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| 00:19:50 | kaen | raptor I was reading through the logs and here's some food for thought regarding the potential level db integration: |
| 00:20:36 | kaen | the db itself implements all kinds of protective logic regarding update permissions and that sort of thing, and I have a complete (100% coverage) test suite for it |
| 00:22:22 | kaen | I can transparently expose a few urls for getting, updating, and listing levels (try http://bitfighter.org/pleiades/levels/raw/23 for an example) |
| 00:22:54 | kaen | and we can use http authentication (i.e. authenticate via request headers) to for updating in-game and stuff |
| 00:23:28 | kaen | so the simplest solution to hook up the two systems would probably be with a simple http library (or maybe even 2-3 pre-crafted request templates) |
| 00:24:17 | kaen | the db also returns HTTP errors with useful error messages (level not found, you do not have permission for that level, etc.) and standard error codes (401, 403, and 404) |
| 00:25:02 | kaen | that way there's no involvement with server code or master code, and only very dumb logic in the client (it either works or it doesn't) |
| 00:25:12 | bobdaduck_ | also kaen think you could give users capability for personal level directories? (so if I want an upload directory for dungeons, novelties, levels, or whatever) |
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| 00:30:17 | kaen | <kaen> and that way when we need to fix some logic, we can just tweak the db, which is much more malleable than doing a release |
| 00:30:17 | kaen | <kaen> bobdaduck_ I'll do tags |
| 00:30:17 | kaen | <kaen> that way you can search for novelties by everyone, or just novelties by bobdaduck, etdc. |
| 00:30:17 | kaen | <kaen> etc.* |
| 00:30:28 | kaen | tomorrow I get a real internet connection... |
| 00:30:31 | bobdaduck_ | okay |
| 00:35:14 | | raptor Quit (Disconnected by services) |
| 00:35:30 | bobdaduck_ | And then you can see my map! |
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| 00:36:22 | raptor | hello |
| 00:37:31 | bobdaduck_ | Goodmorning! |
| 00:37:56 | raptor | hi |
| 00:38:06 | raptor | so yeah... onMsgReceived() has the playerInfo int here, too |
| 00:41:17 | raptor | kaen: i like the dumb client idea very much |
| 00:41:50 | kaen | I think it will ultimately be both more maintainable and more secure |
| 00:42:50 | kaen | also, it feels nice writing a greenfield project with 100% coverage :) |
| 00:42:57 | raptor | haha |
| 00:42:57 | kaen | I've been using TDD for it |
| 00:42:58 | raptor | i bet! |
| 00:43:02 | raptor | TDD? |
| 00:43:14 | kaen | test driven design |
| 00:43:22 | kaen | I write a failing test, make it pass, then refactor |
| 00:43:47 | raptor | man, I don't think i've done that before.. even at work! |
| 00:43:59 | bobdaduck_ | Wow |
| 00:44:01 | kaen | I've been getting into it more and more lately |
| 00:44:12 | kaen | it's awesome because I do large refactors and know 100% for sure if I've subtly broken anything |
| 00:44:22 | bobdaduck_ | That's pretty much how I've been putting together RTS... |
| 00:46:13 | kaen | is there an HTTP request mechanism in the client already by chance? |
| 00:50:24 | kaen | I hate to suggest adding yet another lib, but curl is cross platform and supports everything we need |
| 00:50:43 | kaen | we can even do the HTTP auth via http://user:password@bitfighter.org/pleides/whatever |
| 00:50:45 | raptor | kaen: no |
| 00:50:52 | raptor | but should be trivial I think |
| 00:51:03 | raptor | curl... yes |
| 00:51:05 | kaen | hmm maybe not trivial |
| 00:51:10 | kaen | even curl requires writting a callback |
| 00:51:20 | raptor | oh duh |
| 00:51:22 | raptor | c++ |
| 00:51:33 | kaen | but certainly on the same level of complexity in the client |
| 00:51:42 | raptor | i briefly thought of java when you asked that question |
| 00:51:48 | kaen | and infinitely less complex in the server and master (since they are not involved) |
| 00:51:49 | kaen | oh lol |
| 00:52:12 | kaen | same level of complexity as writing the needed RPCs in TNL, I meant |
| 00:52:39 | raptor | i would favor some lightweight client that is one class... if it exists :) |
| 00:52:50 | kaen | hmm yes, that would be ideal |
| 00:52:57 | raptor | also, if you haven't notice.. we gots TTF fonts now! |
| 00:53:15 | raptor | also, you were right - textured quads are fast |
| 00:53:38 | raptor | (I needed to research quite a bit more first to come to that conclusion..) |
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| 00:54:08 | kaen | good, glad to hear :) |
| 00:54:14 | kaen | sorry I couldn't help at all though :/ |
