#bitfighter IRC Log

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IRC Log for 2013-04-16

Timestamps are in GMT/BST.

00:00:00raptor(family stuff)
00:00:19YoshiSmbohh. me too.
00:00:22bobdaduckSup yoshi
00:00:30bobdaduck(I'm busy too. Just saying hi)
00:00:41raptor Quit (Read error: Connection reset by peer)
00:00:45YoshiSmbyea
00:00:50raptor has joined
00:00:50ChanServ sets mode +o raptor
00:01:28YoshiSmb(i just asked. because my modem work's very good to host a bitfighter server. but i think it's can support less than 10 players)
00:13:18YoshiSmb Quit (Ping timeout: 245 seconds)
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00:31:43fordcars has joined
00:37:47fordcarshttp://www.youtube.com/watch?feature=player_detailpage&vhs=1&v=RXZ6eol4His ---- anybody elase getting really weird video in this video?
00:38:09fordcarsoh sorry tape mode was on
00:38:16fordcarswait, what?!?
00:38:32fordcarsyoutube has tape mode?
00:39:04fordcarshttp://business.financialpost.com/2013/04/15/youtube-launches-vhs-mode-to-celebrate-video-tapes-57th-birthday/ -- ok
01:04:53Little_Apple has joined
01:11:40koda has joined
01:20:54raptorwell kaen, i got a response on my fontstash bug: https://github.com/akrinke/Font-Stash/issues/5
01:29:58Little_Apple Quit (Ping timeout: 245 seconds)
01:35:15raptoroh my
01:35:20raptorI think I found our issue...
01:35:27raptorand it is our fault... testing
01:44:27raptorfixed it... now to apologize to the font-stash guy
01:53:01BFLogBot Commit: 19bdf8a076b9 | Author: buckyballreaction | Message: Fix deleting/creating font stash when changing screen modes. This gets rid of the graphic artifacts I was seeing
01:53:04raptoranother one bites the duse
01:53:07raptor*dust
02:03:53raptor Quit ()
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02:30:10raptorhttp://sam6.25u.com/upload/10screenshot_0.png
02:30:18raptor^^ mac with the new fonts
02:35:18raptorah, fixed
02:35:20BFLogBot Commit: e2069a17414a | Author: buckyballreaction | Message: Update OSX project
02:35:22raptormissing resources
02:35:31raptor washes hands after using OSX
02:55:58BFLogBot Commit: ab28e0111e6d | Author: buckyballreaction | Message: Convert our draw_arcs editor plugin to use the new plugin:addItem method. Should we just kill the addLevelLine one?
03:04:08koda waves at BFLogBot
03:04:20raptorhi koda
03:04:38kodaSup
03:04:51raptorhow are you coping with the loss of GSoC?
03:11:12kaen Quit (Ping timeout: 245 seconds)
03:13:46kodaMeh
03:13:51kodaDespair
03:14:09kodaBut my team maybe found a few places in an umbrella org
03:14:18raptoroh really?
03:14:23raptorthey have those for gsoc?
03:14:27koda(Opens us, maybe you've heard of it ;))
03:14:35kodaOpensuse*
03:14:44koda(Autocorrection)
03:15:22kodaYeah they are doing something I wanted to do in a bigger way
03:15:31kodaEg hosting several cross projects
03:15:41raptorha! I work for SUSE/Novell
03:15:57raptorcool
03:19:01raptori found you!: http://en.opensuse.org/openSUSE:GSOC_ideas#Hedgewars
03:19:06kaen has joined
03:28:32koda Quit (Quit: K Thx Bai)
03:46:10raptormonologue monologue monologue
04:00:47kaen Quit (Ping timeout: 245 seconds)
04:20:20Fordcars has joined
04:21:26Fordcarsheh so you can put open source software on the AppStore, but android would probably be simpler, but it would be awesome to have a mobile app
04:23:08Fordcars Quit (Remote host closed the connection)
04:37:41raptorwhat to do..
04:47:40bobdaduckWhat to do?
04:47:55bobdaduckDO THE ZAPDANCE.
04:48:08raptorI have decided to look at the editor snapping bug..
04:48:12raptorwish me luck
04:48:34raptorI'm starting to dislike that phrase - wish me inspiration
04:59:27bobdaducklol
04:59:34bobdaduckGood inspiration!
05:02:39bobdaduck Quit (Remote host closed the connection)
05:15:58raptorok, confirmed loading FFs is accurate
05:23:22raptorissue is the anchor in EngineeredItem::findAnchorPointAndNormal is returning slightly off
05:24:32raptorand sleepy time
05:24:38raptor Quit ()
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15:01:43kaenwatusimoto, in Triangulate::processComplex is polygonList the list of polygonal holes?
15:32:10Platskies Quit (Remote host closed the connection)
15:42:20raptor has joined
15:42:20ChanServ sets mode +o raptor
15:42:48raptorgood morning!
15:47:09BFLogBot Commit: 36dfcc610252 | Author: buckyballreaction | Message: Remove plugin:addLevelLine(). Be ready to update your editor plugins!
