#bitfighter IRC Log

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IRC Log for 2011-05-09

Timestamps are in GMT/BST.

00:00:00sam686pretty much i say the graphics of everything was better in instantaction ZAP..
00:00:00karamazovapy has joined
00:00:00raptoreven barriers?
00:00:00raptor:]
00:00:00raptorand the ship?
00:01:00karamazovapyAND THE SHIP!
00:01:00raptorhi karamazovapy
00:01:00karamazovapyyes, you're welcome.
00:02:00sam686i can repeat what i says a day ago. you can look at some screenshots from ZAP instantaction http://www.google.com/search?q=ZAP%20instantaction&tbm=isch&tab=vi
00:02:00karamazovapythe instant action Z.A.P. graphics make me throw up in my mouth a little bit
00:02:00raptori wish there were bigger pictures with more detail...
00:03:00raptorlooks like they added a glow to everything
00:03:00raptornot sure if i like that..
00:03:00sam686and that red/orange/yellow is the health bar... That all the screenshots i could find in search..
00:04:00karamazovapyfound our new special controller - http://images.wikia.com/fallout/images/6/6f/Zap_glove.png
00:04:00raptorwhat on earth is that??
00:05:00karamazovapyhttp://www.youtube.com/watch?v=LSF2H_1eQJc
00:07:00karamazovapyugh. it looks like geometry wars puked on bitfighter.
00:07:00sam686i wonder why video flickers, bad hypercam? Otherwise is a good quality
00:08:00karamazovapymaybe a bandwidth problem?
00:08:00karamazovapyinstant action was always a little quirky for me
00:09:00karamazovapyI really dislike the gridlines, the glowing, the space warping explosions, and the weird texture map they applied to zones
00:09:00sam686probably hypercam can't handle fullscreen right, due to capturing at the middle of drawing in a backbuffer and flipping between buffers (faster then copy backbuffer to frontbuffer)
00:09:00karamazovapyalso, I especially hate the rotating gun turret in the middle of the ship
00:10:00sam686That where i started ZAP, in instantaction..
00:11:00karamazovapyI found Z.A.P. unplayable
00:11:00raptorWOW
00:11:00raptor--> it looks like geometry wars puked on bitfighter. < -- THIS
00:11:00sam686Note that only at the beginning of video there is energy (blue) and health bar (red) it got hidden due to cropped fullscreen
00:11:00raptorthat is exactly my analysis as well
00:12:00karamazovapythey started with such a good game, and they took it in entirely the wrong direction
00:12:00raptorit's funny to watch this video and see the exact same mechanics as bitfighter, but with an entirely different face
00:12:00sam686Also in instantaction ZAP, you can select any of 5 weapon, the loadout is only for 2 modules.
00:12:00raptorit seems unnatural
00:13:00karamazovapyI'm still not sure what they were thinking
00:13:00raptorthey were thinking geometry wars
00:13:00raptorand the merge went a bit off..
00:14:00karamazovapybut I'm not sure why they thought that was a good idea
00:14:00raptori might be biased because i fell for the charm of bitfighter in its current graphics state
00:14:00karamazovapyoh, I'm totally biased
00:15:00sam686Have you ever played instantaction ZAP? i have.. (note that instantaction is no longer there now - 2008 to 2010)
00:15:00raptornever played myself
00:16:00karamazovapyI played a few times when they first introduced it, we thought it might be a viable post-Zap! successor
00:16:00karamazovapythe glow really screwed with me
00:16:00raptoryeah that was my first thought..
00:16:00raptorwas it popular?
00:16:00karamazovapyand the mounted turret-style shooting
00:17:00raptorwas zap ia popular, i mean
00:17:00karamazovapynot compared to games like marble blast platinum
00:17:00karamazovapyit stripped out the editor (obviously)
00:17:00karamazovapyonly left kind of a quickplay mode
00:17:00sam686not sure, as games in instantaction REQUIRES internet connection, instantaction version probably cannot be played offline..
00:18:00karamazovapyand you had to pay to unlock certain stock maps
00:18:00raptorsounds like a failed commercial venture
00:18:00karamazovapyit was
00:18:00karamazovapythe IA Z.A.P. forums weren't particularly active
00:19:00karamazovapyit seemed to be more successful when Zap! was first released by garagegames
00:21:00sam686probably instantaction didn't have any forums at some older times...
