#bitfighter IRC Log

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IRC Log for 2011-07-15

Timestamps are in GMT/BST.

00:30:00BitfighterLogBot - Commit 574856c953ca | Author: sam8641 | Log: Don't do multi-dest if loading in editor, add missing #include math.h
01:03:00watusimoto has joined
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01:47:00Flynnn Quit (Quit: This computer has gone to sleep)
02:48:00watusimoto has joined
02:57:00Zoomber has joined
02:57:00Zoomberwebsite up and working again http://bitfighter.sytes.net/
02:59:00zoomber_ has joined
02:59:00zoomber_hey karamazavopy, are you working on your level?
03:02:00sam686that bitfighter.sytles.net doesn't work, i can't connect to it..
03:02:00zoomber_really?
03:02:00zoomber_it shoudl now
03:03:00zoomber_i correctly portfora it this time
03:03:00zoomber_oh your right
03:03:00zoomber_let me try somethign else
03:03:00zoomber_ok
03:03:00zoomber_try 69.237.148.156
03:04:00zoomber_it just looks like my dynamic dns updater isnt doing anythign yet
03:04:00zoomber_that could take a while i suppose
03:04:00zoomber_but ip is up right now ^
03:05:00sam686ok, seems to work...
03:05:00zoomber_sky_lark turned 100!
03:06:00sam686i think that is a fake age or fake birthday? not sure
03:07:00zoomber_yeah lol
03:08:00zoomber_hey sam, what would you like to see as a new server?
03:08:00zoomber_maybe one with /getmap disabled? exclusive maps that can be found only on that server
03:09:00zoomber_ping me (so i get the sound) if you need me anyone. i am writing a concert review right now and this will be in the background.
03:34:00zoomber_ has left
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05:00:00BitfighterLogBot - Commit b2602ac4d7db | Author: sam8641 | Log: Some cleanup to gameStats
05:03:00raptor has joined
05:03:00ChanServ sets mode +o raptor
05:04:00raptorgood evening!
05:05:00raptorsam686: did you remove some stats from that last commit?
05:06:00sam686no, there was one that uas mostly the same as teams.getSize()
05:06:00raptorah ok
05:07:00sam686teamCount i removed, as it is the same as TeamStats.getSize..
05:13:00Flynnn Quit (Quit: Leaving)
05:17:00raptorWOW
05:17:00raptorso many classes were dependant on the global declarations in input.cpp....
05:17:00raptori have a lot of cleanup to do before I can give you broken code to play with sam686. :)
05:24:00karamazovapy Quit (Read error: Connection reset by peer)
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05:28:00raptorwatusimoto: I want to split off the joystick button rendering into its own class - what would be a good class name?
05:28:00raptorJoystickRender
05:28:00raptor?
05:28:00raptorsam686, what do you think, too?
05:30:00sam686 Quit (Ping timeout: 258 seconds)
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05:50:00BitfighterLogBot - Commit cf8624019364 | Author: sam8641 | Log: Removed "UIChat.h" from game.h to speed up compiler; add some needed includes
05:51:00raptormy diff for the joystick change is nearing 120KB...
05:54:00raptorsam686: i am getting the following warning with every class I compile:
05:54:00raptor../tnl/tnlByteBuffer.h: In copy constructor ‘TNL::ByteBuffer::ByteBuffer(const TNL::ByteBuffer&)’:
05:55:00raptor../tnl/tnlByteBuffer.h:80:4: warning: base class ‘class TNL::Object’ should be explicitly initialized in the copy constructor
05:55:00sam686thats probably watusimito changes to TNL::object..
05:56:00raptoroh ok - i just haven't been able to get this far in compiling before.. :)
06:04:00raptorsam686: did you say you never completed the JoystickMapping stuff in config.cpp?
06:05:00raptorbecause it is giving me grief right now - and I wonder if I can just comment it out...
