Timestamps are in GMT/BST.
| 00:00:26 | raptor | HiGuy: bitfighter is a continuation of the open source Zap! code, before it morphed into the IA Z.A.P stuff |
| 00:00:36 | HiGuy | Ah, ok |
| 00:00:40 | raptor | so we didn't get the fancy graphics |
| 00:00:40 | HiGuy | Makes sense |
| 00:01:00 | JeffMB | #OpenGLSHADERZZ |
| 00:01:01 | raptor | but a full-featured editor has been added |
| 00:01:16 | JeffMB | inb4 higuy gets me involved to make shaders |
| 00:01:52 | HiGuy | oh wow it's all coming back |
| 00:01:58 | HiGuy | ... and I died instantly to bots |
| 00:02:11 | raptor | yes... beware of s_bot |
| 00:02:21 | raptor | and uh.. you'll quickly find his quirks |
| 00:03:23 | HiGuy | bots suck at d wow |
| 00:03:38 | HiGuy | maybe.. |
| 00:03:44 | Nothing_Much | at d? |
| 00:03:51 | Nothing_Much | defense? |
| 00:03:55 | raptor | s_bot is due for a full rewrite |
| 00:03:55 | HiGuy | they sure aren't playing defense |
| 00:04:12 | raptor | no, they're aggressive |
| 00:04:28 | fordcars | You can change that with arguments I think, but don't bother |
| 00:06:15 | JeffMB | raptor: isn't supporting ppc fun :P |
| 00:06:27 | raptor | for certain definitions of 'fun', yes :) |
| 00:06:35 | JeffMB | the thing i have bout ppc is you can't use the Grand Central Dispatch from objective-c as that's 10.6+ |
| 00:06:36 | raptor | in a masochistic sort of way |
| 00:06:59 | JeffMB | the thing i dislike bout it that is |
| 00:07:08 | JeffMB | makes threading 1000% harder for nubs like me ;) |
| 00:07:15 | raptor | actually supporting ppc is easy on linux, but osx... that's where i might use the word 'fun' |
| 00:07:32 | JeffMB | oh is it not bad on linux? cuz i may have to look into installing mint ppc on my G4 machine |
| 00:07:45 | raptor | ppc is quite mature in linux |
| 00:08:01 | raptor | i run openSUSE. SUSE has had good PPC for it's server version for a while now |
| 00:08:02 | JeffMB | I'm not a linux person much, sadly |
| 00:08:08 | raptor | *PPC support |
| 00:08:12 | JeffMB | i've been windows forever, finally started getting into OSX |
| 00:08:22 | JeffMB | and i want to move into linux sometime, but u know, time :p |
| 00:08:46 | fordcars | Linux is where the cool kids hang out |
| 00:09:18 | raptor | we keep telling ourselves that so we can pretend it was worth it :) |
| 00:09:21 | Nothing_Much | os x is blah |
| 00:09:44 | Nothing_Much | linuxmasterrace |
| 00:09:50 | fordcars | Yiss |
| 00:09:57 | raptor | you guys should get on and play with HiGuy |
| 00:10:09 | raptor | so he doesn't start hating s_bot too much... |
| 00:10:11 | HiGuy | it's embarrasing |
| 00:10:13 | | Invisible has joined |
| 00:10:18 | Nothing_Much | hang on a sec |
| 00:10:43 | Nothing_Much | raptor: 019c is the latest, right? |
| 00:10:49 | raptor | yes |
| 00:11:03 | Nothing_Much | ah ok, I thought 019d was released |
| 00:11:13 | Nothing_Much | because I want a .deb for 019d pls |
| 00:11:20 | Nothing_Much | 019c's package isn't on the website :( |
| 00:36:52 | | Watusimoto_ Quit (Ping timeout: 250 seconds) |
| 00:39:24 | | Invisible Quit (Ping timeout: 245 seconds) |
| 00:44:13 | Nothing_Much | raptor: did vx fix the "kill" stuff and change it to "zap" or "blast"? |
| 00:44:17 | Nothing_Much | in the google code thing? |
| 00:53:03 | JeffMB | raptor: ditch lua and add TorqueScript. hehe, now 100% more slower code |
| 00:56:20 | Nothing_Much | raptor: did vx fix the "kill" stuff and change it to "zap" or "blast"? |
| 01:03:53 | HiGuy | well that was certainly an experience |
| 01:04:03 | HiGuy | ... which ended with a SIGSEGV |
| 01:04:07 | HiGuy | hahahahah |
| 01:04:16 | fordcars | Haha reallyÉ |
| 01:04:19 | HiGuy | yep |
| 01:04:22 | fordcars | What system? |
| 01:04:24 | HiGuy | 0 com.yourcompany.Bitfighter 0x00000001003600df Zap::ServerGame::getCategorizedPlayerCountsByTeam() const + 543 |
| 01:04:32 | HiGuy | OSX 10.10.2 |
| 01:04:44 | fordcars | Eh, you should ask raptor |
| 01:04:59 | fordcars | Bitfighter's company name is amazing |
| 01:05:03 | HiGuy | ikr |
| 01:05:32 | HiGuy | so is this all open source |
| 01:05:38 | fordcars | Yep |
