Timestamps are in GMT/BST.
| 00:06:54 | Watusimoto | going to bed; almost done with color coding servers by local/remote |
| 00:07:33 | Watusimoto | good night! |
| 00:24:37 | raptor | night! |
| 00:32:04 | kaen | http://bropages.org/ |
| 00:32:34 | kaen | this would have been nice when I first learned to use linux eight years ago :P |
| 00:32:36 | raptor | hahaha, you've got to be kidding... |
| 00:33:52 | kaen | "bro ...no" |
| 00:35:20 | raptor | yeah, man pages are a beast |
| 00:35:46 | raptor | in fact, i keep getting a packaging warning when packaging bitfighter - warning: no manual entry found for binary bitfighter |
| 00:36:07 | kaen | huh |
| 00:36:15 | kaen | I know for ubuntu a man page is required for all binaries |
| 00:36:27 | raptor | but i never felt the urge to create a man page |
| 00:36:32 | raptor | oh? what about for debian? |
| 00:36:42 | kaen | I don't think debian has that requirement |
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| 01:06:18 | kaen | I'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 |
| 01:06:51 | kaen | any suggestions as to which the most frequently used ones would be? |
| 01:07:06 | raptor | looking... |
| 01:07:33 | kaen | I'm thinking K/D/KDR/W/L |
| 01:08:11 | raptor | I agree, plus game_count |
| 01:08:35 | raptor | if(raptor) show asteroid_crashes |
| 01:08:46 | raptor | because that's my best metric... |
| 01:10:06 | kaen | hehehe |
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| 01:51:15 | raptor | what do you think of my idea, kaen, to make another sub-class of Ship called PlayerShip? (maybe it was your idea in the past?) |
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| 01:56:53 | raptor | actually, i'm pretty sure you may have even made that recommendation before... |
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| 02:23:27 | kaen | it sounds familiar but I don't remember it specifically. |
| 02:23:32 | kaen | at any rate I definitely agree |
| 02:24:48 | kaen | I was texting my girlfriend and my coworker at the same time and I guess I lost track of who I was writing to |
| 02:24:56 | kaen | my coworker asked me to stop calling him "baby" |
| 02:30:45 | Nothing_Much | lmao |
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| 05:06:56 | fordcars | Haha |
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| 07:13:46 | fordcars | Night! |
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| 17:55:48 | | BFLogBot Commit: 8a8b23fe5294 | Author: watusimoto | Message: Make line less wide |
| 17:55:49 | | BFLogBot Commit: fdf916f7877f | Author: watusimoto | Message: Comment style confuses VC++ |
| 17:55:51 | | BFLogBot Commit: 862f303c3199 | Author: watusimoto | Message: Break out functionality to have clearer structure |
| 17:55:52 | | BFLogBot Commit: f1ced2e859ad | Author: watusimoto | Message: Small cleanups |
| 17:55:54 | | BFLogBot Commit: 395bd851896a | Author: watusimoto | Message: Add some asserts that are more documentation than actual protection |
| 17:55:55 | | BFLogBot Commit: c963698476af | Author: watusimoto | Message: Small cleanup |
| 17:55:57 | | BFLogBot Commit: 35053c1a6ada | Author: watusimoto | Message: One thing at a time! |
| 17:55:58 | | BFLogBot Commit: 5a1400bddc48 | Author: watusimoto | Message: Try to make code easier to read |
| 17:56:00 | | BFLogBot Commit: b3711dba18b6 | Author: watusimoto | Message: Local servers are blue and sort at top of server list |
| 17:56:01 | | BFLogBot Commit: 1eeb1a33a343 | Author: watusimoto | Message: Color background based on local/remote server, other refactor work. Not well tested, but generally works. |
| 17:56:03 | | BFLogBot Commit: dde978c59c0f | Author: watusimoto | Message: Merge |
| 17:56:04 | | BFLogBot Commit: cce22f0d2aed | Author: watusimoto | Message: Another instance where we need to sort |
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| 17:56:12 | | BFLogBot Commit: 1e55be5c09c0 | Author: watusimoto | Message: Variable name |