| 00:54:20 | kaen | anyway, this is interesting: http://googolflex.com/?p=322 |
| 00:54:27 | raptor | but you've been doing the level DB! |
| 00:54:32 | kaen | also, https://github.com/mrtazz/restclient-cpp |
| 00:54:43 | kaen | which is more fleshed out, and is also a single class as you mentioned |
| 00:55:25 | kaen | it's actually *more* suited than curl because it has a RESTful interface (which is mirrors the structure of the db app) |
| 00:55:40 | kaen | oh... |
| 00:55:47 | kaen | Dependencies |
| 00:55:47 | kaen | libcurl |
| 00:55:54 | kaen | *sigh* |
| 00:55:59 | raptor | yeah... |
| 00:56:11 | raptor | can i just say that i *love* single class deps... |
| 00:56:21 | kaen | me too |
| 00:56:22 | raptor | *libs (not deps) |
| 00:56:25 | kaen | right, right |
| 00:56:37 | raptor | cloning that restclient-cpp... |
| 00:57:19 | raptor | booo |
| 00:57:22 | raptor | it wraps libcurl |
| 00:57:25 | raptor | booooooo |
| 00:57:30 | raptor | so that's what you meant... |
| 00:57:35 | kaen | yeah, saw that right after I wen all gah-gah |
| 00:57:50 | kaen | anywe it looks like we can write a simple class ourselves |
| 00:57:56 | raptor | time to use shred |
| 00:58:01 | kaen | hehe |
| 00:58:31 | kaen | like I said we need maybe three pre-made request templates |
| 00:58:34 | kaen | and then some sprintf |
| 00:58:52 | kaen | get, update, and index |
| 00:58:55 | kaen | maybe add |
| 00:58:58 | raptor | we have to do a socket, right? and wait for a response.. |
| 00:59:11 | kaen | tnl exposes a socket class and a thread class iirc |
| 00:59:22 | kaen | if you didn't want to block on the request |
| 00:59:31 | raptor | i've used the thread class... not the socket, though |
| 00:59:39 | kaen | or actually you can do non-blocking single threaded classes I think |
| 00:59:49 | kaen | haven't done raw socket stuff in a while |
| 01:00:23 | raptor | maybe here?: https://github.com/cpp-netlib/cpp-netlib |
| 01:00:33 | raptor | i did some socket stuff for BFLogBot |
| 01:00:39 | raptor | but it was cake in Java |
| 01:01:52 | kaen | that link depends on uri which depends on boost |
| 01:02:01 | raptor | NOOOOOooooo |
| 01:02:23 | kaen | plus it's pretty beefy in its own right |
| 01:02:30 | raptor | ugh, yeah, looks beefy |
| 01:03:31 | raptor | man, hit *another* curl wrapper project |
| 01:04:05 | kaen | I can't believe there isn't a one-class "make this request and return the output" lib |
| 01:04:18 | raptor | here's a lead maybe?: http://stackoverflow.com/questions/5237963/cross-platform-c-c-http-library-with-asynchronous-capability |
| 01:04:30 | raptor | just libevent |
| 01:04:47 | kaen | tnl's socket's can be non-blocking |
| 01:05:01 | kaen | http://opentnl.sourceforge.net/doxydocs/classTNL_1_1Socket.html |
| 01:05:25 | raptor | oh good! |
| 01:05:40 | kaen | I don't think we can do any better than that: super small, no external deps, etc |
| 01:05:45 | kaen | I'll start playing around with a clone |
| 01:05:59 | raptor | with libevent? |
| 01:06:06 | raptor | or jsut TNL |
| 01:06:11 | kaen | I was just going to use TNL |
| 01:06:16 | raptor | yeah, OK |
| 01:08:48 | | BFLogBot Commit: d0d99841b6ff | Author: watusimoto | Message: Better menu rendering, slightly less hacky |
| 01:09:02 | raptor | ok look... someone is still awake |
| 01:09:07 | kaen | hehe |
| 01:09:14 | Watusimoto | not for long! |
| 01:09:56 | Watusimoto | kaen, just a quick note before I head off to bed... the level database stuff looks really great! I can't wait to integrate it into the client somehow |
| 01:10:11 | raptor | that's what were discussing now, in fact :) |
| 01:10:15 | raptor | *we're |
| 01:10:32 | raptor | Watusimoto: are you pretty much settled on the 'prime' font for HUD? |
| 01:10:47 | Watusimoto | unless we find something better |
| 01:10:57 | Watusimoto | it looks orbitronish and is pretty compact |
| 01:11:12 | raptor | but you do consider it better than the stroke roman? |
| 01:11:20 | Watusimoto | my recent ui work should (untested) work if we drop in a different font |
| 01:11:22 | Watusimoto | yes |
| 01:11:23 | Watusimoto | I do |
| 01:11:26 | raptor | ok |
| 01:11:30 | Watusimoto | do you? |
| 01:11:54 | raptor | I suffer from the madness of change |
| 01:12:12 | Watusimoto | well, you'll notice I reverted the menus to roman |
| 01:12:34 | raptor | I think we should be changing the fonts, it's good |
| 01:12:57 | Watusimoto | there's plenty of time to adjust/make adjusments |
| 01:12:58 | raptor | this font does seem a little weird to me though - I think I mentioned it sends my brain flying off in various directions |
| 01:13:10 | raptor | but I'm willing to get used to it |
| 01:13:23 | Watusimoto | well... find a better one! :-) |
| 01:13:26 | Watusimoto | I'm open |
