#bitfighter IRC Log

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IRC Log for 2013-03-21

Timestamps are in GMT/BST.

01:08:12fordcars Quit (Ping timeout: 245 seconds)
01:57:37raptor has joined
01:57:38ChanServ sets mode +o raptor
01:58:04raptorIM NOT HERE
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02:43:00bobdaduckHow would I get an array of every ship in the game and then choose one from that at random?
02:44:18raptoryou use findGlobalObjects and use the ObjType.ShipType (PlayerShipType?)
02:45:41bobdaduckCan you get me a code example when you get some free time?
02:47:55raptorsure
02:48:45bobdaduckSo I programmed in a cheat for Robbie
02:48:52bobdaduckthat gives him 9000000 velocity...
02:49:03bobdaduckI've broken the sound barrier
02:49:20bobdaduckMy coords are still pretty hard to read
02:49:27raptorheh
02:49:39bobdaduckNo nevermind
02:49:42bobdaduckI hit the Int limit
02:49:50bobdaduck-2147 something
02:49:57raptorhahaha
02:50:01raptor2 billion
02:50:03bobdaduckyeah
02:50:13bobdaduckand my screen is flying all over the place
02:50:32bobdaduckstill
02:55:19bobdaduckMy flag fell off my ship....
02:56:15raptorwhat
02:56:20raptorat that speed?
02:57:01bobdaduckuh
02:57:08bobdaduckI hit the int limit
02:57:12bobdaduckIn 60 seconds.
02:57:17bobdaduckThat's pretty dang fast.
02:57:23bobdaduckRendering is bound to be falling apart xD
02:57:35raptorhahaha
02:58:08bobdaduckMy Robbie cheat codes are done with chat commands, btw.
02:58:25bobdaduckOh and did you ask who "levelcontroller" was?
02:59:32raptoryeah
02:59:44raptorwas that just using a global levelgen message?
02:59:48raptorand it was a default?
03:00:04bobdaduckyeah
03:00:44bobdaduckglobalMsg("blaha")
03:02:12raptoruh oh
03:02:27raptorthere is no levelgen:findGlobalItems()
03:02:33raptoronly bot:findGlobalItems()
03:03:21bobdaduckThat makes it a little harder xD
03:03:33raptori thought for sure we had that...
03:04:35raptorthat's... NOT GOOD
03:04:35bobdaduckAdded a couple more zeroes, hit the int limit in three seconds
03:04:41raptorhaha
03:04:50bobdaduckHit both limits actually
03:04:55bobdaduckmy ship disappeared
03:05:03bobdaduckand half the screens worth of stars disappered
03:06:09raptorrats bobdaduck, i don't think a levelgen file can do it...
03:06:12raptorunless
03:06:24raptorwe can be tricky
03:06:40bobdaduckI was thinking of being tricky
03:06:46bobdaduckbut I'm really not sure how arrays work
03:08:04bobdaduckThe outer limits aren't actually that fun
03:08:08bobdaduckyou can't move. xD
03:09:41raptorwithout being to technical, think of arrays (or tables or sets) as just lists
03:09:57bobdaduckI understand the concept
03:09:57raptorin Lua almost evertyhing is a 'table'
03:10:08bobdaduckhow they're implemented (especially in lua) I don't get yet.
03:10:42bobdaduckAlso, what's the math.random function for lua?
03:10:49bobdaduckOr just random in general
03:10:59raptorgenerates a random number
03:11:10bobdaduckI know, what's the syntax?
03:11:31raptorfound here, somewhere: http://lua-users.org/wiki/MathLibraryTutorial
03:13:28bobdaduckArg, I really need a list of members for Ship xD
03:13:53raptorsorry!!
03:13:59raptorlet me see if i can generate that again...
03:30:39raptorok bobdaduck
03:30:52raptorhere is a hacky tricky piece of work: http://pastie.org/6646663
03:31:17raptorbasically everytime a ship spawns, it 'registers' the ship's playerInfo (because that's what is guaranteed to be unique)
03:31:41raptorthen the onTick method will print out the registered ships' playerInfos every few seconds
03:32:19raptorok back to work...
03:33:40raptoractually, maybe the ship *is* unique... it'd be better to register the ship
03:33:42raptor is testing
03:34:37raptornope, not unique
03:34:40raptorrats
03:56:32fordcars has joined
03:56:38fordcarslater
03:56:45raptorhi
04:01:07fordcars Quit (Ping timeout: 245 seconds)
04:01:17raptorok bobdaduck I fixed the Lua doc for Ship
04:03:57BFLogBot Commit: b66716019490 | Author: buckyballreaction | Message: Be slightly more robust at building the Lua doc
04:04:08raptoralso I hate perl
04:04:23raptorbut it does the job so nicely
04:29:16Fordcars has joined
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04:30:52Fordcars_stupid IRC client
04:32:07bobdaduckWhoo!
04:32:13bobdaducksorry was eating
04:32:33raptori have sacrificied my sanity
04:32:39raptorfixing perl code
04:32:45raptorto get your ship lua methods
04:32:50bobdaduckI am utmost grateful
04:33:35bobdaduckDrat
04:33:37Fordcars Quit (Ping timeout: 245 seconds)
04:33:41bobdaduckthere's a getEnergy but not a setEnergy
04:35:04Fordcars_I tried to do a levelhen level earlier, but it failed :(
04:35:16bobdaduckI could help with writing a levelgen script for you.
04:35:22bobdaduckOr possibly outright write it for you xD
04:35:27bobdaduck(if you prefer that)
04:36:04Fordcars_ Quit (Remote host closed the connection)
04:37:44bobdaduckDELETE ON SIGHT.
04:37:53bobdaduckWe just got hit by a forum bot.
04:38:02raptoroooo
04:38:06raptorthose are rare now...
04:38:11bobdaduckI removed his post advertising for kitchenware, and then in the ACP hit "force reactivation"
04:38:13raptoryou can nuke the account, too, i think
04:38:14bobdaduckIs that right?
04:38:22raptoryeah
04:38:32raptorsomewhere in the ACP. is delete account and all posts
04:39:01raptorthat's what i usually do - because once in a while a bot will post a topic in every forum it can find..
04:39:27bobdaduckYeah
04:41:01bobdaduckI didn't see an immediate option for "delete everything" so I figured force reactivation would be the next closest
04:41:17raptori think it's in the 'users' section
04:41:36raptoryou find the user, then it's an option at the bottom of the user overview
04:42:39bobdaduckSo how do I adapt this script you gave me to do what I want?'
04:43:15raptori don't know... what do you want to do?
04:43:22raptorit's pretty tricky...
04:43:42bobdaduckWe want to instakill a random ship every once in a while.
04:50:35raptortwo problems: get a random ship
04:50:39raptor2. kill the ship
04:50:52bobdaduckRight
04:51:01bobdaduckI'll only have trouble with getting a random ship.
