#bitfighter IRC Log

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IRC Log for 2012-02-03

Timestamps are in GMT/BST.

00:39:18Watusimotoit appears to work
00:40:35Watusimotoexcept for the crashing part
00:59:54Watusimotook, all cecked in
01:00:17Watusimotoraptor: please run doxygen on the new code and see how the obj hierarchy looks
01:00:49Watusimotothe only bug I know of is that spybugs do not work when loaded from a levelfile. I do not know if I caused that or if it's a 016 bug
01:01:20Watusimotoalso, we need to make it clear how to plant spybugs -- I like the mechanism, but it's far from obvious
01:01:24Watusimotook, off to bed
01:01:33WatusimotoI'll show the new core ideas tomorrow
01:01:36Watusimotogood night!
01:02:05Watusimotoraptor: also please email me a link to doxygen!
01:07:23BFLogBot - Commit 581b15e4c64b | Author: watusim...@bitfighter.org | Log: Add Geometry_Base to project
01:07:24BFLogBot - Commit 4b75875ea7f7 | Author: watusim...@bitfighter.org | Log: Formatting, comments
01:07:26BFLogBot - Commit 1a7cd7046c3d | Author: watusim...@bitfighter.org | Log: Comments & whitespace & formatting
01:07:27BFLogBot - Commit 33fa73062f56 | Author: watusim...@bitfighter.org | Log: Untangle object hieararchy. Only problem I know of is that spybugs placed in levels don't get loaded; may or may not be related to this work
01:07:30BFLogBot - Commit 9230ac41bbab | Author: watusim...@bitfighter.org | Log: Merge
01:12:07Watusimoto Quit (Ping timeout: 252 seconds)
01:52:35BFLogBot - Commit 1eae69fa0fb8 | Author: sam8641 | Log: Removed more gServerGame, and replaced with another way to get game. Some Robot code cleanup.
04:45:34LoneWolfy Quit (Ping timeout: 245 seconds)
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04:52:43raptorhmmm... looks like i was left with homework
05:10:27raptorless inbreeding!: http://bitfighter.org/~raptor/doxygen_post016/class_zap_1_1_item.html
05:16:47sam686the change is... the PointGeometry stuff is in seperate class...
05:17:18sam686i kind of think the pointer to seperate PointGeometry stuff may slow down runtime speed..
05:17:28raptorit doesn't seem like PointGeomtry is used anywhere
05:17:49raptoroh wait - it's not part of the hierarchy anymore? but a pointer/member?
05:18:19raptorthis is weird
05:18:35sam686look at gameObject.h line 188
05:19:11sam686or more like, line 163, it is a pointer
05:22:10raptorwow, so weird
05:22:16raptorGeometryContainer
05:23:48sam686i kind of think it is best to have most of editor resource (including EditorObject) go away from Item's hierarchy and maybe have it just a pointer, being NULL (frees memory) unless in editor
05:24:04raptoryeah probably
05:24:23sam686but, Geometry is being used in game as well..
05:25:06sam686there was a revision d880f5e86c79 which I put the Geometry part of the class childrens...
05:25:21sam686now, watusimoto did the opposite of what i did
05:28:52Zapgamer has joined
05:29:00ZapgamerHello
05:29:02raptorthis new architecture just seems wierd
05:29:04raptorhello
05:29:17ZapgamerI think my account was shut down
05:29:27ZapgamerI need to make a new Zapgamer account
05:29:30ZapgamerSoon
05:29:42raptorwhy do you think it was shut down?
05:30:15ZapgamerI know my password And i am not underlined for soe reason
05:30:22Zapgamersome*
05:30:35raptordoes it still log you in?
05:30:53ZapgamerI don't know
05:30:58ZapgamerI will check
05:31:00Zoomber Quit (Ping timeout: 248 seconds)
05:31:24ZapgamerYes
05:31:26Zoomber has joined
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05:31:33ZapgamerBut i am not underlined
05:31:41raptorlet me join and see..
05:31:44Zapgamerok
05:31:49sam686are you connected to master?
05:31:53ZapgamerSam
05:32:31Zapgameryes
05:32:39Zapgamer Quit (Client Quit)
05:37:28raptori need to get to bed early - had a tiresome day
05:37:38raptortalk to you later
05:38:05raptor Quit (Remote host closed the connection)
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15:05:22raptorgood day!
15:39:56watusimotohello
15:40:04raptorhello
15:40:23raptorso the new geometry architecture is interesting
15:41:37raptordo you think there will be a performance loss with all the additional method calls?