| 01:13:37 | Watusimoto | I'll continue to look around a bit |
| 01:13:59 | raptor | so a good question to ask |
| 01:14:12 | raptor | how quickly readable is the font when in fast gameplay |
| 01:14:31 | Watusimoto | that is a good question |
| 01:14:49 | Watusimoto | I contemplate it as I drift off to sleep :-) |
| 01:14:57 | raptor | ok |
| 01:15:08 | raptor | (bytheway - i think the most readable font is roman) |
| 01:15:19 | Watusimoto | it's pretty readable, I agree |
| 01:15:28 | Watusimoto | it just looks like old autocad |
| 01:15:31 | raptor | maybe it was helvetica? |
| 01:15:38 | raptor | haha it totally does! |
| 01:16:07 | Watusimoto | ok, we can revisit this issue; to reiterate, I can change the font without losing too much recent work |
| 01:16:15 | raptor | ok cool |
| 01:16:18 | Watusimoto | so I really am open to other ideas |
| 01:16:28 | Watusimoto | see y'all in the morning |
| 01:16:31 | raptor | what do you think about the level info screen? not enough alpha? |
| 01:16:36 | raptor | ok, good night! |
| 01:16:54 | Watusimoto | I'll make some specific suggestions about level info screen soon |
| 01:16:58 | raptor | ok good |
| 01:17:01 | Watusimoto | night |
| 01:17:03 | raptor | night |
| 01:18:26 | raptor | maybe Baskerville ? |
| 01:21:50 | | Watusimoto Quit (Ping timeout: 256 seconds) |
| 01:23:26 | kaen | raptor I keep triggering a SIGTRAP after updating to latest: http://pastie.org/7131487 |
| 01:23:27 | | kaen Quit (Quit: Leaving) |
| 01:23:32 | raptor | oh |
| 01:23:37 | raptor | comeback! |
| 01:24:02 | raptor | it's because you need to have a font directory now: ln -s ../resource/fonts |
| 01:24:21 | raptor | (if you're reading the logs) |
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| 01:24:52 | kaen | raptor I keep triggering a SIGTRAP after updating to latest: http://pastie.org/7131487 |
| 01:24:59 | raptor | it's because you need to have a font directory now: ln -s ../resource/fonts |
| 01:25:19 | raptor | (i got the same thing earlier today) |
| 01:25:36 | kaen | ah, perfect |
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| 01:30:21 | kaen | so I imagine it's not supposed to look like this... |
| 01:30:21 | kaen | http://sam6.25u.com/upload/9screenshot_0.png |
| 01:30:33 | raptor | hahaha |
| 01:30:35 | raptor | wow |
| 01:30:39 | raptor | nope! |
| 01:30:54 | raptor | i guess you're our compatibility tester? |
| 01:31:01 | bobdaduck_ | No that's totally right |
| 01:31:06 | bobdaduck_ | I hear the kids love it |
| 01:31:14 | bobdaduck_ | Nobody reads anymore anyways |
| 01:31:39 | raptor | kaen: what would even make it do that?? |
| 01:32:10 | kaen | not really sure... |
| 01:32:20 | kaen | maybe it has to do with my alpha blending thing? |
| 01:32:32 | raptor | hmm... maybe |
| 01:32:40 | raptor | do you not support GL_BLEND? |
| 01:32:47 | raptor | and if not, is there an alternative? |
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| 01:33:22 | kaen | not sure how to check off the top of my head... |
| 01:33:29 | kaen | but glxinfo | grep -i blend yields only extensions |
| 01:34:03 | raptor | what gfx chip do you have? (i'll do research - so you can work on more important things) |
| 01:35:54 | kaen | 01:05.0 VGA compatible controller: ATI Technologies Inc M860G [Mobility Radeon 4100] |
| 01:36:17 | kaen | blending works with fglrx but not with mesa/gallium |
| 01:36:42 | kaen | I'll try to install fglrx and see if it gives the same problem |
| 01:37:20 | kaen | I say try because it's a 23MB download :x |
| 01:37:28 | raptor | blech |
| 01:37:34 | raptor | don't worry about it for now |
| 01:37:38 | raptor | i'll do the research |
| 01:37:41 | kaen | 01:05.0 VGA compatible controller: ATI Technologies Inc M860G [Mobility Radeon 4100] |
| 01:37:43 | kaen | oops sorry |
| 01:37:53 | kaen | 1% [1 fglrx 463 kB/23.0 MB 2%] 9,156 B/s 51min 7s |
| 01:38:00 | raptor | ugh |
| 01:46:37 | kaen | raptor, adding " glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);" to FontManager::initialize fixes it |
| 01:46:42 | kaen | it's the texture blending function |
| 01:46:50 | raptor | really?? |
| 01:46:54 | kaen | yes. |
| 01:47:05 | raptor | WOW.. does that fix anything else for you? |
| 01:47:16 | kaen | no. |
| 01:47:27 | kaen | it only applies to textures :P |
| 01:47:32 | raptor | ha! ok |
| 01:47:47 | raptor | i'd say check it in! |
| 01:47:54 | kaen | okay |
| 01:47:56 | kaen | it's been a while |
| 01:48:00 | raptor | (unless the call needs to be made elsewhere?) |
| 01:49:47 | kaen | hmm I'd say since it only affects font stuff it's best to put it in the fontmanager |
| 01:49:53 | kaen | it could be made in videosystem perhaps |
| 01:49:57 | raptor | ok sounds good |
