Timestamps are in GMT/BST.
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| 01:34:20 | Nothing_Much | anybody here? o.o |
| 01:34:25 | raptor | nope |
| 01:34:44 | Nothing_Much | aw darn |
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| 16:00:22 | raptor | good morning! |
| 16:07:28 | watusimoto | hi |
| 16:08:11 | raptor | hi |
| 16:09:41 | watusimoto | I've been working on a refactor of level loading that has kind of stalled |
| 16:10:25 | watusimoto | the idea is good, it's totally implemntable, but I'm in a really tedious part now, and there just seems to be a lot to do, no matter how much I do |
| 16:10:32 | raptor | is that why the 'timings' noise exists when hosting? |
| 16:10:48 | watusimoto | sort of, not really |
| 16:10:54 | watusimoto | the timings led me into the refactor |
| 16:11:13 | watusimoto | but that had to do with what is the fastest way to get info about a level and get its hash |
| 16:11:24 | watusimoto | that is gone in my version |
| 16:11:29 | watusimoto | which is, sadly, far from being ready |
| 16:11:51 | watusimoto | the idea is to load levels into a Level object, and pass that to client/server game |
| 16:12:22 | watusimoto | it will also let us load a level without having a game to attach it to -- to measure it's size, or perhaps take a screen shot |
| 16:12:50 | watusimoto | it will also get rid of the highly ugly "processPseudoItem" garbage |
| 16:12:52 | raptor | a level object? would that be a wrapper for all the BfObjects, etc. that are loaded up line-by-line? |
| 16:13:15 | watusimoto | it's basically a database plus loading code plus some meta info about the level |
| 16:13:27 | raptor | ah, interesting |
| 16:13:33 | watusimoto | so currently you do something like game->loadLevel() |
| 16:13:58 | watusimoto | now you'll do Level.level; level.load(); game->setLevel(level) |
| 16:14:18 | watusimoto | it will also make testing cleaner |
| 16:14:29 | watusimoto | because you can test the way the level loads independent of any game consideration |
| 16:15:31 | watusimoto | and it will remove several hundred lines of code from game/clientgame/servergame |
| 16:15:40 | watusimoto | and that's always good! |
| 16:15:53 | watusimoto | so it's a good refactor, but just... difficult |
| 16:16:02 | watusimoto | it feels like a real slog |
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| 17:36:47 | raptor | sory about the slog |
| 17:36:52 | raptor | *sorry |
| 17:52:07 | Watusimoto | yeah well, that's life |
| 17:52:32 | Watusimoto | or rather, that's programming |
| 17:53:18 | raptor | you mean it can't be all fun and games? even when programming fun and games? :) |
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| 20:48:27 | YoshiSmb_m | Hi Guys |
| 20:53:17 | raptor | hello |
| 20:54:25 | YoshiSmb_m | long long time i dint enter here |
| 21:02:00 | YoshiSmb_m | Raptor: Something New happend? |
| 21:02:06 | raptor | like what? |
| 21:02:16 | raptor | oh, no - not much with bitfighter |
| 21:02:47 | YoshiSmb_m | i noticed a change on BFLogBot Log |
| 21:02:47 | BFLogBot | Summer is butter on your chin and corn mush between every tooth. |
| 21:03:17 | YoshiSmb_m | ah |
| 21:03:39 | YoshiSmb_m | nothing did change huh? |
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| 22:00:35 | Nothing_Much | YoshiSmb_m: Yeah it looks better :) |
| 22:00:47 | Nothing_Much | The chatlogs |
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| 22:01:18 | raptor | I need a better algorithm for the name colors... |
| 22:01:41 | raptor | everything will basically be some form of green/purple/blue |
| 22:01:56 | YoshiSmb_m | yep |
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| 22:03:58 | raptor | basically in the RGB scheme, R is always 4-7 (from hex 0-F) |
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| 22:14:23 | | YoshiSmb_m took much damage from a small fall outside due to a rock |
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| 22:15:51 | | YoshiSmb_m Current Status: injured but ok |
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