| 01:05:42 | HiGuy | damn. |
| 01:05:53 | HiGuy | > mercurial |
| 01:05:53 | HiGuy | wow |
| 01:06:16 | fordcars | hg ftw |
| 01:09:13 | HiGuy | anyway, thanks for the games all |
| 01:09:22 | | HiGuy Quit (Quit: HiGuy) |
| 01:11:59 | Nothing_Much | oh my |
| 01:12:15 | fordcars | Nothing_Much: code |
| 01:12:54 | fordcars | now :) |
| 01:14:32 | Nothing_Much | fordcars: asoidfhgaidfsa |
| 01:14:39 | fordcars | asoidfhgaidfsa |
| 01:34:55 | fordcars | Night! |
| 01:34:57 | | fordcars Quit (Quit: Page closed) |
| 01:42:09 | raptor | hi |
| 01:42:24 | raptor | Nothing_Much: i think vx did the fix... let me see |
| 01:43:31 | | JeffMB Quit (Ping timeout: 246 seconds) |
| 01:43:46 | raptor | huh, looks like no |
| 01:54:23 | raptor | luajit compiles! |
| 01:54:30 | raptor | and with that... good night! |
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| 02:01:50 | Nothing_Much | oh darn |
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| 11:09:12 | JeffMB | woohoo finally found a git client that runs on ppc leopard :P |
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| 12:19:21 | raptor | good day! |
| 12:28:57 | JeffMB | hello |
| 12:29:23 | JeffMB | wow that's suprising. libjpg and libmng compiled on ppc w/o requiring me to do something |
| 12:30:24 | raptor | yeah... i find the issue is frequently less 'ppc' and more 'osx' |
| 12:31:28 | JeffMB | aka osx whyy do you haz to objective-c the everythings and requre so many different SDK versions |
| 12:51:21 | raptor | well... bitfighter runs on a G4 |
| 12:51:32 | raptor | but the Lua engine crashes the game |
| 12:51:40 | raptor | sadness |
| 12:51:42 | JeffMB | :( |
| 12:52:08 | JeffMB | i guess no PPC for luaJIT :P |
| 12:52:27 | JeffMB | does regular lua still compile on ppc? |
| 12:52:43 | raptor | oh yes - but i'm not giving up yet |
| 12:52:55 | raptor | i haven't exhausted my hackey-hack ideas yet |
| 12:53:04 | JeffMB | if u get luaJIT to work on ppc u should throw it up on github : |
| 12:53:06 | JeffMB | :) |
| 12:55:51 | raptor | I already posted a patch to the mailing list - it actually *does* work if you use the compiled 'luajit' executable |
| 12:56:06 | raptor | but when linking it into the game, it crashes... hard |
| 12:56:07 | JeffMB | lo |
| 12:56:09 | JeffMB | o* |
| 13:03:04 | JeffMB | damn i really need to use cmake or something for this. im recreating yet another xcode project this time on PPC |
| 13:03:47 | raptor | yep, that's why we migrated to CMake |
| 13:03:52 | raptor | but I won't lie |
| 13:04:01 | raptor | it took a long time, and was a little painful |
| 13:04:07 | raptor | but once it's done... it's great |
| 13:04:21 | JeffMB | yeah |
| 13:04:39 | JeffMB | i should probably do it now considering i only got ~ 20 source files and only bout 5 libs |
| 13:04:41 | JeffMB | :P |
| 13:04:44 | JeffMB | before it gets to out of hand |
| 13:05:02 | raptor | oh man, do it now, yes |
| 13:05:40 | raptor | we did it with 150-200 source files, ~12 libs and 3 OSes |
| 13:06:36 | JeffMB | ye i should probably do that today :P |
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| 13:22:35 | watusimoto | hi |
| 13:22:54 | raptor | hi |
| 13:23:18 | watusimoto | I'll echo that cmake is great! |
| 13:23:29 | watusimoto | I was a skeptic at first, but I am now a full convert |
| 13:28:54 | JeffMB | good to hear =) |
| 13:28:54 | raptor | most of the issues with CMake were platform dependent... mostly trying to make watusimoto happy in Windows :) |
| 13:29:17 | JeffMB | is it hard to use cmake at all? i've never used it before in setting up build files |
| 13:29:26 | raptor | no |
| 13:29:57 | JeffMB | gaaaah here comes the linker errors. go xcode |
| 13:32:42 | JeffMB | the 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 |
| 13:33:17 | raptor | yeah, don't mess with compiler settings, let cmake do that for you, unless you have to make an exception for weird code |
| 13:33:32 | raptor | but the linking |
| 13:33:47 | JeffMB | always forget to include some damn directory |
| 13:33:50 | raptor | let cmake do that for you, too - you just have to make sure you set up the right dependencies |