15:43:57watusimotoI have been doing a poor job keeping track of the new cases coming in
15:44:11watusimotoI have only one on a scrap of paper -- about preserving loadouts
15:44:26watusimotono I don't think there will be performance loss
15:44:44watusimotojumping is cheap
15:45:06watusimotoI asked my google friend about this; he says in windows, you have 7,8,9 jumps deeper into the hierachy
15:45:06raptorwe should start a new issue list in the wiki? (for regressions...)
15:45:14watusimotoYes, I think so
15:45:21raptor7 8 9?
15:45:23watusimotosounds like you've resooved a number of them
15:45:30watusimoto7 8 9?
15:45:59raptor"7,8,9 jumps deeper into the hierachy"??
15:46:11raptori don't understand this^^
15:46:13watusimotoyes
15:46:15watusimotooh
15:46:38watusimotoclass->calls other class->goes somewhereelse ... ... ... finally does something
15:46:59watusimotodeeper is just my menal way of thinking about it
15:47:03watusimotomental
15:48:07raptorsoo where does 7 8 9 come in?
15:48:14watusimoto7 8 9 jumps
15:48:19watusimotobefore the something happens
15:48:27watusimotoone thing delegating to another
15:48:28raptorwhy was 6 afraid of 7?
15:48:34watusimotooh great
15:49:26watusimotoI found some problems with my refactor, will apply some fixes tonight
15:49:35raptorok
15:53:56raptorquestion
15:54:00watusimotojust so you know and don't worry
15:54:09raptorone of the regressions:
15:54:29raptorGLUT apparently mapped keyboard numbers both above the letters and on the numpad as the same key
15:54:33raptorSDL doesn't
15:54:53watusimotoright
15:54:55raptoras a consequence we have people complaining that they can't use the numpad numbers to select loadouts/etc.
15:54:57watusimotoyes
15:55:06watusimotoI actually added that as a 2nd item on my scrap of paper
15:55:11raptorso i see possible solutions
15:55:20raptor1. we tie the keys together as the same InputCode
15:55:29raptor2. we do nothing and tell them to suck it up
15:55:47raptor3. we pass 2 possible keys around for most actions (many SDL games do this)
15:56:02watusimototell me when you've listed your last option
15:56:39raptor4. we write special cases for two keys in specific instances (like numpad +/- in the editor)
15:56:48raptori guess that's my last for now
15:57:08watusimotook, my thought is this
15:57:15watusimotono to 2
15:57:20raptorhehe
15:57:21watusimotono to 3
15:57:26watusimotono to 1
15:57:45watusimotosort of to 4
15:58:11raptorsort of... what, to 4?
15:58:25raptorsort of maybe?
15:59:12watusimotoI was thinking that when we test for a specific key, we add a special handler that checks to see if we are matching key_3 (for example), and then also checks to see if the user has pressed key_numpad_3. But, we only do this if key_numpad_3 has not been bound to something else. And vice versa if the user presses numpad_3
15:59:53raptorhmmm...
15:59:53watusimotobut I haven't looked at the code yet
16:00:05watusimototo see if it would work
16:00:14raptorthat would require we keep track of all bindigs
16:00:20watusimotowe already do
16:00:30raptoronly not in the editor
16:00:38watusimotoright -- I wouldn't do this in the editor
16:00:40raptoreditor is hard-coded
16:00:48raptorah, ok
16:00:57raptorthen your idea would probably work easy enough
16:00:59watusimotoI've already fixed the editor for somethings, like keypad delete, with fruther hardcoding
16:01:22watusimotothere is a case to make editor keys bindable, and we'd probably want to add that kind of logic at that point
16:01:24watusimotobut not now
16:01:36raptorah ok
16:02:06watusimotobut I do want to preserve the ability to use the keypad as arrow keys if the user wants
16:02:18watusimotoor to bind those keys separately from the number keys
16:02:28watusimotobut I also think the users request is legit
16:02:33raptoryes, me too
16:02:44watusimotoso that's how I would handle it
16:02:52raptorok, i'll look further into it..
