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| 01:58:04 | raptor | IM NOT HERE |
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| 02:43:00 | bobdaduck | How would I get an array of every ship in the game and then choose one from that at random? |
| 02:44:18 | raptor | you use findGlobalObjects and use the ObjType.ShipType (PlayerShipType?) |
| 02:45:41 | bobdaduck | Can you get me a code example when you get some free time? |
| 02:47:55 | raptor | sure |
| 02:48:45 | bobdaduck | So I programmed in a cheat for Robbie |
| 02:48:52 | bobdaduck | that gives him 9000000 velocity... |
| 02:49:03 | bobdaduck | I've broken the sound barrier |
| 02:49:20 | bobdaduck | My coords are still pretty hard to read |
| 02:49:27 | raptor | heh |
| 02:49:39 | bobdaduck | No nevermind |
| 02:49:42 | bobdaduck | I hit the Int limit |
| 02:49:50 | bobdaduck | -2147 something |
| 02:49:57 | raptor | hahaha |
| 02:50:01 | raptor | 2 billion |
| 02:50:03 | bobdaduck | yeah |
| 02:50:13 | bobdaduck | and my screen is flying all over the place |
| 02:50:32 | bobdaduck | still |
| 02:55:19 | bobdaduck | My flag fell off my ship.... |
| 02:56:15 | raptor | what |
| 02:56:20 | raptor | at that speed? |
| 02:57:01 | bobdaduck | uh |
| 02:57:08 | bobdaduck | I hit the int limit |
| 02:57:12 | bobdaduck | In 60 seconds. |
| 02:57:17 | bobdaduck | That's pretty dang fast. |
| 02:57:23 | bobdaduck | Rendering is bound to be falling apart xD |
| 02:57:35 | raptor | hahaha |
| 02:58:08 | bobdaduck | My Robbie cheat codes are done with chat commands, btw. |
| 02:58:25 | bobdaduck | Oh and did you ask who "levelcontroller" was? |
| 02:59:32 | raptor | yeah |
| 02:59:44 | raptor | was that just using a global levelgen message? |
| 02:59:48 | raptor | and it was a default? |
| 03:00:04 | bobdaduck | yeah |
| 03:00:44 | bobdaduck | globalMsg("blaha") |
| 03:02:12 | raptor | uh oh |
| 03:02:27 | raptor | there is no levelgen:findGlobalItems() |
| 03:02:33 | raptor | only bot:findGlobalItems() |
| 03:03:21 | bobdaduck | That makes it a little harder xD |
| 03:03:33 | raptor | i thought for sure we had that... |
| 03:04:35 | raptor | that's... NOT GOOD |
| 03:04:35 | bobdaduck | Added a couple more zeroes, hit the int limit in three seconds |
| 03:04:41 | raptor | haha |
| 03:04:50 | bobdaduck | Hit both limits actually |
| 03:04:55 | bobdaduck | my ship disappeared |
| 03:05:03 | bobdaduck | and half the screens worth of stars disappered |
| 03:06:09 | raptor | rats bobdaduck, i don't think a levelgen file can do it... |
| 03:06:12 | raptor | unless |
| 03:06:24 | raptor | we can be tricky |
| 03:06:40 | bobdaduck | I was thinking of being tricky |
| 03:06:46 | bobdaduck | but I'm really not sure how arrays work |
| 03:08:04 | bobdaduck | The outer limits aren't actually that fun |
| 03:08:08 | bobdaduck | you can't move. xD |
| 03:09:41 | raptor | without being to technical, think of arrays (or tables or sets) as just lists |
| 03:09:57 | bobdaduck | I understand the concept |
| 03:09:57 | raptor | in Lua almost evertyhing is a 'table' |
| 03:10:08 | bobdaduck | how they're implemented (especially in lua) I don't get yet. |
| 03:10:42 | bobdaduck | Also, what's the math.random function for lua? |
| 03:10:49 | bobdaduck | Or just random in general |
| 03:10:59 | raptor | generates a random number |
| 03:11:10 | bobdaduck | I know, what's the syntax? |
| 03:11:31 | raptor | found here, somewhere: http://lua-users.org/wiki/MathLibraryTutorial |
| 03:13:28 | bobdaduck | Arg, I really need a list of members for Ship xD |
| 03:13:53 | raptor | sorry!! |
| 03:13:59 | raptor | let me see if i can generate that again... |
| 03:30:39 | raptor | ok bobdaduck |
| 03:30:52 | raptor | here is a hacky tricky piece of work: http://pastie.org/6646663 |
| 03:31:17 | raptor | basically everytime a ship spawns, it 'registers' the ship's playerInfo (because that's what is guaranteed to be unique) |
| 03:31:41 | raptor | then the onTick method will print out the registered ships' playerInfos every few seconds |
| 03:32:19 | raptor | ok back to work... |
| 03:33:40 | raptor | actually, maybe the ship *is* unique... it'd be better to register the ship |
| 03:33:42 | | raptor is testing |
| 03:34:37 | raptor | nope, not unique |
| 03:34:40 | raptor | rats |
| 03:56:32 | | fordcars has joined |
| 03:56:38 | fordcars | later |
| 03:56:45 | raptor | hi |
| 04:01:07 | | fordcars Quit (Ping timeout: 245 seconds) |
| 04:01:17 | raptor | ok bobdaduck I fixed the Lua doc for Ship |
| 04:03:57 | | BFLogBot Commit: b66716019490 | Author: buckyballreaction | Message: Be slightly more robust at building the Lua doc |
| 04:04:08 | raptor | also I hate perl |
| 04:04:23 | raptor | but it does the job so nicely |
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| 04:30:52 | Fordcars_ | stupid IRC client |
| 04:32:07 | bobdaduck | Whoo! |
| 04:32:13 | bobdaduck | sorry was eating |
| 04:32:33 | raptor | i have sacrificied my sanity |
| 04:32:39 | raptor | fixing perl code |
| 04:32:45 | raptor | to get your ship lua methods |
| 04:32:50 | bobdaduck | I am utmost grateful |
| 04:33:35 | bobdaduck | Drat |
| 04:33:37 | | Fordcars Quit (Ping timeout: 245 seconds) |
| 04:33:41 | bobdaduck | there's a getEnergy but not a setEnergy |
| 04:35:04 | Fordcars_ | I tried to do a levelhen level earlier, but it failed :( |
| 04:35:16 | bobdaduck | I could help with writing a levelgen script for you. |
| 04:35:22 | bobdaduck | Or possibly outright write it for you xD |
| 04:35:27 | bobdaduck | (if you prefer that) |
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| 04:37:44 | bobdaduck | DELETE ON SIGHT. |
| 04:37:53 | bobdaduck | We just got hit by a forum bot. |
| 04:38:02 | raptor | oooo |
| 04:38:06 | raptor | those are rare now... |
| 04:38:11 | bobdaduck | I removed his post advertising for kitchenware, and then in the ACP hit "force reactivation" |
| 04:38:13 | raptor | you can nuke the account, too, i think |
| 04:38:14 | bobdaduck | Is that right? |
| 04:38:22 | raptor | yeah |
| 04:38:32 | raptor | somewhere in the ACP. is delete account and all posts |
| 04:39:01 | raptor | that's what i usually do - because once in a while a bot will post a topic in every forum it can find.. |
| 04:39:27 | bobdaduck | Yeah |
| 04:41:01 | bobdaduck | I didn't see an immediate option for "delete everything" so I figured force reactivation would be the next closest |
| 04:41:17 | raptor | i think it's in the 'users' section |
| 04:41:36 | raptor | you find the user, then it's an option at the bottom of the user overview |
| 04:42:39 | bobdaduck | So how do I adapt this script you gave me to do what I want?' |
| 04:43:15 | raptor | i don't know... what do you want to do? |
| 04:43:22 | raptor | it's pretty tricky... |
| 04:43:42 | bobdaduck | We want to instakill a random ship every once in a while. |
| 04:50:35 | raptor | two problems: get a random ship |
| 04:50:39 | raptor | 2. kill the ship |
| 04:50:52 | bobdaduck | Right |
| 04:51:01 | bobdaduck | I'll only have trouble with getting a random ship. |
| 04:51:03 | raptor | i've done the second by teleporting the ship to a box with hostile turrets |
| 04:51:07 | raptor | ok |
| 04:51:48 | bobdaduck | Oh and how do I pass in a player's name to a text line? |
| 04:52:05 | bobdaduck | GlobalMessage("raptor is Robbie's new owner!") |
| 04:53:18 | raptor | the PlayerInfo has these methods to call: http://pastie.org/6647195 |
| 04:57:36 | raptor | i have to finish a bit of school here first, then I can take a look and make something more robust.. |