06:05:00sam686it wasn't done, and i haven't ever started writing the UI part of custom configuration..
06:05:00raptorok, is it ok if I comment it out for now?
06:05:00sam686ok..
07:01:00raptorsam686: I have a syntax question
07:02:00raptorhttp://pastie.org/2216487
07:02:00raptoror watusimoto, or anyone
07:02:00sam686?
07:02:00raptorI am initializing this array
07:03:00raptorand i get tons of errors like this:
07:03:00raptorerror: array must be initialized with a brace-enclosed initializer
07:03:00sam686where is shootAxes[LogitechWingman]?
07:04:00raptorok, now look back here: http://pastie.org/2216487
07:04:00sam686maybe because they are not const?
07:05:00sam686maybe try static const shootAxes?
07:05:00raptorok
07:05:00raptornope
07:06:00sam686i guess compiler don't like being initalized that way..
07:11:00sam686can you try comething like this? {9, {0,1}, {shootAxes[LogitechWingman][0], shootAxes[LogitechWingman][1]},
07:12:00raptori just did - it gets rid of one error
07:12:00raptor19 to go...
07:12:00raptorbut there has got to be a better way
07:12:00raptorwait!, I know what to do, i think...
07:13:00sam686initalizing with { }, instead of like Color a = colorRed; can help avoid uninitalized zero when using
07:20:00raptorok, this compiles, but i'm not sure it is good, can you take a look?: http://pastie.org/2216487
07:23:00sam686i guess it is ok..
07:25:00raptorok, now I get warnings:
07:25:00raptorthis: PredefinedJoystickList[i].moveAxesSdlIndex = {0, 1};
07:25:00raptorgives warning: warning: extended initializer lists only available with -std=c++0x or -std=gnu++0x
07:26:00sam686ok, that might mean compatibility problem, as if i might not be able to compile, but not sure yet..
07:27:00raptoryeah, i need to get rid of it
07:27:00raptorit has something to do with the braces
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07:34:00raptorok apparently c++ doesn't like that as much as C does
07:35:00raptori.e. initializing arrays with {}
07:35:00raptorthe solution is to use std:vector...
07:41:00BitfighterLogBot - Commit 281a9b74d4ec | Author: sam8641 | Log: remove include "game.h" from gameObect.h, add missing lots of missing includes.
07:41:00sam686i have just reduced my full-rebuild compile file from 9.2 minutes to 7.75 minutes from moving includes around..
07:41:00raptoruh oh... this might be a messy merge
07:42:00sam686well, it is only the includes i changes, as well as moving come functions from .h to cpp
07:42:00raptoroh good, it merged ok with only 1 conflict
07:42:00raptorphoew
07:43:00sam686i end up changing 57 files, but most are just a simple change..
07:43:00raptorwow
07:43:00raptorthat's half the files
07:44:00sam686having includes in .h files can slow down compiler it looks like..
07:45:00raptoroh yeah
07:45:00sam686expecially if that .h file is used a lot..
07:51:00raptorbah:
07:51:00raptorcall of overloaded ‘getStringWidth(const TNL::U32&, const char*&)’ is ambiguous
07:53:00sam686could try getStringWidthF32(F32, const char *)
07:53:00raptorah.. a simple cast
07:53:00raptorof course!
07:54:00sam686getStringWidth calls getStringWidthF32...
07:57:00raptorok, 60% the way through compiling that time...
08:00:00raptoryay linking errors!
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08:11:00raptorlinker order problems again...
08:27:00raptorI can't solve my linking problems
08:27:00raptori need to go to bed...
08:27:00sam686if you can push your clone so far, i might be able to see whats wrong..
08:27:00raptorok
08:27:00raptoreverything is compiling now
08:27:00raptorlet me set one up..