| 13:37:49 | JeffMB | raptor: is there a terminal command to get the current version of cmake? |
| 13:38:15 | raptor | do you have wget |
| 13:38:20 | raptor | the 'wget' command? |
| 13:38:27 | raptor | what OS? |
| 13:39:02 | raptor | you coudl do: wget http://www.cmake.org/files/v3.1/cmake-3.1.0-Darwin-universal.dmg |
| 13:39:08 | JeffMB | ppc osx 10.5 |
| 13:39:19 | raptor | then open and install from the DMG |
| 13:39:26 | JeffMB | k |
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| 13:56:39 | JeffMB | hmm |
| 13:56:59 | JeffMB | ya 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 |
| 13:57:16 | JeffMB | T2D runs on windows, OSX, Linux, Driod, iOS, and web |
| 14:31:39 | raptor | JeffMB: I found a marble blast gold demo for linux on your site - is there no full version for linux? |
| 15:01:01 | JeffMB | full version requires ignition key from GG |
| 15:17:58 | | JeffMB Quit (Ping timeout: 246 seconds) |
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| 15:28:56 | JeffMB | raptor: wanna burn luaJIT with a blowtorch yet? |
| 15:33:25 | raptor | this says it'll remove the ignition: https://github.com/amd7/MBExtender |
| 15:33:33 | raptor | naww... LuaJIT is great! |
| 15:33:45 | raptor | it's OSX that's greifing me |
| 15:36:01 | JeffMB | the 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 |
| 15:36:05 | JeffMB | it does work :P |
| 15:36:13 | raptor | i thought the other versions were hacked |
| 15:36:19 | raptor | for the other OSes |
| 15:36:23 | JeffMB | nope |
| 15:36:39 | JeffMB | those are legit. the other distributer of mb had non-ignition version before it went down |
| 15:36:46 | raptor | ohhhh |
| 15:36:50 | raptor | interesting |
| 15:36:51 | JeffMB | for mac/windows only |
| 15:36:53 | JeffMB | :C |
| 15:36:56 | raptor | ah OK |
| 15:37:02 | JeffMB | that was uh |
| 15:37:06 | JeffMB | Real One Arcade |
| 15:41:34 | raptor | what is marble blast ultra? |
| 15:43:56 | JeffMB | it 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 |
| 15:47:57 | raptor | wow, your history is as convoluted as Bitfighter's |
| 15:50:02 | JeffMB | should be. when you have a trash company like IA running the show :P |
| 15:51:32 | JeffMB | funny thing was I didn't start in Marble Blast until 2010, which in early 2011 that's when MB officially died/lost support |
| 15:58:31 | raptor | heading home! back later |
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| 16:27:14 | raptor | hello again |
| 16:29:19 | JeffMB | hello |
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| 17:53:37 | thread_ | 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? |
| 17:54:08 | raptor | does the turret need to stay dead? |
| 17:54:20 | raptor | if it's killed all the way, i mean? |
| 17:54:42 | thread_ | yes. It must stay dead |
| 17:55:03 | thread_ | so the auto healing thing doesn't quite work |
| 17:56:30 | raptor | maybe use a Core? |
| 17:56:34 | raptor | that can shoot? |
| 17:57:14 | raptor | spawn a projectile with a velocity on the outside edge of it |
| 18:07:02 | thread_ | i guess |
| 18:07:24 | thread_ | I was hoping to only have one core, at the end. but I think cores are the only way to really do this |
| 18:08:52 | thread_ | BTW, does Pleiades all uploading bot code with a level yet? |
| 18:09:38 | raptor | no - the game doesn't support bots in that way since they go into a separate folder |
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| 18:16:47 | raptor | you may be able to create an object system that holds attributes about a turret |
| 18:17:13 | raptor | detects its current health, and add a fraction of the health back |
| 18:17:45 | raptor | so if turret has 100 % health, then next tick it has 90%, set it back to 80% of the loss, or 98% |
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| 18:17:54 | raptor | that way you could emulate less health loss |
| 18:18:17 | raptor | although the last normal shot would do full damage |
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| 18:32:31 | thread_ | raptor: Yea, that would work, if I keep the health at 0 afterwards... or remove it from the game |