| 04:57:55 | bobdaduck | Okay |
| 04:57:57 | bobdaduck | Go for it |
| 05:10:55 | bobdaduck | For reference when you get finished: The best method would be for in the "doCrazyStuff" method, that it pulls a random ships location and name. |
| 05:21:40 | raptor | ok, let's do this.. |
| 05:22:57 | bobdaduck | Script implemented |
| 05:23:06 | bobdaduck | Now I just need to do something with it. |
| 05:23:41 | raptor | you already did the work? |
| 05:23:49 | bobdaduck | No? |
| 05:23:56 | bobdaduck | I took your script and integrated it into mine |
| 05:24:50 | raptor | ok, I have to change it up quite abit |
| 05:25:00 | bobdaduck | aight |
| 05:25:01 | raptor | apparently I can't use a non-text object as a table key |
| 05:25:24 | bobdaduck | hah |
| 05:25:25 | bobdaduck | okay |
| 05:29:22 | bobdaduck | Okay system for destroying a ship is in place |
| 05:29:42 | raptor | new playerinfo registration done |
| 05:29:59 | bobdaduck | I need the player name and their ships location |
| 05:30:11 | raptor | k |
| 05:31:43 | raptor | ok, and a random one? |
| 05:32:20 | bobdaduck | yeah |
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| 05:41:14 | raptor | oops, i've made some logic errors |
| 05:41:20 | raptor | you may have to reintegrate... |
| 05:43:40 | raptor | i'm an idiot - there's a scheduleRepeating |
| 05:43:49 | raptor | that i can put in main instead of doing the dumb onTick logic |
| 05:45:31 | bobdaduck | rofl |
| 05:54:42 | raptor | ok bobdaduck, ready for this? |
| 05:54:56 | bobdaduck | yeah |
| 05:54:58 | bobdaduck | I think. |
| 05:55:45 | raptor | http://pastie.org/6647512 |
| 05:55:50 | raptor | it's reasonably robust |
| 05:58:30 | bobdaduck | Also how can I combine a variable and text? I.E. logprint(ships name is <playername>) |
| 05:59:21 | raptor | the variable must be text |
| 05:59:25 | raptor | or crazy |
| 06:00:00 | raptor | but concatentation text is like this: logprint(variableText.."some text here"..anotherVar.."more text") |
| 06:00:25 | bobdaduck | with ..? |
| 06:00:27 | raptor | it's in the 'killShip' method I started for you |
| 06:00:29 | bobdaduck | the two dots are necessary |
| 06:00:31 | bobdaduck | ? |
| 06:00:35 | raptor | yse |
| 06:00:49 | raptor | '..' <-- two dots mean: stick text together |
| 06:01:25 | bobdaduck | awesome |
| 06:01:27 | bobdaduck | needed to know that |
| 06:03:10 | bobdaduck | What's the # |
| 06:03:11 | raptor | every language has it's weird operators |
| 06:03:27 | raptor | that's another one |
| 06:03:29 | bobdaduck | randomIndex = math.random(1, #registeredplayers) |
| 06:03:37 | raptor | read the comment above it |
| 06:03:51 | bobdaduck | ah okay |
| 06:04:10 | raptor | so it's a random number from 1 to however many registered players |
| 06:04:18 | raptor | nifty, huh? |
| 06:04:54 | bobdaduck | Very |
| 06:06:25 | bobdaduck | Lets see if this works... |
| 06:06:32 | raptor | dun dun dun |
| 06:07:44 | bobdaduck | does not appear to |
| 06:07:59 | bobdaduck | Disconnect between "doomsday device powering up" and "spawn two bursts" |
| 06:09:50 | bobdaduck | BAHAHAHAA |
| 06:09:53 | bobdaduck | You have to see this |
| 06:10:30 | raptor | ok |
| 06:40:47 | raptor | bobdaduck: http://pastie.org/6647713 |
| 06:41:08 | bobdaduck | Ohhh! |
| 06:41:09 | bobdaduck | shiny! |
| 06:41:31 | raptor | text processing is ugly |
| 06:41:38 | raptor | it involves regular expressions |
| 06:41:45 | raptor | then you need to convert it to the 'type' you need |
| 06:42:23 | raptor | this is probably the start of a command system, huh? |
| 06:42:26 | bobdaduck | lol |
| 06:42:30 | bobdaduck | I already have one. |
| 06:42:33 | raptor | ha |
| 06:42:36 | bobdaduck | Just not one that I can pass args into xD |
| 06:45:27 | raptor | so that only works with numbers... |
| 06:47:14 | bobdaduck | Robbie now has an eye. |
| 06:47:17 | raptor | wait, maybe there is an easier one... |
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| 17:07:04 | raptor | buenos! |
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| 17:42:22 | raptor | watusimoto: I posted here just to drum up discussion: http://stackoverflow.com/questions/15554485/opengl-text-rendering-methods-and-trade-offs |
| 17:42:45 | watusimoto | ok, good |
| 17:42:48 | watusimoto | see what comes of that. |
| 17:42:54 | raptor | feel free to edit, etc... |
| 17:43:13 | watusimoto | I think for the moment I'm going to revert my local text rendering changes and finish cleaning up the menu stuff I was doing |
| 17:43:26 | raptor | yeah, this is a long side-project... |
| 17:43:28 | watusimoto | because I'm not making much progress on the text stuff |
| 17:43:57 | watusimoto | though I have also been contemplating just manually desiging a new stroke font based on orbitron |
| 17:44:11 | raptor | with the editor! |
| 17:44:13 | raptor | :) |
| 17:44:32 | watusimoto | but I can't figure out how to create snap points that are in the center of strokes in any software (editor or inkscape or whatever) |
| 17:44:44 | raptor | i know!! |
| 17:44:47 | watusimoto | and without snap points, it becomes rather tediuous |
| 17:45:06 | raptor | there need to be a mid-point snap on any polygon line |
| 17:45:12 | watusimoto | Because orbitron would acutally work rather well as a stroke font |
| 17:45:44 | watusimoto | which brings us back to texture fonts |
| 17:45:46 | watusimoto | sigh |
| 17:46:31 | watusimoto | ented with Converting the |
| 17:46:34 | watusimoto | you might want to fix that |
| 17:47:09 | raptor | done |
| 17:47:11 | raptor | ha |
| 17:47:28 | watusimoto | good question |
| 17:47:30 | watusimoto | and I know the answer |
| 17:47:37 | raptor | use a texture! |
| 17:47:42 | watusimoto | "just use textures like everyone else!" |
| 17:47:44 | watusimoto | right |
| 17:47:47 | raptor | haha |
| 17:48:11 | raptor | but I'm stubborn! |
| 17:50:15 | raptor | actually - have you seen fontforge? |
| 17:51:01 | watusimoto | I have to run, but when I get back on later, I'd like to review why we hate textures; my understanding is because we don't want to rebuild them when we switch to fullscreen. But is that really so bad (especially if we can cram all our fonts onto one texture page?) And is that only because of our need for fake full screen? And why do we need that anyway/do we still need it after moving to SDL2. And so on. I'll look at font forge later. |
| 17:51:37 | watusimoto | oh, and why is switchtin to full screen still so painful for me? :-) |
| 17:51:40 | watusimoto | later |
| 17:51:46 | raptor | later |
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| 18:02:08 | | bobdaduck has joined |
| 18:06:25 | bobdaduck | Last night was fun xD |
| 18:06:37 | raptor | i can't believe we wrote some of things we did... |
| 18:08:12 | bobdaduck | rofl |
| 18:09:43 | kodab | hellooooo |
| 18:09:58 | kodab | gsco submission openssssss |
| 18:09:59 | raptor | hi kodab |
| 18:10:01 | kodab | \o/ |
| 18:10:06 | raptor | oh boy.. |
| 18:10:14 | raptor | uhh... watusimoto should know |
| 18:10:33 | raptor | Maybe all three of us devs could manage *one* student, but I'm not sure... |
| 18:10:40 | bobdaduck | lol |
| 18:10:41 | kodab | it's doable |
| 18:10:48 | kodab | and recommended |
| 18:11:04 | raptor | because those T-shirts are great fire-starters! |
| 18:11:12 | kodab | i'll submit hw application in a few days, if you need us to vouch just ask :) |
| 18:11:21 | raptor | OK |
| 18:11:40 | kodab | raptor, you get a tshirt just for registering anyways :p |