04:51:03raptori've done the second by teleporting the ship to a box with hostile turrets
04:51:07raptorok
04:51:48bobdaduckOh and how do I pass in a player's name to a text line?
04:52:05bobdaduckGlobalMessage("raptor is Robbie's new owner!")
04:53:18raptorthe PlayerInfo has these methods to call: http://pastie.org/6647195
04:57:36raptori have to finish a bit of school here first, then I can take a look and make something more robust..
04:57:55bobdaduckOkay
04:57:57bobdaduckGo for it
05:10:55bobdaduckFor reference when you get finished: The best method would be for in the "doCrazyStuff" method, that it pulls a random ships location and name.
05:21:40raptorok, let's do this..
05:22:57bobdaduckScript implemented
05:23:06bobdaduckNow I just need to do something with it.
05:23:41raptoryou already did the work?
05:23:49bobdaduckNo?
05:23:56bobdaduckI took your script and integrated it into mine
05:24:50raptorok, I have to change it up quite abit
05:25:00bobdaduckaight
05:25:01raptorapparently I can't use a non-text object as a table key
05:25:24bobdaduckhah
05:25:25bobdaduckokay
05:29:22bobdaduckOkay system for destroying a ship is in place
05:29:42raptornew playerinfo registration done
05:29:59bobdaduckI need the player name and their ships location
05:30:11raptork
05:31:43raptorok, and a random one?
05:32:20bobdaduckyeah
05:34:14koda has joined
05:41:14raptoroops, i've made some logic errors
05:41:20raptoryou may have to reintegrate...
05:43:40raptori'm an idiot - there's a scheduleRepeating
05:43:49raptorthat i can put in main instead of doing the dumb onTick logic
05:45:31bobdaduckrofl
05:54:42raptorok bobdaduck, ready for this?
05:54:56bobdaduckyeah
05:54:58bobdaduckI think.
05:55:45raptorhttp://pastie.org/6647512
05:55:50raptorit's reasonably robust
05:58:30bobdaduckAlso how can I combine a variable and text? I.E. logprint(ships name is <playername>)
05:59:21raptorthe variable must be text
05:59:25raptoror crazy
06:00:00raptorbut concatentation text is like this: logprint(variableText.."some text here"..anotherVar.."more text")
06:00:25bobdaduckwith ..?
06:00:27raptorit's in the 'killShip' method I started for you
06:00:29bobdaduckthe two dots are necessary
06:00:31bobdaduck?
06:00:35raptoryse
06:00:49raptor'..' <-- two dots mean: stick text together
06:01:25bobdaduckawesome
06:01:27bobdaduckneeded to know that
06:03:10bobdaduckWhat's the #
06:03:11raptorevery language has it's weird operators
06:03:27raptorthat's another one
06:03:29bobdaduckrandomIndex = math.random(1, #registeredplayers)
06:03:37raptorread the comment above it
06:03:51bobdaduckah okay
06:04:10raptorso it's a random number from 1 to however many registered players
06:04:18raptornifty, huh?
06:04:54bobdaduckVery
06:06:25bobdaduckLets see if this works...
06:06:32raptordun dun dun
06:07:44bobdaduckdoes not appear to
06:07:59bobdaduckDisconnect between "doomsday device powering up" and "spawn two bursts"
06:09:50bobdaduckBAHAHAHAA
06:09:53bobdaduckYou have to see this
06:10:30raptorok
06:40:47raptorbobdaduck: http://pastie.org/6647713
06:41:08bobdaduckOhhh!
06:41:09bobdaduckshiny!
06:41:31raptortext processing is ugly
06:41:38raptorit involves regular expressions
06:41:45raptorthen you need to convert it to the 'type' you need
06:42:23raptorthis is probably the start of a command system, huh?
06:42:26bobdaducklol
06:42:30bobdaduckI already have one.
06:42:33raptorha
06:42:36bobdaduckJust not one that I can pass args into xD
06:45:27raptorso that only works with numbers...
06:47:14bobdaduckRobbie now has an eye.
06:47:17raptorwait, maybe there is an easier one...
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17:07:04raptorbuenos!
17:34:10Darrel has joined
17:42:22raptorwatusimoto: I posted here just to drum up discussion: http://stackoverflow.com/questions/15554485/opengl-text-rendering-methods-and-trade-offs
17:42:45watusimotook, good
17:42:48watusimotosee what comes of that.
17:42:54raptorfeel free to edit, etc...
17:43:13watusimotoI think for the moment I'm going to revert my local text rendering changes and finish cleaning up the menu stuff I was doing
17:43:26raptoryeah, this is a long side-project...
17:43:28watusimotobecause I'm not making much progress on the text stuff
17:43:57watusimotothough I have also been contemplating just manually desiging a new stroke font based on orbitron
17:44:11raptorwith the editor!
17:44:13raptor:)
17:44:32watusimotobut 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)
17:44:44raptori know!!
17:44:47watusimotoand without snap points, it becomes rather tediuous
17:45:06raptorthere need to be a mid-point snap on any polygon line
17:45:12watusimotoBecause orbitron would acutally work rather well as a stroke font
17:45:44watusimotowhich brings us back to texture fonts
17:45:46watusimotosigh
17:46:31watusimotoented with Converting the 
17:46:34watusimotoyou might want to fix that
17:47:09raptordone
17:47:11raptorha
17:47:28watusimotogood question
17:47:30watusimotoand I know the answer
17:47:37raptoruse a texture!
17:47:42watusimoto"just use textures like everyone else!"
17:47:44watusimotoright
17:47:47raptorhaha
17:48:11raptorbut I'm stubborn!
17:50:15raptoractually - have you seen fontforge?
17:51:01watusimotoI 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.
17:51:37watusimotooh, and why is switchtin to full screen still so painful for me? :-)
17:51:40watusimotolater
17:51:46raptorlater
17:56:19watusimoto Quit (Ping timeout: 264 seconds)
18:02:08bobdaduck has joined
18:06:25bobdaduckLast night was fun xD
18:06:37raptori can't believe we wrote some of things we did...
18:08:12bobdaduckrofl
18:09:43kodabhellooooo
18:09:58kodabgsco submission openssssss
18:09:59raptorhi kodab
18:10:01kodab\o/
18:10:06raptoroh boy..
18:10:14raptoruhh... watusimoto should know
18:10:33raptorMaybe all three of us devs could manage *one* student, but I'm not sure...
18:10:40bobdaducklol
18:10:41kodabit's doable
18:10:48kodaband recommended
18:11:04raptorbecause those T-shirts are great fire-starters!
18:11:12kodabi'll submit hw application in a few days, if you need us to vouch just ask :)
18:11:21raptorOK
18:11:40kodabraptor, you get a tshirt just for registering anyways :p
18:11:41raptorGSoC would be good - although sometimes I feel we're too small..
18:16:43bobdaduckWe could have them make the player profile screens in-game!