16:02:57raptorbut now i have to take my little one to get immunizations - i'll be back in 1.5 hours or so
16:03:08watusimotoI thinkit will be pretty easy
16:03:09watusimotolater
16:03:24watusimototell him the doctor is stabbing him for his own good
16:05:29raptorlate
16:05:30raptorrr
16:05:33raptor Quit (Remote host closed the connection)
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18:09:40raptorhowdy folks
18:18:17Little_Apple has joined
18:18:22Little_Applehellooo
18:18:26raptorhi
18:18:36Little_Applei made a new animation
18:18:45Little_Applei shall force you to watch it
18:21:37Little_Applehttp://www.youtube.com/watch?v=RHGWSJ26kuU&feature=youtube_gdata_player
18:21:40Little_AppleWATCH IT
18:23:02Little_Appleraptor
18:23:15Little_Appledo it
18:23:18Little_AppleDO IT
18:23:32raptori'm in the middle of some important work at the moment - i will look at it in a few
18:23:36Little_Appleaww
18:23:38Little_Appleok
18:23:59Little_AppleKARAMAZOPAVY!! WATCH MAH THING!
18:24:13Little_ApplexD
18:24:20Little_Applebye byeeee
18:24:26Little_Apple Quit (Quit: Page closed)
18:57:55Little_Apple has joined
18:58:01Little_Applehalloo
18:58:45Little_Appleraptor: i mustache you a question
18:58:57raptori have an anchor
18:59:10Little_Applehow bad was my animation? :D
18:59:20raptorit absolutely ok
18:59:23Little_Applelol
18:59:35Little_Applei was kinda just testing the export quality
18:59:56Little_Appleit took like 2 minutes to animate ad like an hour to export
19:01:05raptorwow
19:01:11raptoron another topic
19:01:16Little_Applewut
19:01:30raptorcan you try a non-mac keyboard with your mac?
19:01:38raptorand see if the command keys work?
19:01:43Little_Applei dont have any
19:01:49raptoroh ok
19:02:00raptori'm thinking it's a keyboard problem..
19:02:27Little_Applebut command q works with other applications
19:02:40raptoryes
19:02:41Little_AppleÜ
19:02:46raptorha
19:03:17Little_Applecommand q used to work on v15a
19:03:28raptoryes
19:03:36Little_Appleim wondering if it has something to do with fakefullscreen
19:03:39raptornope
19:03:48raptormac doesn't use fakefullscreen
19:03:48Little_Applei changed mine to not fakefullscreen
19:03:52raptorgood
19:04:00raptori made it default if you have OS X
19:04:11Little_Applebut it wasnt default for me :|
19:04:16Little_Applei had to manually change it
19:04:22raptorwhen 016 was released?
19:04:32Little_Appleyea
19:04:33raptoror from the beta test
19:04:38Little_Appleboth
19:04:43raptorargh, ok
19:04:47Little_Applelolz
19:05:17Watusimoto has joined
19:05:34raptori was sure i set that properly for the mac folks
19:06:06Little_Appleit might be because v15a used fakefullscreen and the ini didnt update properly
19:06:32raptorno - fakefullscreen didn't exist before - but the ini probably was set properly..
19:06:57Little_Appleweeirrdd...
19:08:05raptorit WAS set properly
19:08:11Little_Applelol
19:08:17raptormaybe since the beta you had it set wrong
19:09:06Little_Applei set it to not use fakefullscreen when i got the beta
19:09:21raptorOKOK, i'll do a proper test..
19:09:33Little_Applewould the update reverse it or something?
19:09:38raptorno
19:09:46Little_Appleok :p
19:10:31Little_Appleand another thing if you arent too overloaded already
19:11:16Little_Applewhen you go to the main menu and quit by hitting esc, it crashes.
19:11:23raptoryes, i saw that on ppc
19:11:36raptori'll write it down
19:11:39Little_Applek
19:29:28raptor!bugs
19:29:28BFLogBotTo enter a bug, please make sure it is reproducible and then go to http://code.google.com/p/bitfighter/issues/list | Also, see current running bug list: http://bitfighter.org/wiki/index.php/Running_Buglist
19:30:03raptorWatusimoto: I'm starting to dislike Mac more - just see how many of the bugs are Mac GUI-related on that link above ^^
19:30:26Little_Applellooolll
19:36:02raptorWatusimoto: what about a new badge: bug-hunter
19:36:29raptorthose who successfully find a bug, duplicate it, and write intelligible directions for the developers to duplicate?
19:39:37raptorLittle_Apple: since you've changed it to not-fake fullscreen, does BlackBird's bug with switching to fullscreen happen then?
