#bitfighter IRC Log

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IRC Log for 2012-02-28

Timestamps are in GMT/BST.

00:29:25koda Quit (Quit: I used to be chatting like you. Then I took an arrow in the knee)
00:38:32BFLogBot - Commit ba0a682a3679 | Author: watusim...@bitfighter.org | Log: UGLY CODE WARNING!!!! Make another pass at core rendering, added sparks when panels are killed. Better, but still not there.
00:48:57Watusimoto Quit (Ping timeout: 240 seconds)
00:50:24raptor has joined
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00:52:23raptorhowdy
00:58:59Cracatoa has joined
00:59:34CracatoaAnyone here?
00:59:42raptormaaaaybe
00:59:44Ranil has joined
01:00:05raptoroooo, more visitors
01:00:12CracatoaMy friend knows some coding, and he's checking out bf
01:00:18raptorcool
01:00:20RanilThat's me :)
01:00:23raptorhi Ranil
01:00:27raptorwelcome to #bitfighter
01:00:28RanilI need a project to help me learn C++
01:00:31RanilHello :)
01:00:33raptorgreat!
01:00:42raptori taught myself c++ using bitfighter :)
01:00:46RanilAwesome! I don't have much experience
01:00:48Ranillol
01:00:55RanilI taught myself java with Minecraft
01:01:00raptori must warn you - some of the code is not pretty...
01:01:10CracatoaI'm learning c++ also
01:01:15RanilI might be able to organize it lol
01:01:26RanilMinecrafts code is horrid, and I wish I could change it
01:01:28raptorare you familiar with mercurial?
01:01:39Cracatoawith some tutorials from http://thenewboston.org
01:01:41RanilNope...
01:01:43CracatoaYes it is
01:01:48Ranilbe right back, my mom wants me
01:01:49raptorcool
01:02:17CracatoaWhat is mercuial?
01:02:22Cracatoamercurial
01:02:29raptorit is version control software
01:02:31raptorlike git
01:02:36CracatoaCool
01:02:39raptorolder generation: subversion
01:03:00raptorbrb - dinner time!
01:03:34Cracatoak
01:09:24RanilAlright I'm back
01:13:33CracatoaHe had to go to dinner
01:13:39CracatoaHe'll be back soon
01:15:20RanilCracatoa
01:15:24RanilI need your email
01:20:06raptorhola hola
01:21:17raptorwhat OS are you guys running?
01:22:04Cracatoaimdvs3@gmail.com
01:22:26raptorso you know - this channel is logged
01:22:32raptorbut not spidered
01:22:36RanilOh lol
01:22:49RanilBut, I'm running windows Vista, a safer version
01:22:59Ranilbut I plan on getting a virtual box to run ubuntu
01:23:26raptorthe other two developers both use windows
01:24:15RanilOh.
01:24:19RanilHa ha
01:25:19RanilI just want to help out in any way that I can
01:25:40raptorIf you haven't seen in the wiki: http://bitfighter.org/wiki/index.php/Building_Bitfighter
01:26:08CracatoaI'm running windows 7
01:26:15raptorok cool
01:26:19raptoras long as it isn't Mac
01:26:21raptor:)
01:26:28Ranil:P
01:26:34CracatoaAnd I have codeblocks IDE & compiler
01:26:42CracatoaIF that helps
01:26:50RanilI just got the full version of MC Visual Studio a few days ago haha
01:27:28raptorwe don't have a codeblocks windows setup in the code
01:27:32raptorbut sam686 might have one
01:27:40Cracatoa?
01:28:02CracatoaWhat does that mean?
01:28:18RanilMercurial dislikes my processor...
01:28:25Cracatoa:O
01:28:34RanilOh derp
01:28:43RanilI downloaded it for the wrond OS
01:28:48CracatoaI once tried to download mercurial, but I couldn't figure out what to do.
01:29:22Cracatoalol
01:29:57sam686if you are on windows, try getting turtoiseHG for mercurial
01:30:05RanilThat didn't work
01:30:09raptoralso see: http://bitfighter.org/wiki/index.php/Building_Bitfighter
01:30:13Ranilit didn't accept my processor type.
01:30:43sam686you need to get 64 bit version if you have 64 bit CPU
01:31:16RanilAh
01:31:16sam686 Quit (Read error: Connection reset by peer)
01:31:21RanilI am blind
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01:31:39Cracatoalol
01:32:06CracatoaSo mercuial is used to fetch the source code, or am I confused?