15:47:57raptorkaen: processComplex has a 'holeMarkerList' that is passed in, which handles the holes
15:48:25kaengah
15:49:29kaenalso, good morning
15:49:31raptorthe 'buildHolesList()' method in BotNavMeshZone
15:49:39raptorbuilds it up just for Triangle
15:52:30kaenokay, I'm pretty sure buildHolesList only builds the "hole markers"
15:52:45kaenwhich is just a point at the center of the polygonal hole its associated to
15:52:53raptorohhhh
15:52:55raptoroh yeah...
15:53:06raptorthere was some funny business here I'm remembering
15:53:13kaenand that "solution" in the navmesh code
15:53:21kaenis actually the merged list of polygonal holes
15:53:48raptorno actually
15:54:32raptorthe buildHolesList does put in the geometry of the holes, but not separated into polygons - just a straight array of floats
15:55:22kaenokay, new question: do you know why the triangle output has a pointlist *and* a triangle list?
15:55:47kaeneverything else gets discarded, but both of those are written to the output data
15:56:30watusimotoso I sent you guys some more depressing video links
15:56:45watusimototwo more players trying to figure out what the heck bitfighter was
15:56:50watusimotoand failing miserably
15:56:53watusimoto:-(
15:56:59watusimotogood morning, btw
15:57:05raptormore demoralization!
15:57:18watusimotobut the upside is that this can perhaps offer some ideas for fixing the problems
15:57:27watusimotofirst off, I'd say we should take down the tutorial server
15:57:49watusimotosince that attracted people, but completely befuddled them
15:58:11raptorok, i'll do it
15:58:21raptorkaen: studying the code.... slowly
15:58:30kaenme too :x
15:58:45kaentook me almost two days to figure it out (incompletely)
15:58:53watusimotoI think we should also create a bot manager; the easiest thing would be to add a line to the hosting menu asking how many bots to play with
15:59:11watusimotoone guy had no one to play with, and was trying to figure out how to add bots... and failed
15:59:25kaenthat's definitely a good idea
15:59:43watusimotoI also think there should be an item on the in-game menu that says "bots"
15:59:48watusimotothat lets you do stuff
16:00:30watusimotoand I think we should think about ways to expose the game functionality while people are playing, rather than on a tutorial server
16:00:58watusimotoso the first time a client encoutners a loadout zone, a text box appears and says "Loadout zones let you change your configuration. Press Z to start"
16:01:00watusimotoetc,.
16:01:35watusimotothis is an old idea, but maybe we should try adding some hooks for it
16:01:56watusimotoanway... the vids are rather depressing
16:02:03watusimotobut people are trying the game
16:02:12watusimotothey all seem to think it looks really good
16:02:20watusimotothen... they get confused and leave
16:02:43watusimotothese vids are a poor man's usability testing lab :-)
16:02:48raptortutorial server has been nuked
16:03:07watusimotoso let's try to get some good out of it
16:03:26watusimotothat's my inspirational message for the day!
16:03:34raptoralso
16:03:39raptorbot manager
16:03:58raptoryou should look at the original Unreal Tournament (I know, my favorite reference)
16:04:30raptorit has an in-game bot editor that let's you set aggression, defense, favorite weapon, etc.
16:04:49raptorand when you host a game, you have an option in the GUI to have bots balance to a certain number
16:05:45watusimotoWe could collect some params like that and pass them to the bots as the bot args
16:05:52raptoryes
16:06:10watusimotowe only have one real bot, so it wouldn't break too much
16:06:24kaenor we could let bots specify their args like plugins
16:07:17watusimotothat could work too, but might be more difficult if we are integrating those args into a larger menu framework. The plugin args are nice because it's just a little popup that interacts with nothing
16:07:47watusimotoIt also seems like bot args could be more standardized than plugins could be
16:08:28watusimotobut I think we should try something and see how it looks. That might give us a better idea of how we want to move forward
16:10:01watusimotoOn the other hand, bots specifying their own prefs might clarify that there is a difference btwn eliza and s_bot
16:11:14watusimotomy current thinking is that we should try to address some of the issue revealed by the vids and get a release out as soon as possible
16:11:40watusimoto(which might not be too soon with all the outstanding bugs)
16:12:07raptorkaen: what is your current question about Triangle?
16:12:37raptorthe processComplex method
16:12:52raptorwe care about polygonList and holeMarkerList
16:12:57raptorboth of which are polygon lists
16:13:20raptorthat method converts the holes list into doubles for input into Triangle
16:14:06raptorthen converts the polygonList into an edge list (edges) and a straight array of floats as polygons (coords) as more input into Triangle
16:15:43raptorTriangle then is called
16:15:50raptor(line 1178)
16:16:32raptorand the 'out' struct is transformed into our 'outputData' list of polygons
16:16:38raptorerr... triangles
16:16:55raptorthat outputData is then fed to recast
16:17:47kaenright, and that data has both a "pointList" and "trianglelist"
16:18:05kaenand I don't understand what those two each represent
16:18:27kaenI would expect one single list of point triplets to represent the resultant triangles
16:18:51kaenI'm trying to get the polypartition data into that format
16:19:33kaeninto the pointlist/trianglelist format I mean
16:20:46raptorthere's something fundamental I'm missing... I used to know what this all means..
16:21:31raptorok
16:21:42raptorour pointList is a flat array of all points of all triangles
16:21:58kaenoh god. and trianglelist is another edge map?