19:39:47raptorand full screen disappears
19:41:08Little_Appleyou'd have to ask him
19:41:13raptorok
19:41:18Little_Applei havent experienced that bug
19:41:24raptori will later, or in the forums
19:41:28Little_Appleok
19:41:31Little_Applehes online now
19:41:34Little_Appleyou could ask
19:41:46Little_Appleer
19:41:50Little_Applehes in game
19:42:26raptorok
19:44:27karamazovapyLittle_Apple
19:44:34karamazovapyplease don't post in the mini map thread anymore
19:44:36karamazovapylet it die
19:44:39karamazovapyplease let it die
19:45:01Little_Applei stopped posting on it. i hate it. i hate it. i hate it.
19:45:10karamazovapyanyone who hates it needs to let it die
19:45:18Little_Applei knoooowww
19:45:18karamazovapydon't feed the trolls
19:45:24Little_Apple_k
19:45:31Little_Applewatch my new animation.
19:45:42karamazovapydid. looks like bob the tomato.
19:45:43Little_AppleDO IT
19:45:47Little_Applelol
19:45:58Little_Applethats why its called bob the insane tomato
19:46:18raptorLittle_Apple: when did you switch to useFakeFullscreen=No ?
19:46:40Little_Applethe same night i downloaded v016
19:47:47Little_Appleooh ooh! one last thing
19:47:57Little_Applemy levelgen wont work anymore. im kinda bummed.
19:48:47Little_Applei didnt edit it or anything
19:49:02Little_Appleit just stopped working when i got v016
19:49:14raptoris there an error now? like when you run it what does the oglconsole say
19:49:19Little_Appleuhh
19:49:26Little_Applei havent checked
19:49:33Little_Applei just know it wont work
19:49:53raptorpress CTRL + / to open it
19:49:59Little_Appleits all set up in level editor and in the .levelgen file and it wont work
19:50:07Little_Appleok
19:50:10Little_Appleill do that
19:50:11Little_Appleone sec
19:50:34Watusimoto Quit (Ping timeout: 245 seconds)
19:52:30Little_Appleit said no such file or directory or something
19:52:41raptorha!
19:52:47Little_Applebut i know the file is there
19:52:50raptorthen that means it isn't in the right place
19:52:53Little_Appleit IS
19:53:00raptoryou put it in the .app?
19:53:06raptor or in a scripts folder
19:53:20Little_Applein the levels file like it was before
19:53:25Little_Appleit worked then
19:53:31raptortry putting it into the scripts folder now
19:53:37Little_Appleoh
19:53:40Little_Appleis that new?
19:53:44raptoryes
19:53:47Little_Appleoh ok
19:53:48raptorsort of
19:53:51raptorit existed before
19:53:52Little_Applethanks
19:53:57raptorbut was broken before.. :)
19:54:01Little_Apple:P
19:54:12Little_Appleso it wont work if its in the levels file?
19:54:20Little_Applethats only for levels now?
19:54:27raptornot sure exactly
19:54:42Little_Appleok
19:54:42raptorbut your test will tell me more
19:54:47Little_Applethanx
19:54:48raptorwatusimoto made the change..
19:55:01Little_Appleimma check in a sec
19:58:47Little_AppleCUUURRRSSHHH YOOO BBLLAACCKC BUUUURRRRDDD
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20:11:17Little_Applehelloo
20:11:29Little_Applei am here to bug you
20:11:55raptoryes, i am getting that idea...
20:12:11raptorso many mac bugs and i don't have a proper mac
20:12:28Little_Applewhat ever happened to zoomber?
20:12:57raptorhe's been pretty busy with school, i think
20:13:10Little_Appleah
20:14:38Little_Appleever hear the song hotel california?
20:14:47raptoryeah - got old fast
20:14:55Little_Apple:p
20:15:09Little_Appleim learnin it on uke
20:15:11raptorbut to me, most non-classical music does that
20:15:19raptorreally?