| 18:58:59 | raptor | yes, that's a good idea |
| 18:59:20 | raptor | i think bobdaduck did some sort of object system with his zone-swords in DnD |
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| 19:29:21 | raptor | one 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 |
| 19:32:49 | JeffMB | im starting to really like lua from looking into it :p |
| 19:33:16 | JeffMB | raptor: go make me a torquescript JIT compilier c: |
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| 19:43:17 | raptor | JeffMB: convert to Lua! |
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| 20:07:10 | watusimoto | to solve thread's problem, perhaps write a script that reduces damage to the turrent by 90% to simulate more health? |
| 20:10:57 | raptor | we don't have a damage-detection event |
| 20:11:15 | raptor | so i suggested to compare health, from tick-to-tick, then set the health back up a percentage |
| 20:56:20 | JeffMB_ | sam is to OP |
| 20:56:47 | raptor | ? |
| 20:57:36 | sam686 | "Lambencee' said that first... |
| 20:57:43 | sam686 | in bitfighter lobby chat |
| 20:57:48 | raptor | OOooo |
| 20:57:51 | raptor | is there a party? |
| 20:59:15 | sam686 | possibly yes but not too sure.. |
| 20:59:31 | sam686 | shows sky_lark online though so probably yes |
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| 22:03:22 | | watusimoto Quit (Read error: Connection reset by peer) |
| 22:50:59 | | BFLogBot_ Commit: 86bb26329a | Author: buckyballreaction | Message: Patch LuaJIT to compile on OSX PPC |
| 22:51:00 | | BFLogBot_ 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. |
| 22:51:02 | | BFLogBot_ 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 |
| 22:51:03 | | BFLogBot_ Commit: b98c4bed5e | Author: buckyballreaction | Message: If compiling for target of OSX 10.4 i386, use the 10.6 SDK |
| 23:04:40 | fordcars | !bugs |
| 23:04:40 | BFLogBot | To enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs |
| 23:05:43 | | JeffMB has joined |
| 23:05:57 | JeffMB | whee |
| 23:11:31 | JeffMB | raptor: 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 |
| 23:13:19 | raptor | i ahve no idea |
| 23:13:39 | raptor | fordcars: did you find another bug? |
| 23:14:05 | fordcars | raptor: Kindof, but I posted a request |
| 23:14:28 | fordcars | raptor: when sending messages out while there is an announcement, it sometimes doesn't show up, but I think it still send |
| 23:14:31 | fordcars | *send |
| 23:14:33 | fordcars | s |
| 23:14:51 | fordcars | Messages being GLobal and probably Team chat |
| 23:15:08 | fordcars | Not showing up meaning I can't see it, but others might |
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| 23:19:43 | raptor | I noticed that with a private message, i think |
| 23:20:08 | fordcars | Not urgent, just thought you wanted to know |
| 23:24:29 | sam686 | there 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 |
| 23:25:01 | sam686 | often times, way too many continuous repair sound eventually cuts out all other sounds |
| 23:30:06 | raptor | oh no... |
| 23:30:16 | raptor | is that because I misaligned the sound enum? |
| 23:30:26 | raptor | i thought that enum was client-side only |
| 23:30:39 | raptor | is TNL sending it across??? |
| 23:31:00 | sam686 | apparently the sound index is sent from server to clients, like flag capture |
| 23:33:42 | sam686 | GameType::broadcastMessage is one of them, sending the sound index from server to clients |
| 23:34:54 | sam686 | SFXProfiles sfx, its sending the index number, if the index gets shifted into mismatched server/client, the clients plays wrong sound |
| 23:35:32 | raptor | oh no |
| 23:35:36 | raptor | then I messed that up |
| 23:35:41 | raptor | good find |
| 23:35:50 | raptor | i know how to fix |
| 23:36:41 | | BFLogBot_ Commit: 833609ea50 | Author: sam8641 | Message: Fix continuous repair and incorrect flag capture sound (mismatch 019c/019d sound index) |
| 23:37:47 | sam686 | now works when joining 019c server |
| 23:38:22 | sam686 | umm raptor are you trying to fix it when i already did? |