01:33:47Cracatoa*mercurial
01:34:03sam686mercurial is used for easy update, commit and merge code in versioning system
01:35:17CracatoaOk, so I was right. Awesome.
01:35:48CracatoaWill codeblocks work to look at the code?
01:36:25sam686i haven't tried codeblocks, so i don't know
01:37:02CracatoaIts just a basic c++ IDE and compiler.
01:38:28CracatoaI just downloaded mercurial
01:41:35CracatoaStupid me, I got the x64 version on accident.
01:44:18sam686my computer is old windows xp, 32 bit CPU.
01:45:28sam686None of programs compiled for 64 bit CPU will work in 32 bit CPU, and (mostly for windows) 32 bit programs might go slower (a few won't work) on 64 but CPUI
01:46:15raptorok back again
01:46:19CracatoaCool
01:46:28Cracatoaranil is AFK, darn it.
01:47:15raptorfor a simple, easy tutorial on mercurial: http://hginit.com/
01:47:44sam686if you got tortoiseHG installed, all you got to do is right click, and clone a URL path (and there is more options too)
01:47:59raptoryou windows folks and your simple UIs... :)
01:48:46sam686most windows users can live without command line at all, i guess
01:48:56raptorheresy!
01:49:06CracatoaI use it every day.
01:49:16CracatoaBut I guess that makes me a nerd :P
01:49:46CracatoaOk, almost every day
01:49:53CracatoaSometimes I'm lazy.
01:50:53sam686I rarely use command line at all in windows..
01:51:31CracatoaYea, use it for ping and ipconfig, mostly.
01:51:41Cracatoa*I use it
01:51:49Cracatoaforgot the I
01:53:59raptorkaramazovapy: shift+space suspends vertex snapping
01:54:08raptorjust found out
01:54:17raptornot sure why they're separated
01:54:34CracatoaYou just confused me with techy talk. lol
01:54:46Cracatoayou lost me at vertex
01:55:14raptoreventually you'll learn to just let your eyes gloss over... :)
01:55:15sam686it is in editor, raptor was talking about
01:56:15sam686in game editor, space turns off snap to grid, shift+space turns off vertex (corner of walls / points) snapping
01:56:59raptorwatusimoto wasn't joking when he said 'UGLY CODE WARNING'
02:00:29RanilI have returned
02:00:43Ranilnow to figure out how to use mercurial
02:04:15raptorsam686: have you noticed spawn shield rotation is jerky? i haven't...
02:04:20raptori'm looking at the running_bug_list
02:05:08RanilAlright, I'm confused
02:05:16RanilI still have no clue as to what mercurial does lol
02:06:21raptorit saves code change history
02:06:39raptorthis is what it does: https://code.google.com/p/bitfighter/source/list
02:07:28raptorevery revision made to the code is saved, so you can change back to any revision in case you made a mistake
02:07:45raptori recommend going through the tutorial
02:07:45RanilAh, ok. I am still confused at how to use it.
02:07:52RanilThat...
02:07:56raptorhttp://hginit.com/
02:08:25sam686When turtoiceHG is installed, just right click inside an empty folder, and you should see HG > clone
02:08:53RanilAh, I am beginning to understand
02:10:11Cracatoaback
02:10:23RanilHmm
02:10:49RanilI installed mercurial and tried to use the hg clone thing in my command prompt, and it said it wasn't a recognized command
02:11:02sam686have you tried this? http://www.youtube.com/watch?v=utnniZ5xjjQ&feature=youtu.be
02:11:04Cracatoahmm.
02:11:26CracatoaI think you may need to install tortiseHg, not just mercurial
02:12:37RanilThat worked
02:12:41Ranilbrb like 10 minutes
02:12:50Ranilor maybe not
02:13:32CracatoaYea, thats what did it for me.
02:13:40CracatoaI'll dropbox it for noland
02:16:00RanilThere we go, all set.
02:24:25RanilMay I ask, what port does Bitfighter primarily go through?
02:24:41raptorserver port is usually 28000
02:24:46RanilAlright
02:24:49Ranilthank you :)
02:25:05RanilMy step dad reset our router and now we can't do nearly anything
02:25:41raptorah yes
02:25:44raptorrouter problems
02:25:55raptora problem for anyone wanting to play games :)
02:26:47sam686usually you need to port forward UDP 28000 when you host bitfighter
02:27:30RanilAlright, thank you!
02:50:55raptorsam686: i'm thinking of fixing Core healing
02:51:06raptorhowever
02:52:00raptoractually nevermind, i have an idea of how to split it among the panels..