| 01:50:00 | | fordcars has joined |
| 01:50:02 | raptor | font manager is fine |
| 01:50:08 | fordcars | Greetings fellow Bitfighters! |
| 01:50:12 | kaen | hello, hello |
| 01:50:39 | | kaen fights off the nightmares of his last hg push |
| 01:51:16 | fordcars | heh |
| 01:51:59 | fordcars | anybody, does this still work :( ---- onMsgReceived(message, senderPlayerInfo) |
| 01:52:11 | fordcars | in bots? |
| 01:52:25 | raptor | back monsters! |
| 01:52:33 | raptor | fordcars: maybe? |
| 01:52:35 | raptor | let me test |
| 01:52:43 | fordcars | senderPlayerInfo this doesn't |
| 01:53:01 | fordcars | the rest does though |
| 01:53:21 | kaen | *phew* |
| 01:53:23 | | BFLogBot Commit: acf1d24d511d | Author: kaen | Message: set texture blending function in FontManager::initialize |
| 01:54:45 | raptor | yay kaen! |
| 01:54:53 | raptor | first step to recovery! :) |
| 01:55:03 | fordcars | I think |
| 01:55:18 | raptor | no wait.. that was 'recognition'.. ummm... i forget the steps |
| 01:55:34 | fordcars | so kaen, being an active developer again? |
| 01:55:50 | kaen | trying~ |
| 01:56:00 | fordcars | :P |
| 01:56:02 | kaen | I've only been inactive because I can't really hold an irc connection |
| 01:56:05 | raptor | fordcars: this works: function onMsgReceived(message, playerInfo, global) |
| 01:56:15 | raptor | all three of those arguments are filled out properly |
| 01:56:25 | raptor | maybe you just don't know how to use 'playerInfo' ? |
| 01:56:39 | fordcars | ok, updating the Super outdated Wiki |
| 01:56:44 | kaen | thanks! |
| 01:56:45 | raptor | why? |
| 01:56:47 | fordcars | yes, I do!!!! |
| 01:56:54 | fordcars | onMsgReceived(message, senderPlayerInfo, global) |
| 01:56:58 | raptor | fordcars: it doesn't need it |
| 01:57:02 | raptor | yeah that's fine |
| 01:57:08 | fordcars | ? |
| 01:57:13 | raptor | those arguments don't need to be specific names |
| 01:57:24 | raptor | they could be: onMsgReceived(a, b, c) |
| 01:57:28 | raptor | and it would still work |
| 01:57:29 | fordcars | ohhhhhhhhh crap |
| 01:57:44 | kaen | shouldn't it work with or without the third one? |
| 01:57:50 | raptor | you just need to know that a == text; b == PlayerInfo object; c == boolean |
| 01:57:53 | fordcars | heh, they are like local variables? |
| 01:57:56 | raptor | yeah, it'll work with just one, too |
| 01:57:59 | kaen | exactly |
| 01:58:01 | raptor | fordcars: yes |
| 01:58:33 | raptor | also fordcars, look here for how to use the PlayerInfo object: http://bitfighter.org/wiki/index.php/Scripting_018#PlayerInfo |
| 01:59:05 | fordcars | yes, but why doesn't my code *get* the play... OHHHHHH that's why! It's an object, not text (playerInfo) |
| 01:59:15 | kaen | :P |
| 01:59:31 | fordcars | argh, And I took that code from senitel bot... |
| 01:59:42 | fordcars | well *took* |
| 01:59:46 | kaen | raptor when you get a chance can you check that I didn't break the font for everyone else by fixing it for myself? |
| 01:59:48 | raptor | yay sentinel bot! |
| 02:00:00 | raptor | kaen: already done, it works! |
| 02:00:05 | kaen | oh good |
| 02:00:48 | kaen | I hate the fact that OGL is a state machine. |
| 02:01:04 | kaen | though I certainly can't think of a better to do it myself :P |
| 02:01:08 | kaen | better way* |
| 02:01:38 | kaen | maybe the methods should all just take 1000+ optional parameters... |
| 02:01:54 | raptor | haha |
| 02:11:18 | | kaen Quit (Ping timeout: 240 seconds) |
| 02:18:14 | | SolumnMushroom has joined |
| 02:18:31 | SolumnMushroom | I am finally back |
| 02:19:18 | SolumnMushroom | And now, with an awesome Katamari remix I found: http://www.youtube.com/watch?v=so2VbUQOZxw |
| 02:34:30 | fordcars | argh, why do I always get this: attempt to call missing or unknown method 'getPlayerInfo' (a nil value) 50% of the times I call getPlayerInfo |
| 02:34:52 | raptor | pastie your script |
| 02:35:04 | fordcars | ok |
| 02:35:09 | raptor | getPlayerInfo() |
| 02:36:06 | fordcars | I wrote that in my code, but server logs say that :/ |
| 02:36:20 | raptor | yes... |
| 02:36:30 | raptor | what object are you calling that on? |
| 02:36:44 | fordcars | Ship or Robot |
| 02:36:47 | fordcars | http://pastie.org/7132208 |
| 02:36:48 | raptor | ah ok |
| 02:36:48 | | Platskies has joined |
| 02:38:01 | raptor | you should use the table 'itemsla' instead of 'items' right? |
| 02:38:18 | raptor | ipairs(items) |
| 02:38:26 | raptor | shoudl that be iparis(itemsla) ? |
| 02:38:29 | fordcars | euh, right |
| 02:39:47 | fordcars | for index, item in ipairs(itemsla) do |
| 02:39:53 | fordcars | ok |
| 02:40:58 | | Platskies Quit (Ping timeout: 240 seconds) |
| 02:41:31 | fordcars | yeah, it seems to work. Thanks! Onto to the next bugs! |