18:19:45bobdaduckSo raptor
18:19:50bobdaduckI just made rave party 2.0
18:19:56bobdaduckIn the carnival level
18:21:01kodab Quit (Ping timeout: 272 seconds)
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18:36:11bobdaduckHey tusimoto
18:39:56Watusimotohi
18:46:36bobdaduck Quit (Remote host closed the connection)
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19:07:48bobdaduckWatusimoto: A minefield object would probably not be a good thing to add.
19:07:49bobdaduckHowever
19:08:06bobdaduckOn the mine option, giving it a respawn time would be very nice.
19:09:18bobdaduckMines that are placable in the editor aren't worth much because you destroy them once and they're gone, just like spybugs.
19:09:42bobdaduckHaving them respawn after they're destroyed would be nice.
19:16:35Watusimotointeresting idea. got to run, will talk more later
19:21:19kaen has joined
19:22:31kaenhello
19:23:12kaenI'm hesitant to idle in irc on this connection because it's pretty spotty.
19:23:58Watusimoto Quit (Ping timeout: 245 seconds)
19:27:36bobdaduckhm?
19:28:02kaenjoin/part spam
19:28:09kaenit gets bad when the connection goes loopy
19:29:32bobdaduckah.
19:31:16raptorHi
19:31:20raptorhi kaen!
19:31:25raptorI'm only here for a minute..
19:31:39kaenhello
19:32:04raptorkaen: 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
19:32:40raptorbasically we want to use orbitron font, and have the same speed/functionality as our current stroked font with lines
19:33:59kaenare you willing to buckle on using textures?
19:34:11kaenor do you *really* want to stick with GL primitives?
19:34:40raptorcan I do the rotation/resizing really fast with the textures?
19:34:57kaentotally, just map the texture to a quad
19:35:02kaenand render the quad however you want
19:35:22raptorah ok - and there is where I hit the knowledge barrier
19:35:34kaenbinding/loading textures is pie
19:35:35raptorsomeone hinted at that in that question, and it seems like a good thing to do
19:35:59raptorwe'd have to reload all textures on fullscreen change
19:36:04raptorbut that's probably not hard
19:36:34kaenhmm, interesting point though
19:37:03bobdaduckWhat if you just made an manual copy of the font and made the copy using vectors?
19:37:21raptorso on application load we can do TTF -> static texture + quads?
19:37:49kaendepends on the library, but actually it will be like
19:38:18kaenload TTF, render a texture for each font & text combo, render a quad for each textitem
19:38:55kaenthe textures will each represent one casting of one string with one font configuration
19:39:39kaenif 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
19:40:00bobdaduckWhy can't we draw the font with vectors, again?
19:40:08kaenyou can, that's what wat's been doing
19:40:30kaenhe's run into a problem with doing it with orbitron because of the typeface's structure
19:40:48kaenso he'd have to programatically extract a sort of "sketch" of the font for use in bitfighter.
19:41:09kaenbecause the exact copy doesn't look right
19:41:20kaenat least, that's my understanding; I could be way off base
19:42:20raptorwe have a decent "sketch"
19:42:29raptorwatusimoto got the outlines to work just fine
19:42:50raptorthe current problem is the AA and probably performance loss with triangulating the polys
19:43:39kaenwhat's the AA problem? looks bad, or is slow?
19:43:45raptorbad
19:43:47raptorlooks bad
19:44:02raptor"render a texture for each font & text combo" <-- what does this mean?
19:44:33kaenso for each string, you'll need to render at least one texture each time you want it in a different color, size, etc.
19:44:53kaenso it ends up being more like one texture per textItem, or whatever object represents a string on the screen
19:44:53raptorwe want to be able to scale/rotate any letter on the fly
19:45:03kaenany *letter*?
19:45:09raptorglyph
19:45:20kaenwell, then you'll be making textures each frame...
19:45:23bobdaduckThe contest server should probably be taken down....
19:45:24raptor is trying hard to keep correct terminology, he promises
19:45:40raptoryes, that's the problem with textures as I see it
19:45:54raptorwith already static strokes/polys, it's easy to manipulate
19:46:27kaenwell, it can be manipulated easily (from a development perspective) with the usual library interfaces
19:47:03kaenand remember that GPUs are SIMD, so they're made for this sort of thing.
19:47:24raptorultimately we'd want those quad arrays for each glyph as a static set built by game load
19:47:38kaenoh my
19:47:53bobdaduckQuartz agrees the contest server should be taken down
19:47:58raptorthen when needed, we'd apply transformation/scaling on the fly, like with rotating text in the editor
19:48:01kaenwell, I can think of some ways
19:48:02kaenoops
19:48:20Quartzy has joined
19:48:43raptorQuartzy should upload a crash level, unless it is kaen-looped
19:48:46kaenwell, I can think of some ways to do that, but there'd be something of a trick in changing the color
19:48:57Quartzylol what
19:49:00bobdaduckwait
19:49:02bobdaduckQuartzy
19:49:09QuartzySup niglet?
19:49:09bobdaduckdude just go onto the contest server
19:49:12bobdaduckand type /shutdown
19:49:13bobdaduckxD
19:49:17Quartzyoh
19:49:19kaenalso, pre-baked textures will cause AA issues themselves
19:49:24kaenit'll restart
19:49:24kaencheckmate.
19:49:26bobdaduckUnless its kaen looped
19:49:28bobdaduckcrap.
19:49:29QuartzyI figured it would.
19:49:32bobdaduckxD
19:49:32QuartzyHahah.
19:50:12kaenI 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
19:50:13bobdaduckI'm trying to decide whether I should document the carnival script
19:50:16kaenprobably badly.
19:50:35QuartzyYeah of course document it why not?
19:50:39QuartzyOnly reason I can see not to is laziness.
19:50:43bobdaduckBecause 300 lines of code
19:50:46QuartzyDON'T LET LAZINESS TAKE AHOLD OF YOUR LIFE!!
19:50:47raptorbobdaduck: ALWAYS DOCUMENT YOUR CODE
19:50:51Quartzy^
19:50:52bobdaduckxD
19:50:54kaenyou should document it so that it's easy for you to use later
19:50:59kaenif nothing else
19:51:04bobdaducklol
19:51:15raptoralso if you have a method: 'doSomething()' please don't document it as: "This method does something!"
19:51:23bobdaduckrofl
19:52:02bobdaduckTotally just did that
19:52:26QuartzySomeone 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@
19:52:43bobdaduckrofl
19:53:35bobdaduckMy code is vaguely documented already
19:53:42bobdaduckand I try to make the variable names fairly descriptive.
19:54:31raptorand if you want to level up in 'documenting code' you'll document it so it's easy for *other* people to understand too :)
19:54:31bobdaduckrofl
19:54:43bobdaduckI do tend to name my variables a bit... ecclecticly.
