#bitfighter IRC Log

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IRC Log for 2013-05-04

Timestamps are in GMT/BST.

00:45:57fordcarsnight
00:48:32Flynnn has joined
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01:16:36Flynnn Quit (Quit: Leaving)
05:33:26Watusimoto_ has joined
06:22:06koda has joined
07:02:06BFLogBot Commit: 1fb3475add1f | Author: watusimoto | Message: Part II on untangling our code. More to do. VC++ test project still does not link (not even close)
07:02:07BFLogBot Commit: 6948b328e01f | Author: watusimoto | Message: Identify likely culprit of crash on exit... marked line in SoundSytem::init()
07:02:09BFLogBot Commit: f4d1da7a506e | Author: watusimoto | Message: Fix ships not being damaged by mines and bursts and other things
07:02:10BFLogBot Commit: caacc9495d49 | Author: watusimoto | Message: Merge
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07:22:33raptor has joined
07:22:33ChanServ sets mode +o raptor
07:54:56raptorgood day!
08:24:34kaenmorning!
08:44:42koda'afternoon
08:45:58raptorhi kaen
08:46:05kaenhello
08:46:14raptorquestion
08:46:16kaenI didn't get the logger up last night :x
08:46:20raptorah
08:46:21raptorok
08:46:26raptorthat was my questions
08:46:32kaenheh
08:46:47raptorthanks for getting the server up again - I think next time we should have a BBB server backup all ready
08:47:10kaenmy pleasure. just bummed I didn't get to play for the last ~3 hours
08:47:23kaenthings got a little crazy around here
08:47:40raptorricochet played quite well, by the way
08:48:39kaencool :)
08:54:04BFLogBot Commit: 8051791892f4 | Author: buckyballreaction | Message: Fix some compiler warnings in HttpRequest
08:59:10LordDVG Quit (Remote host closed the connection)
09:04:29bobdaduck has joined
09:04:51bobdaduck Quit (Remote host closed the connection)
09:24:39kodaoh yeah
09:24:43kodahow did the BBB go?
09:25:22kaenahahahahahhaha
09:25:29kaenI just joined the new guy's server
09:25:32kaenkilled him thrice
09:25:36kaenand got kick/banned
09:25:52kaenalso the BBB was good, koda :)
09:26:12kaenwe had to set up an emergency server though because the main one had network issues after we got going
09:28:17kodaddos are bad
09:30:30kaenIt felt more like the typical network congestion spikes you get on low cost VPS providers
09:30:37kaenbecause it was intermittent
09:31:15Watusimoto_ has joined
09:32:16bobdaduck has joined
10:22:19raptorhello again
10:22:29raptorthis morning was our community spring clean-up
10:22:48raptorand my 3 year old did more work than the rest of the community (minus myself and my 1.5 year old..)
10:26:50raptorWatusimoto_: I don't think that the crash is caused by where you marked in SoundSystem
10:27:02Watusimoto_hi
10:27:04Watusimoto_no?
10:27:07raptorif you're talking about the exit game crashes after using the editor
10:27:14Watusimoto_community cleanups are fun
10:27:33raptorwell, I got a cake donut and some juice
10:27:33Watusimoto_if you start the game then quit immediately, it still crashes
10:27:39raptorwhat really?
10:27:42Watusimoto_try it
10:27:44raptor checks
10:27:47Watusimoto_it does for me, consistently
10:27:56raptornope
10:27:59raptornot I said the fly
10:28:03Watusimoto_interesting
10:28:17Watusimoto_if I do an exit just before the line I marked, the game just exits
10:28:20raptoralso, I'm pretty confident that the alure code is stable
10:28:23Watusimoto_if I do the exit after, it crashes
10:28:30raptori had worked out lots of bugs with the developer..
10:28:30Watusimoto_yes, I agree
10:28:37Watusimoto_I don't blame alure
10:28:41raptorand all bugs were my fault :)
10:28:55Watusimoto_My thought was I moved something that indirectly caused the failure there
10:29:12raptoryeah, i think we've got a few memory issues now
10:29:44raptorthe pain is probably necessary, though, for cleaner code in the end..
10:30:03Watusimoto_yes -- I think the work I'm doing now will be much better in the long run
10:30:19Watusimoto_to a certain extent it is necessary to do any interesting testing as well
10:30:37Watusimoto_we need to cut way back on the globals we use, as these will be a pain
10:30:46bobdaduck Quit (Remote host closed the connection)
10:30:48raptoryeah...
