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| 00:45:57 | fordcars | night |
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| 07:02:06 | | BFLogBot Commit: 1fb3475add1f | Author: watusimoto | Message: Part II on untangling our code. More to do. VC++ test project still does not link (not even close) |
| 07:02:07 | | BFLogBot Commit: 6948b328e01f | Author: watusimoto | Message: Identify likely culprit of crash on exit... marked line in SoundSytem::init() |
| 07:02:09 | | BFLogBot Commit: f4d1da7a506e | Author: watusimoto | Message: Fix ships not being damaged by mines and bursts and other things |
| 07:02:10 | | BFLogBot Commit: caacc9495d49 | Author: watusimoto | Message: Merge |
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| 07:22:33 | | ChanServ sets mode +o raptor |
| 07:54:56 | raptor | good day! |
| 08:24:34 | kaen | morning! |
| 08:44:42 | koda | 'afternoon |
| 08:45:58 | raptor | hi kaen |
| 08:46:05 | kaen | hello |
| 08:46:14 | raptor | question |
| 08:46:16 | kaen | I didn't get the logger up last night :x |
| 08:46:20 | raptor | ah |
| 08:46:21 | raptor | ok |
| 08:46:26 | raptor | that was my questions |
| 08:46:32 | kaen | heh |
| 08:46:47 | raptor | thanks for getting the server up again - I think next time we should have a BBB server backup all ready |
| 08:47:10 | kaen | my pleasure. just bummed I didn't get to play for the last ~3 hours |
| 08:47:23 | kaen | things got a little crazy around here |
| 08:47:40 | raptor | ricochet played quite well, by the way |
| 08:48:39 | kaen | cool :) |
| 08:54:04 | | BFLogBot Commit: 8051791892f4 | Author: buckyballreaction | Message: Fix some compiler warnings in HttpRequest |
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| 09:24:39 | koda | oh yeah |
| 09:24:43 | koda | how did the BBB go? |
| 09:25:22 | kaen | ahahahahahhaha |
| 09:25:29 | kaen | I just joined the new guy's server |
| 09:25:32 | kaen | killed him thrice |
| 09:25:36 | kaen | and got kick/banned |
| 09:25:52 | kaen | also the BBB was good, koda :) |
| 09:26:12 | kaen | we had to set up an emergency server though because the main one had network issues after we got going |
| 09:28:17 | koda | ddos are bad |
| 09:30:30 | kaen | It felt more like the typical network congestion spikes you get on low cost VPS providers |
| 09:30:37 | kaen | because it was intermittent |
| 09:31:15 | | Watusimoto_ has joined |
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| 10:22:19 | raptor | hello again |
| 10:22:29 | raptor | this morning was our community spring clean-up |
| 10:22:48 | raptor | and my 3 year old did more work than the rest of the community (minus myself and my 1.5 year old..) |
| 10:26:50 | raptor | Watusimoto_: I don't think that the crash is caused by where you marked in SoundSystem |
| 10:27:02 | Watusimoto_ | hi |
| 10:27:04 | Watusimoto_ | no? |
| 10:27:07 | raptor | if you're talking about the exit game crashes after using the editor |
| 10:27:14 | Watusimoto_ | community cleanups are fun |
| 10:27:33 | raptor | well, I got a cake donut and some juice |
| 10:27:33 | Watusimoto_ | if you start the game then quit immediately, it still crashes |
| 10:27:39 | raptor | what really? |
| 10:27:42 | Watusimoto_ | try it |
| 10:27:44 | | raptor checks |
| 10:27:47 | Watusimoto_ | it does for me, consistently |
| 10:27:56 | raptor | nope |
| 10:27:59 | raptor | not I said the fly |
| 10:28:03 | Watusimoto_ | interesting |
| 10:28:17 | Watusimoto_ | if I do an exit just before the line I marked, the game just exits |
| 10:28:20 | raptor | also, I'm pretty confident that the alure code is stable |
| 10:28:23 | Watusimoto_ | if I do the exit after, it crashes |
| 10:28:30 | raptor | i had worked out lots of bugs with the developer.. |
| 10:28:30 | Watusimoto_ | yes, I agree |
| 10:28:37 | Watusimoto_ | I don't blame alure |
| 10:28:41 | raptor | and all bugs were my fault :) |
| 10:28:55 | Watusimoto_ | My thought was I moved something that indirectly caused the failure there |
| 10:29:12 | raptor | yeah, i think we've got a few memory issues now |
| 10:29:44 | raptor | the pain is probably necessary, though, for cleaner code in the end.. |
| 10:30:03 | Watusimoto_ | yes -- I think the work I'm doing now will be much better in the long run |
| 10:30:19 | Watusimoto_ | to a certain extent it is necessary to do any interesting testing as well |
| 10:30:37 | Watusimoto_ | we need to cut way back on the globals we use, as these will be a pain |
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| 10:30:48 | raptor | yeah... |
| 10:30:50 | Watusimoto_ | I mean, we have cut back a lot already |
| 10:31:05 | Watusimoto_ | my kids said the bbb was a lot of fun, btw |
| 10:31:10 | raptor | we need to move StringUtils and GameObjectRender? into their own class; and I think there are a few more classes |
| 10:31:18 | raptor | oh good |
| 10:31:44 | Watusimoto_ | those functions aren't really the problem |
| 10:31:55 | Watusimoto_ | because they are all "end of the line" functions |
| 10:31:58 | raptor | yeah, luckily I had queries saved to get BBB stats |
| 10:32:12 | Watusimoto_ | it's things like giNI that get defined in main, and used all over |
| 10:32:22 | raptor | oh yuk, that one.. yeah |
| 10:32:29 | Watusimoto_ | so we'd need to replicate their def in the test main |
| 10:32:33 | Watusimoto_ | I just fixed that one |
| 10:32:39 | Watusimoto_ | it's now a static on GameSettings |
| 10:32:46 | Watusimoto_ | still ugly, but less so |
| 10:32:47 | raptor | ok, well... i'll just sit tight and fix compile errors as they come |
| 10:32:49 | raptor | :) |
| 10:33:12 | raptor | maybe fix a bug here and there |
| 10:33:14 | raptor | slowly |
| 10:33:19 | Watusimoto_ | :-) |
| 10:33:34 | Watusimoto_ | I'm still trying to get tot he point where I can do a test for the loadout bug I may have fixed |
| 10:33:53 | raptor | I didn't even notice any loadout bug |
| 10:33:54 | Watusimoto_ | I'm getting a bit sick of the process I'm going through at the moment |
| 10:34:09 | raptor | blech |
| 10:34:15 | Watusimoto_ | I found it a week or so ago, and thgouth I fixed it |
| 10:34:27 | Watusimoto_ | but was having trouble figuring out how things should work |
| 10:34:41 | Watusimoto_ | twice I was trying to fix bugs that were actually designed functionality |
| 10:34:58 | raptor | :( |
| 10:35:01 | raptor | those are the worst! |
| 10:35:11 | Watusimoto_ | so I thought I'd just make a test to document how it shoudl work, and verify that it does |
| 10:35:25 | Watusimoto_ | but to do that, I need to be able to build a test with a ship object |
| 10:35:31 | Watusimoto_ | hence all the refactoring |
| 10:35:53 | Watusimoto_ | because a ship has a lot of dependencies... which have their own dependencies... and so on |
| 10:36:02 | Watusimoto_ | it cascades really quickly |
| 10:36:41 | Watusimoto_ | right now I am trying to get teleporter out of botnavzone |
| 10:36:52 | Watusimoto_ | there should be no dependency there |
| 10:36:53 | raptor | what? |
| 10:36:57 | raptor | that's... what? |
| 10:37:12 | Watusimoto_ | botnavzone needs to know about servergame and teleporter to build zones |
| 10:37:28 | Watusimoto_ | if I pass it the info it needs (il.e. which teleporters go where), it won't need to know about those |
| 10:37:36 | raptor | ah ok... i somehow interpreted that as the other way around.. |
| 10:37:52 | raptor | ah, so make the interface be more generic types |
| 10:37:57 | raptor | like points, etc. |
| 10:38:12 | Watusimoto_ | so I came up with this beaut |
| 10:38:14 | Watusimoto_ | Vector<std::pair<Point *, Vector<Point> *> > teleporterData; |
| 10:38:32 | Watusimoto_ | which I'll pass to the zone generator |
| 10:38:33 | raptor | hah |
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| 10:50:27 | raptor | kaen: good server resource post! |
| 10:50:33 | kaen | thanks :) |
| 10:50:52 | raptor | in fact, I was just wondering if we needed to work on reducing resources because the game was too resource intesive... |
| 10:50:53 | raptor | but... |
| 10:50:55 | raptor | it's not! |
| 10:51:03 | raptor | so we just had bad luck with servers |
| 10:51:18 | kaen | yep :) |
| 10:51:29 | kaen | my dream is to some day use all 127 player slots and measure that |
| 10:51:34 | raptor | i mean, really, we have one good game here |
