#bitfighter IRC Log

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IRC Log for 2014-01-26

Timestamps are in GMT/BST.

00:06:54Watusimotogoing to bed; almost done with color coding servers by local/remote
00:07:33Watusimotogood night!
00:24:37raptornight!
00:32:04kaenhttp://bropages.org/
00:32:34kaenthis would have been nice when I first learned to use linux eight years ago :P
00:32:36raptorhahaha, you've got to be kidding...
00:33:52kaen"bro ...no"
00:35:20raptoryeah, man pages are a beast
00:35:46raptorin fact, i keep getting a packaging warning when packaging bitfighter - warning: no manual entry found for binary bitfighter
00:36:07kaenhuh
00:36:15kaenI know for ubuntu a man page is required for all binaries
00:36:27raptorbut i never felt the urge to create a man page
00:36:32raptoroh? what about for debian?
00:36:42kaenI don't think debian has that requirement
00:51:20Nothing_Much has joined
01:06:18kaenI'm trying to pare down this list to five or six default visible columns (the rest can be enabled by the user after the initial page load) http://pastie.org/8667746
01:06:51kaenany suggestions as to which the most frequently used ones would be?
01:07:06raptorlooking...
01:07:33kaenI'm thinking K/D/KDR/W/L
01:08:11raptorI agree, plus game_count
01:08:35raptorif(raptor) show asteroid_crashes
01:08:46raptorbecause that's my best metric...
01:10:06kaenhehehe
01:38:17destroyerimo has joined
01:51:15raptorwhat do you think of my idea, kaen, to make another sub-class of Ship called PlayerShip? (maybe it was your idea in the past?)
01:53:56Nothing_Much Quit (Remote host closed the connection)
01:56:53raptoractually, i'm pretty sure you may have even made that recommendation before...
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02:23:27kaenit sounds familiar but I don't remember it specifically.
02:23:32kaenat any rate I definitely agree
02:24:48kaenI was texting my girlfriend and my coworker at the same time and I guess I lost track of who I was writing to
02:24:56kaenmy coworker asked me to stop calling him "baby"
02:30:45Nothing_Muchlmao
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05:06:56fordcarsHaha
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07:13:46fordcarsNight!
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17:55:48BFLogBot Commit: 8a8b23fe5294 | Author: watusimoto | Message: Make line less wide
17:55:49BFLogBot Commit: fdf916f7877f | Author: watusimoto | Message: Comment style confuses VC++
17:55:51BFLogBot Commit: 862f303c3199 | Author: watusimoto | Message: Break out functionality to have clearer structure
17:55:52BFLogBot Commit: f1ced2e859ad | Author: watusimoto | Message: Small cleanups
17:55:54BFLogBot Commit: 395bd851896a | Author: watusimoto | Message: Add some asserts that are more documentation than actual protection
17:55:55BFLogBot Commit: c963698476af | Author: watusimoto | Message: Small cleanup
17:55:57BFLogBot Commit: 35053c1a6ada | Author: watusimoto | Message: One thing at a time!
17:55:58BFLogBot Commit: 5a1400bddc48 | Author: watusimoto | Message: Try to make code easier to read
17:56:00BFLogBot Commit: b3711dba18b6 | Author: watusimoto | Message: Local servers are blue and sort at top of server list
17:56:01BFLogBot Commit: 1eeb1a33a343 | Author: watusimoto | Message: Color background based on local/remote server, other refactor work. Not well tested, but generally works.
17:56:03BFLogBot Commit: dde978c59c0f | Author: watusimoto | Message: Merge
17:56:04BFLogBot Commit: cce22f0d2aed | Author: watusimoto | Message: Another instance where we need to sort
17:56:06BFLogBot Commit: 3d67884b9040 | Author: watusimoto | Message: Break things up a little to reveal the underlying logic
17:56:07BFLogBot Commit: f05a64b6db81 | Author: watusimoto | Message: Privitize variables
17:56:09BFLogBot Commit: 2d52e6b94ca1 | Author: watusimoto | Message: Reorder functions
17:56:10BFLogBot Commit: 43a347fbac25 | Author: watusimoto | Message: Remove unnecessary reserve, rename variable
17:56:12BFLogBot Commit: 1e55be5c09c0 | Author: watusimoto | Message: Variable name
17:56:13BFLogBot Commit: f2818fd343b8 | Author: watusimoto | Message: Formatting, comments, var names
17:56:15BFLogBot Commit: f4d852afc4a4 | Author: watusimoto | Message: More clarification
18:01:34Canseco has joined
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18:29:01Zapgamer has joined
18:30:23ZapgamerI really don't play Bitfighter very often, why?
18:30:41ZapgamerEverytime I log on, I see players playing, zapping each other. I click that server to join and I- wait a minute, PASSWORD PROTECTED? Ahh fudge this, I am not playing Bitfighter.