00:22:00karamazovapyin any event...the old guard all went with bitfighter instead of IA
00:23:00karamazovapyalthough we stayed just long enough to steal all their "new" maps
00:24:00karamazovapyand not long after we all jumped ship, they shut down the original Zap! master server
00:25:00karamazovapy is now known as _k|away
00:31:00raptorso what's the point of adding 'virtual' to a destructor? like: virtual ~SoundSystem();
00:31:00raptorbecause my IDE just did that automatically as i created the class
00:32:00watusimotoit lets you destroy objects using a handle further up the chain
00:33:00watusimotoif your classes look like this:
00:33:00watusimotoA --> B -- C
00:33:00watusimotoand you have a C, but are referring to it as an A*
00:33:00watusimotoyou can destroy it without casting it to C
00:33:00raptorah.. interesting
00:33:00watusimotoor soemthing like that
00:34:00raptorok, now to really break things..
00:34:00watusimotojust learned that a few weeks ago
00:34:00watusimotogetting polygon editor items to work now
00:34:00watusimotothen walls
00:35:00watusimotothen... done?
00:35:00raptorhooray!!
00:35:00raptorthen me and sam can pick it apart :]
00:35:00raptorsam is really good at that..
00:46:00watusimotoyes, I'm not going to wait until it's perfect, only until it's usable to check it in
00:46:00raptorsounds good to me
00:50:00sam686Could later try to implement some kind of coop-edit, and possibly spectator, and auto-spectate (kind of like leaving the game) when idling too long.
00:51:00raptorcurious, what good is a single member wrapped in an 'enum'?:
00:51:00raptorenum {
00:51:00raptor NumSources = 16,
00:51:00raptor};
00:52:00sam686i would rather use #define NumSource 16 or can also do const S32 NumSources = 16; not sure why do ENUM on a single one...
00:53:00raptorok, just curious if there was a purpose to it
00:54:00watusimotothat code is (almost) exactly the same as const S32 NumSources = 16;
00:55:00sam686is enum 32-bit integer, or floating point? is enum { number = 2.5 } allowed?
00:55:00watusimotothere is some theoretical performance advantage to using the enum construct... I'm phasing them out in favor of const S32
00:55:00watusimotoenum is S32
00:55:00watusimotoso no, not allowed
00:56:00watusimotothere is a webpage I always hit when I research the enums v. S32 thing
00:56:00watusimotothat explains it well
00:56:00sam686yes, can't use enum floating point, have to use const F32 num=2.5; or #define num 2.5
00:56:00watusimotoand I'm moving all my constants TO_THIS_FORMAT
00:56:00watusimotoI'm also phasing out the #defines
00:56:00watusimotobecause that seems hackier
00:58:00raptorok, why am i see SFXProfile AND SFXProfiles ?
01:01:00watusimotois one a collection?
01:01:00watusimotowhat am I supposed to make of this?
01:01:00watusimotoerror C2385: ambiguous access of 'mPolyBounds'
01:01:00watusimoto2> could be the 'mPolyBounds' in base 'Zap::Polyline'
01:01:00watusimoto2> or could be the 'mPolyBounds' in base 'Zap::Polyline'
01:01:00sam686enum = SFXProfiles, SFXProfile is a struct
01:01:00watusimotosorry for the bad paste
01:01:00watusimotobut the two possible candidates are the same one!!!
01:01:00raptorsounds like you have an extern somewhere
01:01:00raptoroh, huh
01:02:00raptorinteresting
01:02:00raptormake clean?
01:02:00raptor:)
01:07:00sam686some compilers that see errors might not tell you much at all...
01:21:00watusimotook, doing clean rebuild
01:22:00raptorsam686: what can you tell me about the line in sfx.cpp:
01:22:00raptor#if 0 //#ifdef TNL_OS_WIN32
01:22:00raptoris that code chuck in that #if statement actually used on windows?
01:24:00watusimotophooey... rebuild not working
01:24:00sam686it was used for captureSamples, but with a working openAL captureSamples, it is not needed...
01:25:00watusimoto#if 0 is alwasys false
01:25:00raptorok, deleting..