| 02:43:47 | fordcars | yay it works! |
| 02:48:32 | fordcars | does a "for" loop stop when it does the "do"? |
| 02:49:37 | raptor | a for loop only stops when it is done going through every item in the table |
| 02:49:52 | raptor | or if you say 'break' in the loop when it meets some requirement |
| 02:49:58 | fordcars | really? so it's not a loop? |
| 02:50:00 | fordcars | yeah I have one |
| 02:50:16 | fordcars | infinite loop? |
| 02:50:24 | fordcars | heh ok good to know |
| 02:50:33 | raptor | it's not an infinite loop, no, but it is a loop through the entire table |
| 02:52:08 | fordcars | ok |
| 02:52:19 | fordcars | :P That is actually a good thing |
| 02:52:30 | fordcars | and While is an infinite loop I think? |
| 02:55:50 | fordcars | whoa this is really neat actually |
| 03:24:08 | fordcars | I have to go :( So, night! |
| 03:28:33 | | fordcars Quit (Ping timeout: 245 seconds) |
| 03:39:55 | raptor | heading to bed early. night! |
| 03:40:02 | | raptor Quit () |
| 04:00:43 | | SolumnMushroom Quit (Quit: Leaving) |
| 05:03:17 | | bobdaduck has joined |
| 05:14:39 | | raptor has joined |
| 05:14:41 | | ChanServ sets mode +o raptor |
| 05:14:49 | raptor | I'm not here! |
| 05:16:02 | raptor | we have three regular players now with similar names: Bob, Bob'o, bobdaduck |
| 05:16:21 | raptor | it's... disconcerting |
| 05:18:46 | | bobdaduck_ has joined |
| 05:18:47 | bobdaduck_ | Every time I see Bob I make sure to compliment him on his name. |
| 05:18:54 | raptor | heh |
| 05:21:16 | | bobdaduck Quit (Ping timeout: 264 seconds) |
| 05:23:09 | raptor | what to do... |
| 05:23:13 | bobdaduck_ | about what |
| 05:23:29 | raptor | i feel like I should add some new feature that'll add lots of bugs |
| 05:23:45 | bobdaduck_ | suns |
| 05:24:21 | raptor | i wonder how hard it would really be start observer mode... |
| 05:24:31 | raptor | hmmm... maybe i should research some |
| 05:24:36 | raptor | where's kaen.. |
| 05:25:54 | bobdaduck_ | sunssss |
| 05:27:45 | raptor | are you still serious about suns? |
| 05:36:53 | bobdaduck_ | yes. |
| 05:36:56 | bobdaduck_ | xD |
| 05:37:03 | raptor | really? |
| 05:37:27 | bobdaduck_ | I even made a fancy advertisement with concept art in it! |
| 05:37:30 | bobdaduck_ | http://bitfighter.org/forums/viewtopic.php?f=4&t=1859&p=19090#p19090 |
| 05:46:02 | raptor | sadness - i'm falling asleep before I can do anything.. |
| 05:51:37 | bobdaduck_ | aww |
| 05:51:41 | bobdaduck_ | no suns? |
| 05:51:51 | raptor | sun won't come up till tomorrow |
| 05:55:41 | raptor | night! |
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| 16:01:45 | raptor | hello! |
| 16:03:24 | bobdaduck | Goodmorning, gentleraptor. |
| 16:03:41 | raptor | mornin' |
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| 16:22:14 | raptor | inductors! |
| 16:29:56 | bobdaduck | homosexuals! |
| 16:30:00 | bobdaduck | what? |
| 16:30:08 | raptor | uhh |
| 16:30:20 | raptor | brain is on technical not social issues... |
| 16:30:45 | raptor | inductor == fundamental electrical component |
| 16:31:34 | bobdaduck | so are inductors homosexual? |
| 16:32:11 | raptor | there is no such thing as a magnetic monopole |
| 16:32:18 | raptor | so i'd say... |
| 16:32:20 | raptor | irrelevant |
| 16:33:49 | bobdaduck | I'm trying to figure out how to make a gay pun off of that |
| 16:34:10 | bobdaduck | ^^gay pun^^ |
| 16:34:32 | | raptor thinks bobdaduck should set his mind on his work... |
| 16:34:52 | bobdaduck | My work doesn't require my mind |
| 16:40:24 | raptor | kirchoff's law! |
| 16:42:12 | raptor | that canadian tech school was playing agian this morning |
| 16:42:36 | raptor | 16 players or so |
| 16:48:59 | bobdaduck | I wonder what that be like. |
| 16:49:53 | raptor | ok, off to work! |
| 16:50:32 | bobdaduck | glhf |
| 16:50:44 | raptor | whould we do another level design contest before a BBB? |
| 16:50:51 | raptor | our BBB page is still there.. |
| 16:51:10 | bobdaduck | I will eventually get the ambition to go through maps and complete the BBB page |
| 16:51:16 | raptor | heh |
| 16:51:25 | raptor | ok, off to work - back later |
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| 16:51:33 | bobdaduck | Assuming that happens this week, I vote no to another contest. |
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| 21:14:57 | raptor | bobdaduck: it was brought to my attention that you created a thread in off-topic to provoke Lamp |
| 21:15:11 | bobdaduck | Sort of, but yes. |
| 21:16:04 | raptor | i have to say my favorite post was BlackBird's response to Opti |
| 21:16:16 | raptor | but |
| 21:16:23 | raptor | Lamp seems a little... provoked |