| 18:11:41 | raptor | GSoC would be good - although sometimes I feel we're too small.. |
| 18:16:43 | bobdaduck | We could have them make the player profile screens in-game! |
| 18:19:45 | bobdaduck | So raptor |
| 18:19:50 | bobdaduck | I just made rave party 2.0 |
| 18:19:56 | bobdaduck | In the carnival level |
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| 18:28:13 | | Watusimoto has joined |
| 18:36:11 | bobdaduck | Hey tusimoto |
| 18:39:56 | Watusimoto | hi |
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| 19:02:38 | | bobdaduck has joined |
| 19:07:48 | bobdaduck | Watusimoto: A minefield object would probably not be a good thing to add. |
| 19:07:49 | bobdaduck | However |
| 19:08:06 | bobdaduck | On the mine option, giving it a respawn time would be very nice. |
| 19:09:18 | bobdaduck | Mines that are placable in the editor aren't worth much because you destroy them once and they're gone, just like spybugs. |
| 19:09:42 | bobdaduck | Having them respawn after they're destroyed would be nice. |
| 19:16:35 | Watusimoto | interesting idea. got to run, will talk more later |
| 19:21:19 | | kaen has joined |
| 19:22:31 | kaen | hello |
| 19:23:12 | kaen | I'm hesitant to idle in irc on this connection because it's pretty spotty. |
| 19:23:58 | | Watusimoto Quit (Ping timeout: 245 seconds) |
| 19:27:36 | bobdaduck | hm? |
| 19:28:02 | kaen | join/part spam |
| 19:28:09 | kaen | it gets bad when the connection goes loopy |
| 19:29:32 | bobdaduck | ah. |
| 19:31:16 | raptor | Hi |
| 19:31:20 | raptor | hi kaen! |
| 19:31:25 | raptor | I'm only here for a minute.. |
| 19:31:39 | kaen | hello |
| 19:32:04 | raptor | kaen: I think you know more about OpenGL than the rest of us now... I posted this to drum up ideas: http://stackoverflow.com/questions/15554485/opengl-text-rendering-methods-and-trade-offs |
| 19:32:40 | raptor | basically we want to use orbitron font, and have the same speed/functionality as our current stroked font with lines |
| 19:33:59 | kaen | are you willing to buckle on using textures? |
| 19:34:11 | kaen | or do you *really* want to stick with GL primitives? |
| 19:34:40 | raptor | can I do the rotation/resizing really fast with the textures? |
| 19:34:57 | kaen | totally, just map the texture to a quad |
| 19:35:02 | kaen | and render the quad however you want |
| 19:35:22 | raptor | ah ok - and there is where I hit the knowledge barrier |
| 19:35:34 | kaen | binding/loading textures is pie |
| 19:35:35 | raptor | someone hinted at that in that question, and it seems like a good thing to do |
| 19:35:59 | raptor | we'd have to reload all textures on fullscreen change |
| 19:36:04 | raptor | but that's probably not hard |
| 19:36:34 | kaen | hmm, interesting point though |
| 19:37:03 | bobdaduck | What if you just made an manual copy of the font and made the copy using vectors? |
| 19:37:21 | raptor | so on application load we can do TTF -> static texture + quads? |
| 19:37:49 | kaen | depends on the library, but actually it will be like |
| 19:38:18 | kaen | load TTF, render a texture for each font & text combo, render a quad for each textitem |
| 19:38:55 | kaen | the textures will each represent one casting of one string with one font configuration |
| 19:39:39 | kaen | if you make them a little higher-res than you need you can just scale the size of the quads by the window size so you don't need to reload them when the mode changes |
| 19:40:00 | bobdaduck | Why can't we draw the font with vectors, again? |
| 19:40:08 | kaen | you can, that's what wat's been doing |
| 19:40:30 | kaen | he's run into a problem with doing it with orbitron because of the typeface's structure |
| 19:40:48 | kaen | so he'd have to programatically extract a sort of "sketch" of the font for use in bitfighter. |
| 19:41:09 | kaen | because the exact copy doesn't look right |
| 19:41:20 | kaen | at least, that's my understanding; I could be way off base |
| 19:42:20 | raptor | we have a decent "sketch" |
| 19:42:29 | raptor | watusimoto got the outlines to work just fine |
| 19:42:50 | raptor | the current problem is the AA and probably performance loss with triangulating the polys |
| 19:43:39 | kaen | what's the AA problem? looks bad, or is slow? |
| 19:43:45 | raptor | bad |
| 19:43:47 | raptor | looks bad |
| 19:44:02 | raptor | "render a texture for each font & text combo" <-- what does this mean? |
| 19:44:33 | kaen | so for each string, you'll need to render at least one texture each time you want it in a different color, size, etc. |
| 19:44:53 | kaen | so it ends up being more like one texture per textItem, or whatever object represents a string on the screen |
| 19:44:53 | raptor | we want to be able to scale/rotate any letter on the fly |
| 19:45:03 | kaen | any *letter*? |
| 19:45:09 | raptor | glyph |
| 19:45:20 | kaen | well, then you'll be making textures each frame... |
| 19:45:23 | bobdaduck | The contest server should probably be taken down.... |
| 19:45:24 | | raptor is trying hard to keep correct terminology, he promises |
| 19:45:40 | raptor | yes, that's the problem with textures as I see it |
| 19:45:54 | raptor | with already static strokes/polys, it's easy to manipulate |
| 19:46:27 | kaen | well, it can be manipulated easily (from a development perspective) with the usual library interfaces |
| 19:47:03 | kaen | and remember that GPUs are SIMD, so they're made for this sort of thing. |
| 19:47:24 | raptor | ultimately we'd want those quad arrays for each glyph as a static set built by game load |
| 19:47:38 | kaen | oh my |
| 19:47:53 | bobdaduck | Quartz agrees the contest server should be taken down |
| 19:47:58 | raptor | then when needed, we'd apply transformation/scaling on the fly, like with rotating text in the editor |
| 19:48:01 | kaen | well, I can think of some ways |
| 19:48:02 | kaen | oops |
| 19:48:20 | | Quartzy has joined |
| 19:48:43 | raptor | Quartzy should upload a crash level, unless it is kaen-looped |
| 19:48:46 | kaen | well, I can think of some ways to do that, but there'd be something of a trick in changing the color |
| 19:48:57 | Quartzy | lol what |
| 19:49:00 | bobdaduck | wait |
| 19:49:02 | bobdaduck | Quartzy |
| 19:49:09 | Quartzy | Sup niglet? |
| 19:49:09 | bobdaduck | dude just go onto the contest server |
| 19:49:12 | bobdaduck | and type /shutdown |
| 19:49:13 | bobdaduck | xD |
| 19:49:17 | Quartzy | oh |
| 19:49:19 | kaen | also, pre-baked textures will cause AA issues themselves |
| 19:49:24 | kaen | it'll restart |
| 19:49:24 | kaen | checkmate. |
| 19:49:26 | bobdaduck | Unless its kaen looped |
| 19:49:28 | bobdaduck | crap. |
| 19:49:29 | Quartzy | I figured it would. |
| 19:49:32 | bobdaduck | xD |
| 19:49:32 | Quartzy | Hahah. |
| 19:50:12 | kaen | I say they'll cause the AA issues because to support all font sizes they will be either too big or to small, and so GL will mipmap them |
| 19:50:13 | bobdaduck | I'm trying to decide whether I should document the carnival script |
| 19:50:16 | kaen | probably badly. |
| 19:50:35 | Quartzy | Yeah of course document it why not? |
| 19:50:39 | Quartzy | Only reason I can see not to is laziness. |
| 19:50:43 | bobdaduck | Because 300 lines of code |
| 19:50:46 | Quartzy | DON'T LET LAZINESS TAKE AHOLD OF YOUR LIFE!! |
| 19:50:47 | raptor | bobdaduck: ALWAYS DOCUMENT YOUR CODE |
| 19:50:51 | Quartzy | ^ |
| 19:50:52 | bobdaduck | xD |
| 19:50:54 | kaen | you should document it so that it's easy for you to use later |
| 19:50:59 | kaen | if nothing else |
| 19:51:04 | bobdaduck | lol |