02:59:36Cracatoa Quit (Ping timeout: 245 seconds)
03:27:01raptorfixed!
03:27:17raptorI think my implementation is almost good
03:27:43raptorone problem is that i made it not heal a panel that was destroyed
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03:28:48BFLogBot - Commit 068d4e9d45bd | Author: buckyballreaction | Log: Fix Core healing. Healing will be divided among damaged panels (but not destroyed ones)
03:53:51BFLogBot - Commit bf9fa4e4f59e | Author: buckyballreaction | Log: Invert simple Core colors
04:44:59raptorsam686: you around?
04:45:11sam686hi
04:45:15raptorhello
04:45:28raptordo you know if #17 on the running bug list is fixed?
04:45:36raptori can't seem to duplicate it anymore in 017
04:45:44raptor!bug
04:45:44BFLogBotTo 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_Bug_List
04:49:59sam686i guess bug number 17 is gone (i remembered a problem with editor, press Ctrl+R, it adds a bunch of non-existant forcefields..
04:50:12raptorok, i'll cross it off...
04:50:37sam686but, it seem to crash when pressing ctrl+R the second time, when levelgen adds forcefields
04:50:58raptorthere's a crash now?
04:51:37raptoryep
04:51:40raptori crash, too
04:51:43raptoryikes
05:07:36raptori'll write down the crash
05:15:33sam686maybe you can cross off that crash about press ctrl+r twice to run levelgen in editor which adds walls... (i found a fix)
05:16:04raptorha!
05:16:06raptorgreat!
05:19:01BFLogBot - Commit 67011b914e4a | Author: sam8641 | Log: fix WallSegment destructor when there is no database set
05:22:18sam686umm, what causes a crash or problem with having %s in player name?
05:22:32raptornot sure - i haven't tested that yet
05:22:38raptoroh
05:23:03raptori think watusimoto reserved the character '%' for player name substitution
05:23:30raptorin messages
05:25:23sam686but, printf("%s: %s", "have_%s_in_name", "message") will happily print "have_%s_in_name: message" without any errors
05:25:49raptoryeah, i'm not sure what he's planning
05:37:48sam686i think i found a bug, Burst always hit and damage the core's right panel, always..
05:38:05raptorahh... i noticed that too
05:53:33raptorwell i'm heading to bed
05:53:35raptorgood night!
06:07:38raptor Quit ()
06:09:06BFLogBot - Commit 0437634c2cda | Author: buckyballreaction | Log: Fix issue 163. Restore movement in quick chat menu
06:09:08BFLogBot - Commit 77b5b1c6a39b | Author: buckyballreaction | Log: Revert simple Core color inversion
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15:01:16jan_is annnn
15:01:22jan_fuck
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15:36:07raptorhello
15:36:54raptorlooks like we got a drive-by cussing
15:42:39watusimotoindeed
15:43:55raptorso i think your Core changes are for the better
15:44:28raptorbut you weren't joking when you say 'ugly code warning'
16:10:14BFLogBot - Commit 553cbb64d498 | Author: buckyballreaction | Log: Save SDL Xcode project used for building the framework. Differences from upstream: - Compiles for three archs: ppc, x86, x86_64 - Compatible with Mac OS 10.4 (Tiger)
16:13:32raptorit's good to save my hard Mac work...
16:14:10raptorone of these days i may drop my Mac prejudice and then working on that platform will be a joy!
16:56:56watusimotowhat did you think of the visual core mods I made yesterday?
16:56:59watusimotoan improvement?
16:57:06raptoryes
16:57:25watusimotoI'm going to try a different approach to the sparks tonight
16:57:45raptoralthough it seems a little 'busy' in the center with all the grey lines, but i liked that they disappear when a panel dies
16:57:52watusimotoFor the moment, I'm happy enough with the main core.
16:58:06watusimotothe gray lines in the middle were an accident; not sure I like them or not
16:58:08raptorI fixed repairing of the Core
16:58:12watusimotooh good
16:58:24watusimotoI was going to suggest the following, some of which you did
16:58:33watusimotorepair each panel independently
16:58:38watusimotono repair for dead panels
16:58:51watusimotoand only repair those panels that are close to the ship
16:59:02raptori did 'no repair for dead panels'
16:59:06watusimotoi.e. treat each panel like an independent entity for repair purposes
16:59:11raptorhmm...