16:22:17raptorthe trianglelist is an array of which point indices make up a specific triangle, I think...
16:22:31raptoruh i don't think it is an edgemap
16:22:50kaenoooh I see
16:23:18raptorso it's a way to have two flat lists instead of one complex object list (probably because it's C)
16:23:24kaenI see
16:27:10kaendo you think it would hurt recast if some of the points were duplicated?
16:27:43raptornot sure - I know we had to dedupe before using triangle in the processComplex()
16:28:28kaenwell, I'll give it a shot
16:29:07raptorbut, there shouldn't be duplicate triangles before recast
16:29:13raptorare you thinking there might be?
16:31:11raptorsome people say to use GLU tesselation...
16:31:15raptoras an alternative
16:31:46kaenthere won't be duplicate triangles, but the triangles will share points
16:31:53raptorthat's OK
16:31:56kaenok
16:31:59raptorrecast expects that in fact
16:33:15kaenokay so I'm just going to dump the points straight from polypartition, and then my trianglelist will just be {0,1,2,3,4,5,6...}
16:33:24kaensound right?
16:33:58raptorhmmm
16:34:04raptori *think* so
16:34:16raptorI should read deeper into the Triangle lib..
16:35:59kaenme too, probably
16:36:23kaenbut I got fed up with reading and wanted to at least make it compile with the polypartition call.
16:36:31raptorheh
16:37:15watusimotohey raptor -- a friendly reminder to mark your checkins with [*]
16:37:23raptorkaen: found it!
16:37:28raptorread triangle.h:101
16:37:34raptorto line 120
16:37:44watusimotolike perhaps the one about removing addLevelLine()
16:37:51raptorwatusimoto: heh, I'm not so sure the asterisk thing has worked...
16:38:08watusimotohow so? forgetful?
16:38:10raptorbecause - neither of us has been doing it...
16:38:12raptoryes
16:38:16raptorcompletely forgot
16:38:18watusimotoI have! :-)
16:38:24watusimotomostly
16:38:27raptorwhat? no...
16:38:42watusimotomost of my work wouldn't show up in the changelog
16:39:06watusimotoit can pretty much be summed up as "Prettier UI and a bunch of internal refactoring"
16:39:18raptornothing font related or UI related has it..
16:39:20raptorah
16:39:21raptorok
16:40:10watusimoto"Prettier UI"
16:40:12watusimoto:-)
16:40:25kaenwell I finally got it to compile...
16:40:25raptori'm going to post an SO post just because I can, about our Triangle issue...
17:03:36raptorOK posted rashly: http://stackoverflow.com/questions/16042940/robust-fast-complex-polygon-with-holes-triangulation-c-c-library-in-with-pe
17:03:48raptormy title is a bit long, I'm sure...
17:06:16watusimotoback later!
17:07:27kaenI think you'll get a "SO is not a reccomendation engine" stock answer pretty quick
17:07:39watusimotoraptor: I'd suggest clarifying the paragraph describing what we need:
17:07:40watusimotoWe're looking for a C or C++ library that can handle holes as well as any type of irregular polygons placed together in any manner. 
17:07:43watusimotothat one
17:07:51raptoryou m ay edit!
17:07:55raptorkaen: I expect it
17:07:59watusimotolibrary that can XXXXX and handle holes
17:08:10watusimotoI can take a look when I get home
17:08:11watusimotobye!
17:08:25watusimoto Quit (Quit: Leaving.)
17:11:40raptoroh man i'm watching those videos again...
17:11:52raptorit's almost embarrasing...
17:17:09raptorman.. the frustration...
17:17:41raptormaybe we should just remove teh 'INSTRUCTIONS' menu option completely
17:18:41kaenmaybe it should replace the login screen as the first thing you see
17:18:46raptorhaha
17:20:47kaen"Hope people see the video and decide to play, this is really really well coded!"
17:20:59kaenoh, my sides
17:21:07raptorwhere is that?
17:21:14kaentop comment on the desura page
17:22:11raptorwe really need a BBB...
17:22:12kaenaverage rating is 9.2
17:22:49raptorwell.. at least desura seems to be working!
17:24:49kaenI have high hopes about debian
17:24:57raptorreally?
17:25:10raptoryou think it'll filter down quite a bit?
17:25:21kaenfilter down?
17:25:25kaenoh yes
17:25:33kaenlike a trickle-down effect, certainly
17:25:35raptorI mean, once in the debian repo - any sub-distro may take notice
17:25:41kaenall of debian, all of ubuntu, all of mint...
17:25:47raptor'filter down' was a bad idiom
17:26:05Watusimoto has joined
17:26:12kaenespecially since bitfighter is multiplayer.
17:26:30kaenI've played exactly two active multiplayer games on linux besides bitfighter
17:26:57raptorkoda: your hedgewars game took off a couple years ago - any pointers in getting a bigger player base? :)
17:27:01raptorkaen: good point
17:28:50raptormaybe we just need to polish the game more
17:28:55raptormake it dumber
17:29:00raptorerr.. easier for people
17:30:08kaenI 100% agree
17:30:42raptorso making the level start-up screen easier to read is a good thing! :)
17:33:30raptorwe should probably takes koda's remark seriously and move the start-up name entry screen to elsewhere
17:34:31koda+1
17:34:40kodadunno what happened and how it took off
17:34:46kodai think media helped a lot
17:34:56kodaand the release of a lower quality concurrent game helped too
17:35:05raptor?