| 10:51:40 | sam686 | umm, did you get any of backtrace of server crashes during BBB or was it only a very laggy or overloaded server's network or CPU problem at a few times (as in not a crash)?.. |
| 10:51:47 | raptor | hi sam686 |
| 10:51:58 | kaen | I didn't get any backtraces, sadly |
| 10:51:58 | raptor | the first server crashed 2 or 3 times |
| 10:52:23 | raptor | no traces - it actually didn't crash, but the host OS became unresponsive |
| 10:52:28 | Watusimoto_ | hey so what happened last night? I heard the server crashed a couple of times |
| 10:52:41 | Watusimoto_ | you answered before I asked! |
| 10:52:46 | raptor | we had bad luck (probably the worst for a BBB) |
| 10:52:59 | Watusimoto_ | but I think our server was pretty solid |
| 10:53:08 | raptor | that one server you donated worked decently through like 5 or 6 levels |
| 10:53:13 | raptor | then dropped off the grid |
| 10:53:24 | raptor | and then it did it again |
| 10:53:30 | Watusimoto_ | can I put it back as a minecraft server? |
| 10:53:31 | raptor | so we had kaen set up a backup server |
| 10:53:32 | sam686 | I thought the first server went extremely laggy as I could still play somewhat during that extreme lag.. then a desition to switch server |
| 10:53:34 | raptor | Watusimoto_: sure |
| 10:54:16 | Watusimoto_ | it appears bitfighter is not running there now |
| 10:54:16 | raptor | kaen's server didn't ever disappear, but had lag spikes every once in a while that would disconnect half the players |
| 10:54:20 | sam686 | the second server goes complete lag for about 30 second and then no lag (without disconnect) |
| 10:54:20 | Watusimoto_ | did you kill it? |
| 10:54:24 | Watusimoto_ | hi sam |
| 10:54:28 | raptor | i killed it |
| 10:54:48 | Watusimoto_ | ok |
| 10:55:21 | raptor | i was a bit bummed at our server luck.. we all had everything properly prepared and set up |
| 10:55:42 | raptor | in fact, this was best prepared one, I thought - except we should have had a backup server on standby |
| 11:01:13 | raptor | hey everyone! |
| 11:01:18 | raptor | today is star wars day! |
| 11:01:44 | raptor | "May the fourth be with you..." |
| 11:03:57 | kaen | :| |
| 11:04:10 | raptor | what.. no one's laughing.. |
| 11:04:11 | kaen | okay I did smile a bit |
| 11:04:16 | raptor | :) |
| 11:04:34 | kaen | there's a post on reddit for it, but it has Spock as the image... |
| 11:04:42 | raptor | excellent! |
| 11:04:53 | raptor | but i usually stay away from reddit.. |
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| 12:14:16 | | antoszka has joined |
| 12:14:46 | antoszka | Hi. Trying to compile the client on my system, I get a number of errors looking like this: |
| 12:14:49 | antoszka | ClientGame.o: In function `Zap::ClientGame::joinGame(TNL::Address, bool, bool)': |
| 12:14:52 | antoszka | ClientGame.cpp:(.text+0x896): undefined reference to `Zap::GameConnection::GameConnection(Zap::ClientGame*)' |
| 12:15:04 | antoszka | when all the object files have been built and the binary is being linked. |
| 12:15:19 | antoszka | That doesn't look like a missing external dependency. Any hints? |
| 12:17:10 | kaen | hi antoszka |
| 12:17:30 | kaen | are you building from mercurial, or a release tarball? |
| 12:17:35 | antoszka | Release tarball. |
| 12:17:45 | kaen | hmm very strange |
| 12:17:47 | antoszka | 018a |
| 12:17:50 | kaen | are you using cmake? |
| 12:18:18 | kaen | (we have two redundant build systems, and the standard `make` system might be broken in 018a) |
| 12:18:23 | antoszka | I just typed make in the root of the project. |
| 12:18:28 | kaen | okay |
| 12:18:29 | antoszka | Might try cmaking. |
| 12:18:30 | kaen | install cmake |
| 12:18:34 | antoszka | Got it. |
| 12:18:36 | kaen | cd to ./build |
| 12:18:37 | kaen | cmake .. |
| 12:18:39 | kaen | make -j2 |
| 12:18:41 | antoszka | ok, let's see. |
| 12:19:37 | kaen | I'm around, just ping me when you get results (or errors...) |
| 12:19:45 | antoszka | Thx :). |
| 12:20:06 | antoszka | Also – I'm curious about the relation of bitfighter to the old incarnation – Zap. |
| 12:20:07 | antoszka | Is it the same codebase? |
| 12:20:14 | antoszka | Has it been opensauced? |
| 12:20:21 | antoszka | (I loved the game then!) |
| 12:20:25 | kaen | awesome |
| 12:20:47 | kaen | it's built right on top of the zap source which garage games released as a tnl demo |
| 12:21:08 | kaen | as you can see, it even still has a /zap directory :) |
| 12:21:33 | kaen | no one on the bitfighter team has any relation to garage games or the original Zap development (that I'm aware of) |
| 12:22:01 | antoszka | Thx, yeah, I see there are many relations to the Zap name. |
| 12:22:25 | kaen | what system are you on? we have binaries for most linux distros |
| 12:22:37 | antoszka | I was just wondering whether it's more of a reimplementation or just direct continuation. |
| 12:22:42 | antoszka | kaen: Gentoo. |
| 12:22:46 | kaen | ah, I see |
| 12:23:06 | kaen | well, it's a continuation but it's heading more towards a reimplementation |
| 12:23:07 | antoszka | Hm, another missing dep. |
| 12:23:11 | antoszka | /usr/lib/gcc/x86_64-pc-linux-gnu/4.6.3/../../../../x86_64-pc-linux-gnu/bin/ld: cannot find -ltomcrypt |
| 12:23:38 | antoszka | Hm, any hints what package this could belong to? |
| 12:23:55 | antoszka | libmcrypt? |
| 12:23:55 | kaen | tomcrypt |
| 12:24:03 | kaen | libtomcrypt, perhaps |
| 12:24:20 | kaen | there's a list of the (debian) package names for dependencies here: http://bitfighter.org/wiki/index.php/Building_Bitfighter#Linux |
| 12:24:25 | antoszka | Nothing like that provided by Gentoo. |
| 12:25:09 | antoszka | ~/programy/bitfighter-018a $ find -iname "*tomcrypt*" |
| 12:25:09 | antoszka | ./libtomcrypt |
| 12:25:09 | antoszka | ./libtomcrypt/libtomcrypt_Prefix.pch |
| 12:25:10 | antoszka | … |
| 12:25:27 | antoszka | So it seem to be provided in the release tarball. |
| 12:25:35 | kaen | ah, that's right... |
| 12:25:36 | antoszka | Just doesn't get included by the buildscripts. |
| 12:25:42 | kaen | no idea why it's not being built |
| 12:25:45 | antoszka | Somehow. |
| 12:25:46 | kaen | let me investigate real quick |
| 12:26:21 | antoszka | It get's built if I `make' from the rootdir. |
| 12:26:22 | antoszka | :) |
| 12:26:29 | antoszka | s.get's.gets. |
| 12:27:30 | kaen | can you pastebin the output of `cmake ..` ? |
| 12:27:45 | antoszka | sure |
| 12:28:11 | kaen | we've encountered a few build problems across distros, but this is not one that I've seen yet |
| 12:28:37 | antoszka | Well, perhaps it's easier if I just paste the three possibly relevant lines here: |
| 12:28:40 | antoszka | The source directory |
| 12:28:42 | antoszka | /home/antoni/programy/bitfighter-018a/libtomcrypt |
| 12:28:45 | antoszka | does not contain a CMakeLists.txt file. |
| 12:28:52 | kaen | whoa |
| 12:29:11 | antoszka | http://wklej.org/id/1030322/ |
| 12:29:14 | antoszka | that's the whole thing |
| 12:30:34 | antoszka | Perhaps I'll try unpacking from scratch. |
| 12:30:37 | kaen | please do |
| 12:30:45 | kaen | I'm downloading the release tarball to verify |
| 12:30:46 | antoszka | Mabe fiddling with the old buildsystem screwed something up. |
| 12:30:49 | antoszka | maybe* |
| 12:31:03 | kaen | quite possible, I've seen one clobber the other before |
| 12:31:09 | antoszka | yeah |
| 12:31:45 | kaen | okay, the tarball appears to have CML in libtomcrypt |
| 12:31:52 | kaen | hopefully re-extracting solves it |
| 12:31:59 | antoszka | Trying… |
| 12:34:49 | kaen | suddenly I am painfully aware that our build documentation is out of date |
| 12:35:05 | antoszka | Probably somewhat ;). |
| 12:35:32 | antoszka | Linking CXX executable ../../exe/bitfighter |
| 12:35:32 | antoszka | [100%] Built target bitfighter |
| 12:35:33 | antoszka | :) |
| 12:35:36 | kaen | \o/ |
| 12:36:16 | | LordDVG Quit (Remote host closed the connection) |
| 12:37:48 | kaen | also, I'm a little jealous of your hardware. A full build is a ~12 minute ordeal on my laptop |
| 12:37:58 | antoszka | kaen: Thx, I'll have to tell the other folks – the Warsaw Hackerspace wants to set up a private server. |
| 12:38:17 | kaen | awesome :) |
| 12:38:33 | antoszka | kaen: Actually it's a three-year-old laptop, but it was pretty good when I got it – a two-core i7. |
| 12:38:42 | antoszka | Some mobile variant. |
| 12:39:12 | kaen | ah, I'm on an Athlon II |