16:59:32watusimotobut that would mean that, potentially 3 or 4 panels could be repaired at once
16:59:35raptori was thinking about that too, but that would require we publically expose the health of each panel
16:59:37watusimotomaybe more
16:59:41watusimotowe do
16:59:46watusimotowith the health bars
16:59:54raptorpublically in the code, i mean
17:00:00watusimotoah
17:00:11raptorright now it just returns the Core total health as sum of the panel health
17:00:16watusimotoI see
17:00:28raptorand we'd have to make a panel game object, etc.
17:00:39watusimotowell, it's probably a lower priority than fixing the visual aspects of the core
17:00:45watusimotowould we?
17:00:57watusimotoI don't want to do that
17:00:58raptoryes, because the repair search looks for near-by game objects
17:01:05raptorchecks their health
17:01:06watusimotook, so it finds the core object
17:01:09raptoryes
17:01:14watusimotocore reports it needs repair
17:01:16watusimotoso far so good
17:01:20raptoryes
17:01:33watusimotothen we have a function that gets the repair targets, right?
17:01:35raptorand the repair health is divided among the damaged panels
17:01:39raptorcorrect
17:01:44raptorit's in ship.cpp somewhere
17:01:52watusimotoso could the core return mutliple targets?
17:02:03watusimotoat least for rendering purposes?
17:02:21watusimotowell, I'll take a look at some point
17:02:52raptorShip::findRepairTargets()
17:02:52watusimotoI just found out that I'm "invited" on a business trip leaving tomorrow evening
17:02:58raptorha!
17:03:14raptoris it a conference?
17:03:31raptorbecause I'm convinced that conferences are a complete joke in the business world here in the US
17:03:55watusimotono, it's a meeting with a bunch of German sewage plant operators
17:04:07watusimotoI'm the only non-German speaker invited
17:04:15watusimotowell, non-fluent speaker
17:04:30watusimotoI think I'll understand 20%
17:04:42raptoroh boy
17:05:05watusimotoso findRepairTargets need only figure out which panels are in range, and add them to mRepairTargets()
17:05:33watusimotooh wait;
17:05:40watusimotomRT is a list of items
17:05:48watusimotowhich panels aren't
17:05:52raptorgameObjects
17:05:54raptorexactly
17:06:26watusimotook, this will require some thought
17:06:37raptoror... we could just leave it? :)
17:06:48watusimotothat has to be one option
17:07:51raptormaking each rotating panel becoming a gameobject is a bit more work than I wanted to do for the benefit of repair
17:08:02watusimotoI really can't see doing that
17:08:08watusimotoI'm NOT proposing that
17:08:16raptoroh ok
17:08:35watusimotothere are some advantages to doing so beyond repair, but really not that many
17:09:34watusimotoreapir works by calling damageObject with negative damage
17:09:48watusimotocore already handles panels in damageObject
17:10:27watusimotoso maybe some clever logic in there might help
17:10:41raptorthat's where i made my changes
17:10:47watusimotoI see
17:11:23raptori check for the negative damage, then check for how many panels are damaged and not destroyed
17:11:39raptorthen divide up the negative damage to each damaged panel
17:11:59raptorthe result being that the fewer damaged panels, the faster each panel will heal
17:12:01watusimotoyes; we could also identify the nearby panels (maybe) and divide healing amongst those
17:12:09watusimotoah, I see
17:12:26watusimotoor at least maybe we could
17:12:56watusimotothat would address half the issue
17:13:00watusimotothe other half is in the rendering
17:13:15watusimotothere we use each repairTarget's getPos method to draw the reapair line
17:13:30watusimotothat would somehow need to change to draw a line to each affected panel
17:14:08raptorright now the line goes to the main Core, but each little health bar slowly creeps outward
17:14:28watusimotobut instead of getPos, we could create a new method called getRepairSite (or something) that in general returned getPos, but could be overridden for cores to return a list of panels
17:15:07watusimotothat might open some interesting possibilities... or not
17:16:13watusimotoanyway, it seems doable without going down the gameobject route
17:16:38raptorok
17:16:50watusimotobut, like I said, it seems a low priority
17:17:16watusimotoI cleaned up several cases last night
17:17:29raptori saw, great!
17:17:32watusimotoand added several more
17:17:34watusimoto:-(
17:18:04raptorsam686 and I fixed a few more, too
17:18:16watusimotoexcellent
17:18:29raptorthe spawnshield one - it isn't jerky at all for me
17:18:34watusimotoreally?