17:35:32raptorwhat does that mean? some other open source game was released at the same time and yours was better?
17:36:12kodaa commercial one
17:36:17raptoroh really
17:36:49kodayeah then there was the ios port and stuff
17:36:56kodauntil it ended
17:38:34raptoroh wow kaen, i just saw: TPPLPartition::ConvexPartition_HM
17:38:47raptorcould that replace both triangle AND recast?
17:39:16kaenhmm, maybe
17:39:19kaenI hadn't even seen it
17:40:11kaeninteresting fact about polypart is that it requires non-holes to be CCW and holes to be CW
17:40:27kaenbut then also has a SetHole() mutator
17:40:33kaenand a SetOrientation() ...
17:40:35raptorinteresting..
17:41:16kaenkind of a burden of choice... right now it's returning a failure code so I have to figure out my input windings
17:41:54WatusimotoI don't actually think the startup screen is that bad
17:42:16Watusimotoas in, it's pretty obvious what people need to do
17:42:43WatusimotoI think stuff like I was talking about earlier (bot manager, more in-game help) would have a bigger impact
17:43:00raptorkoda: which commercial game was it (if you don't mind my asking)?
17:43:00kaenyeah, it seems that they make it past the login screen just fine
17:43:24WatusimotoI mean the first screen can and should be improved, but I don't think anyone is turned back because of it
17:43:46Watusimotolook at minecraft
17:43:51Watusimoto(or don't!)
17:43:59Watusimototheir login screen is the first thing yousee
17:44:09kodaraptor, some worms game that got highly criticised
17:44:25Watusimotobut, it has other stuff going on there as well, so it's not quite like ours in the sense that we have login and nothing else
17:44:40kodathis in turn angered the studio sotware devs and sent us a letter of cease and desist
17:44:45WatusimotoI think we might do better to revamp the login screen by adding teh game logo and perhaps the motd
17:44:47kodaand scared a lot of people away
17:45:16Watusimotobtw, hi koda
17:45:34kodahi Watusimoto :)
17:46:39raptorkoda: it doesn't look like you've ceased or desisted...
17:47:13raptorWatusimoto: that's a good alternative to the login screen that I hadn't considered!
17:47:46Watusimotoimagine the animation plays and you can login on that screen
17:48:28Watusimotoand then continue on to the main screen, with the logo staying in place (or animation continuing to play as required)
17:48:56Watusimotoalso I think we should play up the idea of miniaturized combat a little more (a little more than not at all, that is)
17:49:59kaen Quit (Ping timeout: 252 seconds)
17:50:17Watusimotomaybe probably only in the intro screen, though
17:50:56WatusimotoI'll take a shot at what I'm thinking and you can give me some feedback
17:51:12raptorok :)
17:52:35Watusimotothere's about a gazillion raptors on stack overflow, btw
17:54:14Watusimotooh wait, you're not raptor there
17:57:35WatusimotoI modified your question slightly, to try to clarify what we need
17:57:48Watusimotowait a minute... you are raptor there
17:58:06Watusimotook, I'm totally confused -- you didn;t show up in the users named raptor search
17:59:17WatusimotoI like the relicensing suggestion
17:59:36raptori'm raptor, yes
17:59:38raptorsometimes
18:00:37raptoryou think asking him to opensource the library is good?
18:01:07raptorI have thought of that in the past, but decided against it because of the language used on his site
18:03:26WatusimotoI'll reply to your question after dinner
18:03:28Watusimotogotta go!
18:08:21Watusimoto Quit (Ping timeout: 260 seconds)
18:11:17koda Quit (Ping timeout: 258 seconds)
18:38:58bobdaduck has joined
18:42:22bobdaduckI, for one, welcome our new dutch overlords.
18:45:55kaen has joined
18:48:08raptorbobdaduck: http://www.youtube.com/watch?v=Np23fmcm52o
18:52:09bobdaduckI think
18:52:16bobdaduckthe best way to actually learn the game
18:52:22bobdaduckmight be to just actually play it.
18:53:11bobdaduckThe old stocks were so simple they were good for that.
18:59:12raptoryeah - i killed the tutorial server
18:59:37raptormaybe we should do a new tutorial server with Quartz' complete tutorial map
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19:12:43raptorI'm waiting for the usual SO comment - "why would you ask this, just figure it out yourself, stop making me whine and waste my time responding to you"
19:14:53raptorbut then I wonder - if those are common on my questions, maybe there's something wrong with me..
19:23:04bobdaduckxD
19:25:39Watusimotoraptor: your question was a good one
19:25:52Watusimotoyou obviously did your research
19:25:59Watusimotoso
19:26:14Watusimotokaen: what are the licenensing requirements that we need to use triangle in debian?
19:26:28kaenwell, we can use triangle as is
19:26:36kaenit's in debian's non-free repo though
19:26:42kaenso using it puts us there too
19:26:53kaenand non-free isn't enabled by default
19:27:08raptor^^that's the clincher
19:27:31kaenbasically we'll reach an order of magnitude more users by making it into the main repo
19:28:08Watusimotobut if I wanted to ask the author to relicense the code, what would we ask him to do, exactly? pick a mainstream license like gpl?