20:15:29Little_Appleyep
20:15:33Little_Applethe intro is fun
20:17:07Little_Apple*SUBJECT CHANGE
20:17:29Little_Applefrom all the mac related bugs, i can see why you hate mac so much :P
20:17:50raptornah - i like to fix bugs
20:17:54Little_Applelol
20:18:05raptori dislike mac for other, principled reasons
20:18:17Little_Applellloooollll
20:18:52Watusimoto has joined
20:18:59Little_Applehi
20:19:29Little_Appleraptor
20:19:35Little_Appleone more thiinggg again
20:19:57raptorok
20:20:39Watusimotohi
20:21:00Little_Applewhen changing a level or anything that involves scrolling, and your mouse goes below the last option, when you move your mouse back up the selected option is above the actual cursor
20:21:00raptorhi
20:21:13raptorah, ok, yes
20:21:19raptori've seen that
20:21:27Little_Appleits a little annoying
20:21:30Little_Applelike me
20:22:26Little_Appleer
20:22:27Little_Appleno
20:22:33Little_Appleim very annoying
20:23:03raptorWatusimoto: started list: http://bitfighter.org/wiki/index.php/Running_Bug_List
20:29:20raptor Quit (Ping timeout: 244 seconds)
20:31:16Watusimotogreat
20:32:23Watusimotothanks for starting the publicity, btw
20:32:38WatusimotoI should probably do a couple myself
20:34:55karamazovapywow, so we got over 4000 downloads for 015a...wonder where those all went!
20:34:58Watusimotopeople are still playing old versions:
20:35:00Watusimotohttp://eykamp.com/bitfighter/gamereports/graphs/
20:37:53Watusimotodebian package still hasn't been built
20:40:09raptor has joined
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20:40:15raptori build the debian package
20:40:17raptorbult
20:40:21raptorsigh
20:40:23raptorbut
20:40:27raptorubuntu hasn't been
20:43:40Watusimotothey are not the same?
20:43:56raptorthe package format .deb is the same
20:44:11raptorand generally speaking, the package layout is the same
20:44:32raptorbut the internal binaries might be linked against different versions of OS libraries
20:44:38raptorwhich may/may not work
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21:13:19opti_yo
21:13:38opti_ok this is just odd
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21:15:37Opti_hi
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22:14:59sam686[code=text] in bitfighter forum is generating this html code: BarrierMaker <span style="">1</span> <span style="">7.2</span> <span style="">-9.2</span> <span style="">5.9</span> <span style="">-9.2</span> <br />
22:15:13sam686too much in [code=text] causes the forum post to go blank
22:15:23BFLogBot - Commit 6ee455a5c762 | Author: watusim...@bitfighter.org | Log: Most editor issues from last refactor resolved; still some related in-game issues
22:15:23sam686[code=nothing] doesn
22:16:13sam686[code=nothing] doesn't generate any "</span>" junk html code, alloowing the post to not go blank
22:21:27Watusimotointeresting
22:21:30Watusimotothat's geshi
22:21:39Watusimotowhich we use for syntax coloring
22:22:12WatusimotoI don't really like the way we present code; would be willing to use something else, but I think code should be rendered the same in wiki and forums
22:22:37Watusimotoit's been a while since I looked at it
22:43:48raptorWatusimoto: have you noticed that undo-ing in the editor sometimes un-does more than one move?
22:44:01raptorlike adding vertices to walls doesn't seem to save an undo state
22:44:07raptorwas that intentional?
22:51:25raptor Quit (Ping timeout: 244 seconds)
22:52:13Watusimotohadn't noticed, unintentional
22:52:44Watusimotothere are a few cases where multiple steps are grouped into a single undo step
22:52:54Watusimotobut I'm not sure adding vertices is one of them
22:54:04WatusimotoI edit a wall, add two verts, and I get two indo steps
22:54:21Watusimotothey're not grouped for me
22:54:55raptor has joined
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22:55:57raptoradd nother step after that
22:56:10raptorso add barrier, add vertices, move barrier, move barrier
22:56:16raptorundo undo
22:58:27Watusimotocreated 2-pt barrier
22:58:35Watusimotoadded 2 verts in the middle
22:58:38Watusimotomoved, moved
22:58:42Watusimotoundo undo
22:58:47Watusimotoall is as I expect
22:58:51raptorwhat
22:58:59raptorok, let me see something else..
22:59:03karamazovapyWat
22:59:03Watusimotoafter two undos, all verts are still there
22:59:07karamazovapyZING!
23:00:12raptorha!
23:00:14raptorok
23:00:17raptordo the following
23:00:23raptormake 2pt barrier
23:00:29raptoradd vertex in middle
23:00:31raptormove
23:00:32raptormove
23:00:35raptorundo undo undo
23:00:41raptorvertex in middle never goes away
23:00:52raptoras one example
23:01:06Watusimotodoes for me
23:01:35Watusimotoah
23:01:55raptorwha!>?