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| 17:56:15 | | BFLogBot Commit: f4d852afc4a4 | Author: watusimoto | Message: More clarification |
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| 18:30:23 | Zapgamer | I really don't play Bitfighter very often, why? |
| 18:30:41 | Zapgamer | Everytime 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. |
| 18:31:08 | Zapgamer | Most servers are password protected |
| 18:31:16 | Zapgamer | Yet there are 2+ players on it... :/ |
| 18:35:51 | Zapgamer | D'oh |
| 18:36:30 | Watusimoto | hi Zapgamer |
| 18:36:35 | Watusimoto | most servers are not pw protected |
| 18:36:40 | Zapgamer | I know |
| 18:36:47 | Zapgamer | but mostly everytime I see players online |
| 18:36:56 | Zapgamer | They're playing on a password protected server :/ |
| 18:36:56 | Watusimoto | ah, I see |
| 18:37:17 | Watusimoto | that's probably because they aer playing at school or whatnot |
| 18:38:27 | Zapgamer | All 3 players D/C at once |
| 18:38:35 | Zapgamer | How the... also who has school sundays? |
| 18:39:17 | Watusimoto | sunday school! |
| 18:39:30 | kaen | want to play, Zapgamer? |
| 18:39:35 | Watusimoto | gotta go, dinner time |
| 18:39:37 | Watusimoto | hi kaen |
| 18:39:38 | Watusimoto | bye |
| 18:39:46 | kaen | hi wat |
| 18:39:49 | kaen | ok |
| 18:39:53 | kaen | oops ww |
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| 21:02:34 | | BFLogBot Commit: 4a12757c20f9 | Author: watusimoto | Message: Formatting, var name, remove unused function |
| 21:02:36 | | BFLogBot Commit: a10127007a1f | Author: watusimoto | Message: Whitespace, comment |
| 21:02:38 | | BFLogBot Commit: fb34904a6ddb | Author: watusimoto | Message: Formatting and such |
| 21:02:39 | | BFLogBot Commit: 9529a464f353 | Author: watusimoto | Message: Make better use of mLoggingStatus |
| 21:02:41 | | BFLogBot Commit: a277b1775909 | Author: watusimoto | Message: Add stubs for reading/writing custom post-connect messages on master |
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| 21:16:41 | Watusimoto | anyone know what this message means? |
| 21:16:42 | Watusimoto | message:"Could not find an open session. You must open a new one." |
| 21:16:49 | Watusimoto | I see it in the console on the master |
| 21:17:02 | Watusimoto | it doesn't seem to come from bitfighter, at least not directly |
| 21:17:10 | Watusimoto | also: |
| 21:17:11 | Watusimoto | success:"true" |
| 21:17:15 | Watusimoto | and occasionally |
| 21:17:20 | Watusimoto | success:"false" |
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| 21:36:21 | raptor | good day! |
| 22:16:29 | kaen | greetings! |
| 22:24:11 | Watusimoto | hi |
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| 22:24:28 | | BFLogBot Commit: 7a8011fd8300 | Author: watusimoto | Message: Reorganize casting a little |
| 22:24:30 | | BFLogBot 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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| 22:38:46 | vs73nx | hi everyone |
| 22:40:58 | bobdaduck_m | What would be the point of a playerShip class? |
| 22:45:11 | raptor | Code simplification |
| 22:45:18 | raptor | nothing on the user's end |
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| 22:51:11 | Watusimoto | but 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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| 23:01:56 | raptor | Ship would be the parent |
| 23:02:16 | Watusimoto | what if ship were the child and something else were the parent? |
| 23:02:16 | raptor | I could make it just 'Player'? |
| 23:02:22 | Watusimoto | that would be confusing, I think |
| 23:02:32 | Watusimoto | as we use player to refer to info about players |
| 23:02:37 | Watusimoto | this is just a ship object |
| 23:02:39 | raptor | that would work, but having 'Ship' be the child is odd to me... because a Robot is a ship |
| 23:03:00 | Watusimoto | is it? |
| 23:03:03 | Watusimoto | robot is a kind of ship |
| 23:03:10 | raptor | yup |
| 23:03:18 | raptor | HumanControlledShip |