19:28:21kaenyeah, but lgpl is preferable
19:28:22raptorso i was thinking
19:28:25raptorMIT!
19:28:32kaenmit is best
19:28:51kaenbut I don't see that happening if he explicitly prohibited commercial use in the last one
19:28:56Watusimotodo you have any information about what is objectionable in the current license?
19:29:11raptorbut I was thinking about this - can one dual-license the're software like so: MIT for open-source projects, otherwise proprietary for commercial?
19:29:13kaenhe explicitly prohibited commercial use
19:29:23Watusimotoremember that the author may have moved on to other things and may have realized any commercial potential he thinks he can get
19:30:14raptorWatusimoto: that's true - maybe a simple e-mail "We're an OSS project and love your library, have you thought about relicensing under MIT or similar license?"
19:30:23Watusimotowell, licensing it gpl basically addresses his commercial issues
19:30:45Watusimotohe could dual license gpl for the world, whatever for whomever else he wants to deal with
19:30:54Watusimotobasically what tnl did
19:31:21Watusimotogpl doesn't rule out commercial software, but it comes close
19:31:32Watusimotoand gpl is ok for debian, right?
19:31:44kaenunder the libTriangle debian packaging process entry: "License: non-free (distribution for fee prohibited)"
19:31:48kaengpl is fine
19:31:58kaenI think lgpl is required for libraries though
19:32:03kaenI can check
19:32:21Watusimotolgpl is similar in effect to mit, right?
19:32:28raptorNO WAY
19:32:32raptori mean, no way
19:32:40raptorLGPL is very restrictively open
19:33:23raptorno wait, GPL is more so
19:33:46raptoryou can link against LGPL OK and not need to release the sources of your main project
19:34:09raptorthat's why it's 'lesser' - if it was normal GPL and you link against it, that means your entire project must be GPL, too
19:34:21Watusimotook, so you basically need to keep the lgpl stuff open, but the rest can be closed
19:34:41Watusimotowhereas with mit, it can all be closed
19:34:42raptoryes, lesser == doesn't force you to be open if you just link
19:34:48raptorcorrect
19:35:15Watusimotook, to me, for a library you are using as is, it's essentially the same
19:35:20raptoryep
19:35:33raptorexcept we have some minor additions to it.. but we can probably move those out
19:35:43raptorand we're open source anyways..
19:35:49WatusimotoI can make my closed source code, the libarary remains open (but why would i care), and so on
19:35:50Watusimotoyes
19:36:28kaenokay, so if you could get him to relicense it under any of these: http://wiki.debian.org/DFSGLicenses#The_Big_DFSG-compatible_Licenses
19:36:35kaenit can go into main
19:37:12raptorI'm a big fan of the MIT/BSD stuff
19:37:15kaenme too
19:37:25kaenbut I think that's a pipe dream in this scenario...
19:37:28raptorbut LGPL 2.0 is OK...
19:37:33kaendepends on how crotchety of an old man he is
19:38:01raptorheh
19:38:27raptorI can see his point though - it's a quality library that he put real time into (and he's in academia..)
19:40:03raptormaybe that means I'm becoming crotchety
19:40:09raptor:)
19:41:06kaenHe actually doesn't seem too old (or crotchety) based on his personal page
19:41:15kaenmaybe he'll have some sympathy
19:42:59kaenaccording to this, a debian maintainer already tried to reason with him: http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=490100#10
19:43:26kaenbut there's no response posted anywhere, so I'm not sure exactly how it went
19:44:03Watusimotohttp://en.wikipedia.org/wiki/Jonathan_Shewchuk
19:44:29Watusimotojust as background
19:44:30raptor Three Sins of Authors In Computer Science And Math
19:44:33raptorheh
19:44:44WatusimotoIn 2003 he was awarded J. H. Wilkinson Prize for Numerical Software for writing the Triangle software package which computes high-quality unstructured triangular meshes.
19:49:51raptorso we're stalking him to see how to best approach
19:54:02Watusimotobut GPL is not acceptable? it's on that list
19:54:52raptorI don't like the GPL
19:55:03raptorbut it would probably work
19:55:15Watusimotothis is about what works
19:55:19Watusimotoin my opinion
19:55:22raptorso basically... yes
19:55:27raptorit's not about what I like :)
19:55:41Watusimotook, because before kaen suggested gpl would not work for a library
19:55:47Watusimotobut... new information?
19:55:55raptordid he?
19:56:20raptorusually libraries are LGPL to be a bit more friendly because their libraries and allow the linking
19:56:20Watusimotowell, he also said it was fine
19:56:26Watusimotoso ...
