#bitfighter IRC Log

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IRC Log for 2014-12-19

Timestamps are in GMT/BST.

00:00:26raptorHiGuy: bitfighter is a continuation of the open source Zap! code, before it morphed into the IA Z.A.P stuff
00:00:36HiGuyAh, ok
00:00:40raptorso we didn't get the fancy graphics
00:00:40HiGuyMakes sense
00:01:00JeffMB#OpenGLSHADERZZ
00:01:01raptorbut a full-featured editor has been added
00:01:16JeffMBinb4 higuy gets me involved to make shaders
00:01:52HiGuyoh wow it's all coming back
00:01:58HiGuy... and I died instantly to bots
00:02:11raptoryes... beware of s_bot
00:02:21raptorand uh.. you'll quickly find his quirks
00:03:23HiGuybots suck at d wow
00:03:38HiGuymaybe..
00:03:44Nothing_Muchat d?
00:03:51Nothing_Muchdefense?
00:03:55raptors_bot is due for a full rewrite
00:03:55HiGuythey sure aren't playing defense
00:04:12raptorno, they're aggressive
00:04:28fordcarsYou can change that with arguments I think, but don't bother
00:06:15JeffMBraptor: isn't supporting ppc fun :P
00:06:27raptorfor certain definitions of 'fun', yes :)
00:06:35JeffMBthe thing i have bout ppc is you can't use the Grand Central Dispatch from objective-c as that's 10.6+
00:06:36raptorin a masochistic sort of way
00:06:59JeffMBthe thing i dislike bout it that is
00:07:08JeffMBmakes threading 1000% harder for nubs like me ;)
00:07:15raptoractually supporting ppc is easy on linux, but osx... that's where i might use the word 'fun'
00:07:32JeffMBoh is it not bad on linux? cuz i may have to look into installing mint ppc on my G4 machine
00:07:45raptorppc is quite mature in linux
00:08:01raptori run openSUSE. SUSE has had good PPC for it's server version for a while now
00:08:02JeffMBI'm not a linux person much, sadly
00:08:08raptor*PPC support
00:08:12JeffMBi've been windows forever, finally started getting into OSX
00:08:22JeffMBand i want to move into linux sometime, but u know, time :p
00:08:46fordcarsLinux is where the cool kids hang out
00:09:18raptorwe keep telling ourselves that so we can pretend it was worth it :)
00:09:21Nothing_Muchos x is blah
00:09:44Nothing_Muchlinuxmasterrace
00:09:50fordcarsYiss
00:09:57raptoryou guys should get on and play with HiGuy
00:10:09raptorso he doesn't start hating s_bot too much...
00:10:11HiGuyit's embarrasing
00:10:13Invisible has joined
00:10:18Nothing_Muchhang on a sec
00:10:43Nothing_Muchraptor: 019c is the latest, right?
00:10:49raptoryes
00:11:03Nothing_Muchah ok, I thought 019d was released
00:11:13Nothing_Muchbecause I want a .deb for 019d pls
00:11:20Nothing_Much019c's package isn't on the website :(
00:36:52Watusimoto_ Quit (Ping timeout: 250 seconds)
00:39:24Invisible Quit (Ping timeout: 245 seconds)
00:44:13Nothing_Muchraptor: did vx fix the "kill" stuff and change it to "zap" or "blast"?
00:44:17Nothing_Muchin the google code thing?
00:53:03JeffMBraptor: ditch lua and add TorqueScript. hehe, now 100% more slower code
00:56:20Nothing_Muchraptor: did vx fix the "kill" stuff and change it to "zap" or "blast"?
01:03:53HiGuywell that was certainly an experience
01:04:03HiGuy... which ended with a SIGSEGV
01:04:07HiGuyhahahahah
01:04:16fordcarsHaha reallyÉ
01:04:19HiGuyyep
01:04:22fordcarsWhat system?
01:04:24HiGuy0 com.yourcompany.Bitfighter 0x00000001003600df Zap::ServerGame::getCategorizedPlayerCountsByTeam() const + 543
01:04:32HiGuyOSX 10.10.2
01:04:44fordcarsEh, you should ask raptor
01:04:59fordcarsBitfighter's company name is amazing
01:05:03HiGuyikr
01:05:32HiGuyso is this all open source
01:05:38fordcarsYep
01:05:42HiGuydamn.