| 21:16:50 | bobdaduck | It seems he's going with it now |
| 21:17:06 | bobdaduck | Farther down at the bottom he's posting the :| emote upside down, or rotating, etc |
| 21:18:17 | bobdaduck | Admittedly, it was sort of a bad idea, though I do think it got the idea across... The problem is, now everyone is going into all the other threads and posting just ":|" as responses |
| 21:18:33 | raptor | \I just want to make sure Lamp doesn't leave with bad taste because there is possible gang-picking-on going on |
| 21:18:45 | raptor | I don't ever read off-topic.. |
| 21:18:56 | bobdaduck | Yeah, and watusimo has it hidden from him |
| 21:19:35 | fordcars | BlackBird: I never liked you lamp. In fact i hated you. So i put a fathead junior over you. Now i don't even see you anymore. |
| 21:19:41 | fordcars | ouch |
| 21:19:47 | bobdaduck | You're right though. I'll send Lamp a PM. Wait, he says his PM system is broken... Uh. |
| 21:19:52 | bobdaduck | Yeah I dunno why blackbird posted that. |
| 21:23:22 | raptor | When people make direct attacks, I usually edit them out and add an edit line like so: 'Edit by raptor: no personal attacks please' |
| 21:23:40 | bobdaduck | My response would be to just delete the post outright... |
| 21:23:50 | raptor | or whatever courteous rebuttal seems best |
| 21:23:50 | bobdaduck | I can't tell what blackbird was even saying there though. |
| 21:23:55 | raptor | ok |
| 21:24:14 | raptor | didn't you figure out why is PM system was broken? |
| 21:24:29 | bobdaduck | Nope |
| 21:25:18 | bobdaduck | I sort of had an idea, but I'm not sure if it actually worked. |
| 21:25:26 | bobdaduck | We'll see, I guess |
| 21:26:52 | raptor | oh my... the phpbb permission system is atrocious |
| 21:27:42 | bobdaduck | rofl |
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| 21:58:08 | | BFLogBot Commit: ff1c3d271194 | Author: watusimoto | Message: Rename variable |
| 21:58:10 | | BFLogBot Commit: 22ddd062cc29 | Author: watusimoto | Message: Try to bring more rationality to this messy rendering stuff, make prettier |
| 21:58:12 | | BFLogBot Commit: 69e153ff7adf | Author: watusimoto | Message: Pull out the sliding animation into its own class, simplify slightly |
| 21:58:13 | | BFLogBot Commit: a1aff709e584 | Author: watusimoto | Message: Make method names more consistent |
| 21:58:15 | | BFLogBot Commit: e653ee7651d3 | Author: watusimoto | Message: Extract level info display into its own class |
| 21:58:16 | | BFLogBot Commit: 4f55173fc3f8 | Author: watusimoto | Message: Fix initial display issues |
| 21:58:18 | | BFLogBot Commit: 580b3c00a844 | Author: watusimoto | Message: Merge |
| 21:58:31 | raptor | commits! |
| 21:59:11 | Watusimoto_ | this will probably break the unix build, as I added some new classes/files |
| 21:59:37 | raptor | ok |
| 21:59:47 | Watusimoto_ | we now have a slidey-inney-outy class |
| 22:00:04 | raptor | oh boy! |
| 22:00:06 | Watusimoto_ | actually, I should have used that as the name! |
| 22:00:43 | raptor | level info into it's own class? |
| 22:02:01 | Watusimoto_ | yes |
| 22:02:19 | Watusimoto_ | because it needs a special parent class |
| 22:02:28 | | LordDVG Quit (Remote host closed the connection) |
| 22:02:41 | Watusimoto_ | which will probably give you some insight into my ideas |
| 22:02:45 | raptor | it works! |
| 22:02:51 | Watusimoto_ | of course! |
| 22:03:15 | Watusimoto_ | the loadout/quick chat menus are pretty good now, too, though the first module selected does not turn red anymore |
| 22:03:19 | raptor | so... our UI framework is more frameworky |
| 22:03:27 | Watusimoto_ | slightly |
| 22:07:34 | fordcars | awesome guys, keep it up! |
| 22:08:19 | | kaen has joined |
| 22:09:09 | raptor | I think we should figure out how to remove the login page as the first screen... |
| 22:09:24 | Watusimoto_ | ok, I agree... if we can figure it out |
| 22:09:40 | Watusimoto_ | the thing is that the login is required for so many of the subpages |
| 22:10:19 | Watusimoto_ | hosting, joining, editing (though not until testing a level), (possibly in future) high scores... nearly everything |
| 22:10:20 | raptor | can we write some sort of interceptor for any page that requires it |
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| 22:10:42 | raptor | if username not found, then popup login screen |
| 22:11:33 | Watusimoto_ | yes, and maybe allow users to modify/save credentials in the options menu |
| 22:11:50 | Watusimoto_ | so we can autologin if we have those |
| 22:12:09 | Watusimoto_ | motd needs to be decoupled from logging in |
| 22:12:17 | Watusimoto_ | (unless you did that already) |
| 22:12:26 | Watusimoto_ | as does version check |