19:56:33Watusimotoor maybe that's all he said
19:58:10raptorGPL would work, it just that most people considering an open-source license for a library aren't that mean
19:58:24kaenyes GPL would work
19:58:30kaensorry, I was mistaken earlier
19:59:00kaenthat email I posted earlier was from 2008
19:59:20kaenmaybe the last four years has instilled some wisdom in him :)
20:01:26kaencode.google.com has being acting erratically for me today
20:01:40raptoryes, they have readonly project hosting at th emoment
20:01:58raptoror did... earlier
20:02:01raptorfor maintenance
20:07:35Watusimotohere's a draft
20:07:36Watusimotohttp://0bin.net/paste/9aafd36ae316e6dc0d5bd5971128e18c2cee21cd#DBiqTSl+DzEM7FaqoKNlMj7XfstGhQsVQaCuQfTyI4A=
20:07:45Watusimotowill delete itself after a day
20:08:23Watusimotokaen: we don't know how he replied to that message, or what his reasoning was
20:09:09Watusimotothoguh I guess we do know that the licesene did not change
20:09:42Watusimoto"the open source game called bitfighter" "the artist formerly known as #$%^&"
20:09:55raptormaybe - no response could have been given
20:19:27Watusimotohmmmm any idea what;s wrong with this line?
20:19:28WatusimotomUi = mUi;
20:19:41Watusimotono wonder mUi is NULL
20:22:55raptorha
20:23:00raptor(reading the thingy)
20:24:20raptorlead developer of Bitfighter, an open source game
20:24:25raptorI like it
20:34:27Watusimotoarguably, his current license is pretty free compared to things like the GPL
20:34:39raptoryes, I agree
20:34:46raptorquite permissive
20:34:48Watusimotoin fact, I suspect the real problem is that his license is not standard
20:34:53raptorfor our purposes
20:35:03raptorthat actually may be true
20:35:12raptormaybe we can get the debian folks to review it?
20:35:15WatusimotoI am writing to ask if you would consider relicensing (or dual-licensing) Triangle under a more standard license, su
20:35:24WatusimotoI changed that sentence to refelct this belief
20:35:29raptorgood idea
20:35:34Watusimoto(used to refer to permissive)
20:36:12WatusimotoI suspect that asking debian folks to review it would either meet with flat refusal, or endless process. Probably one then the other
20:37:18raptorheh
20:37:33raptorand we don't know anyone on the inside..
20:37:52Watusimotook, well, I'll let the letter sit for a bit, and send it later tonight
20:38:42raptorok
20:38:52raptorside note - I like zerobin
20:41:40Watusimotoyes
20:41:56Watusimototrying to use it more
20:42:13WatusimotoI especially like the burn after reading
20:42:41WatusimotoI may have mentioned I was going to build my own site to support that particular feature because I thought it was missing from the major pastebins
20:42:47Watusimotoand I think it's extremely useful
20:43:02WatusimotoI send you a pw, you confirm receipt, then I send you the doc that uses that pw
20:43:18Watusimotoor rather I send you a file encrypted with that pw
20:43:27raptorwhat's missing the secure transmission of the pw and url
20:43:32Watusimotono one else can get the pw by reading your email
20:43:36raptoryou could use cryptocat :)
20:43:53Watusimotoand if it's interecepted before hand, we'd know because you couldn't get the pw
20:44:08Watusimotocryptocat is synchronous
20:44:18raptorah
20:44:21raptori see..
20:44:34Watusimotoburn after reading lets us use email
20:45:48raptoryes, but if intercepted, you lost the important data
20:46:00Watusimotono, you lose nothing
20:46:22Watusimotoif email 1 is intercepted, you lose the pw, but you don't send the document
20:46:28Watusimotoyou renecrypt and try again
20:46:36Watusimotoonly after the pw is received do you send the document
20:46:54raptoryes..
20:47:08raptorbut e-mail isn't secure transmission
20:47:08Watusimotothe main attack vectors are 1) someone intercepting and responding to your email
20:47:18Watusimotoit doesn't need to be; that's the beauty of it
20:47:25raptorso both e-mails pw and doc are copied
20:47:30raptorand used
20:47:36raptorwithout any knowledge
20:47:49Watusimotobut you know if the attacker has the pw before you send the document
20:47:55raptorhow?
20:48:04raptorit's e-mail...
20:48:26raptora simple sniff will pick it up.. (maybe I'm missing some component here..)
20:48:50Watusimotothe 0bin addr is in the email. if the attacker intercepts the pw email, and retrieves the pw from 0bin, with burn after reading enabled, reading the message destroys it, so you can't get it
20:49:04raptorohhhhhhh
20:49:05Watusimotoif you are unable to get the pw, we know it was intercepted and we try again
20:49:10raptoryou put the password on 0bin
20:49:13raptorah ok
20:49:14Watusimotoyes
20:49:23Watusimotoand when you have the pw, attackers can't get it subsequently
20:49:27raptornow that makes sense
20:49:27Watusimotobecause it was burned
20:49:48Watusimotosorry if I wasn't c;ear
20:49:53raptoryou'd have to control the server to know it was actually burned..
20:50:01WatusimotoI've been thinking about it for almost a year, so the concpet is pretty clear
20:50:24Watusimotoyes, but even if it were not, is the attacker likely to have access to the server?
20:50:39Watusimotoand you can install the software on your own machine if you are super paranoid
20:51:33Watusimotohttp://0bin.net/paste/4d509ace205ad73f1192b12c8cde6624efb9e2a7#cwoqNOvT+MiIViVO4ekQcpTSPE9GdJA8x33YCCpTq9o=
20:51:36YoshiSmb has joined
20:52:51raptor"This is a test. Can't see it twice!"