08:31:00raptorok, here you are: http://code.google.com/r/buckyballreaction-sdl-joystick/source/list
08:32:00raptorthanks sam686, ahead of time, for anything you find out/fix
08:32:00raptorhave a good night
08:34:00raptor Quit (Remote host closed the connection)
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10:56:00sam686 Quit (Read error: Connection reset by peer)
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10:58:00ChanServ sets mode +v sam686
11:07:00- *sam686* Raptor, here is my linker fix: http://code.google.com/r/sam8641-bitfighter05/source/lis *sam686* Raptor, here is my linker fix: http://code.google.com/r/sam8641-bitfighter05/source/list
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15:07:00ChanServ sets mode +o raptor
15:08:00raptorthanks sam686!!!
15:24:00kodax Quit (Ping timeout: 252 seconds)
16:04:00raptorwatusimoto: I think I am ready to commit my joystick changes (and sam's fixes)
16:05:00raptorhowever, sam686 last said that the axes are broken - i've made a few fixes and hope that it will help
16:05:00raptorit's just that I don't have a joystick and I need you guys to test
16:06:00raptorDo you think it would be OK to commit anyways? (And essentially leave some of the fixing up to you two?)
16:07:00raptorI tried to comment the code well
16:08:00raptorand variable names are descriptively verbose :)
16:14:00raptorsay yes
16:23:00watusimotoyes
16:23:00watusimotoalso...
16:23:00raptorhi
16:23:00watusimotoI just pushed an experimental modification ot the editor I want feedback on
16:24:00watusimotowhen you drag an item around that might snap to a wall, I'm trying to render the vertices of that wall differenlty to show that they are snap targets
16:24:00watusimotoif we like this, we'll expand it to other items as well
16:24:00raptorok merged
16:24:00watusimotoif it's just annoying, we can remove it
16:25:00raptorpushing joystick radical changes...
16:25:00watusimotogreat :-)
16:27:00BitfighterLogBot - Commit 4da60c4d316f | Author: watusim...@bitfighter.org | Log: Adding repair item via keyboard ("B") no longer crashes editor
16:27:00BitfighterLogBot - Commit edeaa1fa373d | Author: watusim...@bitfighter.org | Log: Item goes where the mouse is when inserting via keyboard in editor
16:27:00BitfighterLogBot - Commit c6ac561593d9 | Author: watusim...@bitfighter.org | Log: Restore snapping of zones to wall vertices... why was this ever disabled?
16:27:00BitfighterLogBot - Commit 33851d88c58f | Author: watusim...@bitfighter.org | Log: Experimental rendering of snap targets
16:27:00BitfighterLogBot - Commit 7840241a25c3 | Author: watusim...@bitfighter.org | Log: Merge
16:27:00raptorok pushing for reals now...
16:28:00raptorthe deed is done...
16:28:00raptorbefore you continue coding, can you update to my latest changes and make sure they compile for you?
16:29:00raptorsam686 did a good job at cleaning it up for windows in his project file, I tried to make the same changes for yours
16:29:00raptorJoystick rewrite stats: 31 files changed, 1795 insertions(+), 2545 deletions(-)
16:32:00BitfighterLogBot - Commit 9f6a070e5879 | Author: buckyballreaction | Log: Joystick system rewrite/refactor to SDL - axis probably broken, please test! - Remove all OS specific input classes and methods, use SDL abstraction instead - Integrate Joystick event handling with SDL - Make joystick methods/members static - Lots of clean-up/refactor with global objects
16:34:00raptordropping 600 lines of code is a good think... right?
16:34:00raptor800
16:41:00raptorMore fun repo stats: http://pastie.org/2218610
16:41:00raptori'm winning!
16:41:00raptorsort of...
16:41:00raptorprobably because of all the library changes and addition I did
16:44:00raptorok not really winning once you add watusimoto*2 together
17:09:00raptortesting the new editor mod..
17:21:00raptorwatusimoto: I don't know what i'm looking for in the editor...
17:24:00raptoralso polywalls leave behind ghosts when you move them..