18:31:08ZapgamerMost servers are password protected
18:31:16ZapgamerYet there are 2+ players on it... :/
18:35:51ZapgamerD'oh
18:36:30Watusimotohi Zapgamer
18:36:35Watusimotomost servers are not pw protected
18:36:40ZapgamerI know
18:36:47Zapgamerbut mostly everytime I see players online
18:36:56ZapgamerThey're playing on a password protected server :/
18:36:56Watusimotoah, I see
18:37:17Watusimotothat's probably because they aer playing at school or whatnot
18:38:27ZapgamerAll 3 players D/C at once
18:38:35ZapgamerHow the... also who has school sundays?
18:39:17Watusimotosunday school!
18:39:30kaenwant to play, Zapgamer?
18:39:35Watusimotogotta go, dinner time
18:39:37Watusimotohi kaen
18:39:38Watusimotobye
18:39:46kaenhi wat
18:39:49kaenok
18:39:53kaenoops ww
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21:02:34BFLogBot Commit: 4a12757c20f9 | Author: watusimoto | Message: Formatting, var name, remove unused function
21:02:36BFLogBot Commit: a10127007a1f | Author: watusimoto | Message: Whitespace, comment
21:02:38BFLogBot Commit: fb34904a6ddb | Author: watusimoto | Message: Formatting and such
21:02:39BFLogBot Commit: 9529a464f353 | Author: watusimoto | Message: Make better use of mLoggingStatus
21:02:41BFLogBot Commit: a277b1775909 | Author: watusimoto | Message: Add stubs for reading/writing custom post-connect messages on master
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21:16:41Watusimotoanyone know what this message means?
21:16:42Watusimotomessage:"Could not find an open session. You must open a new one."
21:16:49WatusimotoI see it in the console on the master
21:17:02Watusimotoit doesn't seem to come from bitfighter, at least not directly
21:17:10Watusimotoalso:
21:17:11Watusimotosuccess:"true"
21:17:15Watusimotoand occasionally
21:17:20Watusimotosuccess:"false"
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21:36:21raptorgood day!
22:16:29kaengreetings!
22:24:11Watusimotohi
22:24:24BFLogBot Commit: b940638cb232 | Author: watusimoto | Message: Warning
22:24:25BFLogBot Commit: c7dc2c2b0984 | Author: watusimoto | Message: Remove dead code
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22:24:27BFLogBot Commit: 799055c6fd39 | Author: watusimoto | Message: Remove unneeded includes
22:24:28BFLogBot Commit: 7a8011fd8300 | Author: watusimoto | Message: Reorganize casting a little
22:24:30BFLogBot Commit: a5cb30e7ebc2 | Author: watusimoto | Message: Advance M->C protocol to 8, return a master-generated ID to each client/server that connects
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22:38:46vs73nxhi everyone
22:40:58bobdaduck_mWhat would be the point of a playerShip class?
22:45:11raptorCode simplification
22:45:18raptornothing on the user's end
22:48:15Darrel Quit (Read error: Operation timed out)
22:51:11Watusimotobut if you do that, please try to keep the class we actually use "Ship" I really dislike playership. Long and ugly!
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23:01:56raptorShip would be the parent
23:02:16Watusimotowhat if ship were the child and something else were the parent?
23:02:16raptorI could make it just 'Player'?
23:02:22Watusimotothat would be confusing, I think
23:02:32Watusimotoas we use player to refer to info about players
23:02:37Watusimotothis is just a ship object
23:02:39raptorthat would work, but having 'Ship' be the child is odd to me... because a Robot is a ship
23:03:00Watusimotois it?
23:03:03Watusimotorobot is a kind of ship
23:03:10raptoryup
23:03:18raptorHumanControlledShip
23:03:21Watusimotothat doesn't seem quite right
23:03:22raptorthere... shorter!
23:03:35Watusimotoperfect
23:03:36raptorRobot is an AI controlled ship
23:03:42Watusimotook
23:03:45WatusimotoI see that
23:04:02raptorat least that's how I think of things... a Ship is one of those triangle thingies that flies around
23:04:12Watusimotoyes, I agree, mostly
23:04:25Watusimotoit seems like the object itself, like a testitem or loadout zone
23:05:04Watusimotothen we have two variants... player controled, and bot controlled
23:05:11WatusimotoI see that too
23:05:44Watusimotowhat we really want is that a ship is just a ship
23:05:58Watusimotoand we want to pull the player control/bot control out of it
23:06:17Watusimotoso that, on the client at least, a ship is just another object, regardless of who controls it
23:06:44Watusimotoso on the client side, we'd just need Ship
23:06:44bobdaduck_m Quit ()
23:07:02raptorSure
23:07:10raptorserver-side we have the subclasses
23:07:11Watusimotoon the server side, we need different variants regarding who/what is controlling it
23:07:27vs73nx_ Quit (Quit: Ok Leaving, Bye!)