19:54:59kaennaming things is hard
19:55:14raptorlocal theBestKindOfDocumentation = "yes"
19:55:19bobdaducklol
19:55:25Quartzykaen just name things sexually
19:55:31bobdaduckdoomsdayIsActive
19:55:32Quartzylike "Spooning Leads to Forking"
19:55:35raptorok, back to work..
19:55:55bobdaduckonShipKilled()
19:56:00raptorkaen: watusimoto will want to talk about fonts, too, when he comes back...
19:56:01bobdaduckif(chosenOne) then
19:56:09raptor(I still do, but have to get back to work)
19:56:13QuartzyI 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.
19:56:24kaenI understand
19:56:48QuartzySo who is this guy in here called Darrel? Like, Dimebag Darrel or zombie-killing Darrel?
19:57:02raptorside 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?
19:57:08DarrelLike zombie Darrel :D
19:57:21bobdaduckHe's one of the lurkers
19:57:30bobdaduckI think from the google code in thing
19:57:31Darrelyeah, GCI student
19:57:34kaenI believe he was a gci studtent
19:57:36kaenthere we.
19:57:40kaengo.
19:57:40kaenomg this connection.
19:57:57Darrel:)
19:58:22DarrelOh, are you guys going to participate in GSoC?
19:58:32QuartzyAll these TLAs are pissing me off
19:58:39raptorpossibly
19:58:55raptorTLA?
19:58:58QuartzyThree Letter Acronyms
19:59:06raptorGoogle Code-In
19:59:11raptorGoogle Summer of Code
19:59:20raptorAA = Anti-aliasing
19:59:22Quartzy(That's my dad's joke btw ... I give him full credit for that)
19:59:27bobdaducklol
19:59:34DarrelAA - isn't that battery size, lol :P
19:59:51raptorback alter..
19:59:54raptorlater
19:59:59QuartzyPeace.
20:01:09bobdaduckAny ideas for things I can add to carnival?
20:01:34QuartzyYes. Add a goalzone maze.
20:01:37QuartzyEveryone loves those.
20:02:16bobdaducknoty
20:02:42Quartzykaen:
20:02:48QuartzyBehold. The sausage factory.
20:02:49QuartzyWut?
20:02:55bobdaduckWut
20:03:12bobdaduckOh
20:03:15bobdaduckHe means like
20:03:19bobdaduckHot dogs are good
20:03:22bobdaduckuntil you see how they're made.
20:03:43QuartzyOh. Gotcha.
20:05:23Quartzy_ has joined
20:05:27Quartzy_so when did I cut off
20:05:42Quartzy_Stuff just sorta stopped appearing for me so I reloaded lol.
20:05:42raptor"oh. gotcha." was your last message
20:05:52Quartzy_interesting. Thanks
20:08:11Quartzy Quit (Ping timeout: 245 seconds)
20:10:25Quartzy_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.
20:11:56kaenI noticed the same thing with my large programming tasks
20:12:35kaensort of leads me to a question I've been wanting to ask: what's your interest in a level database for the website, #bitfighter?
20:12:55Quartzy_Level database for the website? What does that mean?
20:13:05kaenlike a place to upload and rate levels
20:13:32bobdaduckLike our mapmaking forum, except we're calling it database.
20:13:48kaenyes, but it actually behaves like a database
20:13:53kaenit's indexable, searchable
20:13:56Quartzy_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.
20:14:02Quartzy_But the disadvantage
20:14:14raptorin-game level downloading
20:14:20raptorin-game level updating
20:14:26kaenyeah, that'd be a snap
20:14:33raptor^^ really cool advantages
20:14:36kaenI made a mock that uses phpbb authentication this morning
20:14:39Quartzy_Is that the community is so small that our level forum currently works just fine, and making something separate could be detrimental.
20:14:44kaenand hooking the game up to it would be no trouble
20:14:50bobdaduckAnd could take forever
20:15:01kaen<bobdaduck> And could take forever
20:15:04kaen<kaen> I made a mock that uses phpbb authentication this morning
20:15:09raptorhaha
20:15:18Quartzy_Something directly connected to the game I would certainly support however.
20:15:19raptoryou forget our super power:
20:15:20raptor!kaen
20:15:20BFLogBotStats guru and SQL extraordinaire
20:15:31kaenI'm using cakephp so it's super fast to develop
20:15:31bobdaduckOh right
20:15:31Quartzy_Especially a function to UPDATE the levels would certainly be nice...
20:15:39kaengotta love MVC frameworks
20:15:48Quartzy_Millions of versions of a level floating around gets real old.
20:15:53kaen^
20:15:55bobdaduckFeudalism
20:15:57Quartzy_I think bobdaduck
20:15:58Quartzy_yeah
20:15:58Watusimoto has joined
20:16:00Quartzy_I was about to say that.
20:16:08bobdaducklol
20:16:17Quartzy_There's what, five versions floating around?
20:16:40kaenso, thumbs up/down? I can have something fit for consumption within a week probably
20:16:57bobdaduckAny sort of rating system has problems
20:17:03bobdaduckbecause we don't have very many people.
20:17:03kaenthe stats page took me about a week at first and I wrote every single bit by scratch
20:17:28bobdaduckIt would be nice and useful.
20:17:32raptorwe'd have to carefully architect the various situations that could use it, especially in-game
20:17:46bobdaduckIf you want to devote that kind of time, by all means.
20:17:49raptorlike how do let servers update their levels, etc.
20:17:51bobdaduckThere aren't really any cons to having it
20:17:53kaengood god... you mean we'd have to design it!?
20:17:55Quartzy_Remember when we had zero developers? Having four sure is nice.
20:17:56bobdaduckI'm just not sure its worth the work
20:18:02raptorha!
20:18:05bobdaduckLOL
20:18:06bobdaduckxD
20:18:27raptorsam686 been MIA for a few weeks (months?) now
20:18:30Quartzy_Okay. 3
20:18:41Quartzy_3 + one guy who pops in and out
20:18:53bobdaduckAnd several who just died.
20:18:56Quartzy_I got really used to Zap though. A game that was frozen and the only originality had to be done by level makers...
20:19:01bobdaduckOr disappeared or whatever
20:19:02kaena moment of silence, please...
20:19:05bobdaduck(Zoomber)
20:19:09Quartzy_So, having developers sure is nice.
20:19:28Quartzy_The idea of Zap being developed was a distant dream to me.
20:19:32Quartzy_Playing bitfighter is still surreal to me.
20:19:35Quartzy_Not even joking.
20:19:37raptorkaen: have you done much of the DB architecture yet?
20:19:40bobdaduckrofl
20:19:48raptoror does your MVC thing do that on-the-fly
20:20:03kaenvery on the fly
20:20:09kaenbut I have control over it, too
20:20:26raptorwe'd need fields: version, hash (sha256?), author, associated levelgen, etc...
20:20:42kaeneasy-squeezy
20:20:51kaeneverything but the hash and levelgen association is there
20:21:02kaenand associations are a compelling reason for using MVC :)
20:21:09raptorheh, yep
20:21:14kaencake is basically rails in PHP
20:21:20raptorintresting
20:21:25kaenuses activerecord stuff and all that
20:21:40raptorcould our poor VPS handle it?