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| 22:13:00 | raptor | I've already done the work for anonymous connections |
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| 22:13:11 | raptor | so motd can be decoupled from the current login |
| 22:13:17 | raptor | requirement |
| 22:16:04 | Watusimoto_ | also, if interacting with the new level database happens, we'll need login for that? |
| 22:16:32 | raptor | actually |
| 22:16:50 | raptor | kaen: is working on a dumb HTTP client I think using TNL::Socket |
| 22:17:06 | raptor | he and I were discussing this yesterday |
| 22:18:04 | kaen | the authentication from client to the db can/should/will be stateless |
| 22:18:18 | kaen | so you just send the creds when updating/adding as part of the headers |
| 22:19:09 | raptor | hi kaen! |
| 22:19:15 | kaen | hello :) |
| 22:19:19 | kaen | got my connection set up finally |
| 22:19:50 | | bobdaduck has joined |
| 22:20:01 | raptor | hooray! |
| 22:20:08 | bobdaduck | suns? |
| 22:20:23 | kaen | puns! |
| 22:23:43 | Watusimoto_ | maybe we can use that for motd and general game stats |
| 22:24:01 | kaen | the HTTP request thing? |
| 22:24:04 | kaen | that's good idea! |
| 22:24:30 | raptor | before I did the work for anonymous master connections via RPC, we decided on doing it via RPC for some reason... do you remember why Watusimoto_? |
| 22:24:47 | kaen | well, HTTP requests are loads heavier than an rpc is |
| 22:24:58 | raptor | I don't remember - but I don't mind my work disappearing in favor of something else |
| 22:25:45 | Watusimoto_ | because that was all we had at the time |
| 22:26:24 | Watusimoto_ | true that an http request is heavier... but we do some stuff now as part of the connection that seem well suited to http request |
| 22:26:36 | kaen | true. |
| 22:26:51 | Watusimoto_ | get the motd scrolling message, get the latest version number, ... |
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| 22:27:34 | Watusimoto_ | raptor did a bunch of work to let you create a udp conneciton to grab that stuff, but it seems like it might be better to get it via a more standard mechansim |
| 22:28:04 | Watusimoto_ | especially as that's not in-game, and its a connection with the master, so performance is not an issue |
| 22:28:48 | kaen | true, but if we decide to put stats in-game with HTTP transport then we could be potentially looking at large performance costs |
| 22:29:14 | kaen | considering that HTTP will require a new connection for each request and is transmitted over TCP and has its own protocol overhead |
| 22:29:27 | Watusimoto_ | we probably wouldn't do that, as we already have a udp connection established by that point |
| 22:29:32 | kaen | oh okay |
| 22:29:36 | kaen | then I have no objections |
| 22:29:53 | Watusimoto_ | we're talking about moving the login out of the front of the game |
| 22:30:03 | kaen | ooh I see |
| 22:30:03 | fordcars | [18:20] <@raptor> hooray! [18:20] <bobdaduck> suns? [18:21] <kaen> puns! --------- :P |
| 22:30:04 | Watusimoto_ | which means more stuff will have to happen before you are logged in |
| 22:30:20 | fordcars | later, guys, gtg |
| 22:30:22 | fordcars | later |
| 22:30:25 | kaen | bb |
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| 22:30:30 | Watusimoto_ | so we have a choice; anon udp connection, or http |
| 22:30:56 | Watusimoto_ | http feels better to me in that circumstance, though I'd be interested in contrary opinions |
| 22:34:43 | kaen | I just typed and deleted three different attempts to articulate my reservations. I could not express them, so it I appears that I actually have none :) |
| 22:35:35 | raptor | conversely, does that mean we *should* do UDP connections for updating levels from the level DB? |
| 22:36:13 | kaen | we'd be reimplementing all of the logic I put into the DB into the master... |
| 22:36:50 | kaen | and we'd have to synchronize the two implementations |
| 22:37:09 | kaen | I am definitely *strongly* against that one |
| 22:37:21 | raptor | waht if master just wraps a local HTTP call? :) |
| 22:37:39 | kaen | I was thinking about that, but then what's the savings? |
| 22:37:46 | kaen | you just have a more complex collaboration |
| 22:38:00 | kaen | client -> master via udp, master -> apache via http |
| 22:38:05 | kaen | versus client -> apache directly |
| 22:38:06 | raptor | ok I agree |
| 22:38:17 | raptor | just thought I'd bring up all sides to the story :) |
| 22:38:52 | kaen | certainly. |
| 22:39:30 | Watusimoto_ | i concur with that -- one interface, use it directly if we can |
| 22:40:12 | Watusimoto_ | especailly if it is not something that really needs to happen on an established connection like match making |
| 22:42:14 | | Watusimoto_ is now known as watusimot |