| 12:40:21 | antoszka | The nice thing about that laptop is that is somehow seems to defy Moore's law. It still feels fast after those few years. |
| 12:42:24 | kaen | even my wimpy hardware feels fast (enough) after four years now. I think it has to do with upgrading to a better OS :) |
| 12:43:21 | Watusimoto_ | raptor, kaen, design question |
| 12:43:33 | Watusimoto_ | we use the ship radius in a number of places |
| 12:43:45 | Watusimoto_ | it's a rather important constant for a lot fo things |
| 12:43:55 | Watusimoto_ | (bot zones in particular is the case I'm looking at) |
| 12:44:17 | Watusimoto_ | would it make sense to create a file ShipSpecs.h where we define it (and perhaps other widlely used constants, if there are any)? |
| 12:44:30 | Watusimoto_ | or should we just keep including ship.h wherever we need it? |
| 12:44:40 | Watusimoto_ | (I think I have got it out of the .h files in most cases) |
| 12:45:05 | Watusimoto_ | i.e. is there any real drawback to including ship.h in a buch of .cpp files? |
| 12:45:16 | kaen | well, we should only be using that constant in .cpp files so I'd say leave it as-is |
| 12:45:24 | kaen | I assume it's static on Ship |
| 12:45:27 | Watusimoto_ | yes |
| 12:45:32 | kaen | sounds fine to me |
| 12:45:37 | Watusimoto_ | ok |
| 12:45:55 | Watusimoto_ | it was in some .h files too, but those uses are mostly gone now |
| 12:46:15 | kaen | great :) |
| 12:46:31 | kaen | I've been admiring all the red #include lines in your recent commits |
| 12:47:31 | Watusimoto_ | yes... more coming |
| 12:49:07 | antoszka | One other thing: Failure (1) loading sound file '/usr/share/bitfighter/sfx/phaser.wav': Game will proceed without sound. |
| 12:49:36 | antoszka | Where do I tell bf to look for sfx elsewhere? |
| 12:49:40 | kaen | raptor, what's the symlink command again? |
| 12:50:06 | kaen | anyway you just need to symlink the folders in /resource into /exe |
| 12:50:26 | antoszka | I already got that. |
| 12:50:30 | antoszka | (Actually, just copied them.) |
| 12:50:46 | antoszka | But that doesn't seem to help the client looking in /usr/share :) |
| 12:51:00 | kaen | it's supposed to check the working directory first |
| 12:51:12 | kaen | so you have exe/levels exe/sfx etc? |
| 12:51:26 | antoszka | Yeah, but I launched the client indirectly. |
| 12:51:31 | antoszka | (with CWD elsewhere) |
| 12:52:05 | kaen | ah, I see. I'm not sure whether it truly checks the CWD or the executable's location |
| 12:53:04 | kaen | if you're using a launcher or something similar you can try specifying running with `-rootdatadir ./path/to/resource` |
| 12:53:08 | kaen | only one dash |
| 12:53:52 | antoszka | antoni@lemongrass ~/programy/bitfighter-018a/exe $ ./bitfighter |
| 12:53:52 | antoszka | Welcome to Bitfighter! |
| 12:53:52 | antoszka | Failure (1) loading sound file '/usr/share/bitfighter/sfx/phaser.wav': Game will proceed without sound. |
| 12:54:08 | antoszka | antoni@lemongrass ~/programy/bitfighter-018a/exe $ ls -ld sfx/ |
| 12:54:08 | antoszka | drwxr-xr-x 2 antoni antoni 4096 May 4 20:42 sfx// |
| 12:54:12 | antoszka | So it's definitely here. |
| 12:56:15 | Watusimoto_ | you're trying load from a different folder |
| 12:56:32 | Watusimoto_ | unless I am confused |
| 12:57:03 | antoszka | Well, right from /exe |
| 12:57:06 | Watusimoto_ | sfx are in ~/programy/bitfighter-018a/exe/sfx |
| 12:57:14 | Watusimoto_ | it is looking in '/usr/share/bitfighter/sfx/phaser.wav' |
| 12:57:20 | antoszka | Yeah, why? |
| 12:57:51 | Watusimoto_ | try this -- start the game and press F7 |
| 12:58:13 | Watusimoto_ | tap F7 a couple of times and you'll get to a screen showing where it is looking for various resources |
| 12:58:30 | antoszka | Hm.. Some Heisenbug. |
| 12:58:39 | antoszka | I started the game again and it just played sound… |
| 12:58:43 | antoszka | Go figure ;) |
| 12:58:56 | Watusimoto_ | You fixed it! |
| 12:59:08 | Watusimoto_ | the cat was not dead this time |
| 13:00:02 | antoszka | http://wklej.org/id/1030348/ ← yeah, see this :) |
| 13:01:16 | kaen | whoa |
| 13:01:21 | kaen | I'm baffled. |
| 13:01:44 | kaen | oh! I think it's because after the first run it dumps a bitfighter.ini |
| 13:02:01 | kaen | and then once it sees the ini it knows to look in exe for the resource directories |
| 13:02:27 | antoszka | maybe ;) |
| 13:02:34 | antoszka | Though I did launch it a number of times ;) |
| 13:02:43 | kaen | :| |
| 13:03:36 | antoszka | Also, when it started with sound my previous settings (fullscreen mode, etc.) were reset. |
| 13:03:44 | antoszka | So it must be something to do with the .ini. |
| 13:04:18 | antoszka | Anyway, seems to run fine now, thx. ;) |
| 13:04:30 | kaen | glad to help :) |
| 13:04:42 | antoszka | Is the master server a community project? |
| 13:04:58 | antoszka | I mean – sponsored and run by volunteers? |
| 13:05:01 | kaen | yes |
| 13:05:03 | antoszka | cool |
| 13:19:10 | Watusimoto_ | the master server is sponsored (i.e. paid for) by me, administered by me (a little), raptor (a lot) and kaen and perhaps others an unknown amount |
| 13:20:05 | kaen | I don't touch anything related to master... it scares me |
| 13:20:24 | Watusimoto_ | (I was away explaining about schrodingers cat to my kids -- weird stuff!) |
| 13:20:29 | kaen | haha |
| 13:20:43 | kaen | I'm glad to have learned the term "Heisenbug" today |
| 13:20:46 | Watusimoto_ | "why not just put a camera in the box?" |
| 13:21:10 | Watusimoto_ | "why not put a person in the box and ask him?" |
| 13:21:35 | Watusimoto_ | "why not let the kids get to bed?" |
| 13:21:35 | antoszka | :) |
| 13:21:38 | antoszka | What age? |
| 13:21:41 | antoszka | I got 8 and 1. |
| 13:21:43 | Watusimoto_ | guess which wsa the one my wife asked |
| 13:21:56 | antoszka | Watusimoto_: lol |
| 13:22:03 | Watusimoto_ | they aer 11 and 13 |
| 13:22:51 | Watusimoto_ | they were up from about 3AM until about 5AM playing bitfighter last night |
| 13:23:12 | antoszka | haha. my older one only plays minecraft right now. |
| 13:23:28 | Watusimoto_ | yeah, that's the popular game here at the moment as well |
| 13:23:47 | Watusimoto_ | I had to kill my son's minecraft server to host bitfighter games last night, though |
| 13:24:05 | Watusimoto_ | but tomorrow... back to minecraft |
| 13:24:52 | Watusimoto_ | I'd rather give them a shovel and let them dig in the yard |
| 13:26:56 | antoszka | lol |
| 13:27:16 | antoszka | as long as it's not a *grave*yard :) |
| 13:28:00 | Watusimoto_ | in an old country everywhere was probably a grave yard at some point |
| 13:29:14 | antoszka | true, especially my city (warsaw uprising had been active where I live) |
| 13:29:26 | Watusimoto_ | yes, you're probably right |
| 13:29:30 | Watusimoto_ | sadly |
| 13:29:43 | antoszka | http://img.audiovis.nac.gov.pl/SM0/SM0_37-1470-1.jpg ← that's my yard… |
| 13:29:59 | Watusimoto_ | wow |
| 13:30:20 | Watusimoto_ | I assume that's not you in the photo |
| 13:30:34 | antoszka | Luckily, no ;) |
| 13:30:48 | antoszka | My family has moved into the flat in the early 60's. |
| 13:30:59 | antoszka | Grandparents. |
| 13:32:04 | Watusimoto_ | I'd say if it was, you'd be a bit older than most people involved with bitfighter :-) |
| 13:33:41 | antoszka | probably |
| 13:34:33 | Watusimoto_ | why did you decide to try to compile bitfighter? |
| 13:34:41 | antoszka | I used to play Zap! in the old days. |
| 13:34:45 | antoszka | And really loved the game. |
| 13:35:20 | antoszka | Then a while ago I wanted to see if the project is still alive and found bitfighter. Then forgot about it ;) |
| 13:36:02 | antoszka | Then a few days ago a friend was doing a laser (vector) projector at the Warsaw Hackerspace which reminded of bitfighter. |
| 13:36:04 | Watusimoto_ | great! |
| 13:36:18 | Watusimoto_ | I hope you approve of the changes we've made |
| 13:36:22 | antoszka | And I thought I'd set up a server and revive the game. |
| 13:36:26 | Watusimoto_ | excellent |
| 13:36:31 | Watusimoto_ | revive away! |
| 13:36:35 | antoszka | :) |
| 13:36:45 | antoszka | Yeah, kudos for keeping the stuff going. |
| 13:37:08 | antoszka | If it catches up at the hackerspace you might even get some more manpower for developing the game. |
| 13:37:17 | antoszka | The laser projector guy is a great c++/lua hacker. |
| 13:37:20 | antoszka | Might be interested. |