17:24:00raptoractually to duplicate:
17:25:00raptor1. create polywall
17:25:00raptor2. add barrier
17:25:00raptor3. move polywall
17:25:00raptor4. ghost!
17:47:00BitfighterLogBot - Commit ecf423eb7711 | Author: buckyballreaction | Log: Fix music volume not being set properly on start-up
19:40:00watusimotopolywalls are still broken
19:40:00watusimotoadd regular wall
19:40:00watusimotoadd repair item
19:40:00watusimotodrag repair item
19:40:00raptorok
19:40:00watusimotovertices on wall have magenta circle
19:40:00raptorohhh
19:40:00watusimotoshowing you can snap there
19:40:00raptoryes, i saw those
19:41:00watusimotoneed to decide if they're good or bad
19:41:00raptornot sure how they can be used...
19:41:00watusimotothen either implement them everywhere or remove them
19:42:00watusimotowell, you can snap to them
19:42:00watusimotoyou always could snap there, but now it shows them
19:42:00raptorsnap what to them?
19:43:00raptoroooo
19:43:00raptori see it now
19:44:00raptori can actually snap DIRECTLY to them, which is good on maps where the snap may be off due to angles
19:44:00raptorand i want to combine zones or something...
19:45:00raptorso the new feature is actually showing them
19:56:00watusimotoyes
19:56:00watusimotoso the question is to show or not to show, and if we show, how to show
19:57:00raptori like showing - but maybe less apparent - like show as other snapping points, but dimmer, maybe?
20:05:00watusimotowe don't show other snapping points
20:05:00raptornot even the end's of barriers and corners of zones?
20:33:00watusimotono, but we would add those
20:38:00raptorI need to get my hands on a dual action joystick
21:02:00zoomber_ has joined
21:03:00zoomber_raptor!
21:04:00zoomber_xcode 4 looks like a jam session gone wrong
21:04:00zoomber_it cant find any roots
21:04:00zoomber_no frameworks
21:11:00zoomber_oh......
21:11:00zoomber_mac....
21:11:00zoomber_is...mean
21:13:00raptorhi
21:13:00raptorsorry, fell asleep on my arm
21:14:00raptori'm thinking I will just keep the Xcode project at 3.1 compatibility, compile a x86_64 package for Snow Leopard when Lion comes out, and hope it runs ok on it
21:15:00zoomber_it shuold...
21:15:00zoomber_mac is good at backwards compatability for OLD stuff
21:16:00zoomber_just, they cut off compatibility for any mroe stuff, so the old stuff eventually dies out and you dont need bc :)
21:16:00zoomber_Its basically
21:16:00zoomber_im at the point where, all the frameowrks get Invalid values for GCC_version
21:16:00zoomber_g
21:16:00zoomber_which confuses me because, this hasnt changed...has it?
21:17:00zoomber_gcc always been 4.0
21:17:00zoomber_maybe now its only sending 4.0 and not 4, when the code can only use 4?
21:17:00raptori have no idea - but we always set it to 4.0
21:17:00raptorbecause there is a 4.2 option, too
21:18:00zoomber_yeah, but its still on 4.0
21:20:00zoomber_where is the GCC pre-requirement in Libtomcrypt? could we try changing it from 4 to 4.0?
21:20:00zoomber_gcc version*
21:21:00zoomber_oh wait
21:21:00zoomber_im building libogg
21:22:00zoomber_ah,
21:23:00zoomber_i must go, i will look at this later tongiht
21:23:00zoomber_see you later
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21:25:00koda has joined
21:26:00raptorkoda: hi
21:26:00raptorjust curious - what was the ABI change that you needed to do for OS X Lion?