| 22:42:27 | watusimot | hmmm... can't change my nick to watusimoto |
| 22:42:36 | watusimot | seems too long for /nick |
| 22:42:43 | | watusimot is now known as wtusimoto |
| 22:42:51 | raptor | its because you're still on at work |
| 22:42:55 | raptor | you need to 'ghost' that user |
| 22:43:07 | raptor | using: /nickserv ghost watusimoto <password> |
| 22:43:08 | | wtusimoto is now known as verylongnick999w |
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| 22:43:45 | verylongnick999w | did that work? |
| 22:43:54 | | verylongnick999w is now known as watuismoto |
| 22:44:00 | watuismoto | hooray! |
| 22:44:06 | watuismoto | too much work! |
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| 22:44:17 | raptor | hahaha |
| 22:44:42 | raptor | you spelled your nick wrong and your work client came back online |
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| 22:51:35 | kaen | it's like a monty python bit in here xD |
| 22:52:32 | kaen | bobdaduck, list me off some tags |
| 22:52:47 | kaen | I have novelty, dungeon, competitive, and workinprogress right now |
| 22:53:21 | bobdaduck | sorry back |
| 22:53:23 | bobdaduck | hm? |
| 22:53:35 | kaen | for the level db |
| 22:53:53 | bobdaduck | okay |
| 22:53:53 | fordcars | yay Monthy Python |
| 22:54:26 | bobdaduck | I suppose "joke" and "resource" should be some tags too. |
| 22:54:36 | kaen | resource? |
| 22:54:43 | kaen | I'd like them to be self-explanatory |
| 22:54:57 | raptor | no multiple-meaning words |
| 22:55:14 | kaen | I can make an "engineer-enabled" column for filtering |
| 22:55:21 | kaen | like we'll have for different game modes |
| 22:55:36 | kaen | and whether it has a levelgen |
| 22:56:00 | kaen | novelty vs. joke is kind of a blurry line, too |
| 22:56:17 | kaen | anything which is a joke and not novel is just... garbage |
| 22:56:25 | kaen | which should maybe be a tag :) |
| 22:56:48 | raptor | trash |
| 22:57:01 | raptor | level contest entry |
| 22:57:15 | kaen | actually I wanted to add a system for handling contests |
| 22:57:18 | kaen | as a separate component |
| 22:57:43 | bobdaduck | Okay so joke I'm thinking maps like "wildest west of all the wests", where novelty is more rollercoasters sort of thing. |
| 22:57:53 | bobdaduck | Resource is something that's not a map. |
| 22:57:55 | kaen | hmm I see |
| 22:58:00 | kaen | oh? |
| 22:58:21 | kaen | that's interesting, I actually wrote code to treat levelgens and levels as generic "submissions" |
| 22:58:31 | kaen | in an attempt to allow multiple levelgen dependencies |
| 22:58:31 | bobdaduck | Lamp's posted a few of those, like the one where he designed this massive barriermaker swirly thing in an svg converter |
| 22:58:42 | kaen | okay that makes sense |
| 22:58:58 | kaen | anyway, I did that and decided it didn't merit the complexity it added |
| 22:59:11 | kaen | only after I had build a completely working system for it, of course :P |
| 23:01:21 | | koda Quit (Quit: k thx bai) |
| 23:02:55 | bobdaduck | hm? |
| 23:06:46 | kaen | I had a system so that you could upload levelgens and levels as independent things, so that you could rate levelgens and also say that a single level depended on multiple levelgens (like libraries or something) |
| 23:07:07 | kaen | which is hypothetically possible in lua since you can include files |
| 23:07:31 | kaen | but like I said, I decided it's not worth it because that has never been done to my knowledge |
| 23:08:07 | kaen | although I still kind of want to let different levels depend on the same levelgen without having to paste it twice |
| 23:08:21 | kaen | oh and also I added an "upload a file" option. |
| 23:09:35 | raptor | heading home! |
| 23:09:44 | kaen | bb! |
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| 23:21:16 | | Disconnected. |
| 23:21:18 | | -moorcock.freenode.net- *** Looking up your hostname... |
| 23:21:18 | | -moorcock.freenode.net- *** Checking Ident |
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| 23:21:51 | | BFLogBot has joined |
| 23:21:51 | | Topic is 'Bitfighter 018a released! | http://www.bitfighter.org/downloads | Join us in the forums! at http://bitfighter.org/forums/' |
| 23:21:51 | | Set by watusimoto!~eykamp@SU115.tudor.lu on Wed Mar 06 15:04:30 GMT 2013 |
| 23:21:52 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 23:37:19 | kaen | man what is with all of these people playing on a locked server?! |
| 23:37:34 | kaen | there were 8 all on a passworded server.... |
| 23:37:53 | kaen | and a few confused stragglers on some the periphery |
| 23:43:07 | fordcars | probably a school...? |
| 23:45:54 | kaen | maybe if they were pacific islanders :P |
| 23:46:54 | fordcars | haha yeah |