| 13:38:10 | Watusimoto_ | All are welcome. We'd love to have more european players |
| 13:38:43 | antoszka | Are you all guys stationed in the US? |
| 13:39:03 | Watusimoto_ | no |
| 13:39:10 | Watusimoto_ | Most players are |
| 13:39:17 | Watusimoto_ | I'm in Luxembourg |
| 13:39:39 | antoszka | Ah. |
| 13:39:45 | Watusimoto_ | we have an occasionaly contributer in Italy |
| 13:40:09 | Watusimoto_ | there used to be a guy in England plinking away, he still shows up now and again |
| 13:40:15 | Watusimoto_ | the rest are mostly american |
| 13:40:28 | Watusimoto_ | I am American as well, by nationality |
| 13:40:54 | Watusimoto_ | but I started the project in Germany, so I think of it as a European project :-) |
| 13:41:07 | Watusimoto_ | the master server is in the us |
| 13:41:25 | Watusimoto_ | we have had european game servers from time to time, but they tend to disappear |
| 13:41:52 | antoszka | :) |
| 13:41:56 | Watusimoto_ | with a small comminuty, people tend to flock to whichever server has players, regardless of ping times |
| 13:42:06 | antoszka | We'll see if we can set up a permanent public one perhaps. |
| 13:42:13 | Watusimoto_ | that would be great |
| 13:42:46 | Watusimoto_ | this game can be really fun if you have several people playing in one location |
| 13:43:21 | Watusimoto_ | they just opened a new hacker space across from my work |
| 13:43:26 | Watusimoto_ | I need to check it out |
| 13:44:07 | Watusimoto_ | they have laser cutters, cnc machines, 3-d printers, and probably a bunch of other lesser tools |
| 13:45:13 | antoszka | Sounds nice. |
| 13:45:20 | antoszka | We're not that well equipped. |
| 13:45:39 | Watusimoto_ | this is luxembourg :-) |
| 13:45:45 | Watusimoto_ | everything is well equipped |
| 13:45:54 | antoszka | :) |
| 13:45:57 | Watusimoto_ | well, except my office |
| 13:46:01 | antoszka | haha |
| 13:47:59 | antoszka | need to take off for a while, an L8 Ingress farm in the vicinity :) |
| 13:48:02 | antoszka | need to restore |
| 13:48:09 | antoszka | restock* |
| 13:48:20 | Watusimoto_ | later! |
| 14:35:18 | raptor | hello! |
| 14:35:22 | raptor | a newcomer! |
| 14:36:27 | raptor | Watusimoto_: I don't think I saw the weasel guy ever log on to the BBB last night |
| 14:36:38 | Watusimoto_ | he did not |
| 14:36:45 | raptor | it seemed like we had the same dedicated crowd almost the entire time |
| 14:36:46 | Watusimoto_ | but he's in europe, so I'm sympathetic |
| 14:36:55 | Watusimoto_ | a few new faces |
| 14:37:02 | Watusimoto_ | but yes |
| 14:38:49 | Watusimoto_ | we have depressingly stable numbers |
| 14:39:00 | Watusimoto_ | same as it ever was |
| 14:39:47 | raptor | maybe the polishing wiht 019 will not turn people away as much... |
| 14:41:16 | Watusimoto_ | my thoughts exactly |
| 14:41:55 | Watusimoto_ | I'm thinking that we could get rid of a large number of our ifndef serveronly things by implementing more clientgame stuff in game, then overriding in clientgame |
| 14:42:18 | Watusimoto_ | the we could just include game.h, and the conditional code would disappear |
| 14:42:42 | raptor | sounds good |
| 14:44:45 | Watusimoto_ | so far, in every case, I've managed to extract the UI* stuff from our core object classes, with the exception of ClientGame, which will probably never happen as we need a bridge from the "clean world" to the dirty UI world |
| 14:47:20 | Watusimoto_ | interesting to note that many of our most dedicated players were around in the zap days |
| 14:48:23 | raptor | I don't know what to do... I guess fix bugs.. |
| 14:48:27 | raptor | small ones |
| 14:49:03 | raptor | Watusimoto_: what do you think of an Lua event for team changing? |
| 14:49:26 | Watusimoto_ | want to do some refactoring? |
| 14:49:33 | raptor | sure |
| 14:49:40 | Watusimoto_ | lua event is fine |
| 14:49:59 | raptor | also, onPlayerScored? (was one bobdaduck suggested) |
| 14:50:03 | | koda Quit (Quit: koda) |
| 14:50:03 | Watusimoto_ | sure |
| 14:50:16 | Watusimoto_ | that one is actually one I'd planned long ago |
| 14:50:28 | Watusimoto_ | so ideas of stuff to do: |
| 14:50:32 | raptor | what's the refactor? |
| 14:50:33 | Watusimoto_ | help with refactoring |
| 14:50:39 | Watusimoto_ | all this crap I'm doing |
| 14:50:45 | Watusimoto_ | 1) help with refactoring |
| 14:50:50 | Watusimoto_ | 2) work on bot manager |
| 14:50:56 | Watusimoto_ | 3) fix bugs |
| 14:51:00 | Watusimoto_ | (blech) |
| 14:51:07 | raptor | 4) ice cream |
| 14:51:10 | raptor | 5) release! |
| 14:51:15 | Watusimoto_ | do it!!! |
| 14:51:37 | Watusimoto_ | so in this refactoring stuff I've been trying to get classes cleaned up and added to my test project |
| 14:52:02 | Watusimoto_ | the test project has kind of become an excuse, but this will all need to be done before we can really do much with testing |
| 14:52:10 | raptor | ok |
| 14:52:16 | raptor | define 'cleaned up' |
| 14:52:17 | Watusimoto_ | so I take a class, and try to remove every#include I can |
| 14:52:25 | Watusimoto_ | many just come out now |
| 14:52:29 | raptor | ah |
| 14:52:38 | Watusimoto_ | some need a little work -- like they are needed by the .cpp, but are in the .h |
| 14:52:53 | Watusimoto_ | some are only needed because they include something else (hopefully trivial) that is needed |
| 14:53:07 | Watusimoto_ | I am trying extra hard to get UI* out of everything that might run on the server |
| 14:53:17 | raptor | good idea |
| 14:53:25 | Watusimoto_ | trying extra hard to remove unneeded sdl libs |
| 14:53:36 | Watusimoto_ | and trying to get rid of clientinfo |
| 14:53:42 | Watusimoto_ | and, if possible gametype |
| 14:53:53 | Watusimoto_ | if that can be done by creating a small number of passthroughs in game |
| 14:54:04 | Watusimoto_ | if it's a large number, I've been skipping that |
| 14:54:27 | Watusimoto_ | but my new idea is that game will be the central switchboard of everyrhting |
| 14:54:36 | Watusimoto_ | everything will communicate via game |
| 14:54:46 | Watusimoto_ | this will make it easier to create mock classes for testing |
| 14:55:10 | Watusimoto_ | if everything is all like game->gametype->blah->xxx then it will be more complicated |
| 14:55:20 | Watusimoto_ | so where I can I try to get rid of that stuff and create passthroughs |
| 14:55:36 | Watusimoto_ | better to have it be game->xxx |
| 14:55:43 | Watusimoto_ | and have xxx communicate with gametype |
| 14:55:48 | Watusimoto_ | and have gametype communciate with blah |
| 14:56:02 | Watusimoto_ | I keep asking "why does this class need to know about that one?" |
| 14:56:18 | Watusimoto_ | and if the answer is "it doesn't", I try to break the dependency |
| 14:56:23 | raptor | wait wait, get rid of ClientInfo |
| 14:56:27 | raptor | didn't you try that once/ |
| 14:56:29 | raptor | ? |
| 14:56:33 | raptor | and got burned |
| 14:56:41 | Watusimoto_ | not get rid fo clientinfo, just not include it anywhere |
| 14:56:49 | raptor | ohhh |
| 14:56:53 | raptor | oh, the includes |
| 14:56:54 | raptor | yes |
| 14:56:55 | Watusimoto_ | except where it's really needed |
| 14:57:06 | Watusimoto_ | the includes offer insight as to what the class is doing |
| 14:57:22 | Watusimoto_ | I spend a lot of time removing a #include and then recompiling the class and seeing what happens |
| 14:57:28 | Watusimoto_ | hopefully nothing :-) |
| 14:58:29 | Watusimoto_ | so that's what I'm doing; it's tedious, but there's still plenty to do |
| 14:58:39 | Watusimoto_ | oh, 5) work on the ingame help thingy |
| 14:59:07 | Watusimoto_ | I have that pretty well figured out architecturally, we need to identify things that might need 'splainin' and add events for them |
| 14:59:25 | Watusimoto_ | and theres tons of room for tweaking and making things work nicer |
| 15:01:21 | raptor | so on the refactoring, is there an area where I could start that won't conflict with you too much? |
| 15:01:41 | raptor | like have you been hitting the classes alphabetically or something? |
| 15:01:48 | Watusimoto_ | sure |
| 15:02:00 | Watusimoto_ | here's how I've been proceeding |
| 15:02:08 | Watusimoto_ | we'll need to adapt it for you |
| 15:02:19 | Watusimoto_ | I have a vc++ project that I normally work in |
| 15:02:34 | Watusimoto_ | I've added a bitfighter_test project with a subset of classes |
| 15:02:43 | Watusimoto_ | this project does not build... but someday it will! |
