:40vs73nxk
09:39:23[None PING]
09:40:24vs73nxWelcome to Bitfighter!
09:40:25vs73nxINdex: 34
09:40:25vs73nxBinding name: NoGridSnapping
09:40:25vs73nxINdex: 35
09:40:25vs73nxBinding name: PreviewMode
09:40:25vs73nxINdex: 36
09:40:27vs73nxBinding name: DockmodeItems
09:40:29vs73nxINdex: 37
09:40:31vs73nxBinding name: (null)
09:40:35vs73nxAssert: Invalid value for bindingName! in /home/vs73nx/development/eclipseProgs/c++/vs37nx-work4bitfighter/zap/InputCode.cpp line 1784
09:40:38vs73nxTrace/breakpoint trap (core dumped)
09:41:01watusimotoso now figure out which one has an index of 37, and you should be on your way!
09:41:05vs73nxline 1784 is the assert
09:41:35[None PING]
09:41:42vs73nxthere is no index 37
09:41:55vs73nxi only made 36 bindings
09:42:02watusimotowell then... where is the 37 coming from?
09:42:20vs73nxnup i made 7
09:42:25vs73nx*37
09:42:58vs73nxbut there is nothing past dockmode items
09:43:19vs73nxahhh
09:43:37vs73nxit starts at 34 which is the number of bindings in the BINDING_TABLE
09:43:47[None PING]
09:44:06vs73nxahhh
09:44:09vs73nxi get it
09:45:59[None PING]
09:46:18vs73nxthe function is still starting at 34 even though i got rid of all the instances of the prevoius code from the origional BINDING_TABLE
09:46:43watusimotogod
09:46:45watusimotogood
09:47:46vs73nxthe code is now
09:47:48vs73nxstring InputCodeManager::getEditorBindingName(BindingNameEnum editorBindingName)
09:47:48vs73nx{
09:47:48vs73nxU32 editorIndex = (U32)editorBindingName;
09:47:48vs73nxprintf("INdex: %d\n", editorIndex);
09:47:50vs73nxprintf("Binding name: %s\n", editorBindingNames[editorIndex].c_str());
09:47:52vs73nxTNLAssert(editorIndex >= 0 && editorIndex < ARRAYSIZE(editorBindingNames), "Invalid value for bindingName!");
09:47:57vs73nxreturn editorBindingNames[editorIndex];
09:47:59vs73nxreturn "";
09:48:01vs73nx}
09:48:11[None PING]
09:48:15watusimotoyou can delete that 2nd return
09:48:44vs73nxi did but it doesnt help
09:49:01vs73nxits a problem with the index starting at 34
09:49:17watusimotono it won't fix your poblem, but it's just incorrect (but harmless) code
09:49:25vs73nxwhich is the number of bindings in BINDING_TABLE
09:49:49watusimotowell, now you need to look at where this is getting called, and figure out why the indexes are different than you expect
09:50:23[None PING]
09:51:57vs73nxit is being called here
09:51:59vs73nxvoid setDefaultEditorKeyBindings(CIniFile *ini, InputCodeManager *inputCodeManager)
09:51:59vs73nx{
09:51:59vs73nx///// EDITOR_BINDING_TABLE
09:51:59vs73nx#define EDITOR_BINDING(enumVal, b, c, defaultEditorKeyboardBinding) \
09:51:59vs73nxif(true) \
09:52:00vs73nxinputCodeManager->setEditorBinding(InputCodeManager::enumVal, InputModeKeyboard, \
09:52:04vs73nxgetInputString(ini, "EditorKeyboardKeyBindings", \
09:52:06vs73nxInputCodeManager::getEditorBindingName(InputCodeManager::enumVal), \
09:52:08vs73nxdefaultEditorKeyboardBinding));
09:52:10vs73nxEDITOR_BINDING_TABLE
09:52:12vs73nx#undef EDITOR_BINDING
09:52:14vs73nx}
09:52:35[None PING]
09:54:04watusimotoI think the problem is that you may have combined regular bindings and editor bindings into a single enum. If you did that, it would explain why the enum values are higher than you think they are
09:54:19vs73nxby setting the index to 0 i works
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10:06:54vs73nxthere we go fixed it
10:07:03vs73nxint i = 0;
10:07:04vs73nx/ Re
10:07:04vs73nxstring InputCodeManager::getEditorBindingName(BindingNameEnum editorBindingName)
10:07:04vs73nx{
10:07:04vs73nxU32 editorIndex = (U32)editorBindingName;
10:07:04vs73nxeditorIndex = i;
10:07:07vs73nxif (i < 36)
10:07:09vs73nx{
10:07:10vs73nxi++;
10:07:12vs73nx}
10:07:15vs73nxelse
10:07:17vs73nx{
10:07:21vs73nxi = 0;
10:07:23vs73nx}
10:07:25vs73nxprintf("INdex: %d\n", editorIndex);
10:07:29vs73nxprintf("Binding name: %s\n", editorBindingNames[editorIndex].c_str());
10:07:31vs73nxTNLAssert(editorIndex >= 0 && editorIndex < ARRAYSIZE(editorBindingNames), "Invalid value for bindingName!");
10:07:36vs73nxreturn editorBindingNames[editorIndex];
10:07:38vs73nx}
10:07:40vs73nxa dodgy fix but it works
10:07:44vs73nxwith no segfaults :D
10:07:59[None PING]
10:08:57watusimotook good. now that you have a fix that works, and understand the problem, see if you can find a less dodgy fix (because that one is... pretty bad :-) ) Obviously, the values you are passing into this function are incorrect, and since they come from an enum, it means that the enum has more values in in than you think it does
10:10:08vs73nxhow about just settng the original index to 0
10:10:11[None PING]
10:10:30watusimotowhy are the enum values you are passing into this function so high?