20:21:55kaena good question...
20:22:07kaenit statically bakes most assets in production
20:22:13raptoroh good
20:22:14Watusimotohey
20:22:22kaenand it has a pretty gorgeous cache control mechanism, too
20:22:25raptoralso, phpbb authentication tied to author somehow?
20:22:30kaenalready done
20:22:36raptorwith maybe... wow!
20:23:00kaenjust auths using the phpbb database
20:23:12kaenit even has a model for phpbb users xD
20:23:24raptorsome sort of front end to allow users to update their maps
20:23:35kaenyup
20:23:42kaenit actually only has the front end for now...
20:23:58raptoralso a field tied to game release? like a particular levelgen may only work for 018a, etc..
20:24:08kaenahh, that's a good idea
20:24:28raptorjust hinking out loud...
20:24:31raptor*thinking
20:24:45bobdaduckDesigner notes?
20:24:55kaenI wasn't sure, but I think that's good too
20:25:14kaenI thought about it but didn't add it yet
20:25:25raptorscreenshot!
20:25:36raptorsorry, we're pounding you...
20:25:38kaenI had a crazy idea for that...
20:25:48raptortell me your idea...
20:25:52kaentweaking the bitfigher exe and making one when the level is uploaded
20:25:54bobdaduckAre you writing these down
20:26:00raptorha!
20:26:08raptoractually funny you should ask that
20:26:10kaenI actually wanted to do it for other reasons
20:26:17bobdaduckI'm in favor.
20:26:39kaenin general, access to the game state after level load and main() execution could let me pump out some subtleties
20:26:48raptori experimented once with getting bitfighter to spit to the framebuffer instead of Xorg then directly to libpng
20:27:02kaenhow'd it go?
20:27:03raptormiserable failure
20:27:14kaenwell, it's certainly doable afaik
20:27:18raptorran out of time for the complexity required
20:27:22kaenah I see
20:27:29kaenhmm well it's just a crazy idea
20:27:31raptorin fact, I think it was tied to when I was tinkering with Mesa 9
20:27:48raptorbecause it supported 'off-screen' opengl context or something
20:27:58raptor^^ which was a better idea
20:28:52raptorsee this (i think this was where i started): http://stackoverflow.com/questions/14253419/creating-cross-platform-opengl-off-screen-context
20:29:05Quartzy_whooooooa cool words I don't understand
20:29:18raptorQuartzy_: welcome to #bitfighter !
20:29:31Quartzy_Can you believe I was going to be a comp science major? hahahahaha.
20:29:57Quartzy_Lost all passion for code I'm afraid.
20:30:16bobdaduckraptorlol
20:30:22bobdaducklol
20:30:29Quartzy_raptorlol
20:30:31raptorI actually don't have a passion for coding... if you can believe it
20:30:35Quartzy_You should rename yourself that.
20:30:37Quartzy_"raptorlol"
20:30:42raptor is now known as raptorlol
20:30:46Quartzy_I can believe it, if you are obsessed with the ned results.
20:30:47Quartzy_*end
20:30:49Quartzy_and lol nice
20:30:49raptorlol is now known as raptor
20:31:05bobdaduckThere's some button I keep pressing that automatically adds raptor to the beginning of my message...
20:31:06raptormy eyes started going black..
20:31:12raptortab?
20:31:13bobdaducklol
20:31:19bobdaduckyeah, that's it.
20:31:19bobdaducktab.
20:31:28bobdaduckBFLogBot: lol
20:31:53Quartzy_Updated shenanigans thread...
20:32:06bobdaduckBFLogBot: Quartzy_q raptor BFLogBot BFLogBot raptor Quartzy_
20:32:15bobdaduck was kicked from #bitfighter by raptor
20:32:17Quartzy_go f**k a duck
20:32:28kaenhuehuehue
20:32:33Quartzy_hue hue hue hue indeed
20:33:23Quartzy_My next map pack will be called "Quartz' Rock Solid maps."
20:33:25Quartzy_Get it? Get it?!
20:33:32Quartzy_IT'S FUNNY 'CUZ
20:33:36kaenbecause you like geology?
20:33:49Quartzy_fun fact: I don't
20:33:56Quartzy_What a username to have and not like geology huh?
20:33:57kaenI do :)
20:34:14raptormy father in law is a geologist
20:34:14kaenquartz is cool outside of geology
20:34:32Quartzy_Quartz is a character I made when I was 8 years old.]
20:34:40raptor55 and still has a rock collection
20:34:41kaenthey use it in electronics to keep time
20:34:45Quartzy_Hell yea
20:35:15kaenit's flippin' piezoelectric
20:35:20kaensuch a cool mineral
20:35:30Quartzy_plus quartz comes in different colors
20:35:31Quartzy_ftw
20:37:19bobdaduck has joined
20:37:28raptorwelcome back!
20:39:11bobdaduckIt took so much energy to type /join #bitfighter
20:39:18Quartzy_I'm sure it did.
20:39:20bobdaduckenergy that could be better spent promoting my anti engineer agenda
20:39:22bobdaduckI feel robbed
20:41:17Quartzy_Positive energy trumps negative energy.
20:41:18Quartzy_Promote suns.
20:41:43bobdaducklol
20:41:53bobdaduckReplace engineer with suns
20:43:00Quartzy_Korn says they might do a full-fledged reunion tour in the future ~~~
20:43:07Quartzy_If it happens. I am so there.
20:43:19bobdaduckWhere would they play?
20:43:30Quartzy_Bakersfield for sure. They're from Bakersfield.
20:43:34Quartzy_And that's only like 3 hours from where I live.
20:43:37Quartzy_not that bad.
20:43:51bobdaducknice
20:44:05Quartzy_East Coasters go "OMG THREE HOURS DAT'S SO LONG!" lololol. It isn't in the West.
20:44:34bobdaduckWat.
20:45:06bobdaduckGoogle maps says its 10 hours from where I live.
20:45:17Quartzy_Bakersfield? Hmm. Interesting
20:45:34Quartzy_Southern end of the Central Valley
20:45:42bobdaduckWhich like, isn't that bad. If you're from the plains states like Oregon.
20:45:51Quartzy_Yeah
20:45:53bobdaduck10 hours nothing there
20:46:01bobdaduckThey drive 10 hours for a jug of milk
20:46:04Quartzy_hahahaha
20:46:27Quartzy_Central Valley is awesome. You get to live in Cali, PLUS it's actually pretty Conservative!
20:47:01Quartzy_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.