| 15:03:11 | raptor | oh, i got the cmake to work... and the test project in cmake compiles |
| 15:03:11 | Watusimoto_ | (oh and one other thing I've been trying to do is get rid of globals where it's relatively easy, or the payoff is big) |
| 15:03:15 | Watusimoto_ | great! |
| 15:03:26 | Watusimoto_ | that has far fewer classes than mine, I suspect |
| 15:03:39 | Watusimoto_ | so after I clean up a class, I add it to my test project |
| 15:03:44 | Watusimoto_ | that's how I know what I've done |
| 15:04:08 | Watusimoto_ | originally I was trying to add classses selectively, to try to get the thing to build with a subset of all our classes |
| 15:04:12 | Watusimoto_ | I realize now that won't work |
| 15:04:33 | Watusimoto_ | but when I started I would choose the next class to visit by the first link error on the test project |
| 15:04:46 | Watusimoto_ | now I am going alphabetically |
| 15:04:54 | Watusimoto_ | (just finished the c's) |
| 15:05:12 | raptor | ok, i'll need to ease myself into this... |
| 15:05:14 | Watusimoto_ | but many classes later in the alphabet are done due to my original plan |
| 15:05:27 | Watusimoto_ | for the moment, let me pick a class for you |
| 15:05:30 | raptor | i'll start at the end... and ask questions from there.. |
| 15:05:32 | raptor | or that |
| 15:05:33 | raptor | ok |
| 15:05:49 | Watusimoto_ | starting at the end was my idea as well, ewcept that i've done a bunch of random classes |
| 15:06:48 | Watusimoto_ | you can do the two d*.cpp classes |
| 15:06:51 | Watusimoto_ | they should be pretty easy |
| 15:07:12 | Watusimoto_ | but let me commit first |
| 15:08:34 | | BFLogBot Commit: e3cb34c4914f | Author: watusimoto | Message: Define gINI outside of main. Ideally we'd make this non-global, but for the moment it's now a static member of GameSettings. |
| 15:08:35 | | BFLogBot Commit: 953eeb17b259 | Author: watusimoto | Message: Get Ship out of gameWeapons and also out of projectile header file |
| 15:08:36 | Watusimoto_ | also, where possible, better to include stuff as low down the tree as possible |
| 15:08:37 | | BFLogBot Commit: 5a6e6b3df859 | Author: watusimoto | Message: Cleanup how teleporters are used in generation of zones -- pass relevant data rather than a game object that can be used to collect it. Could take this further, but am running out of steam for this task at the moment. |
| 15:08:38 | | BFLogBot Commit: fd606a83f511 | Author: watusimoto | Message: Fix building |
| 15:08:40 | | BFLogBot Commit: 334805eba87d | Author: watusimoto | Message: Minor cleanup |
| 15:08:42 | | BFLogBot Commit: 049d1c39ec77 | Author: watusimoto | Message: Trivial |
| 15:08:44 | | BFLogBot Commit: 2af3b1f71e40 | Author: watusimoto | Message: Clean up some chat related classes |
| 15:08:45 | | BFLogBot Commit: d14cb06d297b | Author: watusimoto | Message: Minor cleanup |
| 15:08:47 | | BFLogBot Commit: 0b0f9fef3d48 | Author: watusimoto | Message: Give CoreGame and CTFGame the clean up treatment... done with the Cs... |
| 15:08:48 | | BFLogBot Commit: 596875de7d85 | Author: watusimoto | Message: Changes to test project... still no linking |
| 15:08:50 | | BFLogBot Commit: f02e91d915b7 | Author: watusimoto | Message: Merge |
| 15:09:25 | raptor | whoa |
| 15:09:33 | raptor | ok, let me make sure i can compile |
| 15:09:44 | Watusimoto_ | rats, back over 600 link erros on test project |
| 15:09:48 | raptor | also 'low down in the tree' == 'absolute minumum?' |
| 15:10:04 | Watusimoto_ | probably |
| 15:10:40 | Watusimoto_ | I mean that if a includes b and c, d, and e include a, but only need b, better to remove b from a, a from c, d, and e, and include b in c, d, and e |
| 15:10:50 | Watusimoto_ | even that might mean more #includes overall |
| 15:11:01 | Watusimoto_ | more includes, but less actually included |
| 15:11:17 | raptor | ok |
| 15:11:38 | Watusimoto_ | if you think of it as minimum of stuff included rather than minimum number of includes, you'll get there |
| 15:12:10 | Watusimoto_ | I also try to move stuff out of the .h into the .cpp where I can |
| 15:12:22 | raptor | yes, i've dont that before |
| 15:12:28 | raptor | done |
| 15:12:39 | raptor | all of Point.cpp was in point.h |
| 15:12:47 | Watusimoto_ | yes |
| 15:13:01 | Watusimoto_ | and also, I'm trying to organize the include stuff a little |
| 15:13:06 | Watusimoto_ | class header on top |
| 15:13:17 | Watusimoto_ | c++ stuff (like <string>) at the bottom |
| 15:13:21 | Watusimoto_ | tnl stuff above that |
| 15:13:35 | Watusimoto_ | then things in roughly descending order of importance, or whatever |
| 15:13:45 | Watusimoto_ | usually grouping stringutils, renderutils, mathutils near the bottom |
| 15:13:58 | Watusimoto_ | just to make it all look pretty :-) |
| 15:14:16 | Watusimoto_ | and provide some hiearchy where it makes sense |
| 15:14:43 | Watusimoto_ | I worry less about extra tnl includes because they rarely change and in the end they all get included everywhere somehow |
| 15:15:11 | raptor | ah, i've been doing the zap, tnl, std grouping thing, but mostly just put the zap headers in alphabetical order.. |
| 15:15:20 | Watusimoto_ | oh, and I try to remove paths int he includes where they are not needed |
| 15:15:27 | raptor | ah so |
| 15:15:29 | raptor | the paths |
| 15:15:30 | Watusimoto_ | (still a few ../tnl/blah) |
| 15:15:39 | raptor | if we don't include the paths |
| 15:15:42 | Watusimoto_ | we need them here and there, but not everywhere |
| 15:15:53 | raptor | that means we have to provide compiler flags to the include folders |
| 15:16:07 | Watusimoto_ | this mostly applies to tnl |
| 15:16:18 | Watusimoto_ | I haven't added any more compiler flags for this project |
| 15:16:31 | raptor | i think TNL is already an include compiler flag |
| 15:16:32 | Watusimoto_ | I left ../clipper in place, for example |
| 15:16:34 | Watusimoto_ | yes |
| 15:16:50 | Watusimoto_ | but there aer still paths in many of the inlcudes for historical reasons... I've been removing those |
| 15:17:05 | Watusimoto_ | a very few ../zaps around |
| 15:17:20 | Watusimoto_ | these d classes are really simple |
| 15:17:21 | | sam686 Quit (Read error: Connection reset by peer) |
| 15:20:18 | raptor | hmmm.. can't compile |
| 15:20:34 | Watusimoto_ | why not? |
| 15:21:01 | raptor | Cursor.cpp:220 error: missing binary operator before token "(" |
| 15:21:14 | raptor | that's an #if with an SDL check |
| 15:21:58 | raptor | ok, just needed to add SDL_version.h |
| 15:22:02 | Watusimoto_ | ah crud |
| 15:22:12 | raptor | unless you explicitly removed it? |
| 15:22:26 | Watusimoto_ | I did because I got it to compile without |
| 15:22:34 | Watusimoto_ | testing that class again |
| 15:22:41 | kaen | "everything will communicate via game" |
| 15:22:43 | kaen | I love it |
| 15:22:52 | Watusimoto_ | it compiles here; but add the header if you need it |
| 15:22:55 | raptor | ok, well... I guess my Linux compiling will help with the sanitization |
| 15:22:56 | Watusimoto_ | I wonder why I don't |
| 15:22:59 | Watusimoto_ | yes |
| 15:23:08 | Watusimoto_ | vc++ does underline it as a possible error |
| 15:23:25 | Watusimoto_ | ah, I see |
| 15:23:27 | Watusimoto_ | dang |
| 15:23:29 | raptor | because vc++ doesn't have proper dependency scanning? |
| 15:23:36 | Watusimoto_ | no |
| 15:23:50 | Watusimoto_ | it is warning that there are extra args |
| 15:23:50 | | BFLogBot Commit: dbbed733b8a7 | Author: buckyballreaction | Message: Fix compiling in Linux |
| 15:24:04 | raptor | so do you start with the .h |
| 15:24:09 | raptor | dataConnection.h |
| 15:24:16 | Watusimoto_ | usually |
| 15:24:27 | Watusimoto_ | I think those two classes won't have much to do |
| 15:24:34 | Watusimoto_ | though sometimes I'm surprised |
| 15:24:38 | raptor | only included tnl junk.. |
| 15:25:17 | raptor | want me to put the copyright portion of the file in there? |
| 15:25:21 | Watusimoto_ | sure |
| 15:25:48 | Watusimoto_ | I totally forget how we ended up with editorObject containing only the pointobject class, and BfObject holding the EditorObject class |
| 15:25:55 | Watusimoto_ | but that's fixed now |
| 15:26:15 | raptor | haha |
| 15:33:07 | raptor | ok |
| 15:33:19 | raptor | removed a ServerGame.h |
| 15:33:29 | raptor | and so i get the error: ‘ServerGame’ was not declared in this scope |