10:30:50Watusimoto_I mean, we have cut back a lot already
10:31:05Watusimoto_my kids said the bbb was a lot of fun, btw
10:31:10raptorwe need to move StringUtils and GameObjectRender? into their own class; and I think there are a few more classes
10:31:18raptoroh good
10:31:44Watusimoto_those functions aren't really the problem
10:31:55Watusimoto_because they are all "end of the line" functions
10:31:58raptoryeah, luckily I had queries saved to get BBB stats
10:32:12Watusimoto_it's things like giNI that get defined in main, and used all over
10:32:22raptoroh yuk, that one.. yeah
10:32:29Watusimoto_so we'd need to replicate their def in the test main
10:32:33Watusimoto_I just fixed that one
10:32:39Watusimoto_it's now a static on GameSettings
10:32:46Watusimoto_still ugly, but less so
10:32:47raptorok, well... i'll just sit tight and fix compile errors as they come
10:32:49raptor:)
10:33:12raptormaybe fix a bug here and there
10:33:14raptorslowly
10:33:19Watusimoto_:-)
10:33:34Watusimoto_I'm still trying to get tot he point where I can do a test for the loadout bug I may have fixed
10:33:53raptorI didn't even notice any loadout bug
10:33:54Watusimoto_I'm getting a bit sick of the process I'm going through at the moment
10:34:09raptorblech
10:34:15Watusimoto_I found it a week or so ago, and thgouth I fixed it
10:34:27Watusimoto_but was having trouble figuring out how things should work
10:34:41Watusimoto_twice I was trying to fix bugs that were actually designed functionality
10:34:58raptor:(
10:35:01raptorthose are the worst!
10:35:11Watusimoto_so I thought I'd just make a test to document how it shoudl work, and verify that it does
10:35:25Watusimoto_but to do that, I need to be able to build a test with a ship object
10:35:31Watusimoto_hence all the refactoring
10:35:53Watusimoto_because a ship has a lot of dependencies... which have their own dependencies... and so on
10:36:02Watusimoto_it cascades really quickly
10:36:41Watusimoto_right now I am trying to get teleporter out of botnavzone
10:36:52Watusimoto_there should be no dependency there
10:36:53raptorwhat?
10:36:57raptorthat's... what?
10:37:12Watusimoto_botnavzone needs to know about servergame and teleporter to build zones
10:37:28Watusimoto_if I pass it the info it needs (il.e. which teleporters go where), it won't need to know about those
10:37:36raptorah ok... i somehow interpreted that as the other way around..
10:37:52raptorah, so make the interface be more generic types
10:37:57raptorlike points, etc.
10:38:12Watusimoto_so I came up with this beaut
10:38:14Watusimoto_Vector<std::pair<Point *, Vector<Point> *> > teleporterData;
10:38:32Watusimoto_which I'll pass to the zone generator
10:38:33raptorhah
10:44:28LordDVG has joined
10:50:27raptorkaen: good server resource post!
10:50:33kaenthanks :)
10:50:52raptorin fact, I was just wondering if we needed to work on reducing resources because the game was too resource intesive...
10:50:53raptorbut...
10:50:55raptorit's not!
10:51:03raptorso we just had bad luck with servers
10:51:18kaenyep :)
10:51:29kaenmy dream is to some day use all 127 player slots and measure that
10:51:34raptori mean, really, we have one good game here
10:51:40sam686umm, 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)?..
10:51:47raptorhi sam686
10:51:58kaenI didn't get any backtraces, sadly
10:51:58raptorthe first server crashed 2 or 3 times
10:52:23raptorno traces - it actually didn't crash, but the host OS became unresponsive
10:52:28Watusimoto_hey so what happened last night? I heard the server crashed a couple of times
10:52:41Watusimoto_you answered before I asked!
10:52:46raptorwe had bad luck (probably the worst for a BBB)
10:52:59Watusimoto_but I think our server was pretty solid
10:53:08raptorthat one server you donated worked decently through like 5 or 6 levels
10:53:13raptorthen dropped off the grid
10:53:24raptorand then it did it again
10:53:30Watusimoto_can I put it back as a minecraft server?
10:53:31raptorso we had kaen set up a backup server
10:53:32sam686I thought the first server went extremely laggy as I could still play somewhat during that extreme lag.. then a desition to switch server
10:53:34raptorWatusimoto_: sure
10:54:16Watusimoto_it appears bitfighter is not running there now
10:54:16raptorkaen's server didn't ever disappear, but had lag spikes every once in a while that would disconnect half the players
10:54:20sam686the second server goes complete lag for about 30 second and then no lag (without disconnect)
10:54:20Watusimoto_did you kill it?
10:54:24Watusimoto_hi sam
10:54:28raptori killed it
10:54:48Watusimoto_ok
10:55:21raptori was a bit bummed at our server luck.. we all had everything properly prepared and set up
10:55:42raptorin fact, this was best prepared one, I thought - except we should have had a backup server on standby
11:01:13raptorhey everyone!
11:01:18raptortoday is star wars day!
11:01:44raptor"May the fourth be with you..."
11:03:57kaen:|
11:04:10raptorwhat.. no one's laughing..
11:04:11kaenokay I did smile a bit
11:04:16raptor:)
11:04:34kaenthere's a post on reddit for it, but it has Spock as the image...
11:04:42raptorexcellent!
11:04:53raptorbut i usually stay away from reddit..