01:05:53HiGuy> mercurial
01:05:53HiGuywow
01:06:16fordcarshg ftw
01:09:13HiGuyanyway, thanks for the games all
01:09:22HiGuy Quit (Quit: HiGuy)
01:11:59Nothing_Muchoh my
01:12:15fordcarsNothing_Much: code
01:12:54fordcarsnow :)
01:14:32Nothing_Muchfordcars: asoidfhgaidfsa
01:14:39fordcarsasoidfhgaidfsa
01:34:55fordcarsNight!
01:34:57fordcars Quit (Quit: Page closed)
01:42:09raptorhi
01:42:24raptorNothing_Much: i think vx did the fix... let me see
01:43:31JeffMB Quit (Ping timeout: 246 seconds)
01:43:46raptorhuh, looks like no
01:54:23raptorluajit compiles!
01:54:30raptorand with that... good night!
01:54:34raptor Quit ()
02:01:50Nothing_Muchoh darn
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09:10:28Jeff___ is now known as JeffMB
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10:51:16JeffMB Quit (Ping timeout: 246 seconds)
10:51:22JeffMB_ is now known as JeffMB
11:09:12JeffMBwoohoo finally found a git client that runs on ppc leopard :P
11:09:26Darrel Quit (Read error: Connection reset by peer)
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12:18:28raptor has joined
12:18:29ChanServ sets mode +o
12:19:21raptorgood day!
12:28:57JeffMBhello
12:29:23JeffMBwow that's suprising. libjpg and libmng compiled on ppc w/o requiring me to do something
12:30:24raptoryeah... i find the issue is frequently less 'ppc' and more 'osx'
12:31:28JeffMBaka osx whyy do you haz to objective-c the everythings and requre so many different SDK versions
12:51:21raptorwell... bitfighter runs on a G4
12:51:32raptorbut the Lua engine crashes the game
12:51:40raptorsadness
12:51:42JeffMB:(
12:52:08JeffMBi guess no PPC for luaJIT :P
12:52:27JeffMBdoes regular lua still compile on ppc?
12:52:43raptoroh yes - but i'm not giving up yet
12:52:55raptori haven't exhausted my hackey-hack ideas yet
12:53:04JeffMBif u get luaJIT to work on ppc u should throw it up on github :
12:53:06JeffMB:)
12:55:51raptorI already posted a patch to the mailing list - it actually *does* work if you use the compiled 'luajit' executable
12:56:06raptorbut when linking it into the game, it crashes... hard
12:56:07JeffMBlo
12:56:09JeffMBo*
13:03:04JeffMBdamn i really need to use cmake or something for this. im recreating yet another xcode project this time on PPC
13:03:47raptoryep, that's why we migrated to CMake
13:03:52raptorbut I won't lie
13:04:01raptorit took a long time, and was a little painful
13:04:07raptorbut once it's done... it's great
13:04:21JeffMByeah
13:04:39JeffMBi should probably do it now considering i only got ~ 20 source files and only bout 5 libs
13:04:41JeffMB:P
13:04:44JeffMBbefore it gets to out of hand
13:05:02raptoroh man, do it now, yes
13:05:40raptorwe did it with 150-200 source files, ~12 libs and 3 OSes
13:06:36JeffMBye i should probably do that today :P
13:06:44LordDVG has joined
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13:22:35watusimotohi
13:22:54raptorhi
13:23:18watusimotoI'll echo that cmake is great!
13:23:29watusimotoI was a skeptic at first, but I am now a full convert
13:28:54JeffMBgood to hear =)
13:28:54raptormost of the issues with CMake were platform dependent... mostly trying to make watusimoto happy in Windows :)
13:29:17JeffMBis it hard to use cmake at all? i've never used it before in setting up build files
13:29:26raptorno
13:29:57JeffMBgaaaah here comes the linker errors. go xcode
13:32:42JeffMBthe hardest part of c++ is actually compiling and linking everything for me :/ i can write code fine but when it comes to messing with compilier settings and stuff ugh i just flat out die
13:33:17raptoryeah, don't mess with compiler settings, let cmake do that for you, unless you have to make an exception for weird code
13:33:32raptorbut the linking
13:33:47JeffMBalways forget to include some damn directory
13:33:50raptorlet cmake do that for you, too - you just have to make sure you set up the right dependencies
13:37:49JeffMBraptor: is there a terminal command to get the current version of cmake?