10:10:38vs73nxdunno
10:10:39watusimotolook at the enum definition
10:10:56vs73nxyes i see it
10:10:57watusimotoI think it combines both normal key bindings and editor key bindings into one enum
10:11:08vs73nxso different enums
10:11:16watusimotoyes, probably
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10:22:03vs73nxwhat is enumVal?
10:22:29vs73nxin config.cpp it calls the keybinding functions and passes it enumval
10:22:40watusimotoprobably the column of the binding table that has the name of an enum, but hard to say without context
10:23:04vs73nx#define BINDING(enumVal, b, savedInIni, d, e, f) \
10:23:05vs73nxif(savedInIni) \
10:23:05vs73nxini->SetValue(section, InputCodeManager::getBindingName(InputCodeManager::enumVal), \
10:23:05vs73nxInputCodeManager::inputCodeToString(inputCodeManager->getBinding(InputCodeManager::enumVal, mode)));
10:23:06vs73nxBINDING_TABLE
10:23:08vs73nx#undef BINDING
10:23:10vs73nx}
10:23:17vs73nxit passes getBinding enumVal
10:23:23[None PING]
10:23:27vs73nxso what is enumVal
10:23:33vs73nx?
10:23:36watusimotoyes, so it's an enum value defined somwewhere
10:24:01vs73nxbut not in inputcode
10:24:31watusimotono, it will be defined somwwhere where BINDING_TABLE is used
10:25:35[None PING]
10:26:09vs73nxyou have any idea where?
10:27:24watusimotosearch for "BINDING(enumVal", and you'll find it
10:27:47[None PING]
10:28:50vs73nx719:86: error: no matching function for call to �Zap::InputCodeManager::getEditorBindingName(Zap::InputCodeManager::EditorBindingNameEnum)�
10:28:51vs73nxInputCodeManager::getEditorBindingName(InputCodeManager::editorEnumVal), \
10:28:51vs73nx?
10:29:59[None PING]
10:31:12vs73nxnvm
10:32:11[None PING]
10:32:31vs73nx'seems to compile fine...
10:32:44vs73nxand it works!!!!!!!!!
10:32:50vs73nxyay
10:33:19vs73nx is having a victory dance
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10:39:53vs73nxwatusimoto: im done the task and fully finished it, the code is at thus usual repo: https://code.google.com/r/vs37nx-work4bitfighter/
10:40:04watusimotogreat
10:40:16watusimotodid you get rid of the dodgy fix you tried earleir?
10:40:25vs73nxdarn
10:40:29watusimoto:-)
10:40:59watusimotoJust work backwards... you know you are getting bad values in there... look at what is passing those bad values
10:40:59[None PING]
10:41:25watusimotowhere do they come from? keep working backwards and you'll find the source. I suspect it is an easy fix
10:41:44vs73nxbuilding luavec is failing
10:42:00vs73nxi betta make clean and try again
10:42:05watusimotoyou are on linux?
10:42:29vs73nxyes
10:42:39vs73nxubuntu
10:42:43vs73nx13; 10
10:42:49vs73nxdidnt fail before
10:42:58watusimotobut it built before, right? raptor made some change to the repo that broke luavec on windows; but that is now fixed, and I don't think it would affect ubuntu
10:43:11[None PING]
10:43:46vs73nxyeah my build environment has killed itself
10:43:57watusimotodoes it seem depressed?