| 19:51:15 | raptor | also if you have a method: 'doSomething()' please don't document it as: "This method does something!" |
| 19:51:23 | bobdaduck | rofl |
| 19:52:02 | bobdaduck | Totally just did that |
| 19:52:26 | Quartzy | Someone managed to strip the audio of a bunch of songs ... so you just get a drum track ... of my favorite drummer, and it's like, 76 minutes worth of songs. I'm in heaven @w@ |
| 19:52:43 | bobdaduck | rofl |
| 19:53:35 | bobdaduck | My code is vaguely documented already |
| 19:53:42 | bobdaduck | and I try to make the variable names fairly descriptive. |
| 19:54:31 | raptor | and if you want to level up in 'documenting code' you'll document it so it's easy for *other* people to understand too :) |
| 19:54:31 | bobdaduck | rofl |
| 19:54:43 | bobdaduck | I do tend to name my variables a bit... ecclecticly. |
| 19:54:59 | kaen | naming things is hard |
| 19:55:14 | raptor | local theBestKindOfDocumentation = "yes" |
| 19:55:19 | bobdaduck | lol |
| 19:55:25 | Quartzy | kaen just name things sexually |
| 19:55:31 | bobdaduck | doomsdayIsActive |
| 19:55:32 | Quartzy | like "Spooning Leads to Forking" |
| 19:55:35 | raptor | ok, back to work.. |
| 19:55:55 | bobdaduck | onShipKilled() |
| 19:56:00 | raptor | kaen: watusimoto will want to talk about fonts, too, when he comes back... |
| 19:56:01 | bobdaduck | if(chosenOne) then |
| 19:56:09 | raptor | (I still do, but have to get back to work) |
| 19:56:13 | Quartzy | I need to make more maps that have sexual undertones. Because the community is a bunch of pre-teens, so that's entirely appropriate for me to do, obviously. |
| 19:56:24 | kaen | I understand |
| 19:56:48 | Quartzy | So who is this guy in here called Darrel? Like, Dimebag Darrel or zombie-killing Darrel? |
| 19:57:02 | raptor | side note: we're not sure why AA is working with lines but not polys?? maybe it's because with a fount they're drawn so small? |
| 19:57:08 | Darrel | Like zombie Darrel :D |
| 19:57:21 | bobdaduck | He's one of the lurkers |
| 19:57:30 | bobdaduck | I think from the google code in thing |
| 19:57:31 | Darrel | yeah, GCI student |
| 19:57:34 | kaen | I believe he was a gci studtent |
| 19:57:36 | kaen | there we. |
| 19:57:40 | kaen | go. |
| 19:57:40 | kaen | omg this connection. |
| 19:57:57 | Darrel | :) |
| 19:58:22 | Darrel | Oh, are you guys going to participate in GSoC? |
| 19:58:32 | Quartzy | All these TLAs are pissing me off |
| 19:58:39 | raptor | possibly |
| 19:58:55 | raptor | TLA? |
| 19:58:58 | Quartzy | Three Letter Acronyms |
| 19:59:06 | raptor | Google Code-In |
| 19:59:11 | raptor | Google Summer of Code |
| 19:59:20 | raptor | AA = Anti-aliasing |
| 19:59:22 | Quartzy | (That's my dad's joke btw ... I give him full credit for that) |
| 19:59:27 | bobdaduck | lol |
| 19:59:34 | Darrel | AA - isn't that battery size, lol :P |
| 19:59:51 | raptor | back alter.. |
| 19:59:54 | raptor | later |
| 19:59:59 | Quartzy | Peace. |
| 20:01:09 | bobdaduck | Any ideas for things I can add to carnival? |
| 20:01:34 | Quartzy | Yes. Add a goalzone maze. |
| 20:01:37 | Quartzy | Everyone loves those. |
| 20:02:16 | bobdaduck | noty |
| 20:02:42 | Quartzy | kaen: |
| 20:02:48 | Quartzy | Behold. The sausage factory. |
| 20:02:49 | Quartzy | Wut? |
| 20:02:55 | bobdaduck | Wut |
| 20:03:12 | bobdaduck | Oh |
| 20:03:15 | bobdaduck | He means like |
| 20:03:19 | bobdaduck | Hot dogs are good |
| 20:03:22 | bobdaduck | until you see how they're made. |
| 20:03:43 | Quartzy | Oh. Gotcha. |
| 20:05:23 | | Quartzy_ has joined |
| 20:05:27 | Quartzy_ | so when did I cut off |
| 20:05:42 | Quartzy_ | Stuff just sorta stopped appearing for me so I reloaded lol. |
| 20:05:42 | raptor | "oh. gotcha." was your last message |
| 20:05:52 | Quartzy_ | interesting. Thanks |
| 20:08:11 | | Quartzy Quit (Ping timeout: 245 seconds) |
| 20:10:25 | Quartzy_ | Fun fact about my mapmaking: If I start with an outline, I get it done. If I don't, it either never gets finished or takes forever. |
| 20:11:56 | kaen | I noticed the same thing with my large programming tasks |
| 20:12:35 | kaen | sort of leads me to a question I've been wanting to ask: what's your interest in a level database for the website, #bitfighter? |
| 20:12:55 | Quartzy_ | Level database for the website? What does that mean? |
| 20:13:05 | kaen | like a place to upload and rate levels |
| 20:13:32 | bobdaduck | Like our mapmaking forum, except we're calling it database. |
| 20:13:48 | kaen | yes, but it actually behaves like a database |
| 20:13:53 | kaen | it's indexable, searchable |
| 20:13:56 | Quartzy_ | Yeah that's my main issue with it. With the database, you have the advantage that you could record some stats better and be more fancy with it. |
| 20:14:02 | Quartzy_ | But the disadvantage |
| 20:14:14 | raptor | in-game level downloading |
| 20:14:20 | raptor | in-game level updating |
| 20:14:26 | kaen | yeah, that'd be a snap |
| 20:14:33 | raptor | ^^ really cool advantages |
| 20:14:36 | kaen | I made a mock that uses phpbb authentication this morning |
| 20:14:39 | Quartzy_ | Is that the community is so small that our level forum currently works just fine, and making something separate could be detrimental. |
| 20:14:44 | kaen | and hooking the game up to it would be no trouble |
| 20:14:50 | bobdaduck | And could take forever |
| 20:15:01 | kaen | <bobdaduck> And could take forever |
| 20:15:04 | kaen | <kaen> I made a mock that uses phpbb authentication this morning |
| 20:15:09 | raptor | haha |
| 20:15:18 | Quartzy_ | Something directly connected to the game I would certainly support however. |
| 20:15:19 | raptor | you forget our super power: |
| 20:15:20 | raptor | !kaen |
| 20:15:20 | BFLogBot | Stats guru and SQL extraordinaire |
| 20:15:31 | kaen | I'm using cakephp so it's super fast to develop |
| 20:15:31 | bobdaduck | Oh right |
| 20:15:31 | Quartzy_ | Especially a function to UPDATE the levels would certainly be nice... |
| 20:15:39 | kaen | gotta love MVC frameworks |
| 20:15:48 | Quartzy_ | Millions of versions of a level floating around gets real old. |
| 20:15:53 | kaen | ^ |
| 20:15:55 | bobdaduck | Feudalism |
| 20:15:57 | Quartzy_ | I think bobdaduck |
| 20:15:58 | Quartzy_ | yeah |
| 20:15:58 | | Watusimoto has joined |
| 20:16:00 | Quartzy_ | I was about to say that. |
| 20:16:08 | bobdaduck | lol |
| 20:16:17 | Quartzy_ | There's what, five versions floating around? |
| 20:16:40 | kaen | so, thumbs up/down? I can have something fit for consumption within a week probably |
| 20:16:57 | bobdaduck | Any sort of rating system has problems |
| 20:17:03 | bobdaduck | because we don't have very many people. |
| 20:17:03 | kaen | the stats page took me about a week at first and I wrote every single bit by scratch |
| 20:17:28 | bobdaduck | It would be nice and useful. |
| 20:17:32 | raptor | we'd have to carefully architect the various situations that could use it, especially in-game |
| 20:17:46 | bobdaduck | If you want to devote that kind of time, by all means. |
| 20:17:49 | raptor | like how do let servers update their levels, etc. |
| 20:17:51 | bobdaduck | There aren't really any cons to having it |
| 20:17:53 | kaen | good god... you mean we'd have to design it!? |
| 20:17:55 | Quartzy_ | Remember when we had zero developers? Having four sure is nice. |
| 20:17:56 | bobdaduck | I'm just not sure its worth the work |
| 20:18:02 | raptor | ha! |
| 20:18:05 | bobdaduck | LOL |
| 20:18:06 | bobdaduck | xD |
| 20:18:27 | raptor | sam686 been MIA for a few weeks (months?) now |