23:07:28Watusimotowe can't -- the classes need to be same on client and server
23:07:43Watusimoto(probably)
23:07:44Watusimotobut
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23:07:57Watusimotowhat if on server, the ship had a controller object
23:08:08Watusimotothat could either be a human or a bot
23:08:25Watusimotoso both would be ships, but would have different controllers
23:08:57Watusimotousing the 'has a' relationship suggesting a composite object model
23:09:42Watusimotoand then all the logic regarding user input and scripting would be moved out of ship and into shipcontroller
23:09:53Watusimotowhich would have two subclasses for human and bot
23:11:29Watusimotothat might also fix the ugliness we have now pushing stuff relating to player controls through the ship object where they don't really belong
23:15:27Nothing_Much Quit (Remote host closed the connection)
23:17:22raptorwhen you say
23:17:50raptor'composite object model' do you mean the like way you coded BfObject and Geometry
23:20:37Watusimotoyes
23:20:57Watusimoto:-)
23:21:12raptorso access is not a parent-child... hmmm
23:21:19raptori hadn't thought of doing it that way
23:22:10Watusimotoit does solve the requirement for object symmetry between client and server
23:22:50Watusimoto(it *might* be possible to have ship be the shared object, and subclass it only on the server... I just don't know)
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23:39:50raptorso in that model
23:40:06raptoractually right now we do new Ship and new Robot
23:40:26raptor(server-side) when we want to instantiate the object
23:40:57Watusimotoyes
23:41:03raptorin your idea, how would we do that?
23:41:19raptorand does the Controller class have a pointer to the Ship object?
23:41:33Watusimotopossibly new Ship(controller)
23:41:38Watusimotopass it in the constructor/
23:41:39Watusimoto?
23:41:47Watusimotothat wouldn't work, actually
23:42:02Watusimotowell, it might
23:42:05raptorso the AI controller needs to alter the ship velocity etc
23:42:14raptorand has it's own idle()
23:42:19Watusimotoeither pass it in the constructor, or set it immediately after instantiation
23:42:24Watusimotoyes
23:42:36Watusimotoso in ship idle on server, we'd the idle the controller
23:42:40raptorso new Ship; new AIController(ship);
23:43:11Watusimotoship->setController(controller)
23:43:17Watusimotoboth need to know about the other
23:43:26raptoryes, OK, that was my question...
23:43:58raptorseems more complicated than parent-child
23:44:06Watusimotowe already have public methods to get most info about an object; speed, direction, etc.
23:44:30Watusimotoit doesn't have to be
23:44:39Watusimotohell, we do this all over the place
23:44:47Watusimototake the robotController, for example
23:45:03Watusimotoservergame delegates all robot management issues there
23:45:14Watusimotoclientgame doesn;t know about it
23:45:22raptorso we'd really have a parent class: ShipController
23:45:33Watusimotoit's not too much of a stretch to imagine two different kinds of robotmanagers for different circumstances
23:45:41Watusimotoyes
23:45:43Watusimotocertainly
23:45:49raptorwith virtual idle() methods to be overriden by RobotController
23:45:53Watusimotoyes
23:46:33raptorthis would break our Robot loading in a level, though - now that Robot wouldn't exist and wouldn't be a child of BfObject
23:46:44Watusimotowe'd probably need three, actually... with a NullController for the client side
23:46:46Nothing_Much Quit (Ping timeout: 272 seconds)
23:47:10Watusimotoor maybe it would just be NULL
23:47:34Watusimotorobot would cease to exist
23:47:41Watusimotoship would be a child of BfObject
23:48:02Watusimotowe'd probably need to manage robots a bit more like ships
23:48:15Watusimototransient objects that come and go as they die
23:48:21Watusimotobut the robotcontroller would live on
23:48:41Watusimoto(so we wouldn;t need to reload scripts every spawn)
23:48:44raptorwe'd have to code an exception for object loading since TNL does the string-to-class conversion
23:48:57raptorwe do that now?
23:49:02raptorreload scripts each spawn???
23:49:04Watusimotono
23:49:14Watusimotojust clarifying that we would continue to not do that
23:49:53Watusimotoyes, we would probably have to munge the file loading a little
23:50:21Watusimotoit's unpleasant but mostly harmless
23:50:27raptoragreed
23:51:54Watusimotowhat would you think about making the next release 020 (without changing the release scope)
23:52:13Watusimotoi.e. do the stuff for 019a, but call it 020
23:52:42raptoryou broke the protocol?
23:52:48Watusimotonot yet
23:52:54WatusimotoI want to though
23:53:01raptorI thought we were quite close to 019a...
23:53:02raptoroh?
23:53:04Watusimotowe are
23:53:23WatusimotoI've been mucking around trying to solve something that's been anoying me since about release 12
23:53:27Watusimotosorry, 012
23:53:43raptoryou know i'm picky about protocol switching - because once it's broken, there's a 'subconsious' choice to start breaking everything
23:53:45Watusimotowhen you have a local server, it shows up in the list twice, once as local, once as remote
23:53:53raptorcan't spell that word..
23:54:04raptorsubconscious
23:54:07WatusimotoI have a solution, but it requires sending an extra byte during the server pining
23:54:20Watusimotoand I don't think that can be handled with a change in protocol versions
23:55:07Watusimotoalternatively, i could all-but fix it and disable sending that extra byte until after the release
23:55:30raptori like that idea
23:56:04WatusimotoI've modified the master to accomodate, but that doesn't require upgrading
23:56:17Watusimotook, we'll see how that goes
23:56:38raptori really like the idea of a robust 019a
23:56:55WatusimotoI think the bot/ship refactor should wait for the next release
23:57:00raptorme too

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