| 15:33:37 | raptor | i could add it back, or... something else? |
| 15:33:46 | Watusimoto_ | which class are you working on? |
| 15:33:52 | raptor | dataConnection.cpp |
| 15:33:59 | Watusimoto_ | what does it use servergame for? |
| 15:34:18 | raptor | yuk |
| 15:34:20 | Watusimoto_ | and is that a reasonable (or necessary) use? |
| 15:34:21 | raptor | line 341 |
| 15:34:53 | raptor | Datasender |
| 15:35:05 | raptor | on line 370 |
| 15:35:25 | Watusimoto_ | well... it is not used much |
| 15:35:32 | Watusimoto_ | but the difficulty of removing it might be hard |
| 15:35:38 | raptor | yep |
| 15:35:49 | Watusimoto_ | and it is not unreasonable for the datasender to talk to a game object |
| 15:36:03 | Watusimoto_ | so I would mentally flag this as gross code, and leave it |
| 15:36:15 | raptor | wait wait |
| 15:36:18 | Watusimoto_ | unless you can see a good way to resolve the issue |
| 15:36:26 | raptor | DataSender is already in dataConnection.h |
| 15:37:05 | Watusimoto_ | sometimes we have a weird pingponging thing going on that turns out to be much easier to resolve than it first looks |
| 15:37:21 | raptor | hmm... I guess it is used in ServerGame.cpp though |
| 15:37:33 | Watusimoto_ | oh, and when I see this in a .h file, it must die |
| 15:37:34 | Watusimoto_ | #include "gameObjectRender.h" |
| 15:37:42 | raptor | haha |
| 15:37:43 | raptor | ok |
| 15:38:59 | raptor | i'll just change the cast to a static cast and include ServerGame.h again.. |
| 15:39:54 | Watusimoto_ | :-) |
| 15:42:12 | raptor | heh |
| 15:42:22 | raptor | well, the include of ServerGame.h let's get rid of another 3... |
| 15:43:00 | raptor | oh lovely a circular include... |
| 15:43:11 | | BFLogBot Commit: 05d69e55ce2e | Author: watusimoto | Message: Rename EditorObject to PointObject, fix some associated classes |
| 15:43:14 | | BFLogBot Commit: ef1655f50ed0 | Author: watusimoto | Message: Merge |
| 15:43:16 | | BFLogBot Commit: df123af2c922 | Author: watusimoto | Message: This one was nice! |
| 15:46:16 | raptor | ok, now i want ServerGame.h out... |
| 15:48:01 | Watusimoto_ | this rapidly becomes obsessive |
| 15:48:08 | Watusimoto_ | like my next checkin |
| 15:48:11 | raptor | hmm |
| 15:48:47 | raptor | can I create an interface in game like this: game::initDataSender() then put the implementation in servergame? |
| 15:48:54 | raptor | is that appropriate with your ideal model? |
| 15:52:05 | Watusimoto_ | uh... that won't work |
| 15:52:08 | | sam686 has joined |
| 15:52:08 | | ChanServ sets mode +v sam686 |
| 15:52:15 | Watusimoto_ | you might be able to do servergame::init... |
| 15:52:24 | raptor | bah |
| 15:52:33 | Watusimoto_ | does that impact your question? |
| 15:52:37 | raptor | ok, I capitulate |
| 15:52:40 | Watusimoto_ | well |
| 15:52:43 | raptor | and will include ServerGame.h |
| 15:52:47 | Watusimoto_ | I see |
| 15:52:57 | Watusimoto_ | is it an inherently static method? |
| 15:53:02 | Watusimoto_ | if so, it can go anywhere |
| 15:53:06 | raptor | no |
| 15:53:27 | Watusimoto_ | some battles are not worth the price of victory |
| 15:53:46 | raptor | heh... but I'm a stubborn one |
| 15:53:57 | raptor | and... trying to learn to not be so |
| 15:55:53 | raptor | so ship.cpp does not compile.. |
| 15:55:58 | raptor | with your last checkin |
| 15:57:46 | raptor | ok, i fix |
| 15:58:00 | raptor | Watusimoto_: you haven't done the ship object yet, have you? |
| 15:58:17 | Watusimoto_ | I think I did |
| 15:58:23 | Watusimoto_ | it's still a mess, as I recall |
| 15:58:43 | raptor | huh, your removal of gameObjectRender.h from zone.h makes it missing from ship.cpp |
| 15:58:58 | Watusimoto_ | ugh |
| 15:59:03 | raptor | so... |
| 15:59:04 | Watusimoto_ | I didn't do a full recompile after that |
| 15:59:11 | raptor | I can add it to ship.cpp |
| 15:59:11 | Watusimoto_ | I figured it was only local |
| 15:59:12 | raptor | ... |
| 15:59:13 | Watusimoto_ | figured wrong |
| 15:59:16 | Watusimoto_ | ok |
| 15:59:24 | Watusimoto_ | also, see why bfobject is in ship.cpp |
| 15:59:32 | raptor | ok |
| 15:59:33 | Watusimoto_ | sorry in ship.h |
| 15:59:37 | raptor | ok |
| 15:59:42 | Watusimoto_ | actually, see why everythning is in ship.h |
| 15:59:50 | Watusimoto_ | I think I only worked on ship.cpp |
| 16:00:10 | raptor | ok |
| 16:00:18 | Watusimoto_ | though my fetish for removing bfobject.h from the .h files is recent |
| 16:00:33 | Watusimoto_ | I'll be more careful about compiling before I chekcin, even if it is a local change |
| 16:00:54 | raptor | DamageInfo struct is in BfObject.h |
| 16:01:29 | raptor | ooo, i can get rid of that |
| 16:01:39 | raptor | ok, i'll try my hand at ship.h... |
| 16:02:12 | raptor | also thanks for fixing the CMakeLists |
| 16:03:37 | | BFLogBot Commit: 1a7ef211b52f | Author: buckyballreaction | Message: Fix compiling |
| 16:03:39 | | BFLogBot Commit: 7506fb1588c7 | Author: buckyballreaction | Message: Clean up dataConnection class a bit |
| 16:03:51 | Watusimoto_ | :-) |
| 16:04:15 | raptor | ship.h is everywhere! |
| 16:04:26 | raptor | I'm recompiling 3/4 of the game |
| 16:07:17 | Watusimoto_ | you were working on plugin code recently, right? |
| 16:07:44 | Watusimoto_ | I got editorPlugin down to 3 includes total for .cpp and .h |
| 16:09:08 | | fordcars has joined |
| 16:10:33 | raptor | yes plugin code |
| 16:10:35 | raptor | oh good |
| 16:11:20 | Watusimoto_ | you are editing ship.cpp? |
| 16:11:28 | raptor | ship.h |
| 16:11:36 | raptor | got rid of 3 includes so far.. |
| 16:11:38 | Watusimoto_ | ok, I'm in ship.cpp |
| 16:11:43 | Watusimoto_ | adding one :-) |
| 16:12:22 | Watusimoto_ | I'll be checking in shortly |
| 16:12:53 | | BFLogBot Commit: f1abde6a2a5a | Author: buckyballreaction | Message: Remove some includes in ship.h |
| 16:13:09 | raptor | i win |
| 16:14:42 | raptor | ok, next class for me? |
| 16:16:28 | Watusimoto_ | ok |
| 16:16:31 | Watusimoto_ | let's see |
| 16:17:13 | Watusimoto_ | you coudl do the Fs, except for FPSRenderer, which I've already done |
| 16:17:24 | raptor | ok |
| 16:17:27 | raptor | Fs it is |
| 16:17:29 | Watusimoto_ | there might be one tricky bit in flag |
| 16:17:34 | Watusimoto_ | let me look and I can brief you |
| 16:17:59 | Watusimoto_ | no maybe not |
| 16:18:18 | Watusimoto_ | anything that has an editor attribute menu gets a special treatment |
| 16:18:25 | Watusimoto_ | flags apparently do not |
| 16:19:53 | raptor | it is a good feeling when i nuke an #include 'ship.h' |
| 16:20:02 | Watusimoto_ | yes |
| 16:20:06 | | BFLogBot Commit: 4cd7168c4607 | Author: watusimoto | Message: Clean up EditorPlugin, and related refactoring |
| 16:20:08 | Watusimoto_ | we all have our favorites |
| 16:20:08 | | BFLogBot Commit: 69dc23b8eb95 | Author: watusimoto | Message: Merge |
| 16:20:20 | Watusimoto_ | so I looked at what you did, and it looks like you're right on track |
| 16:20:37 | Watusimoto_ | keep your code updated! |
| 16:20:42 | raptor | doing so |
| 16:21:25 | raptor | question: what is xmFireTimer in ship.cpp? |
| 16:21:42 | raptor | it has a TODO to remove for 019 |
| 16:28:06 | raptor | Watusimoto_: was there something special for gametype? |
| 16:28:20 | Watusimoto_ | like what? |
| 16:28:33 | raptor | I thought mentioned trying to get rid of gametype |
| 16:28:36 | Watusimoto_ | xmfiretimer... |
| 16:28:41 | Watusimoto_ | oh right |
| 16:29:00 | Watusimoto_ | if gt is only used a couple of places, esp. in this context: game->gt->blah |
| 16:29:11 | Watusimoto_ | I've been creating a blah method in game |
| 16:29:17 | Watusimoto_ | that calls gt |
| 16:29:36 | raptor | ok, flagitem.cpp has 3 of those |
| 16:29:43 | Watusimoto_ | I have a couple of passthroughs secctions in clientgame |
| 16:29:50 | Watusimoto_ | do they seem good candidates? |
| 16:30:12 | Watusimoto_ | yes, they do |
| 16:30:16 | raptor | getGame()->getGameType()->isTeamGame() |
| 16:30:26 | Watusimoto_ | there are several other addflag like passthroughs already, I think |
| 16:30:48 | Watusimoto_ | the way I think about it is flag wants some spawnpoints |
| 16:30:57 | Watusimoto_ | who fixes him up? |
| 16:31:05 | Watusimoto_ | his big bro' client game |
| 16:31:19 | Watusimoto_ | he doesn't need to know that client game is messing around with gametype on the side |
| 16:31:30 | raptor | heh |
| 16:31:39 | raptor | ok |