23:01:55raptori started from a blank file
23:02:01Watusimotoif wall is horiz or vert, and I add the vertex without dragging at all
23:02:05WatusimotoI get some weirdness
23:02:43Watusimotoin that case, no undo state seems to be saved for that vert
23:02:57Watusimotoprobably anticipating a drag that will save an undo state
23:03:06WatusimotoI'd call that a bug
23:03:42raptoryes
23:03:45raptorweirdness
23:03:50raptorappropriate description
23:16:56sam686one problem is MoveObject keep tracks of their own position, and PointGeometry keep tracks of Position seperately, too.
23:17:33sam686if you press TAB in editor, notice how all the MoveObject like bouncy object, is in the middle?
23:21:54Watusimotoare you using the latest checkin?
23:22:32Watusimotooops, may have forgotten to push
23:22:37Watusimotopushed
23:25:35BFLogBot - Commit bf6e285986de | Author: watusim...@bitfighter.org | Log: Fixed saving issue -- I think refactor is basically complete
23:25:36raptori finally have a Mac OS X 10.7 VM :)
23:26:19Watusimotogreat
23:27:22Watusimotofinding all kind of quirks with lines
23:27:24raptori have to keep keep convincing myself that maintaining mac is for a good cause...
23:27:33Watusimotosigh
23:27:43raptorbecause i sure don't have enthusiasm for it..
23:27:55raptorquirky lines?
23:28:04Watusimotowhere's zoomer to help diagnose these issues?
23:28:07Watusimotoquirky walls
23:28:12Watusimotoundoey walls
23:28:15raptoryes!
23:28:31raptori think it may be more than jsut walls, but not sure
23:30:01raptorsam686: so, 2pt barrier loading is broken?
23:30:11sam686looks like it is
23:30:17raptorok, i'll write it down
23:31:15Watusimotothat list is growing rapidly
23:31:44raptoryes, we figured it would
23:32:12raptori mean, it's not like we could rewrite using new frameworks and get away unscathed
23:32:58raptoralso Mac requires you to download a 1.3 GB update file if you want to update Lion
23:33:16raptorlet's hope no mac users are on monthly download caps!
23:39:16Watusimotoyikes
23:42:52Watusimotook
23:42:58Watusimotoso I have a dilemma
23:43:05WatusimotoI have my core panel shooting mod
23:43:20Watusimotoit works, but only if you host yourself
23:43:32Watusimotoand it crashes from time to time
23:43:53Watusimotobut I'd like to show it before I spend too much time fixing it
23:44:00Watusimotowhat should I do?
23:44:07raptorhg serve
23:44:08WatusimotoI can build an exe
23:44:13Watusimotonat 444
23:44:14raptorand let us pull the commit
23:44:17raptorargh
23:44:32raptorcreate a clone
23:44:40WatusimotoI could try the email thing again
23:44:53Watusimotolet me see what other options hg offers
23:44:55raptorif you can export a diff, that would be good, too
23:45:08raptori know that ability is in hg
23:51:49Watusimotowill this format work?
23:51:50Watusimotodiff -r 6ee455a5c762 -r bf6e285986de zap/moveObject.cpp
23:51:50Watusimoto--- a/zap/moveObject.cpp Fri Feb 03 23:14:18 2012 +0100
23:51:50Watusimoto+++ b/zap/moveObject.cpp Fri Feb 03 23:36:39 2012 +0100
23:51:50Watusimoto@@ -150,6 +150,7 @@
23:51:50Watusimoto void MoveObject::setVert(const Point &pos, S32 index)
23:51:51Watusimoto {
23:51:53Watusimoto+ Parent::setVert(pos, index);
23:51:55Watusimoto setPos(pos);
23:52:00raptoroh yes
23:52:08raptoras long as it is encapsulated in a file
23:52:15Watusimotoyes
23:55:25Wolfy has joined
23:55:51Wolfy is now known as Guest78717
23:56:53Watusimotook, sent. there is some really hacky stuff in there
23:57:00raptorha!
23:57:02raptorok
23:57:08WatusimotoI mean really bad
23:57:22Watusimotocurrently, synchronization is based off computer clock, so hosting won't work
23:57:32WatusimotoI mean hosting with others
23:58:01Watusimotothere are some other hacks, based on the fact that I'm sleepy and the math was just too complex for the moment
23:58:11Watusimotoso I did a crappy way that tends to crash
23:58:19Watusimotoso be prepared
23:59:25Watusimotooh, and for the moment, health you enter in the editor is applied to each panel
23:59:49raptorwhat revision is this agains?
23:59:49LoneWolfy Quit (Ping timeout: 248 seconds)

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