01:25:00sam686no more dsound.lib and licence stuff
01:25:00raptorexcellent
01:37:00raptorwow this refactor is getting hairy fast
02:03:00watusimotofound my problem, solution is elusive
02:03:00raptorexplain
02:04:00watusimotovariant of the diamnond problem
02:04:00raptorwonderful
02:04:00watusimotoI have a polygon class
02:04:00watusimotoI then have a subclass of polygons that impelments polygon methods related to polygons
02:05:00watusimotoI just created an editorpolygon class that contains polygon related methods from the editor
02:05:00watusimotoand goalzone inherits from both of those
02:05:00raptorah
02:05:00watusimotopolyline is a superclass of polygon, so it sees two routes to get to polyline
02:05:00watusimotoand gets confused; even though both routes result in the same thing
02:06:00raptorwas the solution to add 'virtual' somewhere?
02:06:00watusimotoI've had this problem before, but the fix I tried earlier isn't working here
02:06:00watusimotoyes, except that breaks things this time
02:06:00raptoroh, no solution yet
02:07:00watusimotoThe classes are getting very compelx and interwoven; all attempts at running software to help visualize them have failed
02:08:00watusimotoI feel that I must be doing something wrong
02:09:00raptormaybe they need to be modularized even more?
02:24:00sam686will it be possible to put in thisObject->editorpolygon::mPolyBounds or something? or cast to editorPolygon then use mPolyBounds?
02:27:00sam686maybe dynamic_cast<EditorPolygon *>(thisObject) ->mPolyBounds ?
02:28:00watusimoto Quit (Quit: Leaving.)
02:37:00raptorhere goes first make after refactor...
02:37:00raptori say 500 errors..
02:38:00sam686errors in .h files can repeat the same error many times.
02:39:00sam686what refactor is it? the sound system?
02:39:00raptoryep
02:39:00raptorfirst iteration
03:37:00raptor Quit (Remote host closed the connection)
12:18:00raptor has joined
12:18:00ChanServ sets mode +o raptor
13:03:00watusimoto has joined
13:04:00watusimoto Quit (Client Quit)
13:30:00watusimoto has joined
13:35:00raptorwhat is the proper way to use a RefPtr<?> when passing it into a method?
13:36:00raptorsomeMethod(RefPtr<?>*)
13:36:00raptorsomeMethod(RefPtr<?>&)
13:36:00raptorsomeMethod(RefPtr<?>& pointer)
13:36:00raptorsomeMethod(RefPtr<?> pointer)
13:36:00raptoror does it really matter?
14:00:00raptoroh my goodness my refactor compiled
14:01:00raptoroh my goodness it works without problems so far
14:19:00watusimotough... it looks like I might have to refactor the lua class hierarchary to make this work
14:20:00raptorwhat
14:20:00watusimotohttp://pastebin.com/3wi5TMYk
14:21:00watusimotothis shows the GoalZone class... as you move right, you are moving up the class hiearchy
14:21:00watusimotowhen you hit an x, that means no more super classes of that branch
14:21:00watusimotowhen you hit xxx, it means a long line of non-problematic classes, which, for our purposes, is the same thing
14:21:00watusimotoyou can see a lot of overlap here
14:21:00raptoroh boy
14:21:00raptorwow
14:22:00raptorthat looks complex
14:22:00watusimotoI'm thinking that we should combine the EditorPolygon and LuaPolygon into a single class
14:22:00watusimotosince every one of our polygon items (goals, loadouts, nexus, slipzones) inherits from both
14:22:00raptorwhat does LuaPolygon do?
14:22:00watusimotowell, slipzones doesn't, but could
14:22:00watusimotoand should
14:23:00watusimotoLuaPoly provides implementations for sevearl LuaItem/LuaObject methods that are common to polygon classes
14:23:00watusimotoit needs to have access to the zone's centroid, which is stored at the Polygon level
14:24:00raptorah ok
14:24:00watusimotobut maybe we should consider all editor objects to be inherently scriptable
14:24:00watusimotoin which case it might make sense to mix the lua and editor code
14:24:00raptori think that makes sense
14:25:00watusimotoexcept, of course, not every editor object will be scribtable
14:25:00watusimotothere are lots of small wall-like things that are used internally to the editor, though I'm not yet sure if they'll need to implement the EditorObject interface. Perhaps not
14:25:00raptormaybe the editor should just be a separate binary all together...