| 23:03:21 | Watusimoto | that doesn't seem quite right |
| 23:03:22 | raptor | there... shorter! |
| 23:03:35 | Watusimoto | perfect |
| 23:03:36 | raptor | Robot is an AI controlled ship |
| 23:03:42 | Watusimoto | ok |
| 23:03:45 | Watusimoto | I see that |
| 23:04:02 | raptor | at least that's how I think of things... a Ship is one of those triangle thingies that flies around |
| 23:04:12 | Watusimoto | yes, I agree, mostly |
| 23:04:25 | Watusimoto | it seems like the object itself, like a testitem or loadout zone |
| 23:05:04 | Watusimoto | then we have two variants... player controled, and bot controlled |
| 23:05:11 | Watusimoto | I see that too |
| 23:05:44 | Watusimoto | what we really want is that a ship is just a ship |
| 23:05:58 | Watusimoto | and we want to pull the player control/bot control out of it |
| 23:06:17 | Watusimoto | so that, on the client at least, a ship is just another object, regardless of who controls it |
| 23:06:44 | Watusimoto | so on the client side, we'd just need Ship |
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| 23:07:02 | raptor | Sure |
| 23:07:10 | raptor | server-side we have the subclasses |
| 23:07:11 | Watusimoto | on the server side, we need different variants regarding who/what is controlling it |
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| 23:07:28 | Watusimoto | we can't -- the classes need to be same on client and server |
| 23:07:43 | Watusimoto | (probably) |
| 23:07:44 | Watusimoto | but |
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| 23:07:57 | Watusimoto | what if on server, the ship had a controller object |
| 23:08:08 | Watusimoto | that could either be a human or a bot |
| 23:08:25 | Watusimoto | so both would be ships, but would have different controllers |
| 23:08:57 | Watusimoto | using the 'has a' relationship suggesting a composite object model |
| 23:09:42 | Watusimoto | and then all the logic regarding user input and scripting would be moved out of ship and into shipcontroller |
| 23:09:53 | Watusimoto | which would have two subclasses for human and bot |
| 23:11:29 | Watusimoto | that might also fix the ugliness we have now pushing stuff relating to player controls through the ship object where they don't really belong |
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| 23:17:22 | raptor | when you say |
| 23:17:50 | raptor | 'composite object model' do you mean the like way you coded BfObject and Geometry |
| 23:20:37 | Watusimoto | yes |
| 23:20:57 | Watusimoto | :-) |
| 23:21:12 | raptor | so access is not a parent-child... hmmm |
| 23:21:19 | raptor | i hadn't thought of doing it that way |
| 23:22:10 | Watusimoto | it does solve the requirement for object symmetry between client and server |
| 23:22:50 | Watusimoto | (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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| 23:39:50 | raptor | so in that model |
| 23:40:06 | raptor | actually right now we do new Ship and new Robot |
| 23:40:26 | raptor | (server-side) when we want to instantiate the object |
| 23:40:57 | Watusimoto | yes |
| 23:41:03 | raptor | in your idea, how would we do that? |
| 23:41:19 | raptor | and does the Controller class have a pointer to the Ship object? |
| 23:41:33 | Watusimoto | possibly new Ship(controller) |
| 23:41:38 | Watusimoto | pass it in the constructor/ |
| 23:41:39 | Watusimoto | ? |
| 23:41:47 | Watusimoto | that wouldn't work, actually |
| 23:42:02 | Watusimoto | well, it might |
| 23:42:05 | raptor | so the AI controller needs to alter the ship velocity etc |
| 23:42:14 | raptor | and has it's own idle() |
| 23:42:19 | Watusimoto | either pass it in the constructor, or set it immediately after instantiation |
| 23:42:24 | Watusimoto | yes |
| 23:42:36 | Watusimoto | so in ship idle on server, we'd the idle the controller |
| 23:42:40 | raptor | so new Ship; new AIController(ship); |
| 23:43:11 | Watusimoto | ship->setController(controller) |