| 20:18:30 | Quartzy_ | Okay. 3 |
| 20:18:41 | Quartzy_ | 3 + one guy who pops in and out |
| 20:18:53 | bobdaduck | And several who just died. |
| 20:18:56 | Quartzy_ | I got really used to Zap though. A game that was frozen and the only originality had to be done by level makers... |
| 20:19:01 | bobdaduck | Or disappeared or whatever |
| 20:19:02 | kaen | a moment of silence, please... |
| 20:19:05 | bobdaduck | (Zoomber) |
| 20:19:09 | Quartzy_ | So, having developers sure is nice. |
| 20:19:28 | Quartzy_ | The idea of Zap being developed was a distant dream to me. |
| 20:19:32 | Quartzy_ | Playing bitfighter is still surreal to me. |
| 20:19:35 | Quartzy_ | Not even joking. |
| 20:19:37 | raptor | kaen: have you done much of the DB architecture yet? |
| 20:19:40 | bobdaduck | rofl |
| 20:19:48 | raptor | or does your MVC thing do that on-the-fly |
| 20:20:03 | kaen | very on the fly |
| 20:20:09 | kaen | but I have control over it, too |
| 20:20:26 | raptor | we'd need fields: version, hash (sha256?), author, associated levelgen, etc... |
| 20:20:42 | kaen | easy-squeezy |
| 20:20:51 | kaen | everything but the hash and levelgen association is there |
| 20:21:02 | kaen | and associations are a compelling reason for using MVC :) |
| 20:21:09 | raptor | heh, yep |
| 20:21:14 | kaen | cake is basically rails in PHP |
| 20:21:20 | raptor | intresting |
| 20:21:25 | kaen | uses activerecord stuff and all that |
| 20:21:40 | raptor | could our poor VPS handle it? |
| 20:21:55 | kaen | a good question... |
| 20:22:07 | kaen | it statically bakes most assets in production |
| 20:22:13 | raptor | oh good |
| 20:22:14 | Watusimoto | hey |
| 20:22:22 | kaen | and it has a pretty gorgeous cache control mechanism, too |
| 20:22:25 | raptor | also, phpbb authentication tied to author somehow? |
| 20:22:30 | kaen | already done |
| 20:22:36 | raptor | with maybe... wow! |
| 20:23:00 | kaen | just auths using the phpbb database |
| 20:23:12 | kaen | it even has a model for phpbb users xD |
| 20:23:24 | raptor | some sort of front end to allow users to update their maps |
| 20:23:35 | kaen | yup |
| 20:23:42 | kaen | it actually only has the front end for now... |
| 20:23:58 | raptor | also a field tied to game release? like a particular levelgen may only work for 018a, etc.. |
| 20:24:08 | kaen | ahh, that's a good idea |
| 20:24:28 | raptor | just hinking out loud... |
| 20:24:31 | raptor | *thinking |
| 20:24:45 | bobdaduck | Designer notes? |
| 20:24:55 | kaen | I wasn't sure, but I think that's good too |
| 20:25:14 | kaen | I thought about it but didn't add it yet |
| 20:25:25 | raptor | screenshot! |
| 20:25:36 | raptor | sorry, we're pounding you... |
| 20:25:38 | kaen | I had a crazy idea for that... |
| 20:25:48 | raptor | tell me your idea... |
| 20:25:52 | kaen | tweaking the bitfigher exe and making one when the level is uploaded |
| 20:25:54 | bobdaduck | Are you writing these down |
| 20:26:00 | raptor | ha! |
| 20:26:08 | raptor | actually funny you should ask that |
| 20:26:10 | kaen | I actually wanted to do it for other reasons |
| 20:26:17 | bobdaduck | I'm in favor. |
| 20:26:39 | kaen | in general, access to the game state after level load and main() execution could let me pump out some subtleties |
| 20:26:48 | raptor | i experimented once with getting bitfighter to spit to the framebuffer instead of Xorg then directly to libpng |
| 20:27:02 | kaen | how'd it go? |
| 20:27:03 | raptor | miserable failure |
| 20:27:14 | kaen | well, it's certainly doable afaik |
| 20:27:18 | raptor | ran out of time for the complexity required |
| 20:27:22 | kaen | ah I see |
| 20:27:29 | kaen | hmm well it's just a crazy idea |
| 20:27:31 | raptor | in fact, I think it was tied to when I was tinkering with Mesa 9 |
| 20:27:48 | raptor | because it supported 'off-screen' opengl context or something |
| 20:27:58 | raptor | ^^ which was a better idea |
| 20:28:52 | raptor | see this (i think this was where i started): http://stackoverflow.com/questions/14253419/creating-cross-platform-opengl-off-screen-context |
| 20:29:05 | Quartzy_ | whooooooa cool words I don't understand |
| 20:29:18 | raptor | Quartzy_: welcome to #bitfighter ! |
| 20:29:31 | Quartzy_ | Can you believe I was going to be a comp science major? hahahahaha. |
| 20:29:57 | Quartzy_ | Lost all passion for code I'm afraid. |
| 20:30:16 | bobdaduck | raptorlol |
| 20:30:22 | bobdaduck | lol |
| 20:30:29 | Quartzy_ | raptorlol |
| 20:30:31 | raptor | I actually don't have a passion for coding... if you can believe it |
| 20:30:35 | Quartzy_ | You should rename yourself that. |
| 20:30:37 | Quartzy_ | "raptorlol" |
| 20:30:42 | | raptor is now known as raptorlol |
| 20:30:46 | Quartzy_ | I can believe it, if you are obsessed with the ned results. |
| 20:30:47 | Quartzy_ | *end |
| 20:30:49 | Quartzy_ | and lol nice |
| 20:30:49 | | raptorlol is now known as raptor |
| 20:31:05 | bobdaduck | There's some button I keep pressing that automatically adds raptor to the beginning of my message... |
| 20:31:06 | raptor | my eyes started going black.. |
| 20:31:12 | raptor | tab? |
| 20:31:13 | bobdaduck | lol |
| 20:31:19 | bobdaduck | yeah, that's it. |
| 20:31:19 | bobdaduck | tab. |
| 20:31:28 | bobdaduck | BFLogBot: lol |
| 20:31:53 | Quartzy_ | Updated shenanigans thread... |
| 20:32:06 | bobdaduck | BFLogBot: Quartzy_q raptor BFLogBot BFLogBot raptor Quartzy_ |
| 20:32:15 | | bobdaduck was kicked from #bitfighter by raptor |
| 20:32:17 | Quartzy_ | go f**k a duck |
| 20:32:28 | kaen | huehuehue |
| 20:32:33 | Quartzy_ | hue hue hue hue indeed |
| 20:33:23 | Quartzy_ | My next map pack will be called "Quartz' Rock Solid maps." |
| 20:33:25 | Quartzy_ | Get it? Get it?! |
| 20:33:32 | Quartzy_ | IT'S FUNNY 'CUZ |
| 20:33:36 | kaen | because you like geology? |
| 20:33:49 | Quartzy_ | fun fact: I don't |
| 20:33:56 | Quartzy_ | What a username to have and not like geology huh? |
| 20:33:57 | kaen | I do :) |
| 20:34:14 | raptor | my father in law is a geologist |
| 20:34:14 | kaen | quartz is cool outside of geology |
| 20:34:32 | Quartzy_ | Quartz is a character I made when I was 8 years old.] |
| 20:34:40 | raptor | 55 and still has a rock collection |
| 20:34:41 | kaen | they use it in electronics to keep time |
| 20:34:45 | Quartzy_ | Hell yea |
| 20:35:15 | kaen | it's flippin' piezoelectric |
| 20:35:20 | kaen | such a cool mineral |
| 20:35:30 | Quartzy_ | plus quartz comes in different colors |
| 20:35:31 | Quartzy_ | ftw |
| 20:37:19 | | bobdaduck has joined |
| 20:37:28 | raptor | welcome back! |
| 20:39:11 | bobdaduck | It took so much energy to type /join #bitfighter |
| 20:39:18 | Quartzy_ | I'm sure it did. |
| 20:39:20 | bobdaduck | energy that could be better spent promoting my anti engineer agenda |
| 20:39:22 | bobdaduck | I feel robbed |
| 20:41:17 | Quartzy_ | Positive energy trumps negative energy. |
| 20:41:18 | Quartzy_ | Promote suns. |
| 20:41:43 | bobdaduck | lol |
| 20:41:53 | bobdaduck | Replace engineer with suns |
| 20:43:00 | Quartzy_ | Korn says they might do a full-fledged reunion tour in the future ~~~ |
| 20:43:07 | Quartzy_ | If it happens. I am so there. |
| 20:43:19 | bobdaduck | Where would they play? |
| 20:43:30 | Quartzy_ | Bakersfield for sure. They're from Bakersfield. |
| 20:43:34 | Quartzy_ | And that's only like 3 hours from where I live. |
| 20:43:37 | Quartzy_ | not that bad. |
| 20:43:51 | bobdaduck | nice |
| 20:44:05 | Quartzy_ | East Coasters go "OMG THREE HOURS DAT'S SO LONG!" lololol. It isn't in the West. |
