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00:16:17 | YoshiSmb | so inactive is this irc... |
00:17:17 | raptor | yep! |
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00:49:31 | YoshiSmb | so, inactive..... |
00:56:01 | YoshiSmb | *sad* |
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01:03:14 | Nothing_Much | Hi YoshiSmb |
01:03:27 | Nothing_Much | Yeah, somtimes it is inactive :( |
01:04:07 | YoshiSmb | hi |
01:04:19 | YoshiSmb | "sometimes it is inactive" |
01:07:10 | Nothing_Much | yeah |
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01:40:37 | Nothing_Much | Hey fordcars |
01:40:42 | fordcars | Hi |
02:03:37 | raptor | hello |
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02:51:23 | fordcars | For adding a zone, how do I tell it it's coordinates? |
02:51:33 | raptor | a breand new zone? |
02:51:34 | fordcars | Is it zone = Zone.new(coords) |
02:51:36 | raptor | *brand |
02:51:37 | fordcars | Yes |
02:51:43 | raptor | you can do: |
02:51:48 | raptor | Zone.new() |
02:51:50 | raptor | oops |
02:51:56 | raptor | local z = Zone.new() |
02:52:27 | raptor | z.setGeom({point.new(x,y), point.new(x2,y2), point.new(x3,y3)}) |
02:52:34 | raptor | oops |
02:52:41 | raptor | use a colon: z:setGeom |
02:52:46 | fordcars | Ahh sweet |
02:52:50 | fordcars | Thanks :) |
02:52:54 | raptor | you might be able to use: Zone.new({point.new(x,y), point.new(x2,y2), point.new(x3,y3)}) |
02:53:09 | raptor | but i'm not sure what objects allow for geom in the constructor |
02:53:19 | fordcars | Yeah, I saw that in the docs, I just can never figure out what geom is :P |
02:53:36 | raptor | geom = {point, point, point, ...} |
02:54:31 | fordcars | Oh cool :P |
03:43:43 | fordcars | Later! |
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16:59:21 | | -asimov.freenode.net- *** Looking up your hostname... |
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16:59:27 | | -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. |
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17:47:32 | raptor | good day |
17:47:42 | watusimoto | hi |
17:48:10 | raptor | last night I got luajit to compile and link in bitfighter |
17:48:19 | watusimoto | really? |
17:48:26 | raptor | I had to rewrite some of the luavec stuff as normal c++ or lua code |
17:48:28 | raptor | yep |
17:48:59 | watusimoto | so... did it work? |
17:48:59 | raptor | the only thing i'm having trouble with is loading the _stackTracer method |
17:49:03 | raptor | not quite |
17:49:23 | raptor | i'm not sure why it isn't loading, but i have a suspicion that it's because it's not following some 'strict' rule |
17:50:32 | raptor | anyways - it was just a project for 'fun' |
17:50:50 | raptor | but, if i got it to work, would we be willing to ditch lua-vec in favor of 'normal' Lua API? |
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17:51:35 | raptor | my lua-vec replacements worked with normal lua, although i had to disable the sandbox - s_bot ran fine |
17:56:07 | raptor | I'll have to do some benchmarking - but moving to luajit means not moving to lua 5.2 |
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18:01:33 | watusimoto | someday luajit may be upgraded |
18:01:37 | watusimoto | to 5.2 |
18:01:52 | raptor | it already has many 5.2 features and even an experimental 5.2 compat mode |
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18:02:43 | watusimoto | but it also means no luavec |
18:02:48 | raptor | yes |
18:02:55 | watusimoto | and luavec is huge for us |
18:03:56 | raptor | I already wrote a patch that adapts our code to normal Lua |
18:04:10 | raptor | except it needs the sandbox off... need to figure out how to not do that |
18:04:43 | watusimoto | I think the gains from luajit will be outweighed by the costs of losing luavec |
18:04:59 | raptor | oh yeah - the benchmarks are *very* impressive |
18:05:12 | raptor | argh meetings |
18:05:14 | raptor | back soon.. |
18:05:18 | watusimoto | bye! |
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19:55:06 | raptor | hello again |
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19:57:58 | no_mu | Hi raptor |
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21:15:42 | raptor | oh wow, looks like luajit ffi library could replace a lot fo the c api |
21:15:47 | raptor | *of |
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21:28:54 | no_mu | oh man |
21:29:06 | no_mu | the homepage still has the horizontal scrollbar |
21:29:41 | no_mu | on a windows 7 college computer guys! |
21:30:24 | Watusimoto | hi |
21:30:30 | raptor | yay! go us! |
21:31:00 | no_mu | well that's actually a bad thing, but np |
21:31:17 | | raptor made a feeble attempt at sarcasm... |
21:31:29 | no_mu | raptor: oh my bad |
21:32:16 | raptor | :) |
21:32:20 | raptor | hi Watusimoto |
21:32:38 | raptor | i see you did an idle() / render() refactor |