20:52:54raptorheh, neat
20:53:19YoshiSmb-_-
20:53:51raptori should set up an implementation of that here...
20:55:07Watusimotowell... if you paste the password into irc, the scheme kind of falls apart
20:55:12Watusimoto:-)
20:55:17raptorno!
20:55:20raptorok yes
20:56:05Watusimotowell, I did a MAJOR refactor, and, well, some stuff is NULL where it shouldn't be
20:56:18Watusimotoboo
20:56:36Watusimotomost rendering is now out of clientGame
20:56:43raptorOOooo
20:57:01Watusimototrying to isolate it so we can try testing it
20:57:36Watusimotothis turned out to be much more painful that anticipated.
20:57:52WatusimotoclientGame IS (or was) an FXRenderer
20:57:57raptoryes... that's why i havent' started playing with it much
21:00:42Little_Apple has joined
21:01:21YoshiSmboh great. little_apple is here.
21:01:29Little_Applehello
21:01:47YoshiSmbhi
21:03:11kaengreetings, gentleeveryone
21:04:20Watusimotoit works!!!!
21:04:37Watusimotohey y'all
21:04:38raptoryay
21:07:15Watusimotonext step (maybe later date) is to pass a UI object to clientGame; then we can mock one up and test it with no user interface
21:07:41Watusimotobut I'll start working on bug fixes or youtube related fixes for a while
21:10:53raptorand i'll... study hard for my final
21:11:00kaen"then we can mock one up and test it with no user interface" <-- I mutter this in my sleep
21:11:13raptorhaha
21:12:08raptor0bin under the WTF license
21:12:38raptorthat's one of my favorite licenses, strong language aside :)
21:13:37raptorand poor grammar aside (shame on them ending with a preposition!)
21:17:33BFLogBot Commit: 2a3f9bee84d1 | Author: watusimoto | Message: Move most major rendering code out of ClientGame. This will ease the path toward a testable future.
21:17:34BFLogBot Commit: d75f1432c9ff | Author: watusimoto | Message: Rename gSparks to mSparks, as it's not at all global. Not even a tiny bit.
21:17:36BFLogBot Commit: 67d34c60a7dc | Author: watusimoto | Message: Merge
21:18:01raptorhehe
21:24:58BFLogBot Commit: c4240bfa7411 | Author: watusimoto | Message: Whitespace
21:26:08LordDVG Quit (Remote host closed the connection)
21:27:35raptorif every enum had its own header, we could reduce our header include chain...
21:31:53Little_Apple Quit (Quit: Page closed)
21:34:02fordcars has joined
21:42:43LordDVG has joined
21:43:49LordDVG Quit (Remote host closed the connection)
21:45:35Watusimotoyes, but that would be awkward
21:46:44raptorbut it would speed up compiling by like 1%!
22:01:58bobdaduck Quit (Remote host closed the connection)
22:23:52BFLogBot Commit: 5aec081c1708 | Author: watusimoto | Message: Whitespaces
22:24:51Watusimotogood night!
22:26:37fordcars Quit (Ping timeout: 245 seconds)
22:30:37raptornight!
22:47:26Watusimoto Quit (Ping timeout: 245 seconds)
22:54:18fordcars has joined
23:06:15raptorkaen: where are your efforts placed at the moment, polypartition?
23:06:30kaenraptor http://imgbin.org/index.php?page=image&id=12927
23:06:38kaenI was literally uploading that as you pinged me
23:06:39raptorprogress!!!
23:06:51kaen...
23:07:16raptoryou have no idea how many of those pictures just like that we went through to get our current implementation working...
23:07:41kaenokay I feel better
23:07:45raptoralso, if you haven't done it yet, turn off recast
23:07:53kaenI have not
23:07:56kaenthat's a good idea
23:08:34raptoryeah just pump the PP output directly to the zone output
23:08:39kaenpolypartition chokes and refuses to process the input for bitmatch01
23:08:47raptorwhat really??
23:08:50raptorthat stinks
23:09:01kaenyeah, I haven't been able to determine why yet
23:09:18raptoralso try testing a simple map in a single editor quadrant
23:09:22kaenit may have something to do with overlapping holes, but the input it gets is kind of weird
23:09:27kaenoh yeah good idea
23:12:07raptori wonder if watusimoto sent the e-mail to the Triangle author..
23:14:28kaenhow do suggest I turn off recast? I tried replacing: "recastPassed = Triangulate::mergeTriangles(triangleData, mesh);" with "recastPassed = true"
23:14:35kaenand got no output zones (that I can see)
23:15:11raptorlooking... i remember it was somewhat simple
23:16:02raptorjust keep recastPassed to be false and comment out the block that uses it
23:16:43raptoror just comment out line 532 (I think)
23:16:44kaenhere it is in the positive quadrant with recast: http://imgbin.org/index.php?page=image&id=12929
23:16:58raptorbeautiful!
23:18:37kaenthat one triangle which is entirely onscreen and appropriately spaced from the wall
23:18:41kaengives me a tiny shred of hope.
23:18:46kaenI love that triangle.
23:18:48raptorha!