| 20:44:34 | bobdaduck | Wat. |
| 20:45:06 | bobdaduck | Google maps says its 10 hours from where I live. |
| 20:45:17 | Quartzy_ | Bakersfield? Hmm. Interesting |
| 20:45:34 | Quartzy_ | Southern end of the Central Valley |
| 20:45:42 | bobdaduck | Which like, isn't that bad. If you're from the plains states like Oregon. |
| 20:45:51 | Quartzy_ | Yeah |
| 20:45:53 | bobdaduck | 10 hours nothing there |
| 20:46:01 | bobdaduck | They drive 10 hours for a jug of milk |
| 20:46:04 | Quartzy_ | hahahaha |
| 20:46:27 | Quartzy_ | Central Valley is awesome. You get to live in Cali, PLUS it's actually pretty Conservative! |
| 20:47:01 | Quartzy_ | idk why but the windy, somewhat desert-y central valley is also Conservative for some reason whereas the entire rest of the state is very liberal. |
| 20:47:10 | Quartzy_ | so weird |
| 20:47:14 | Quartzy_ | Cali could be its own country |
| 20:47:32 | raptor | it goes with territory |
| 20:47:42 | raptor | harsher locations == slightly more conservative |
| 20:47:48 | Quartzy_ | farmers = city slickers |
| 20:47:52 | Quartzy_ | I meant vs. not = |
| 20:48:18 | Quartzy_ | true I suppose good point raptor |
| 20:49:10 | raptor | a weird correlation |
| 20:49:26 | raptor | that probably doesn't hold completely true, especially with modern technology |
| 20:51:33 | Quartzy_ | Welllllll I could say why but some one might get offended |
| 20:51:37 | Quartzy_ | So I'll hold my tongue. |
| 20:51:49 | bobdaduck | Russia |
| 20:51:56 | Quartzy_ | Russia |
| 20:52:21 | Watusimoto | so raptor: what do you think of freetype? |
| 20:52:51 | raptor | http://gltt.sourceforge.net/about.html |
| 20:52:55 | raptor | freetype... |
| 20:53:16 | raptor | ^^ that library would be almost exactly what we want but uses freetype |
| 20:53:19 | raptor | another library... |
| 20:53:23 | raptor | for all platforms... |
| 20:54:52 | Watusimoto | what if we made a couple of token changes, then statically linked it like we do with lua-vec |
| 20:54:59 | Watusimoto | freetype-vec or something |
| 20:55:13 | raptor | let me look at the deps of freetype... |
| 20:55:33 | Quartzy_ | there I just made good usage of the Teleporter delay feature |
| 20:57:31 | bobdaduck | I made the teleporter delay -1 and nothing happened |
| 20:58:26 | bobdaduck | Well no |
| 20:58:30 | bobdaduck | it disappeared forever. |
| 20:58:34 | bobdaduck | But still. |
| 20:58:54 | raptor | heh |
| 20:59:07 | raptor | -1 as an unsigne number is probably in the 4 billion range |
| 20:59:10 | bobdaduck | I mean nothing INTERESTING happened |
| 20:59:22 | bobdaduck | pls make all your variables signed |
| 20:59:29 | bobdaduck | so that I can see what happens when I make things negative |
| 20:59:53 | raptor | oh hey Watusimoto, freetype2 is compiled without any other dependencies... |
| 21:00:00 | | Darrel Quit (Quit: Closed IRC client) |
| 21:00:06 | raptor | that was one of my main concerns... now vanished! |
| 21:00:11 | Watusimoto | yes, I bleieve that is correct |
| 21:00:21 | Quartzy_ | I miss negative width walls. |
| 21:00:27 | bobdaduck | Mmhm. |
| 21:00:55 | Quartzy_ | Like -15 |
| 21:00:55 | raptor | is about 550K on my system |
| 21:01:01 | Quartzy_ | If you manuevered wrong you would get stuck in the wall |
| 21:01:04 | Quartzy_ | Super weird and cool |
| 21:02:13 | Quartzy_ | For honor, and glory!! |
| 21:03:23 | raptor | that statement was always funny to me because 'glory' never fit in with my idea of 'honor' |
| 21:03:33 | Quartzy_ | Same. |
| 21:03:34 | bobdaduck | rofl |
| 21:03:36 | Watusimoto | For honor or glory! |
| 21:03:40 | Quartzy_ | I enjoy saying it, though. |
| 21:03:43 | bobdaduck | xD |
| 21:03:43 | raptor | hahaha |
| 21:03:52 | bobdaduck | or money |
| 21:03:53 | Quartzy_ | Also, "You have brought dishonor to my famly!" |
| 21:03:55 | bobdaduck | money is good too |
| 21:03:56 | Watusimoto | For honor or glory (but not both!) |
| 21:04:13 | raptor | klingon? |
| 21:04:14 | Watusimoto | You have brought dishonor and glory to my family |
| 21:04:17 | Quartzy_ | rofl |
| 21:04:20 | bobdaduck | xDD |
| 21:04:45 | raptor | Watusimoto: so... this GLTT library with freetype is looking really good |
| 21:05:19 | Quartzy_ | If I keep getting better with music and stuff I should make some stuff for bitfighter |
| 21:05:29 | Quartzy_ | That's a distant idea so no promises but it's a thought. |
| 21:05:40 | bobdaduck | I had the same thought |
| 21:05:47 | Quartzy_ | helllll yea |
| 21:05:54 | bobdaduck | They don't accept metal though |
| 21:05:55 | Quartzy_ | bob we need to just make a band |
| 21:06:01 | bobdaduck | only classical music converted to chiptunes |
| 21:06:06 | Quartzy_ | rofl |
| 21:06:18 | bobdaduck | So I dunno what we're going to do there |
| 21:06:52 | Watusimoto | wait... that's 2 libraries! |
| 21:07:53 | Quartzy_ | What genre of music do you think is like ... bitfighter though? |
| 21:08:10 | Watusimoto | well, the docs are short and sweet |
| 21:08:11 | Watusimoto | http://gltt.sourceforge.net/documentation.html |
| 21:08:15 | bobdaduck | Dubstep |
| 21:08:23 | Watusimoto | deathmetal |
| 21:08:41 | Quartzy_ | Careful what you wish for Wat. I don't like death metal but I could pull it off easy. |
| 21:08:47 | bobdaduck | lol |
| 21:08:54 | Quartzy_ | srs I can growl really good haha |
| 21:09:02 | bobdaduck | Liberate bananassss |
| 21:09:07 | Quartzy_ | And the guitar work in death metal is super easy |
| 21:09:15 | Quartzy_ | HALF STEPS. POWER CHORDS. EVERYWHERE |
| 21:09:18 | Quartzy_ | CHROMATIC SCALES |
| 21:09:30 | bobdaduck | lol |
| 21:09:36 | Quartzy_ | Actually to me the most objectionable thing about death metal is the drumming. |
| 21:09:48 | Quartzy_ | I hate it. I don't know how to describe death metal drumming but my gosh it is just ass on my ears. |
| 21:09:50 | raptor | Watusimoto: and GLTT says it caches the generated glyphs |
| 21:10:07 | bobdaduck | They might accept death metal music if we converted it to a chiptune... |
| 21:10:09 | Watusimoto | this is great bitfighter music... wish we could have used it |
| 21:10:09 | Watusimoto | http://www.youtube.com/watch?v=ALrjjJdmxgA |
| 21:10:34 | bobdaduck | rofl |
| 21:10:40 | Quartzy_ | This is sounding like power metal so far |
| 21:10:43 | Watusimoto | kind of makes me wish the vikings had colonized america instead of the british |
| 21:10:56 | bobdaduck | xDD |
| 21:11:05 | kaen | I laughed audibly. |
| 21:11:13 | Quartzy_ | Wow |
| 21:11:16 | Quartzy_ | Thanks wat |
| 21:11:18 | bobdaduck | Alright now we just make that a chiptune |
| 21:11:19 | bobdaduck | and its in |
| 21:11:45 | Watusimoto | that guy can drum reallllly fast |
| 21:11:55 | Quartzy_ | Props to the vocalist for sounding like a boring screaming douche but actually being understandable. |
| 21:11:58 | Watusimoto | it's like he has 8 feet or something |
| 21:12:03 | bobdaduck | (I'm actually enjoying listening to it xD) |
| 21:12:43 | raptor | GLTT is 75K |
| 21:13:00 | Watusimoto | they actually have a lot better stuff... that song was just the first that I found |
| 21:13:00 | raptor | dynamically loads freetype? |
| 21:13:17 | Quartzy_ | Okay. Done listening now |
| 21:13:17 | Quartzy_ | haha |
| 21:13:31 | bobdaduck | lol |
| 21:13:38 | bobdaduck | I like it. Haven't heard of them before though |
| 21:13:40 | Quartzy_ | No but seriously, what genre seems bitfighter-y? I mean it'd obviously have to be fairly ambient stuff. |
| 21:13:46 | Quartzy_ | AVANT GARDE |
| 21:13:50 | Watusimoto | they are all about the viking imagery |