14:26:00watusimotowell, it essentially was in the original implementation
14:26:00watusimotodidn't use any of these classes at all
14:26:00watusimotobut breaking it out into to .exes won't fix the class hieararchy issues
14:26:00watusimotothe problem I posted about last night was that there are two paths to get to PolyLine
14:26:00watusimotoand I can't make either of them virtual
14:27:00watusimotothough I might be able to insert a dummy class into the tree to make them so
14:27:00raptorthis is one crazy tree
14:27:00watusimotoor, rather, make it work
14:27:00watusimotoyes
14:27:00watusimotoit's probably a sign of a weak design
14:27:00watusimotofor which I assume full credit
14:28:00watusimotothe problem is we have all sorts of crazy exceptsions
14:28:00watusimotoall point objects can be editorobjects
14:28:00watusimotoexcept robots and ships
14:28:00watusimotostuff like that
14:28:00raptorsounds like it needs more modularization
14:28:00raptorthen it'll be easier to pick and choose
14:28:00watusimotonow, I could just make robots and ships be editor objects, and that would simplify that tree a bit
14:29:00watusimotoI think it's too modular now
14:29:00watusimotoi think that's the problem
14:29:00watusimotowe we end up with picking this and that, but not the other, and end up with these crazy trees
14:29:00watusimotohere, we have separate EP and LP classes, which is more modular than combining them
14:30:00watusimotobut that leads to different paths up the tree
14:30:00watusimotobecause both EP and LP need access to things in Polygon
14:30:00watusimotoif we merged them, the two refs to Polygon would collapse
14:30:00watusimotoand the problem would be solved
14:31:00watusimotolikewise, comnining editorobject (EO) and gameobject (GO) would resolve another diamond
14:31:00raptorsounds like you have your answer
14:31:00watusimotoexcpet things like bullets are GOs but not EOs
14:31:00raptorah
14:31:00watusimotounless they're mines or spybugs
14:31:00watusimotoin which case they aer
14:31:00raptorhaha
14:32:00raptorwow
14:32:00watusimotoexpept they're really grenadeProjectiles, which aren't really projectiles at all, but rather are considered items
14:32:00watusimotowhich is a whole nother tree
14:32:00watusimotoitem, moveItem, pickupItem, etc.
14:33:00watusimotoactually, you can currently place ships in the editor. Possibly even bullets
14:33:00raptorha!
14:33:00watusimotoby editing the level file directly
14:33:00raptori bet some people will find some interesting things to do with that..
14:33:00watusimotoanything that has a processarguments method
14:33:00watusimotopeople used to place "ghost ships" here and there
14:33:00watusimotothey just sat there, and could be killed
14:34:00watusimotobut wouldn't respawn
14:34:00watusimotoso maybe I should worry less about the exceptions, and just implement null methods for thiungs involving placing ships in the editor
14:43:00ShadowXLoner has joined
14:43:00ShadowXLoner'Sup guys?
14:53:00raptorhi
14:55:00ShadowXLonerHi
14:55:00raptorwatusimoto: why do we initialize the sound system with the dedicated server?
14:56:00raptorwhat that just a hack to not have to put #ifdefs everywhere?
15:05:00raptorok, i think i am ready for the sound system refactor to be checked in
15:05:00raptorthen i can implement music a bit easier
15:05:00raptorstill need LOTS of cleanup
15:06:00watusimotowatusimoto: why do we initialize the sound system with the dedicated server?
15:06:00watusimotowe do so because the dedicated server makes sounds when players join or quit
15:06:00watusimotothat's how Sam knows when to join in on his server
15:07:00raptorohhh....
15:24:00raptorok, i fixed playing sounds for dedicated server :]
15:29:00raptorso far no crashing - that's good
15:33:00BitfighterLogBot - Commit 580b2bbeb76b | Author: buckyballreaction | Log: Rename unused 'SoundSystem' class - may be useful in the future; I am hijacking the name for the audio refactor.
15:33:00BitfighterLogBot - Commit 91bf2055ed1c | Author: buckyballreaction | Log: Sound System refactor. Still plenty to clean-up, but it works.