20:47:10Quartzy_so weird
20:47:14Quartzy_Cali could be its own country
20:47:32raptorit goes with territory
20:47:42raptorharsher locations == slightly more conservative
20:47:48Quartzy_farmers = city slickers
20:47:52Quartzy_I meant vs. not =
20:48:18Quartzy_true I suppose good point raptor
20:49:10raptora weird correlation
20:49:26raptorthat probably doesn't hold completely true, especially with modern technology
20:51:33Quartzy_Welllllll I could say why but some one might get offended
20:51:37Quartzy_So I'll hold my tongue.
20:51:49bobdaduckRussia
20:51:56Quartzy_Russia
20:52:21Watusimotoso raptor: what do you think of freetype?
20:52:51raptorhttp://gltt.sourceforge.net/about.html
20:52:55raptorfreetype...
20:53:16raptor^^ that library would be almost exactly what we want but uses freetype
20:53:19raptoranother library...
20:53:23raptorfor all platforms...
20:54:52Watusimotowhat if we made a couple of token changes, then statically linked it like we do with lua-vec
20:54:59Watusimotofreetype-vec or something
20:55:13raptorlet me look at the deps of freetype...
20:55:33Quartzy_there I just made good usage of the Teleporter delay feature
20:57:31bobdaduckI made the teleporter delay -1 and nothing happened
20:58:26bobdaduckWell no
20:58:30bobdaduckit disappeared forever.
20:58:34bobdaduckBut still.
20:58:54raptorheh
20:59:07raptor-1 as an unsigne number is probably in the 4 billion range
20:59:10bobdaduckI mean nothing INTERESTING happened
20:59:22bobdaduckpls make all your variables signed
20:59:29bobdaduckso that I can see what happens when I make things negative
20:59:53raptoroh hey Watusimoto, freetype2 is compiled without any other dependencies...
21:00:00Darrel Quit (Quit: Closed IRC client)
21:00:06raptorthat was one of my main concerns... now vanished!
21:00:11Watusimotoyes, I bleieve that is correct
21:00:21Quartzy_I miss negative width walls.
21:00:27bobdaduckMmhm.
21:00:55Quartzy_Like -15
21:00:55raptoris about 550K on my system
21:01:01Quartzy_If you manuevered wrong you would get stuck in the wall
21:01:04Quartzy_Super weird and cool
21:02:13Quartzy_For honor, and glory!!
21:03:23raptorthat statement was always funny to me because 'glory' never fit in with my idea of 'honor'
21:03:33Quartzy_Same.
21:03:34bobdaduckrofl
21:03:36WatusimotoFor honor or glory!
21:03:40Quartzy_I enjoy saying it, though.
21:03:43bobdaduckxD
21:03:43raptorhahaha
21:03:52bobdaduckor money
21:03:53Quartzy_Also, "You have brought dishonor to my famly!"
21:03:55bobdaduckmoney is good too
21:03:56WatusimotoFor honor or glory (but not both!)
21:04:13raptorklingon?
21:04:14WatusimotoYou have brought dishonor and glory to my family
21:04:17Quartzy_rofl
21:04:20bobdaduckxDD
21:04:45raptorWatusimoto: so... this GLTT library with freetype is looking really good
21:05:19Quartzy_If I keep getting better with music and stuff I should make some stuff for bitfighter
21:05:29Quartzy_That's a distant idea so no promises but it's a thought.
21:05:40bobdaduckI had the same thought
21:05:47Quartzy_helllll yea
21:05:54bobdaduckThey don't accept metal though
21:05:55Quartzy_bob we need to just make a band
21:06:01bobdaduckonly classical music converted to chiptunes
21:06:06Quartzy_rofl
21:06:18bobdaduckSo I dunno what we're going to do there
21:06:52Watusimotowait... that's 2 libraries!
21:07:53Quartzy_What genre of music do you think is like ... bitfighter though?
21:08:10Watusimotowell, the docs are short and sweet
21:08:11Watusimotohttp://gltt.sourceforge.net/documentation.html
21:08:15bobdaduckDubstep
21:08:23Watusimotodeathmetal
21:08:41Quartzy_Careful what you wish for Wat. I don't like death metal but I could pull it off easy.
21:08:47bobdaducklol
21:08:54Quartzy_srs I can growl really good haha
21:09:02bobdaduckLiberate bananassss
21:09:07Quartzy_And the guitar work in death metal is super easy
21:09:15Quartzy_HALF STEPS. POWER CHORDS. EVERYWHERE
21:09:18Quartzy_CHROMATIC SCALES
21:09:30bobdaducklol
21:09:36Quartzy_Actually to me the most objectionable thing about death metal is the drumming.
21:09:48Quartzy_I hate it. I don't know how to describe death metal drumming but my gosh it is just ass on my ears.
21:09:50raptorWatusimoto: and GLTT says it caches the generated glyphs
21:10:07bobdaduckThey might accept death metal music if we converted it to a chiptune...
21:10:09Watusimotothis is great bitfighter music... wish we could have used it
21:10:09Watusimotohttp://www.youtube.com/watch?v=ALrjjJdmxgA
21:10:34bobdaduckrofl
21:10:40Quartzy_This is sounding like power metal so far
21:10:43Watusimotokind of makes me wish the vikings had colonized america instead of the british
21:10:56bobdaduckxDD
21:11:05kaenI laughed audibly.
21:11:13Quartzy_Wow
21:11:16Quartzy_Thanks wat
21:11:18bobdaduckAlright now we just make that a chiptune
21:11:19bobdaduckand its in
21:11:45Watusimotothat guy can drum reallllly fast
21:11:55Quartzy_Props to the vocalist for sounding like a boring screaming douche but actually being understandable.
21:11:58Watusimotoit's like he has 8 feet or something
21:12:03bobdaduck(I'm actually enjoying listening to it xD)
21:12:43raptorGLTT is 75K
21:13:00Watusimotothey actually have a lot better stuff... that song was just the first that I found
21:13:00raptordynamically loads freetype?
21:13:17Quartzy_Okay. Done listening now
21:13:17Quartzy_haha
21:13:31bobdaducklol
21:13:38bobdaduckI like it. Haven't heard of them before though
21:13:40Quartzy_No but seriously, what genre seems bitfighter-y? I mean it'd obviously have to be fairly ambient stuff.
21:13:46Quartzy_AVANT GARDE
21:13:50Watusimotothey are all about the viking imagery
21:14:03Watusimotolots of celtic influene too
21:14:25bobdaduckGimme a sec Quartz I'll see if I can find what I'm thinking of
21:14:33Quartzy_k
21:14:46LordDVG has joined
21:15:15Watusimotoif you like that video, you'd probably like the movie valhala
21:15:45WatusimotoValhalla Rising\
21:16:23bobdaduckI once went to a belgerath event where we had like 400 people dressed up like vikings fighting each other with foam swords
21:17:08bobdaduckbitfighter music: http://www.youtube.com/watch?v=49Oan0K7Pso
21:17:10Quartzy_...I just Youtube searched "liberate bananas"
21:17:18Quartzy_my video is the 6th result
21:17:20Quartzy_>_<
21:17:34Quartzy_(thanks bob. listening)
21:18:09raptorwe need taht as a mod!