10:44:03vs73nxyeah
10:44:14vs73nxill send you a patch for the change
10:44:46vs73nxnup i screwed up the repo
10:44:58vs73nxunresolved hg merge
10:45:14vs73nxabort: unresolved merge conflicts (see hg help resolve)
10:45:23[None PING]
10:46:14watusimotoI'm not good at resoiving these sorts of issues
10:46:32watusimotosounds like you have a merge conflict that needs to be manually sorted out
10:46:50watusimotoI don't know the tools for doing that on linux, but it should be well documented on google
10:47:01vs73nxthere fixed it nvm
10:47:31vs73nxill push my changes to the repo and go to bed :(
10:47:35[None PING]
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10:51:39vs73nxwatusimoto: the changes are at the repo
10:51:50vs73nxoff to bed for me
10:51:57vs73nxgoodnight everyone!
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17:54:48BFLogBot Commit: b75cb8291423 | Author: sam8641 | Message: Created ColorPicker (To enter, press C on editor team selection)
17:55:10sam686http://sam6.25u.com/upload/color_picker2.png
17:55:22sam686may be back in about 45 minutes..
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19:23:35SkybaxGoodmorning
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19:33:50Nothing_MuchHey Skybax_
19:34:11Skybax_ is now known as Skybax
19:34:16SkybaxWhat's up?
19:34:41Nothing_MuchI'm hoping to learn some C++ so I could contribute, all I need now is to find some time
19:34:45Nothing_MuchAnd try to focus
19:34:48SkybaxFun fun
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19:36:13Nothing_MuchI'd love to see if I can get my hands on an Ubuntu Phone and maybe an older Nexus 7
19:36:28Nothing_MuchJust to see if I can get a touch interface going
19:36:33Nothing_MuchFor Bitfighter
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19:44:07WatusimotoNothing_Much: we've looked at it and can't figure out how it could work. If you have ideas for how the phone interface might actually be configured, it would be great to hear your ideas. Think about how the controls would work, moving, shooting, modules, etc.
19:44:26Watusimotowe actually have a partial phone port done...
19:44:29Watusimotoback later
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20:16:24Nothing_MuchI thought raptor said that you guys did have ideas o.O
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20:18:01Nothing_MuchMy idea though is to double tap the sticks to activate the modules
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20:31:12Nothing_MuchHave a couple of buttons on the face to change the weapons and get to the menu
20:31:18Nothing_MuchOh
20:31:41Nothing_MuchAnd you can have relative or absolute controls in the form of Bangai-O controls :D
20:32:19Nothing_MuchBangai-O is a shooter with 2 different sets of controls, but there's only one control I'm focusing on which is the digital ones or the... hang on
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20:33:17Nothing_MuchDiagonal controls can be used as a D-Pad instead of an analog pad
20:34:43Nothing_MuchI might as well explain the other control from Bangai-O, which is the single-button control, where you move your ship in the direction you want to shoot and then you shoot with the single button
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20:53:59Nothing_MuchWatusimoto: check out the logs, I went on a semi-talking/texting spree
20:54:07Watusimotook
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20:56:46Watusimotook -- you need to have a button to hold to activate a module; think shields. a double-tap won't work very well
20:57:12Nothing_Muchright
20:57:15Nothing_Muchwith the double tap though
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20:57:26Nothing_Muchyou can use it for a while when holding it down
20:57:41Nothing_Muchthe double tap activates the module
20:57:49Nothing_Muchholding it down will leave it activated
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21:16:27Nothing_Muchwb Skybax
21:16:35SkybaxWooo!
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21:17:37Nothing_Muchyeah WOO!
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21:41:20SkybaxNothing_Much: Y'know, if you're broke and don't mind being a pirate, you can get Starbound of Pirate Bay lol
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21:41:28Skybax*off
21:41:47SkybaxMy brother and one of my friends got it that way
21:42:30sam686for the most part, the only people that hates pirate is the people that made the game/program
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21:47:31Nothing_MuchSkybax: c'mon man
21:47:36Nothing_Muchdon't be lame
21:47:56SkybaxI have the legit version lol I'm just sayin if you really wanna play it you can always pirate it
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21:48:36Nothing_Muchdon't recommend pirating stuff dude
21:48:38Nothing_Muchit's not cool
21:48:53Nothing_Muchnot to mention that it can and has killed developers' motivation
21:48:57Nothing_Muchindie games
21:49:08Nothing_Muchluckily bitfighter is FOSS
21:49:13Nothing_Muchso it can't be pirated
21:49:44sam686bitfighter could be pirated but whats the point if free stuff is free?
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21:50:17Nothing_Muchthat's what I mean lol
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