21:27:00kodahello
21:28:00kodathere was a bug with sdl calling external c functions
21:28:00kodaby sdl i mean freepascal
21:28:00raptorok - because I am not too thrilled to upgrade to Xcode 4
21:29:00raptorand I was hoping to compile a bitfighter x86_64 package for Snow Leopard and hope it runs on Lion
21:31:00kodabasically under lion the compiler retuned garbage instead of 0s as required by x64 abi
21:31:00kodait had nothgin to do with xcode4
21:31:00kodathough i haven't upgraded yet
21:32:00raptorok
21:32:00raptorthanks
21:35:00kodabitfighter is getting pretty nice
21:35:00kodayou should submit that game to the mac appstore
21:36:00sam686for that joystick changes, buttons works, but joystick axis only lets me move ship left no matter what.. can't fire..
21:37:00raptoreven with my latest commit?
21:37:00sam686yes
21:37:00raptori put in a lot of logging to output what is detected
21:37:00raptormaybe I messed up the axes direction mask logic
21:39:00sam686also, Left seems to go bigger then 1.0, up to 1.2 right/up/down is always zero due to handling problem..
21:39:00raptorkoda: we have a long way to go before app store - I consider the biggest hurdle how to get dual axes controls working on touch screens (not to mention actions)
21:40:00raptorsam686: thanks for solving my linker issues - I couldn't think properly last night
21:40:00raptorit should never go higher than 1.0
21:41:00raptori don't even know how that is possible...
21:41:00kodawell don't be so negative ;)
21:41:00raptorhaha, ok
21:43:00sam686probably something going wrong with conversion S16 to F32 and joystick::SensitivityThreshold
21:44:00raptorthe threshold should be 3200
21:44:00raptorbut maybe it's being set to 0?
21:45:00sam686why if (value < -0.5 || value > 0.5) (value is S16) in updateJoyAxesDirections(U32 axisMask, S16 value)
21:47:00raptorah ha!
21:48:00raptorthat should be normalValue
21:48:00raptor is ashamed
21:48:00koda de-ashames raptor
21:49:00raptor raptor gets back to work furiously
21:49:00raptor fails
21:49:00raptorthanks for being a guinea pig sam686
21:50:00sam686one problem is if value < 0, it can screw up conversion of F32, i don't see no code yet to flip it back to positive
21:51:00raptorso there are two outputs of that method: the keycode state and the joystick axis value as a float
21:51:00raptorif (value < -0.5 || value > 0.5)
21:51:00raptorshoudl be:
21:51:00raptorif (normalValue < -0.5 || normalValue > 0.5)
21:51:00raptorand that is only used to determine the keycode state
21:52:00raptorhowever normalValue is exported in the axis value array as:
21:52:00raptornormalValue = fabs((F32)(value - Joystick::SensitivityThreshold)/(F32)(S16_MAX - Joystick::SensitivityThreshold));
21:52:00raptorI may have some casting problems there
21:52:00raptorfabs makes it always positive
21:54:00sam686what if value is less then zero? it can cause it to be (-32760 - 3200) / (32767 - 3200) whick goes to be about 1.2
21:54:00raptormath fail
21:54:00raptoron my part
21:54:00raptoroops
21:57:00sam686just remember about integer abs((S32)-2147483648) = -2147483648 (it overflows trying to convert to positive), but no problem with float abs..
21:57:00sam686i will need to go, may be back in 2 hours..
21:57:00kodacya sam686
22:37:00karamazovapy<raptor> More fun repo stats: http://pastie.org/2218610
22:37:00karamazovapyI am not winning.
22:37:00zoomber_ has joined
22:41:00zoomber_hello
22:41:00zoomber_again
22:41:00zoomber_can anyone tell me what fxgrid.cpp is / is it in use yet?
22:50:00zoomber_anyone on at all?
23:04:00zoomber_ Quit (Quit: zoomber_)
23:05:00raptor Quit (Remote host closed the connection)
23:13:00BitfighterLogBot - Commit 682324bde8fc | Author: buckyballreaction | Log: Joystick axis calculation adjustments. Does it work now?

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