21:18:34bobdaducklol
21:18:39bobdaduckneed what as a mod?
21:19:05Quartzy_This song is good, except that the main track sort of "cuts out" for like split seconds at a time.
21:19:13Watusimotoso raptor: are you autorhizing me to try gltt?
21:19:13Quartzy_That's too attention-drawing for background music
21:19:20Quartzy_But other than that yes this definitely fits
21:19:56bobdaduckWe'll just use the "a space oddessey" soundtrack
21:20:08bobdaduckIt'll be perfect
21:20:10raptorWatusimoto: sure!
21:20:15Watusimotook....
21:20:18raptorfreetype seems a bit large, though
21:20:37bobdaduckThat guy is online!
21:20:49Quartzy_Yeah this song changes pace far too much but yeah good example thanks.
21:20:50Watusimotowell, we'll see how it works out
21:21:21raptorQuartzy_: a 'mod' is a tracker-based sound file a la http://modarchive.org/
21:21:33raptorfile extensions: .mod .s3m .xm .it
21:21:41raptorand like 30 other lesser known formats
21:21:56raptorunreal tournament 99 used mods
21:21:59raptorfor its musci
21:22:06raptorwe use it too
21:22:15Watusimotoraptor: gltt sounds too much like glut
21:22:24Watusimotoand it does not support freetype 2.0
21:22:33Quartzy_okay so ... neat why'd you send me there ? XD
21:22:34raptoryes but with more gutteral
21:22:37raptorawww
21:22:38raptorno??
21:22:42raptorrats!
21:22:44Watusimotothey suggest ftgl for ft2.0 support
21:22:50raptoroh!
21:22:51Watusimotohttp://gltt.sourceforge.net/download.html
21:22:57raptoroh yeah... it's its big brother
21:23:37bobdaduckwhat "specials" are there for levels?
21:23:48raptorEngineer
21:23:51raptorEngineerUnrestricted
21:23:54raptorummm
21:24:10raptorsomething else
21:24:33bobdaduckdisallow bots?
21:24:36raptorNoBots
21:24:53Quartzy_I <3 NoBots
21:25:02raptorI think that's it for now
21:25:05Quartzy_Should probably put that on all of my levels but yeah
21:25:09bobdaducklol
21:25:11bobdaduckikr
21:25:40bobdaduckThere should be an "unrestrictTeamChanging" option there too
21:25:51Quartzy_That'd be interesting.
21:25:57Quartzy_That's good, actually.
21:26:01Quartzy_I like it.
21:26:18Quartzy_Best way to do that is on a map-to-map basis not a server basis. Awesome
21:26:47Quartzy_ /farts loudly
21:26:52Quartzy_ Quit (Quit: Page closed)
21:27:39Nothing_Much Quit (Ping timeout: 276 seconds)
21:28:09raptorFTGL is 350K and linked to loads of stuff... probably over linked to Xorg actually..
21:30:10raptorand zlib??
21:30:31raptorfreetype2 zlib GL and X
21:31:04raptorand pthread dl m
21:31:20raptoroverlinked, i think..
21:32:31Nothing_Much has joined
21:34:05Nothing_MuchHey guys
21:36:30bobdaduckHai
21:36:59Nothing_MuchWhat's up?
21:38:40Nothing_MuchY'all busy?
21:39:18raptorprojectM uses FTGL
21:40:17Nothing_MuchProjectM's that weird visualizer for Pulseaudio, right?
21:40:31raptoryes, it's used for loads of music players
21:40:36raptorand hello
21:41:08Nothing_MuchHi, has there been something going on?
21:43:14kaen Quit (Ping timeout: 260 seconds)
21:44:59raptorjust discussing using new fonts in the game as well
21:45:04raptoras other music, etc..
21:45:07raptorbut slow going
21:53:22bobdaduckRaptor got a sec to help me do math?
21:53:29raptorok
21:53:37bobdaduckI need to find points tracing the edge of a circle
21:53:51bobdaduckpreferably defined by the previous point
21:53:59raptorx = radius * cos(angle)
21:54:08raptory = radius * sin(angle)
21:54:19raptorah by the previous point
21:55:27kaen has joined
21:55:49bobdaduckbecause I don't really want to manually define a circle
21:56:13raptortada!: de821bb6d3b9
21:56:15raptoroop
21:56:18bobdaduckBecause I don't really know how xD (radius and other things)
21:56:20raptortada!: http://slabode.exofire.net/circle_draw.shtml
21:56:46raptorthat is c++ code but has the algorithm in it
21:58:20raptorok that site is very math-y
21:58:24bobdaducklol
21:59:26LordDVG Quit (Remote host closed the connection)
21:59:34raptorit'd be easier (if less efficient) to get a center point, then build out the circle points based on the above x/y calculations
21:59:49bobdaduckOkay so how do I do that xD
21:59:57raptorwhat do you want to do?
22:00:03bobdaduckFor reference I'm just trying to make a rotating speedzone.
22:00:07raptors_bot has a method to circle around a point
22:00:13raptorha!
22:13:45Watusimotowell... I got the headers to compile
22:13:55raptorhaha
22:14:36Watusimotonote to self... quick and dirty isn't quick, but it is dirty
22:15:39bobdaduckrofl
22:16:05Watusimotoreminds me of a quote i like that is only tangentially related
22:16:19Watusimotonever wrestle with a pig -- you'll just get dirty and the pig likes it
22:20:00raptorbobdaduck: here is algo, it's really simplistic, not optimized: http://pastie.org/6995438
22:20:11raptorthat code doesn't run, you have to do some of the hooking up yourself
22:21:31raptorWatusimoto: if you code on a linux system, freetype2 and ftgl should already be packaged for you
22:22:53bobdaduckokay thanks raptor
22:22:58bobdaduck(I'll get to that after lunch)
22:23:06raptorsorry that's all i can do right now.
22:24:44Watusimotoand so the fun begins!
22:24:48Watusimotolink errors!
22:26:07raptor-lftgl -lfreetype
22:30:33raptorwow, i'm doing the FTGL demos... they're fast!
22:31:36Watusimotowait...
22:31:43Watusimotoam I going about this all wrong?
22:32:04raptorwell, i'm on linux and have the libraries, demos, and development headers all installed
22:32:16raptorwith the click of a button..
22:32:32Watusimotowell, whatever I do has to be compatible with that
22:33:00Watusimotoactually, I guess the main problem I'm having is cotnained within VC++
22:33:04raptorhow could it not be? the version i'm using was released 4 years ago
22:33:38Watusimotoit could not be if I do some crazy includes to make things work
22:33:47Watusimotothough I've undone most of those
22:33:52Watusimoto:-)
22:34:01raptorha
22:34:20Watusimotonow I just need to figure out how to get vc++ to build the code
22:34:34raptoryeah, that's 50% of the work..