| 16:32:11 | raptor | well, in this case it'd be ServerGame for most of these.. |
| 16:32:33 | Watusimoto_ | where possible, it's better to implement in game, I think |
| 16:32:45 | Watusimoto_ | sometiems you have one or the other |
| 16:32:51 | raptor | so for instance: getGame()->getGameType()->getSpawnPoints |
| 16:32:55 | Watusimoto_ | but if you could haev either, makes less casting |
| 16:33:04 | Watusimoto_ | so just do that in game |
| 16:33:20 | raptor | that is definitely a server action.. |
| 16:33:27 | Watusimoto_ | if you called that on a client game, you'd probably get back an empty list |
| 16:33:34 | Watusimoto_ | it is a server action |
| 16:33:43 | Watusimoto_ | but that gets sorted out by who calls it |
| 16:33:51 | raptor | so Game will be this giant interface |
| 16:33:55 | Watusimoto_ | since you'll only ever have a server game here, why cast? |
| 16:34:03 | Watusimoto_ | well... that's kind of the point, isn't it? |
| 16:34:11 | raptor | and.. |
| 16:34:13 | raptor | ok |
| 16:34:16 | Watusimoto_ | polymorphisim and all |
| 16:34:32 | | raptor can't wait for the weird bugs to show up after his changes |
| 16:34:35 | Watusimoto_ | if we end up with everything in game, we can get rid of tons of casting and #ifndefs |
| 16:34:46 | Watusimoto_ | you can put in an assert if you are nervous |
| 16:34:49 | raptor | so it'd reduce to jsut getGame()->getSpawnPoints |
| 16:34:52 | raptor | ? |
| 16:34:54 | Watusimoto_ | yes |
| 16:34:57 | raptor | ok |
| 16:35:25 | raptor | what about isTeamGame()? |
| 16:35:38 | Watusimoto_ | right now, there's nothing stopping a clientgame from getting in there |
| 16:35:50 | Watusimoto_ | you're not changing that at all |
| 16:36:31 | Watusimoto_ | it's the game's job to give you some spawn points. It's your job to only ask on the server, or deal with an empty list on the client |
| 16:37:17 | raptor | ok, so for now, i would actually leave the getSpawnPoints() in gametype, but just provide a call to it in Game |
| 16:40:35 | Watusimoto_ | dang: can I forward declare this? |
| 16:40:36 | Watusimoto_ | typedef union SDL_Event |
| 16:40:43 | | fordcars Quit (Ping timeout: 245 seconds) |
| 16:40:56 | Watusimoto_ | raptor: yes |
| 16:41:59 | Watusimoto_ | no forward declarations of typedefs |
| 16:43:49 | raptor | yeah, you have to just add the typedef |
| 16:45:42 | raptor | should I do a NULL check for mGameType in game.cpp when creating these interfaces? |
| 16:53:06 | Watusimoto_ | this is one of life's great mysteries |
| 16:53:14 | Watusimoto_ | I don't know if it's ever needed |
| 16:53:18 | Watusimoto_ | but I always add it |
| 16:53:29 | Watusimoto_ | especially if there is one there now |
| 16:53:44 | Watusimoto_ | if there's not one there now, you could argue it's not needed |
| 16:53:59 | Watusimoto_ | but then you can argue that the server crashed during the bbb |
| 16:54:38 | raptor | well it didn't crash because of our code... |
| 16:55:07 | raptor | it's just dropped off the net |
| 16:56:16 | Watusimoto_ | whoa! |
| 16:56:23 | Watusimoto_ | I got the forward delcar to work! |
| 16:56:30 | raptor | uhhh |
| 16:56:33 | Watusimoto_ | union SDL_Event; |
| 16:56:37 | raptor | please be portable |
| 16:56:44 | Watusimoto_ | we'll soon see |
| 16:57:02 | Watusimoto_ | there's no reason not for that to work |
| 16:57:08 | Watusimoto_ | we only use a pointer to it |
| 16:57:13 | Watusimoto_ | in the header |
| 16:57:36 | Watusimoto_ | if it fails, we just move #include "SDL.h" back to the .h |
| 16:58:04 | Watusimoto_ | my problem turns out to be namespace related |
| 16:58:14 | raptor | ok |
| 16:58:28 | raptor | gametype gone in flagitem! |
| 17:03:22 | Watusimoto_ | horray! |
| 17:11:49 | | bobdaduck has joined |
| 17:14:45 | raptor | Watusimoto_: if gameObjectRender is in a cpp that is a sub-class of BfObject, are you trying to get rid of those (or maybe not yet)? |
| 17:15:08 | Watusimoto_ | I don't follow |
| 17:15:35 | raptor | sorry |
| 17:15:36 | raptor | i mean |
| 17:15:37 | Watusimoto_ | oh, BFO->flag |
| 17:15:50 | Watusimoto_ | and flag.cpp has GOR.h |
| 17:15:55 | raptor | are you trying to get rid of gameobjectrender from bfobject classes? |
| 17:16:00 | raptor | yes |
| 17:16:11 | Watusimoto_ | I don't think we can |
| 17:16:14 | raptor | ok |
| 17:16:17 | Watusimoto_ | as the objects need to render themselves |
| 17:16:36 | Watusimoto_ | I am tyring to get rid of openglutils from those classes thoguh |
| 17:16:54 | Watusimoto_ | push the actual rendering into gameobjectrenderer |
| 17:17:05 | raptor | any special handling for CLientInfo? |
| 17:17:19 | Watusimoto_ | get rid of where possible |
| 17:17:29 | Watusimoto_ | I've found that I can usually just remove it without problem |
| 17:17:38 | raptor | ship->getClientInfo()->getStatistics() |
| 17:17:41 | bobdaduck | Okay I'm awake |
| 17:17:42 | raptor | seems weird |
| 17:17:43 | bobdaduck | What'd I miss |
| 17:17:51 | Watusimoto_ | what class is that in? |
| 17:17:53 | raptor | bobdaduck: you almost had 1st in the BBB! |
| 17:18:03 | bobdaduck | yeah |
| 17:18:03 | raptor | Watusimoto_: FlagItem::dismount |
| 17:18:05 | bobdaduck | because I left early |
| 17:18:10 | bobdaduck | AND IRON MAN 3 WASN'T EVEN THAT GOOD. |
| 17:18:24 | raptor | and footloose won airlock again |
| 17:18:28 | Watusimoto_ | flag calls ship-.clientinfo->??? |
| 17:18:31 | Watusimoto_ | weird, yes |
| 17:18:34 | raptor | Watusimoto_: yes.. a weird one |
| 17:18:49 | bobdaduck | I would have won if I had stayed D |
| 17:18:50 | bobdaduck | xD |
| 17:19:15 | Watusimoto_ | is there any other way to get stats? (like via game)? |
| 17:19:18 | Watusimoto_ | probably not |
| 17:19:38 | Watusimoto_ | as stats are client based, hence clientinfo based.... |
| 17:19:41 | Watusimoto_ | blech |
| 17:19:47 | raptor | blech |
| 17:19:53 | Watusimoto_ | maybe leave it for now if you don't see an obvious solution |
| 17:20:02 | Watusimoto_ | we're after bulk improvement, not absolute purity |
| 17:20:43 | raptor | ok |
| 17:21:34 | raptor | dinner! |
| 17:23:18 | Watusimoto_ | enjoy! |
| 17:29:37 | bobdaduck | have you seen thread's map pack? |
| 17:42:42 | | koda has joined |
| 17:55:35 | | bobdaduck Quit (Read error: Connection reset by peer) |
| 17:56:34 | | bobdaduck has joined |
| 18:04:47 | bobdaduck | because its like, really good. |
| 18:06:06 | Watusimoto_ | no, but that's cool! |
| 18:32:25 | Watusimoto_ | going to bed soon... raptor, these are the classes I've done: |
| 18:32:26 | Watusimoto_ | clipper.cpp |
| 18:32:26 | Watusimoto_ | database.cpp |
| 18:32:26 | Watusimoto_ | sweep\advancing_front.cc |
| 18:32:26 | Watusimoto_ | sweep\cdt.cc |
| 18:32:26 | Watusimoto_ | RecastAlloc.cpp |
| 18:32:28 | Watusimoto_ | RecastMesh.cpp |
| 18:32:31 | Watusimoto_ | BanList.cpp |
| 18:32:33 | Watusimoto_ | barrier.cpp |
| 18:32:35 | Watusimoto_ | BfObject.cpp |
| 18:32:37 | Watusimoto_ | BotNavMeshZone.cpp |
| 18:32:40 | Watusimoto_ | ChatCheck.cpp |
| 18:32:42 | Watusimoto_ | ChatCommands.cpp |
| 18:32:44 | Watusimoto_ | ChatHelper.cpp |
| 18:32:46 | Watusimoto_ | ClientGame.cpp |
| 18:32:48 | Watusimoto_ | ClientInfo.cpp |
| 18:32:50 | Watusimoto_ | Color.cpp |
| 18:32:53 | Watusimoto_ | config.cpp |
| 18:32:55 | Watusimoto_ | Console.cpp |
| 18:32:57 | Watusimoto_ | controlObjectConnection.cpp |
| 18:32:59 | Watusimoto_ | CoreGame.cpp |
| 18:33:02 | Watusimoto_ | CTFGame.cpp |
| 18:33:04 | Watusimoto_ | Cursor.cpp |
| 18:33:06 | Watusimoto_ | dataConnection.cpp |
| 18:33:08 | Watusimoto_ | EditorAttributeMenuItemBuilder.cpp |
| 18:33:10 | Watusimoto_ | EditorPlugin.cpp |
| 18:33:13 | Watusimoto_ | EngineeredItem.cpp |
| 18:33:15 | Watusimoto_ | engineerHelper.cpp |
| 18:33:17 | Watusimoto_ | Event.cpp |
| 18:33:19 | Watusimoto_ | EventManager.cpp |
| 18:33:21 | Watusimoto_ | FpsRenderer.cpp |
| 18:33:24 | Watusimoto_ | game.cpp |
| 18:33:26 | Watusimoto_ | gameConnection.cpp |
| 18:33:28 | Watusimoto_ | gameObjectRender.cpp |
| 18:33:30 | Watusimoto_ | GameSettings.cpp |
| 18:33:32 | Watusimoto_ | gameType.cpp |
| 18:33:35 | Watusimoto_ | gameWeapons.cpp |
| 18:33:37 | Watusimoto_ | Geometry.cpp |
| 18:33:39 | Watusimoto_ | GeomObject.cpp |
| 18:33:41 | Watusimoto_ | GeomUtils.cpp |
| 18:33:44 | Watusimoto_ | gridDB.cpp |
| 18:33:46 | Watusimoto_ | IniFile.cpp |
| 18:33:48 | Watusimoto_ | InputCode.cpp |