17:18:35raptorbut maybe i don't know what to look for
17:18:40watusimotoyou'd notice it
17:18:58watusimotoI'll restest
17:19:41watusimotoit almost seemed like an F32 being rounded to an int
17:21:41raptoryeah, did a clean compile. no 'jerkiness'
17:35:10watusimotohmmm.... maybe we'll have to cross that one off the list
17:35:17raptoryay
17:35:39watusimotoI'll test when I get home, but you may be right
17:38:15raptoryou're not home yet??
17:43:48raptorwhoa - lots of people have made clones: http://code.google.com/p/bitfighter/source/clones
17:58:25watusimotostill at work
17:58:30watusimoto7PM
17:58:37raptor:(
17:59:41watusimotoalright, this is ridiculous
17:59:45watusimotoi'm going home
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18:01:24raptorlater
18:01:26raptoror sooner
18:01:40watusimotosooner, probably... dinner isn't for another 2 hrs or so
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18:27:11Watusimotohome. finally.
18:27:19raptoryay
18:29:14raptori am curious - have you noticed a clean compile taking less time recently?
18:29:49raptorbecause I adjusted the vc++ 2010 project to have multiprocess building
18:37:02Watusimotomaybe?
18:37:19raptorunless you have a single core CPU
18:37:23raptorthen there would be no difference
18:43:58WatusimotoI have
18:48:26WatusimotoODD -- on this machine, spawn shiedls are jerky
18:48:38raptorreally?
18:48:56raptormaybe you have too many background processes? :)
18:51:01Watusimotoit's very regular
18:51:09Watusimotoeverything else seems to flow
18:51:12raptorhuh
18:51:19raptorwhat happens if you change the framerate?
18:51:24raptorlike to 30
18:51:32raptordefault 100 i think
18:58:05WatusimotoI'll try that later
18:58:11Watusimotogotta go work on dinner
18:58:14Watusimotoin the meantime
18:58:29Watusimotoyou can tell me if this latest checkin improves on the sparks when a panel is killed
18:58:39Watusimotouses a brand new feature I just added
18:58:43Watusimoto"debris chunks"
18:58:58raptorok
18:59:01Watusimotowarning: only works with red cores
18:59:06raptorhaha
18:59:08raptorok
18:59:13Watusimoto(that is, the red is hardcoded at the moment)
18:59:26Watusimotostill needs some work, for sure, but see if you like the idea
18:59:36Watusimotocould also use debris chunks when ships are killed, possibly
19:00:24raptortesting..
19:00:46raptorneat!
19:00:58BFLogBot - Commit e0a27fbdc924 | Author: watusim...@bitfighter.org | Log: Whitespace, minor cleanup
19:01:00BFLogBot - Commit 20365fe33fad | Author: watusim...@bitfighter.org | Log: More ugly code... now with basic debris chunks
19:01:01BFLogBot - Commit 88f73a2d368e | Author: watusim...@bitfighter.org | Log: Merge
19:01:03raptori like it!
19:01:18raptormuch better than the previous sparks
19:02:41Watusimotothey need to come out more evenly distributed across the panel's surface, but it starts to give the feeling that something actually happened
19:02:51Watusimotobtw, chunks can be any shape
19:03:13Watusimototrying one more quick visual effect before dinner
19:04:14raptorforgot to write down a bug sam686 found: Bursts only damage the right most panel of a core, no matter the angle you hit with
19:05:37raptori'll write it down
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20:39:23raptoryay, now i'm home
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21:16:15BFLogBot - Commit de2bd217525b | Author: watusim...@bitfighter.org | Log: make center of core less busy
21:16:17BFLogBot - Commit 4cb383c80230 | Author: watusim...@bitfighter.org | Log: Sparkly!
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23:24:48raptorhi again
23:31:42raptordid you you say 'less busy'??
23:33:58raptorexcept i keep getting: GL ERROR: 1282
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23:54:31karamazovapymy spawnshield rotation is jerky
23:54:35karamazovapyfyi
23:54:47raptorwhat!?
23:54:56karamazovapyyeah, has been since the release
23:55:00raptorwhat
23:55:05karamazovapydon't think it was in earlier test versions you sent me, though
23:55:16raptorhmmm
23:55:21karamazovapyI'll see if I can vidya
23:56:14sam686integer division causing inaccurate rotation?
23:56:19raptormust be due to the windows compiler...
23:56:28raptorthat's what i'm thinking
23:58:33karamazovapyhttp://173.193.226.34/shield.avi
23:59:25raptorwell, now i believe it
23:59:37raptorexcept it still has always been smooth on my system...

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