23:19:43raptoryou should also know that watusimoto, sam686, and I spent about month straight working several hours each day getting this to work properly
23:19:57raptorgranted, much of it was research
23:20:06raptorsince we were completely new to this area of coding
23:20:39raptorso in my opinion, your progress has been remarkable :)
23:21:22kaenheh thanks :)
23:21:37kaenit's not even a comparable task though because I had a working model to adapt
23:21:44kaenhttp://imgbin.org/index.php?page=image&id=12930
23:21:50kaenrecastPassed = false
23:22:02kaenthat point that they all go to is the origin
23:22:49raptorgood
23:23:32raptorthere's your triangle!
23:23:41kaenhehe
23:23:53kaenI wonder why that one isn't all derpy like the others
23:23:56raptorso maybe the other triangles are being built out correctly?
23:25:43raptorare *not*
23:25:44raptori mean
23:26:14kaenalso, any idea why the zone ids are all 0xFFFF ?
23:26:16raptorheh, also all have the same zone number...
23:26:55raptori think we support up to 2^16 zones...
23:26:58raptor-1
23:27:00raptorbrb
23:29:23raptorhmm ok
23:31:28raptorok, they're all the same because of a bug
23:31:42raptorline 617: BotNavMeshZone *botzone = new BotNavMeshZone();
23:32:46raptorshould be: BotNavMeshZone *botzone = new BotNavMeshZone(i);
23:32:49raptori think
23:33:02raptorthat way each zone is created with a number..
23:34:04kaenyep that fixed it
23:34:16raptorkaen: could the corner problem be due to uninitialized data for a vertex?
23:34:41kaenit seems so
23:34:49kaenI get different patterns every time I reload the level
23:34:58kaenand it occasionally crashes too
23:35:01raptorha!
23:35:04kaenon identical input
23:37:16raptori remember getting my arrays always set up wrongly
23:37:25raptorwith input to triangle
23:37:31raptorTriangle
23:37:35kaengg Triangle
23:37:36kaenhttp://imgbin.org/index.php?page=image&id=12931
23:38:24raptoryay!
23:38:34raptorwait... that's with Triangle?
23:38:48kaenno
23:38:49raptoror PP
23:38:50kaenit's with PP
23:38:53raptor!!
23:39:03raptorit looks.... perfect!
23:39:06kaenlet's see how recast goes...
23:40:46kaenhttp://imgbin.org/index.php?page=image&id=12932
23:41:01raptorPREFECT!
23:41:06raptoruhh.. prefect!
23:41:10raptorargh perfect
23:41:10kaenlol
23:41:53kaenstill chokes on bitmatch01 though
23:42:21raptorwell that's no good
23:43:35kaenfortunately I have developed a fairly advanced debugging facility...
23:43:42kaenhttp://imgbin.org/index.php?page=image&id=12933
23:43:54kaenit's a matplotlib visualization of the data PP receives as input
23:44:16kaenthe first is the bounding rectangle, all of the subsequent blue polygons are marked as holes
23:44:27kaenthe final is a composite of all the polygons to verify placement
23:45:02kaennotice that the last two on the top row are convex hulls of the exterior and interior perimeter of the surrounding wall
23:45:11kaenI believe this is what is causing PP to choke
23:45:35kaenbecause they are both "holes" but one is inside of the other
23:45:52YoshiSmb has left
23:46:32raptorhuh
23:46:37raptoryep that would break it
23:46:47raptoralso AWESOME debugging utility..
23:46:55kaenthanks!
23:47:22raptordoes that mean the holes are being built incorrectly?
23:47:38kaenin my opinion, yes
23:48:10raptorand you didn't touch the holes code, did you?
23:48:14kaennope
23:48:21raptorinteresting...
23:48:25kaeneverything I did was in processComplex
23:48:42fordcars Quit (Ping timeout: 245 seconds)
23:48:50kaenlet's see if slightly overlapping holes will kill it
23:49:47raptorheh
23:50:47raptormaybe overlapping holes in itself is the issue..
23:50:59kaenokay, overlapping polywalls are fine, a polywall entirely within another is also fine
23:51:16raptorso it's the coincident issue? man..
23:51:18kaenbut a barriermaker completely surrounding the polywall with a small offset will kill it
23:51:49raptorhttp://code.google.com/p/polypartition/issues/detail?id=3
23:52:56kaenthese holes don't touch the outer edge of the bounds polygon though
23:53:08raptorhmm, true
23:53:34kaenokay, so if I make a gap in the surrounding wall big enough for a ship to fit through it's fine
23:53:45raptoroh
23:53:48raptorjust so you know
23:53:56raptorthe holes are expanded
23:54:04raptor1/2 ships width
23:54:10raptorthat's how we keep bots away from walls
23:54:27kaenright
23:54:59raptorso with overlapping barriers, that would create overlapping holes
23:56:05kaenoverlapping holes don't choke it though, I just checked
23:56:48raptorwell... try ctf 01
23:56:52raptorfor fun
23:57:06raptoror even just a plain barrier box
23:57:52kaenhmm actually I haven't disproved overlapping holes
23:58:04kaenthe barriers get sent in merged as a single hole
23:58:43raptorso maybe that's a bug and Triangle just happens to handle it well...
23:59:51raptorinteresting
23:59:53sam686 has joined
23:59:54ChanServ sets mode +v sam686
23:59:59raptorstatic void buildHolesList

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