| 23:43:17 | Watusimoto | both need to know about the other |
| 23:43:26 | raptor | yes, OK, that was my question... |
| 23:43:58 | raptor | seems more complicated than parent-child |
| 23:44:06 | Watusimoto | we already have public methods to get most info about an object; speed, direction, etc. |
| 23:44:30 | Watusimoto | it doesn't have to be |
| 23:44:39 | Watusimoto | hell, we do this all over the place |
| 23:44:47 | Watusimoto | take the robotController, for example |
| 23:45:03 | Watusimoto | servergame delegates all robot management issues there |
| 23:45:14 | Watusimoto | clientgame doesn;t know about it |
| 23:45:22 | raptor | so we'd really have a parent class: ShipController |
| 23:45:33 | Watusimoto | it's not too much of a stretch to imagine two different kinds of robotmanagers for different circumstances |
| 23:45:41 | Watusimoto | yes |
| 23:45:43 | Watusimoto | certainly |
| 23:45:49 | raptor | with virtual idle() methods to be overriden by RobotController |
| 23:45:53 | Watusimoto | yes |
| 23:46:33 | raptor | this would break our Robot loading in a level, though - now that Robot wouldn't exist and wouldn't be a child of BfObject |
| 23:46:44 | Watusimoto | we'd probably need three, actually... with a NullController for the client side |
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| 23:47:10 | Watusimoto | or maybe it would just be NULL |
| 23:47:34 | Watusimoto | robot would cease to exist |
| 23:47:41 | Watusimoto | ship would be a child of BfObject |
| 23:48:02 | Watusimoto | we'd probably need to manage robots a bit more like ships |
| 23:48:15 | Watusimoto | transient objects that come and go as they die |
| 23:48:21 | Watusimoto | but the robotcontroller would live on |
| 23:48:41 | Watusimoto | (so we wouldn;t need to reload scripts every spawn) |
| 23:48:44 | raptor | we'd have to code an exception for object loading since TNL does the string-to-class conversion |
| 23:48:57 | raptor | we do that now? |
| 23:49:02 | raptor | reload scripts each spawn??? |
| 23:49:04 | Watusimoto | no |
| 23:49:14 | Watusimoto | just clarifying that we would continue to not do that |
| 23:49:53 | Watusimoto | yes, we would probably have to munge the file loading a little |
| 23:50:21 | Watusimoto | it's unpleasant but mostly harmless |
| 23:50:27 | raptor | agreed |
| 23:51:54 | Watusimoto | what would you think about making the next release 020 (without changing the release scope) |
| 23:52:13 | Watusimoto | i.e. do the stuff for 019a, but call it 020 |
| 23:52:42 | raptor | you broke the protocol? |
| 23:52:48 | Watusimoto | not yet |
| 23:52:54 | Watusimoto | I want to though |
| 23:53:01 | raptor | I thought we were quite close to 019a... |
| 23:53:02 | raptor | oh? |
| 23:53:04 | Watusimoto | we are |
| 23:53:23 | Watusimoto | I've been mucking around trying to solve something that's been anoying me since about release 12 |
| 23:53:27 | Watusimoto | sorry, 012 |
| 23:53:43 | raptor | you know i'm picky about protocol switching - because once it's broken, there's a 'subconsious' choice to start breaking everything |
| 23:53:45 | Watusimoto | when you have a local server, it shows up in the list twice, once as local, once as remote |
| 23:53:53 | raptor | can't spell that word.. |
| 23:54:04 | raptor | subconscious |
| 23:54:07 | Watusimoto | I have a solution, but it requires sending an extra byte during the server pining |
| 23:54:20 | Watusimoto | and I don't think that can be handled with a change in protocol versions |
| 23:55:07 | Watusimoto | alternatively, i could all-but fix it and disable sending that extra byte until after the release |
| 23:55:30 | raptor | i like that idea |
| 23:56:04 | Watusimoto | I've modified the master to accomodate, but that doesn't require upgrading |
| 23:56:17 | Watusimoto | ok, we'll see how that goes |
| 23:56:38 | raptor | i really like the idea of a robust 019a |
| 23:56:55 | Watusimoto | I think the bot/ship refactor should wait for the next release |
| 23:57:00 | raptor | me too |