22:34:41raptor(maybe more)
22:34:49Watusimotowith vc++ maybe 60%
22:36:36kaen Quit (Ping timeout: 245 seconds)
22:39:24kaen has joined
22:41:57SolumnMushroom has joined
22:42:10SolumnMushroomHello all
22:43:58kaen Quit (Ping timeout: 245 seconds)
22:51:13SolumnMushroomI'm logging off now. Be right back
22:51:17SolumnMushroom Quit (Quit: Page closed)
23:00:41SolumnMus has joined
23:00:59SolumnMusHello again
23:01:29SolumnMusI hate this mobile irc client...
23:02:25SolumnMusThat should be a bit better
23:02:33SolumnMusNope...
23:02:40SolumnMus/exit
23:03:10SolumnMus Quit (Client Quit)
23:04:30Watusimotowell, this is beginning to suck hard
23:04:44raptorstill on vc++ problems?
23:06:46Watusimotoyup
23:07:41bobdaduckYou guys got sky's PM?
23:09:04bobdaduck@watusimoto, @raptor
23:09:24raptorhi
23:09:26raptoryes
23:09:30raptordidn't read it all yet
23:09:33raptormaybe later
23:09:53bobdaduckaight
23:13:56raptoryay got FTGL linked in! now to draw something...
23:19:39Watusimotoany idea where FTGL_BEGIN_C_DECLS is defined?
23:20:16raptoryou only need to include "FTGL/ftgl.h"
23:20:18raptorthat's it
23:20:29Watusimotowell....
23:20:35raptorcompiles!
23:20:38raptorsegfaults!
23:20:40Watusimotothat's all I need to include in Bitfighter
23:20:52Watusimotobut I still need to tell vc++ to build ftgl
23:21:07raptoruhh
23:21:13Watusimotoand my project is not doing well
23:21:29WatusimotoI'm trying to figure out what I have misconfigured
23:22:05Watusimotothere's a lot of stuff going wrong, but I'm hoping I just need to add some path to some variable somewhere
23:23:31Watusimotooh, but you don;t have the source
23:23:40Watusimotoso no worries
23:23:53raptori have all development headers
23:24:47Watusimotonew strategy...
23:25:55raptorusually there is a oneline include somewhere you need to configure
23:26:19raptorthis is what i would use on my system: -I/usr/include/FTGL -I/usr/include/freetype2
23:30:04bobdaduckbad argument #2 to 'angleTo' (point expected, got no value)
23:30:51raptorpoint.angleTo(centerPoint, currentEndPoint)
23:30:56raptorforgot half..
23:31:16bobdaduckhah
23:31:19bobdaduckyeah
23:31:23bobdaduckJust fixed that
23:31:56bobdaduckOkay so now the speedzone is like, jiggling back and forth
23:33:08raptoradjust the angleToRotatePerSecond?
23:34:53bobdaduckI made it 90
23:34:58bobdaduckthe speedzone goes 90
23:35:00raptorRADIANS
23:35:02Watusimotofinally... building...
23:35:03raptorRADIANS
23:35:05bobdaduckoh right.
23:35:07bobdaduckRADIANS.
23:35:08bobdaduckxD
23:35:11bobdaduckGimme a sec then
23:35:13raptori wrote that done like 3 times!!
23:35:16bobdaduckThat would be the problem xD
23:37:08bobdaduckWhy don't degrees work?
23:37:13bobdaduckThe calculations just harder?
23:38:07raptorno, that's just how the API is
23:38:23raptormost APIs are that way - they take radians instead
23:38:46bobdaduckokay
23:38:56bobdaduckcool, now its flipping across the y axis
23:39:16raptorso just put in math.pi
23:39:21raptoror math.2pi
23:39:25raptor2*math.pi
23:40:46bobdaduckput that where?
23:41:09bobdaduckI'm currently trying to make it do the conversion formula on the angle
23:42:06raptorthe angleToRotatePerSecond that you pass in
23:42:17raptorwhen you call that method, use math.pi for that
23:43:05bobdaduckmath.pi instead of angleToRotate?
23:44:25raptordon't change the method
23:44:31raptorpass that in as an argument
23:44:47raptorwhen you call it: rotate(deltaTime, math.pi)
23:44:54raptorin onTick or wherever
23:46:17bobdaduckOkay then what?
23:46:35raptorthat's it
23:46:42raptorthat's your angle-per-second
23:46:57raptormath.pi = 180 degrees
23:47:18bobdaduckI'm pretty confused.
23:47:24bobdaduckwhat does math.pi do?
23:47:29raptorit's a constant
23:47:30bobdaduckis it a method? math.pi()?
23:47:41raptor3.141592653589793...
23:47:53bobdaduckits pi... So shouldn't I be able to just write a line where angletoRot * math.pi / 180
23:47:53bobdaduck?
23:48:06raptoryes, sure
23:48:29raptorbut I made it a method argument so you can specify how much angle (in radians) you want to rotate per second
23:48:43raptormath.pi radians == 180 degrees
23:48:47raptormath.pi is the angle
23:49:55bobdaduckuh
23:50:28raptordo you understand radians?
23:50:35bobdaduckI remember radians
23:50:38bobdaduckbut I'm going to say not.
23:50:39bobdaduckfunction rotateSpeedZone(deltaTime, math.pi)
23:50:43raptorNOOO
23:50:49raptordon't change the function!
23:50:56raptorwhere do you call that
23:51:00bobdaduckontick
23:51:01kaen has joined
23:51:07raptorpaste to me how you call it
23:51:16bobdaduckfunction onTick(deltaTime)
23:51:16bobdaduck rotateSpeedZone(deltaTime, 90)
23:51:16bobdaduckend
23:51:23raptorok
23:51:54raptorinstead do: rotateSpeedZone(deltaTime, math.pi) in the onTick function there
23:52:06bobdaduckokay
23:52:18raptorand leave the function signature alone (signature means how it is writtin with 'function' at the start)
23:52:37bobdaduckokay done
23:52:39raptorso the signature should be: function rotateSpeedZone(deltaTime, angleToRotatePerSecond)
23:52:42raptorok
23:53:11bobdaduckSo now it will rotate at.... pi speed?
23:54:16raptoryes (I hope)
23:54:35bobdaduckIt just stops after turning about two degrees.
23:54:46raptoryay!
23:54:51raptorprogress!
23:54:56bobdaduckwell no
23:55:00bobdaduckit doesn't actually rotate
23:55:13bobdaduckThat's the angle it starts at.
23:55:28raptorok, well - I'll need to look at more carefully later tonight. sorry
23:55:29bobdaduckthat the script starts it at anyway
23:55:40raptorno crashes?
23:55:44bobdaducknope
23:56:48bobdaduckhmmmmmm
23:57:53bobdaduckIt looks like its only running once
23:58:43bobdaducknowait
23:58:45bobdaduckits running
23:58:52bobdaduckits just not taking the new end point into account

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