15:39:00ShadowXLoner Quit (Quit: ShadowXLoner)
16:14:00raptorsam686: i hope i didn't break anything, but it would be could to test that your dedicated server does its audible notification and that voice chat still works :)
16:14:00raptorbut i can't test voice chat until i'm home later
16:16:00_k|away is now known as karamazovapy
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17:28:00ShadowXLoner'Sup
17:29:00sam686hi
17:29:00raptorhello again
17:35:00sam686that voice test seems to work with the latest changes from repository..
17:35:00raptorhooray!
17:36:00ShadowXLonerVoice test? As in mics? As in a voice system in-game?
17:36:00raptoryep
17:37:00ShadowXLonerO_O
17:37:00raptorsounds horrible as it stands, but sam got it to work :)
17:37:00sam686yes, hopefully that voice chat will work in max and linux in next version of bitfighter.
17:37:00sam686max = MAC
17:37:00ShadowXLonerWho cares about quality? If you remember, Zap!'s voice quality wasn't even very audible at best.
17:38:00ShadowXLoner015b, or 016
17:38:00ShadowXLoner?
17:38:00sam686can find ways to improve quality..
17:38:00raptor016 definitely
17:38:00ShadowXLonerkk
17:38:00raptorwe are breaking lots...
17:38:00sam686have to be 016 to allow improving voice quality.
17:38:00ShadowXLoneryeah, really. This is really awesome, watching you guys develop Bitfighter.
17:43:00BitfighterLogBot - Commit 92e4f20ed372 | Author: buckyballreaction | Log: Remove unused methods; Increase sample size to 32
17:43:00raptorsam686: i think we should ditch lpc10 and gsm for speex
17:44:00sam686a level called Organic Block (level gen) seems to not be squares anymore but instead rectangles. look at this pictire http://96.2.123.136/bitfighter/organic_block.gif
17:44:00raptorwell that is definitely a clipper issue
17:44:00sam686another thing about recording voice is captureSamples (and playback voice) is at 8000 hertz
17:45:00raptoryeah, we want at least 11025
17:46:00raptorhave you tried GSM?
17:46:00raptoris it any better?
17:46:00sam686probably the organic block issue is the barriers touching but not overlapping, so that cause clipper to randomly think it is combined or not..
17:48:00sam686haven't yet tried gdm..
17:48:00sam686gsm.
17:57:00ShadowXLoner Quit (Quit: ShadowXLoner)
18:08:00sam686just tried GSM, seems to sound better..
18:33:00raptordo you know if it is more bandwidth intensive?
18:34:00raptorwe need some way to measure the bandwidth..
19:26:00sam686hi
19:26:00raptorhi
19:26:00sam686(i thought i was typing in bitfighter)
19:26:00raptor:]
20:09:00raptorkoda: the openal-soft developer himself contributed a patch to bitfighter to make distance-gain processing work better
20:10:00kodanice
20:10:00kodait's good to have friendly devs :p
20:10:00raptoroh yeah
20:11:00raptorfor reference - here is his patch: http://code.google.com/p/bitfighter/source/detail?r=8a21b471df2e3b33215356f5f86cc11dca54ad60
20:11:00raptorit may give insight in how you might want to do things with hedgewars
20:11:00raptorit uses linear gain falloff
20:12:00raptorsimple enough - at least for him :]
20:14:00kodathanks
20:14:00raptori've since refactored the class - it's mostly still the same
20:15:00raptori've been studying the uSouns.pas class in hedgewars for how to build in music
20:15:00raptoruSound.pas
20:15:00raptorthat's my next task
20:16:00kodareally? what's your plan?
20:16:00raptori plan on using the alure library linked with libvorbis
20:16:00raptorto easily load the music
20:18:00raptorunless your question was about something else..
20:44:00raptor has left
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20:48:00koda Quit (Quit: koda)
20:57:00raptor Quit (Remote host closed the connection)
22:15:00watusimoto Quit (Ping timeout: 276 seconds)
22:50:00raptor has joined
22:50:00ChanServ sets mode +o raptor
23:17:00raptorever since i blocked that one e-mail domain, bot registration has dropped in half, it seems
23:40:00sam686blocking ip address of spammer may be mostly useless (spam bot probably use proxy server), blocking some emails may be better then blocking IP address..

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