| 21:14:03 | Watusimoto | lots of celtic influene too |
| 21:14:25 | bobdaduck | Gimme a sec Quartz I'll see if I can find what I'm thinking of |
| 21:14:33 | Quartzy_ | k |
| 21:14:46 | | LordDVG has joined |
| 21:15:15 | Watusimoto | if you like that video, you'd probably like the movie valhala |
| 21:15:45 | Watusimoto | Valhalla Rising\ |
| 21:16:23 | bobdaduck | I once went to a belgerath event where we had like 400 people dressed up like vikings fighting each other with foam swords |
| 21:17:08 | bobdaduck | bitfighter music: http://www.youtube.com/watch?v=49Oan0K7Pso |
| 21:17:10 | Quartzy_ | ...I just Youtube searched "liberate bananas" |
| 21:17:18 | Quartzy_ | my video is the 6th result |
| 21:17:20 | Quartzy_ | >_< |
| 21:17:34 | Quartzy_ | (thanks bob. listening) |
| 21:18:09 | raptor | we need taht as a mod! |
| 21:18:34 | bobdaduck | lol |
| 21:18:39 | bobdaduck | need what as a mod? |
| 21:19:05 | Quartzy_ | This song is good, except that the main track sort of "cuts out" for like split seconds at a time. |
| 21:19:13 | Watusimoto | so raptor: are you autorhizing me to try gltt? |
| 21:19:13 | Quartzy_ | That's too attention-drawing for background music |
| 21:19:20 | Quartzy_ | But other than that yes this definitely fits |
| 21:19:56 | bobdaduck | We'll just use the "a space oddessey" soundtrack |
| 21:20:08 | bobdaduck | It'll be perfect |
| 21:20:10 | raptor | Watusimoto: sure! |
| 21:20:15 | Watusimoto | ok.... |
| 21:20:18 | raptor | freetype seems a bit large, though |
| 21:20:37 | bobdaduck | That guy is online! |
| 21:20:49 | Quartzy_ | Yeah this song changes pace far too much but yeah good example thanks. |
| 21:20:50 | Watusimoto | well, we'll see how it works out |
| 21:21:21 | raptor | Quartzy_: a 'mod' is a tracker-based sound file a la http://modarchive.org/ |
| 21:21:33 | raptor | file extensions: .mod .s3m .xm .it |
| 21:21:41 | raptor | and like 30 other lesser known formats |
| 21:21:56 | raptor | unreal tournament 99 used mods |
| 21:21:59 | raptor | for its musci |
| 21:22:06 | raptor | we use it too |
| 21:22:15 | Watusimoto | raptor: gltt sounds too much like glut |
| 21:22:24 | Watusimoto | and it does not support freetype 2.0 |
| 21:22:33 | Quartzy_ | okay so ... neat why'd you send me there ? XD |
| 21:22:34 | raptor | yes but with more gutteral |
| 21:22:37 | raptor | awww |
| 21:22:38 | raptor | no?? |
| 21:22:42 | raptor | rats! |
| 21:22:44 | Watusimoto | they suggest ftgl for ft2.0 support |
| 21:22:50 | raptor | oh! |
| 21:22:51 | Watusimoto | http://gltt.sourceforge.net/download.html |
| 21:22:57 | raptor | oh yeah... it's its big brother |
| 21:23:37 | bobdaduck | what "specials" are there for levels? |
| 21:23:48 | raptor | Engineer |
| 21:23:51 | raptor | EngineerUnrestricted |
| 21:23:54 | raptor | ummm |
| 21:24:10 | raptor | something else |
| 21:24:33 | bobdaduck | disallow bots? |
| 21:24:36 | raptor | NoBots |
| 21:24:53 | Quartzy_ | I <3 NoBots |
| 21:25:02 | raptor | I think that's it for now |
| 21:25:05 | Quartzy_ | Should probably put that on all of my levels but yeah |
| 21:25:09 | bobdaduck | lol |
| 21:25:11 | bobdaduck | ikr |
| 21:25:40 | bobdaduck | There should be an "unrestrictTeamChanging" option there too |
| 21:25:51 | Quartzy_ | That'd be interesting. |
| 21:25:57 | Quartzy_ | That's good, actually. |
| 21:26:01 | Quartzy_ | I like it. |
| 21:26:18 | Quartzy_ | Best way to do that is on a map-to-map basis not a server basis. Awesome |
| 21:26:47 | Quartzy_ | /farts loudly |
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| 21:27:39 | | Nothing_Much Quit (Ping timeout: 276 seconds) |
| 21:28:09 | raptor | FTGL is 350K and linked to loads of stuff... probably over linked to Xorg actually.. |
| 21:30:10 | raptor | and zlib?? |
| 21:30:31 | raptor | freetype2 zlib GL and X |
| 21:31:04 | raptor | and pthread dl m |
| 21:31:20 | raptor | overlinked, i think.. |
| 21:32:31 | | Nothing_Much has joined |
| 21:34:05 | Nothing_Much | Hey guys |
| 21:36:30 | bobdaduck | Hai |
| 21:36:59 | Nothing_Much | What's up? |
| 21:38:40 | Nothing_Much | Y'all busy? |
| 21:39:18 | raptor | projectM uses FTGL |
| 21:40:17 | Nothing_Much | ProjectM's that weird visualizer for Pulseaudio, right? |
| 21:40:31 | raptor | yes, it's used for loads of music players |
| 21:40:36 | raptor | and hello |
| 21:41:08 | Nothing_Much | Hi, has there been something going on? |
| 21:43:14 | | kaen Quit (Ping timeout: 260 seconds) |
| 21:44:59 | raptor | just discussing using new fonts in the game as well |
| 21:45:04 | raptor | as other music, etc.. |
| 21:45:07 | raptor | but slow going |
| 21:53:22 | bobdaduck | Raptor got a sec to help me do math? |
| 21:53:29 | raptor | ok |
| 21:53:37 | bobdaduck | I need to find points tracing the edge of a circle |
| 21:53:51 | bobdaduck | preferably defined by the previous point |
| 21:53:59 | raptor | x = radius * cos(angle) |
| 21:54:08 | raptor | y = radius * sin(angle) |
| 21:54:19 | raptor | ah by the previous point |
| 21:55:27 | | kaen has joined |
| 21:55:49 | bobdaduck | because I don't really want to manually define a circle |
| 21:56:13 | raptor | tada!: de821bb6d3b9 |
| 21:56:15 | raptor | oop |
| 21:56:18 | bobdaduck | Because I don't really know how xD (radius and other things) |
| 21:56:20 | raptor | tada!: http://slabode.exofire.net/circle_draw.shtml |
| 21:56:46 | raptor | that is c++ code but has the algorithm in it |
| 21:58:20 | raptor | ok that site is very math-y |
| 21:58:24 | bobdaduck | lol |
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| 21:59:34 | raptor | it'd be easier (if less efficient) to get a center point, then build out the circle points based on the above x/y calculations |
| 21:59:49 | bobdaduck | Okay so how do I do that xD |
| 21:59:57 | raptor | what do you want to do? |
| 22:00:03 | bobdaduck | For reference I'm just trying to make a rotating speedzone. |
| 22:00:07 | raptor | s_bot has a method to circle around a point |
| 22:00:13 | raptor | ha! |
| 22:13:45 | Watusimoto | well... I got the headers to compile |
| 22:13:55 | raptor | haha |
| 22:14:36 | Watusimoto | note to self... quick and dirty isn't quick, but it is dirty |
| 22:15:39 | bobdaduck | rofl |
| 22:16:05 | Watusimoto | reminds me of a quote i like that is only tangentially related |
| 22:16:19 | Watusimoto | never wrestle with a pig -- you'll just get dirty and the pig likes it |
| 22:20:00 | raptor | bobdaduck: here is algo, it's really simplistic, not optimized: http://pastie.org/6995438 |
| 22:20:11 | raptor | that code doesn't run, you have to do some of the hooking up yourself |
| 22:21:31 | raptor | Watusimoto: if you code on a linux system, freetype2 and ftgl should already be packaged for you |
| 22:22:53 | bobdaduck | okay thanks raptor |
| 22:22:58 | bobdaduck | (I'll get to that after lunch) |
| 22:23:06 | raptor | sorry that's all i can do right now. |
| 22:24:44 | Watusimoto | and so the fun begins! |
| 22:24:48 | Watusimoto | link errors! |
| 22:26:07 | raptor | -lftgl -lfreetype |
| 22:30:33 | raptor | wow, i'm doing the FTGL demos... they're fast! |
| 22:31:36 | Watusimoto | wait... |
| 22:31:43 | Watusimoto | am I going about this all wrong? |
| 22:32:04 | raptor | well, i'm on linux and have the libraries, demos, and development headers all installed |
| 22:32:16 | raptor | with the click of a button.. |
| 22:32:32 | Watusimoto | well, whatever I do has to be compatible with that |
| 22:33:00 | Watusimoto | actually, I guess the main problem I'm having is cotnained within VC++ |