| 18:33:50 | Watusimoto_ | item.cpp |
| 18:33:52 | Watusimoto_ | LoadoutTracker.cpp |
| 18:33:55 | Watusimoto_ | LuaBase.cpp |
| 18:33:57 | Watusimoto_ | masterConnection.cpp |
| 18:33:59 | Watusimoto_ | move.cpp |
| 18:34:01 | Watusimoto_ | moveObject.cpp |
| 18:34:03 | Watusimoto_ | Point.cpp |
| 18:34:06 | Watusimoto_ | PointObject.cpp |
| 18:34:08 | Watusimoto_ | polygon.cpp |
| 18:34:10 | Watusimoto_ | Rect.cpp |
| 18:34:12 | Watusimoto_ | RenderUtils.cpp |
| 18:34:14 | Watusimoto_ | ship.cpp |
| 18:34:17 | Watusimoto_ | shipItems.cpp |
| 18:34:19 | Watusimoto_ | SimpleLine.cpp |
| 18:34:21 | Watusimoto_ | Spawn.cpp |
| 18:34:23 | Watusimoto_ | stringUtils.cpp |
| 18:34:26 | Watusimoto_ | textItem.cpp |
| 18:34:27 | | koda Quit (Quit: koda) |
| 18:34:28 | Watusimoto_ | Timer.cpp |
| 18:34:30 | Watusimoto_ | UI.cpp |
| 18:34:32 | Watusimoto_ | UIChat.cpp |
| 18:34:34 | Watusimoto_ | UIEditorMenus.cpp |
| 18:34:36 | Watusimoto_ | UIErrorMessage.cpp |
| 18:34:39 | Watusimoto_ | UIGame.cpp |
| 18:34:41 | Watusimoto_ | UIHighScores.cpp |
| 18:34:43 | Watusimoto_ | UIInstructions.cpp |
| 18:34:45 | Watusimoto_ | UIManager.cpp |
| 18:34:48 | Watusimoto_ | UIMenus.cpp |
| 18:34:50 | Watusimoto_ | UIQueryServers.cpp |
| 18:34:52 | Watusimoto_ | VideoSystem.cpp |
| 18:34:54 | Watusimoto_ | WallSegmentManager.cpp |
| 18:34:56 | Watusimoto_ | WeaponInfo.cpp |
| 18:34:59 | Watusimoto_ | Zone.cpp |
| 18:35:01 | Watusimoto_ | oops |
| 18:35:05 | Watusimoto_ | Meant to paste this: |
| 18:35:07 | Watusimoto_ | http://pastie.org/7802366 |
| 18:36:31 | raptor | oh wow |
| 18:36:35 | raptor | ok.. |
| 18:37:00 | raptor | i'll see if i can't do the remaining ones... if they're not to difficult |
| 18:37:05 | raptor | *too |
| 18:37:41 | raptor | oh snap |
| 18:37:46 | raptor | I've hit gScreenInfo |
| 18:38:29 | Watusimoto_ | so... did the pastie address get up there, or was it floodcontrolled into oblivion? |
| 18:38:36 | raptor | got it |
| 18:38:38 | Watusimoto_ | ok |
| 18:38:42 | Watusimoto_ | gscreeninfo |
| 18:38:51 | Watusimoto_ | for the most part, evil, but hard to get rid of |
| 18:39:12 | Watusimoto_ | so if you can easily pass the necessary info in, do that, but if it's a big job, just leave it |
| 18:39:16 | Watusimoto_ | we'll get it later |
| 18:39:17 | raptor | ok |
| 18:39:34 | Watusimoto_ | I've removed it in one place, and it was kind of ugly |
| 18:39:57 | raptor | so this class uses: gScreenInfo.getPixelRatio() |
| 18:40:11 | raptor | when you say 'pass in' you mean into the method from which it's called? |
| 18:40:16 | | BFLogBot Commit: 0e7e31ca5e4d | Author: watusimoto | Message: Did the Es... also renamed input.h to InputModeEnum.h |
| 18:40:37 | Watusimoto_ | so that one contains the code you think won't compile |
| 18:40:45 | Watusimoto_ | the sdl forward declaration |
| 18:40:46 | raptor | ok, let me see... |
| 18:42:23 | Watusimoto_ | I had to do a refactor of zone generation to get rid of an include... I need to check if it still works |
| 18:42:39 | Watusimoto_ | but the code is a lot cleaner now |
| 18:42:42 | raptor | oh hey |
| 18:42:44 | raptor | it compiled! |
| 18:42:48 | Watusimoto_ | great! |
| 18:42:55 | | raptor pretends OSX doesn't exist.. |
| 18:43:02 | raptor | so everythings good |
| 18:43:23 | Watusimoto_ | 668 link errors on the test project now |
| 18:43:34 | Watusimoto_ | a new high |
| 18:43:45 | Watusimoto_ | I'm going to plot link errors vs time |
| 18:43:55 | raptor | maybe we should use cmake for the test project... are you and kaen using the same libs? |
| 18:45:15 | Watusimoto_ | I think so |
| 18:45:22 | Watusimoto_ | I have a lot more classes in mine though |
| 18:45:30 | Watusimoto_ | it built fine when it was just a few |
| 18:45:36 | Watusimoto_ | but that will wait for tomorrow |
| 18:45:51 | Watusimoto_ | as I'm basically done for the night |
| 18:46:00 | | BFLogBot Commit: 21e661c9854c | Author: buckyballreaction | Message: Clean up F classes (FontManager seemed OK) |
| 18:46:04 | raptor | ok |
| 18:46:09 | raptor | good night |
| 18:46:11 | raptor | and thanks! |
| 18:46:20 | Watusimoto_ | for what? |
| 18:46:25 | Watusimoto_ | I'll add your fs to my test proj |
| 18:46:27 | raptor | for answering my questions |
| 18:46:31 | raptor | oh |
| 18:46:33 | raptor | xmFireTimer |
| 18:46:35 | Watusimoto_ | no worries |
| 18:46:42 | Watusimoto_ | let me look |
| 18:46:43 | raptor | do you know the history of that in ship.cpp |
| 18:46:51 | raptor | ship.cpp:1253 |
| 18:47:04 | raptor | roughly |
| 18:47:16 | Watusimoto_ | no idea |
| 18:47:22 | Watusimoto_ | none at all |
| 18:47:32 | raptor | ok, it had commented out code and isn't used... so... i'll remove it! |
| 18:47:44 | Watusimoto_ | hold on |
| 18:47:51 | Watusimoto_ | leave it as is |
| 18:48:12 | Watusimoto_ | I suspect that it is a temp. hack for compatibility reasons |
| 18:48:17 | raptor | ok, maybe i'll ask you tomorrow? |
| 18:48:19 | raptor | ok |
| 18:48:31 | Watusimoto_ | the commented code might be what we want |
| 18:48:33 | Watusimoto_ | sure |
| 18:49:08 | Watusimoto_ | will require some memory searching |
| 18:49:15 | raptor | ok |
| 18:49:18 | raptor | good night! |
| 18:49:52 | Watusimoto_ | - bool isTeamGame = getGame()->getGameType()->isTeamGame(); |
| 18:49:52 | Watusimoto_ | + bool isTeamGame = getGame()->isTeamGame(); |
| 18:49:55 | Watusimoto_ | this is exactly right |
| 18:50:16 | raptor | ok |
| 18:50:20 | raptor | so i done good |
| 18:50:49 | Watusimoto_ | definitely! |
| 18:51:40 | Watusimoto_ | ha, most of teh fs were .h files |
| 18:55:43 | raptor | yep :) |
| 19:00:53 | Watusimoto_ | ok, goodnight for real |
| 19:01:01 | raptor | for real! |
| 19:03:23 | bobdaduck | raptor you see thread's mappack? |
| 19:03:30 | raptor | hi |
| 19:03:47 | raptor | i saw it, but have not yet downloaded it - the many files discouraged me for the moment |
| 19:05:18 | bobdaduck | I'll host? |
| 19:05:25 | raptor | ok |
| 19:06:10 | | Watusimoto_ Quit (Ping timeout: 264 seconds) |
| 19:32:38 | raptor | ok back bobdaduck |
| 19:42:32 | raptor | ok, well, he definitely understands trig |
| 19:45:06 | raptor | interesing, the blink level has boundaries |
| 19:46:48 | raptor | interesting... bobdaduck he uses an entirely different method to register players |
| 19:47:01 | bobdaduck | Yeah I know |
| 19:47:24 | raptor | his is simpler, but very, very inefficient |
| 19:49:31 | raptor | it can be made less so |
| 19:49:37 | bobdaduck | yeah |
| 19:49:43 | bobdaduck | I helped him do the blink level |
| 19:49:45 | bobdaduck | at his house |
| 19:49:45 | raptor | but it will never be as efficient as using the spawn events |
| 19:49:48 | raptor | cool |
| 19:49:53 | raptor | really neat idea |
| 19:50:20 | bobdaduck | It was his |
| 19:50:26 | bobdaduck | I just helped with the actual programming part |
| 20:34:06 | raptor | so bobdaduck, how do you think the BBB went overall (minus the server crashes..) |
| 20:34:20 | bobdaduck | It was obviously crazy and stressful at first |
| 20:34:32 | bobdaduck | because things like that shouldn't happen, especially on a day like that |
| 20:34:52 | bobdaduck | But I, living in our culture, have gone on many dates and have learned to accept when things don't go as planned |
| 20:35:03 | raptor | haha |
| 20:35:27 | bobdaduck | I thought it was fun |
| 20:35:30 | bobdaduck | but not nearly enough people |
| 20:35:38 | raptor | yeah :( |
| 20:35:39 | bobdaduck | it was mostly the same people the entire way through |
| 20:35:44 | raptor | i was expecting a lot more.. |
| 20:35:58 | bobdaduck | yeah |
| 20:36:01 | raptor | because we had released on desura |
| 20:36:05 | bobdaduck | yeah |
| 20:36:14 | bobdaduck | Desura release didn't work |
| 20:36:15 | raptor | and the increased 'press' with a few videos.. |
| 20:36:26 | raptor | so sad |
| 20:36:44 | raptor | we did giet a lot of new people trying the game with desura, but no one stuck around |
| 20:37:03 | bobdaduck | Yeahhhh |
| 20:37:45 | bobdaduck | I'ma go do things |
| 20:37:48 | bobdaduck | back in a bit |
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| 20:37:51 | raptor | k later |
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| 21:02:45 | | BFLogBot Commit: 5ab12fa32ffb | Author: buckyballreaction | Message: More header clean-up |
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