13:38:15raptordo you have wget
13:38:20raptorthe 'wget' command?
13:38:27raptorwhat OS?
13:39:02raptoryou coudl do: wget http://www.cmake.org/files/v3.1/cmake-3.1.0-Darwin-universal.dmg
13:39:08JeffMBppc osx 10.5
13:39:19raptorthen open and install from the DMG
13:39:26JeffMBk
13:53:45kumul has joined
13:56:39JeffMBhmm
13:56:59JeffMBya know, i wonder if it would be easier if i just used something like Torque2D and ported my little bit of 3D code to that. instead of writing an engine along with it
13:57:16JeffMBT2D runs on windows, OSX, Linux, Driod, iOS, and web
14:31:39raptorJeffMB: I found a marble blast gold demo for linux on your site - is there no full version for linux?
15:01:01JeffMBfull version requires ignition key from GG
15:17:58JeffMB Quit (Ping timeout: 246 seconds)
15:21:34JeffMB has joined
15:28:56JeffMBraptor: wanna burn luaJIT with a blowtorch yet?
15:33:25raptorthis says it'll remove the ignition: https://github.com/amd7/MBExtender
15:33:33raptornaww... LuaJIT is great!
15:33:45raptorit's OSX that's greifing me
15:36:01JeffMBthe site owner doesn't want to distribute a linux version with the hax in it but your free to do it if u want :p
15:36:05JeffMBit does work :P
15:36:13raptori thought the other versions were hacked
15:36:19raptorfor the other OSes
15:36:23JeffMBnope
15:36:39JeffMBthose are legit. the other distributer of mb had non-ignition version before it went down
15:36:46raptorohhhh
15:36:50raptorinteresting
15:36:51JeffMBfor mac/windows only
15:36:53JeffMB:C
15:36:56raptorah OK
15:37:02JeffMBthat was uh
15:37:06JeffMBReal One Arcade
15:41:34raptorwhat is marble blast ultra?
15:43:56JeffMBit was on the xbox 360, as well as in browser during the time of instant action. however, The site owner / head of MB modding was able to get the level files from the original developers, and we are able to have them inside of marble blast platinum. so in hte leadeerboarde only, you can play MBU levels
15:47:57raptorwow, your history is as convoluted as Bitfighter's
15:50:02JeffMBshould be. when you have a trash company like IA running the show :P
15:51:32JeffMBfunny thing was I didn't start in Marble Blast until 2010, which in early 2011 that's when MB officially died/lost support
15:58:31raptorheading home! back later
15:58:45raptor Quit ()
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16:27:07ChanServ sets mode +o
16:27:14raptorhello again
16:29:19JeffMBhello
16:39:23Darrel has joined
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17:37:35Darrel Quit (Ping timeout: 258 seconds)
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17:49:39fordcars has joined
17:52:49thread_ has joined
17:53:37thread_so, I need some ideas. Anyone have an idea of how to simulate a turret, except with lots of health and can't be repaired?
17:54:08raptordoes the turret need to stay dead?
17:54:20raptorif it's killed all the way, i mean?
17:54:42thread_yes. It must stay dead
17:55:03thread_so the auto healing thing doesn't quite work
17:56:30raptormaybe use a Core?
17:56:34raptorthat can shoot?
17:57:14raptorspawn a projectile with a velocity on the outside edge of it
18:07:02thread_i guess
18:07:24thread_I was hoping to only have one core, at the end. but I think cores are the only way to really do this
18:08:52thread_BTW, does Pleiades all uploading bot code with a level yet?
18:09:38raptorno - the game doesn't support bots in that way since they go into a separate folder
18:14:11kumool has joined
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18:16:47raptoryou may be able to create an object system that holds attributes about a turret
18:17:13raptordetects its current health, and add a fraction of the health back
18:17:45raptorso if turret has 100 % health, then next tick it has 90%, set it back to 80% of the loss, or 98%
18:17:52JeffMB has joined
18:17:54raptorthat way you could emulate less health loss
18:18:17raptoralthough the last normal shot would do full damage
18:23:14Watusimoto_ has joined
18:32:31thread_raptor: Yea, that would work, if I keep the health at 0 afterwards... or remove it from the game
18:58:59raptoryes, that's a good idea
18:59:20raptori think bobdaduck did some sort of object system with his zone-swords in DnD
19:01:58thread_ Quit (Ping timeout: 246 seconds)
19:27:52Watusimoto_ Quit (Ping timeout: 250 seconds)
19:29:21raptorone advantage of *not* using the FFI from LuaJIT is that we can fallback on a standard Lua interpreter for a platform that may not compile
19:32:49JeffMBim starting to really like lua from looking into it :p
19:33:16JeffMBraptor: go make me a torquescript JIT compilier c:
19:41:56Watusimoto_ has joined
19:43:17raptorJeffMB: convert to Lua!