| 22:33:04 | raptor | how could it not be? the version i'm using was released 4 years ago |
| 22:33:38 | Watusimoto | it could not be if I do some crazy includes to make things work |
| 22:33:47 | Watusimoto | though I've undone most of those |
| 22:33:52 | Watusimoto | :-) |
| 22:34:01 | raptor | ha |
| 22:34:20 | Watusimoto | now I just need to figure out how to get vc++ to build the code |
| 22:34:34 | raptor | yeah, that's 50% of the work.. |
| 22:34:41 | raptor | (maybe more) |
| 22:34:49 | Watusimoto | with vc++ maybe 60% |
| 22:36:36 | | kaen Quit (Ping timeout: 245 seconds) |
| 22:39:24 | | kaen has joined |
| 22:41:57 | | SolumnMushroom has joined |
| 22:42:10 | SolumnMushroom | Hello all |
| 22:43:58 | | kaen Quit (Ping timeout: 245 seconds) |
| 22:51:13 | SolumnMushroom | I'm logging off now. Be right back |
| 22:51:17 | | SolumnMushroom Quit (Quit: Page closed) |
| 23:00:41 | | SolumnMus has joined |
| 23:00:59 | SolumnMus | Hello again |
| 23:01:29 | SolumnMus | I hate this mobile irc client... |
| 23:02:25 | SolumnMus | That should be a bit better |
| 23:02:33 | SolumnMus | Nope... |
| 23:02:40 | SolumnMus | /exit |
| 23:03:10 | | SolumnMus Quit (Client Quit) |
| 23:04:30 | Watusimoto | well, this is beginning to suck hard |
| 23:04:44 | raptor | still on vc++ problems? |
| 23:06:46 | Watusimoto | yup |
| 23:07:41 | bobdaduck | You guys got sky's PM? |
| 23:09:04 | bobdaduck | @watusimoto, @raptor |
| 23:09:24 | raptor | hi |
| 23:09:26 | raptor | yes |
| 23:09:30 | raptor | didn't read it all yet |
| 23:09:33 | raptor | maybe later |
| 23:09:53 | bobdaduck | aight |
| 23:13:56 | raptor | yay got FTGL linked in! now to draw something... |
| 23:19:39 | Watusimoto | any idea where FTGL_BEGIN_C_DECLS is defined? |
| 23:20:16 | raptor | you only need to include "FTGL/ftgl.h" |
| 23:20:18 | raptor | that's it |
| 23:20:29 | Watusimoto | well.... |
| 23:20:35 | raptor | compiles! |
| 23:20:38 | raptor | segfaults! |
| 23:20:40 | Watusimoto | that's all I need to include in Bitfighter |
| 23:20:52 | Watusimoto | but I still need to tell vc++ to build ftgl |
| 23:21:07 | raptor | uhh |
| 23:21:13 | Watusimoto | and my project is not doing well |
| 23:21:29 | Watusimoto | I'm trying to figure out what I have misconfigured |
| 23:22:05 | Watusimoto | there's a lot of stuff going wrong, but I'm hoping I just need to add some path to some variable somewhere |
| 23:23:31 | Watusimoto | oh, but you don;t have the source |
| 23:23:40 | Watusimoto | so no worries |
| 23:23:53 | raptor | i have all development headers |
| 23:24:47 | Watusimoto | new strategy... |
| 23:25:55 | raptor | usually there is a oneline include somewhere you need to configure |
| 23:26:19 | raptor | this is what i would use on my system: -I/usr/include/FTGL -I/usr/include/freetype2 |
| 23:30:04 | bobdaduck | bad argument #2 to 'angleTo' (point expected, got no value) |
| 23:30:51 | raptor | point.angleTo(centerPoint, currentEndPoint) |
| 23:30:56 | raptor | forgot half.. |
| 23:31:16 | bobdaduck | hah |
| 23:31:19 | bobdaduck | yeah |
| 23:31:23 | bobdaduck | Just fixed that |
| 23:31:56 | bobdaduck | Okay so now the speedzone is like, jiggling back and forth |
| 23:33:08 | raptor | adjust the angleToRotatePerSecond? |
| 23:34:53 | bobdaduck | I made it 90 |
| 23:34:58 | bobdaduck | the speedzone goes 90 |
| 23:35:00 | raptor | RADIANS |
| 23:35:02 | Watusimoto | finally... building... |
| 23:35:03 | raptor | RADIANS |
| 23:35:05 | bobdaduck | oh right. |
| 23:35:07 | bobdaduck | RADIANS. |
| 23:35:08 | bobdaduck | xD |
| 23:35:11 | bobdaduck | Gimme a sec then |
| 23:35:13 | raptor | i wrote that done like 3 times!! |
| 23:35:16 | bobdaduck | That would be the problem xD |
| 23:37:08 | bobdaduck | Why don't degrees work? |
| 23:37:13 | bobdaduck | The calculations just harder? |
| 23:38:07 | raptor | no, that's just how the API is |
| 23:38:23 | raptor | most APIs are that way - they take radians instead |
| 23:38:46 | bobdaduck | okay |
| 23:38:56 | bobdaduck | cool, now its flipping across the y axis |
| 23:39:16 | raptor | so just put in math.pi |
| 23:39:21 | raptor | or math.2pi |
| 23:39:25 | raptor | 2*math.pi |
| 23:40:46 | bobdaduck | put that where? |
| 23:41:09 | bobdaduck | I'm currently trying to make it do the conversion formula on the angle |
| 23:42:06 | raptor | the angleToRotatePerSecond that you pass in |
| 23:42:17 | raptor | when you call that method, use math.pi for that |
| 23:43:05 | bobdaduck | math.pi instead of angleToRotate? |
| 23:44:25 | raptor | don't change the method |
| 23:44:31 | raptor | pass that in as an argument |
| 23:44:47 | raptor | when you call it: rotate(deltaTime, math.pi) |
| 23:44:54 | raptor | in onTick or wherever |
| 23:46:17 | bobdaduck | Okay then what? |
| 23:46:35 | raptor | that's it |
| 23:46:42 | raptor | that's your angle-per-second |
| 23:46:57 | raptor | math.pi = 180 degrees |
| 23:47:18 | bobdaduck | I'm pretty confused. |
| 23:47:24 | bobdaduck | what does math.pi do? |
| 23:47:29 | raptor | it's a constant |
| 23:47:30 | bobdaduck | is it a method? math.pi()? |
| 23:47:41 | raptor | 3.141592653589793... |
| 23:47:53 | bobdaduck | its pi... So shouldn't I be able to just write a line where angletoRot * math.pi / 180 |
| 23:47:53 | bobdaduck | ? |
| 23:48:06 | raptor | yes, sure |
| 23:48:29 | raptor | but I made it a method argument so you can specify how much angle (in radians) you want to rotate per second |
| 23:48:43 | raptor | math.pi radians == 180 degrees |
| 23:48:47 | raptor | math.pi is the angle |
| 23:49:55 | bobdaduck | uh |
| 23:50:28 | raptor | do you understand radians? |
| 23:50:35 | bobdaduck | I remember radians |
| 23:50:38 | bobdaduck | but I'm going to say not. |
| 23:50:39 | bobdaduck | function rotateSpeedZone(deltaTime, math.pi) |
| 23:50:43 | raptor | NOOO |
| 23:50:49 | raptor | don't change the function! |
| 23:50:56 | raptor | where do you call that |
| 23:51:00 | bobdaduck | ontick |
| 23:51:01 | | kaen has joined |
| 23:51:07 | raptor | paste to me how you call it |
| 23:51:16 | bobdaduck | function onTick(deltaTime) |
| 23:51:16 | bobdaduck | rotateSpeedZone(deltaTime, 90) |
| 23:51:16 | bobdaduck | end |
| 23:51:23 | raptor | ok |
| 23:51:54 | raptor | instead do: rotateSpeedZone(deltaTime, math.pi) in the onTick function there |
| 23:52:06 | bobdaduck | okay |
| 23:52:18 | raptor | and leave the function signature alone (signature means how it is writtin with 'function' at the start) |
| 23:52:37 | bobdaduck | okay done |
| 23:52:39 | raptor | so the signature should be: function rotateSpeedZone(deltaTime, angleToRotatePerSecond) |
| 23:52:42 | raptor | ok |
| 23:53:11 | bobdaduck | So now it will rotate at.... pi speed? |
| 23:54:16 | raptor | yes (I hope) |
| 23:54:35 | bobdaduck | It just stops after turning about two degrees. |
| 23:54:46 | raptor | yay! |
| 23:54:51 | raptor | progress! |
| 23:54:56 | bobdaduck | well no |
| 23:55:00 | bobdaduck | it doesn't actually rotate |
| 23:55:13 | bobdaduck | That's the angle it starts at. |
| 23:55:28 | raptor | ok, well - I'll need to look at more carefully later tonight. sorry |
| 23:55:29 | bobdaduck | that the script starts it at anyway |
| 23:55:40 | raptor | no crashes? |
| 23:55:44 | bobdaduck | nope |
| 23:56:48 | bobdaduck | hmmmmmm |
| 23:57:53 | bobdaduck | It looks like its only running once |
| 23:58:43 | bobdaduck | nowait |
| 23:58:45 | bobdaduck | its running |
| 23:58:52 | bobdaduck | its just not taking the new end point into account |