21:32:40 | no_mu | Watusimoto: re: your posts on the metaforum, you hit the nail on the head, I tried making a bitmatch/retrieve server from levels from the database, unfortunately it didn't really work since there's a conflict between having two routers and a server at my house |
21:33:28 | Watusimoto | did I? |
21:34:03 | Watusimoto | and no_mu: Did I? |
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21:34:18 | Watusimoto | I'm not sure what either of you are talking about! |
21:34:28 | no_mu | Watusimoto: lol, here |
21:34:49 | no_mu | http://bitfighter.org/forums/viewtopic.php?f=11&t=1581&p=22665#p22665 |
21:34:59 | raptor | i talked about doing a refactor to get render() code out of the BfObject::idle() functions (per your rendering-teleporters-when-idle feature) |
21:35:15 | raptor | and you put in a shouldRender() check... |
21:35:20 | raptor | and touched a lot of classes |
21:35:57 | Watusimoto | the shouldRender() check wasn't exactly a refactor... none of the logic changed |
21:36:18 | Watusimoto | the only thing that changed was whatever check was already being done was moved to a shouldRender function |
21:36:50 | Watusimoto | the shouldRender had nothing to do with the teleporter |
21:37:20 | Watusimoto | and, the teleporter rendering is not done in the idle loop |
21:37:28 | Watusimoto | it's done in the render loop |
21:37:35 | Watusimoto | it just relies on a timer that advances during idle |
21:37:46 | raptor | ok |
21:37:46 | Watusimoto | but I think idle is the correct place to advance the timer |
21:38:32 | Watusimoto | no_mu: ok, I think I understand, though not sure about the routers |
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21:39:05 | no_mu | Watusimoto: that's my own issue :) |
21:39:32 | no_mu | basically I can't have two routers and a dedicated server at the same time |
21:40:48 | Watusimoto | two routers creates a network topology I don't fully understand |
21:40:56 | no_mu | imo the best way to bring in newbies is to light up on the amount of game modes there are on one server, as stated in my post there, bitmatch is as simple as it can get |
21:41:03 | no_mu | one acts as an extension |
21:41:27 | Watusimoto | raptor: I looked at the ffi lib (briefly). It does look pretty cool, but I think our bindings are easier for newbies. Especially since we already did all the hard work! |
21:41:31 | no_mu | which.. sounds silly considering there's router extensions that supposedly plug into the wall and act as that way.. |
21:41:43 | raptor | Watusimoto: yes, i agree |
21:42:00 | Watusimoto | I think our API feels more polished |
21:42:26 | Watusimoto | but if I were writing for myself or a professional dev, I might be more attracted to ffi |
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22:07:44 | Watusimoto | man, the scoreboard rendering code is ugly |
22:07:50 | Watusimoto | ugly ugly ugly |
22:07:52 | Watusimoto | and confusing |
22:08:15 | raptor | and ugly! |
22:08:23 | Watusimoto | did I mention ugly? |
22:08:37 | Watusimoto | I do like the result, though |
22:08:47 | raptor | and... I think both you and I have made it better from what it was |
22:08:50 | Watusimoto | the ugliest code in this game is our rendering code |
22:09:04 | Watusimoto | can rendering not be ugly? |
22:09:31 | raptor | that's a good question that has a definite "maybe, most likely not" |
22:09:49 | Watusimoto | I think it can be less ugly or more ugly |
22:10:09 | raptor | but still on the ugly side |
22:10:18 | raptor | although, i've heard good things about QT |
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22:23:46 | | BFLogBot Commit: e2a7189f3283 | Author: sam8641 | Message: Fix seeker explode trying to idle past handleCollision, resulting in objectCanDamageObject Assert |
22:25:47 | | BFLogBot Commit: 3cb681112a06 | Author: sam8641 | Message: Fix compiling |
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22:33:37 | raptor | Watusimoto: i keep hitting some assert when i change levels with a helpitem highlighted |
22:33:53 | Watusimoto | oh... what assert? |
22:34:17 | raptor | let me recompiler real quick.. |
22:36:45 | Watusimoto | I can also test when I can build again |
22:36:49 | raptor | ah ha |
22:36:50 | raptor | ok |
22:36:58 | raptor | Assert: Any lingering GameStart items should have been removed in onGameStarting()! in /home/dbuck/temp/hg/bitfighter/zap/HelpItemManager.cpp line 627 |
22:37:14 | raptor | that was when restarting a level |
22:37:20 | raptor | with /restart |
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22:43:06 | Watusimoto | ok |
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22:45:47 | Watusimoto | who knew? |
22:45:48 | Watusimoto | http://stackoverflow.com/questions/629017/how-does-array100-0-set-the-entire-array-to-0 |
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23:25:42 | raptor | the C compiler! |
23:53:33 | Watusimoto | and perhaps someone on the standards committee |