19:47:51JeffMB_ has joined
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20:07:10watusimototo solve thread's problem, perhaps write a script that reduces damage to the turrent by 90% to simulate more health?
20:10:57raptorwe don't have a damage-detection event
20:11:15raptorso i suggested to compare health, from tick-to-tick, then set the health back up a percentage
20:56:20JeffMB_sam is to OP
20:56:47raptor?
20:57:36sam686"Lambencee' said that first...
20:57:43sam686in bitfighter lobby chat
20:57:48raptorOOooo
20:57:51raptoris there a party?
20:59:15sam686possibly yes but not too sure..
20:59:31sam686shows sky_lark online though so probably yes
21:19:31JeffMB_ Quit (Ping timeout: 246 seconds)
22:03:22watusimoto Quit (Read error: Connection reset by peer)
22:50:59BFLogBot_ Commit: 86bb26329a | Author: buckyballreaction | Message: Patch LuaJIT to compile on OSX PPC
22:51:00BFLogBot_ Commit: 400f7117ea | Author: buckyballreaction | Message: Switch OSX PPC to use LuaJIT. Note that the JIT VM needed to be disabled for it to not crash. I'm not sure why, but it is still faster than a standard Lua interpreter. The OSX 10.5 SDK is needed to compile this for PPC.
22:51:02BFLogBot_ Commit: 262621f78b | Author: buckyballreaction | Message: Remove lua-vec from our tree since LuaJIT can be used on all platforms now. Also update CMake to reflect this
22:51:03BFLogBot_ Commit: b98c4bed5e | Author: buckyballreaction | Message: If compiling for target of OSX 10.4 i386, use the 10.6 SDK
23:04:40fordcars!bugs
23:04:40BFLogBotTo enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs
23:05:43JeffMB has joined
23:05:57JeffMBwhee
23:11:31JeffMBraptor: i keep seeing this talk about steam integration into bitfighter. Is that even possible considering the GPL requires dependencies to conform to the GPL, and steam is proprietary
23:13:19raptori ahve no idea
23:13:39raptorfordcars: did you find another bug?
23:14:05fordcarsraptor: Kindof, but I posted a request
23:14:28fordcarsraptor: when sending messages out while there is an announcement, it sometimes doesn't show up, but I think it still send
23:14:31fordcars*send
23:14:33fordcarss
23:14:51fordcarsMessages being GLobal and probably Team chat
23:15:08fordcarsNot showing up meaning I can't see it, but others might
23:16:06Watusimoto_ Quit (Ping timeout: 256 seconds)
23:19:43raptorI noticed that with a private message, i think
23:20:08fordcarsNot urgent, just thought you wanted to know
23:24:29sam686there is some major sound problem on bitfighter if you use 019d to connect to 019c, flag grab sounds like a flag drop, and there is some multiple continuous repair sound at (0,0) middle of map
23:25:01sam686often times, way too many continuous repair sound eventually cuts out all other sounds
23:30:06raptoroh no...
23:30:16raptoris that because I misaligned the sound enum?
23:30:26raptori thought that enum was client-side only
23:30:39raptoris TNL sending it across???
23:31:00sam686apparently the sound index is sent from server to clients, like flag capture
23:33:42sam686GameType::broadcastMessage is one of them, sending the sound index from server to clients
23:34:54sam686SFXProfiles sfx, its sending the index number, if the index gets shifted into mismatched server/client, the clients plays wrong sound
23:35:32raptoroh no
23:35:36raptorthen I messed that up
23:35:41raptorgood find
23:35:50raptori know how to fix
23:36:41BFLogBot_ Commit: 833609ea50 | Author: sam8641 | Message: Fix continuous repair and incorrect flag capture sound (mismatch 019c/019d sound index)
23:37:47sam686now works when joining 019c server
23:38:22sam686umm raptor are you trying to fix it when i already did?

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