11:11:17Watusimoto_ Quit (Ping timeout: 248 seconds)
12:07:38Watusimoto_ has joined
12:14:16antoszka has joined
12:14:46antoszkaHi. Trying to compile the client on my system, I get a number of errors looking like this:
12:14:49antoszkaClientGame.o: In function `Zap::ClientGame::joinGame(TNL::Address, bool, bool)':
12:14:52antoszkaClientGame.cpp:(.text+0x896): undefined reference to `Zap::GameConnection::GameConnection(Zap::ClientGame*)'
12:15:04antoszkawhen all the object files have been built and the binary is being linked.
12:15:19antoszkaThat doesn't look like a missing external dependency. Any hints?
12:17:10kaenhi antoszka
12:17:30kaenare you building from mercurial, or a release tarball?
12:17:35antoszkaRelease tarball.
12:17:45kaenhmm very strange
12:17:47antoszka018a
12:17:50kaenare you using cmake?
12:18:18kaen(we have two redundant build systems, and the standard `make` system might be broken in 018a)
12:18:23antoszkaI just typed make in the root of the project.
12:18:28kaenokay
12:18:29antoszkaMight try cmaking.
12:18:30kaeninstall cmake
12:18:34antoszkaGot it.
12:18:36kaencd to ./build
12:18:37kaencmake ..
12:18:39kaenmake -j2
12:18:41antoszkaok, let's see.
12:19:37kaenI'm around, just ping me when you get results (or errors...)
12:19:45antoszkaThx :).
12:20:06antoszkaAlso – I'm curious about the relation of bitfighter to the old incarnation – Zap.
12:20:07antoszkaIs it the same codebase?
12:20:14antoszkaHas it been opensauced?
12:20:21antoszka(I loved the game then!)
12:20:25kaenawesome
12:20:47kaenit's built right on top of the zap source which garage games released as a tnl demo
12:21:08kaenas you can see, it even still has a /zap directory :)
12:21:33kaenno one on the bitfighter team has any relation to garage games or the original Zap development (that I'm aware of)
12:22:01antoszkaThx, yeah, I see there are many relations to the Zap name.
12:22:25kaenwhat system are you on? we have binaries for most linux distros
12:22:37antoszkaI was just wondering whether it's more of a reimplementation or just direct continuation.
12:22:42antoszkakaen: Gentoo.
12:22:46kaenah, I see
12:23:06kaenwell, it's a continuation but it's heading more towards a reimplementation
12:23:07antoszkaHm, another missing dep.
12:23:11antoszka/usr/lib/gcc/x86_64-pc-linux-gnu/4.6.3/../../../../x86_64-pc-linux-gnu/bin/ld: cannot find -ltomcrypt
12:23:38antoszkaHm, any hints what package this could belong to?
12:23:55antoszkalibmcrypt?
12:23:55kaentomcrypt
12:24:03kaenlibtomcrypt, perhaps
12:24:20kaenthere's a list of the (debian) package names for dependencies here: http://bitfighter.org/wiki/index.php/Building_Bitfighter#Linux
12:24:25antoszkaNothing like that provided by Gentoo.
12:25:09antoszka~/programy/bitfighter-018a $ find -iname "*tomcrypt*"
12:25:09antoszka./libtomcrypt
12:25:09antoszka./libtomcrypt/libtomcrypt_Prefix.pch
12:25:10antoszka
12:25:27antoszkaSo it seem to be provided in the release tarball.
12:25:35kaenah, that's right...
12:25:36antoszkaJust doesn't get included by the buildscripts.
12:25:42kaenno idea why it's not being built
12:25:45antoszkaSomehow.
12:25:46kaenlet me investigate real quick
12:26:21antoszkaIt get's built if I `make' from the rootdir.
12:26:22antoszka:)
12:26:29antoszkas.get's.gets.
12:27:30kaencan you pastebin the output of `cmake ..` ?
12:27:45antoszkasure
12:28:11kaenwe've encountered a few build problems across distros, but this is not one that I've seen yet
12:28:37antoszkaWell, perhaps it's easier if I just paste the three possibly relevant lines here:
12:28:40antoszkaThe source directory
12:28:42antoszka/home/antoni/programy/bitfighter-018a/libtomcrypt
12:28:45antoszkadoes not contain a CMakeLists.txt file.
12:28:52kaenwhoa
12:29:11antoszkahttp://wklej.org/id/1030322/
12:29:14antoszkathat's the whole thing
12:30:34antoszkaPerhaps I'll try unpacking from scratch.
12:30:37kaenplease do
12:30:45kaenI'm downloading the release tarball to verify
12:30:46antoszkaMabe fiddling with the old buildsystem screwed something up.
12:30:49antoszkamaybe*
12:31:03kaenquite possible, I've seen one clobber the other before
12:31:09antoszkayeah
12:31:45kaenokay, the tarball appears to have CML in libtomcrypt
12:31:52kaenhopefully re-extracting solves it
12:31:59antoszkaTrying…
12:34:49kaensuddenly I am painfully aware that our build documentation is out of date
12:35:05antoszkaProbably somewhat ;).
12:35:32antoszkaLinking CXX executable ../../exe/bitfighter
12:35:32antoszka[100%] Built target bitfighter
12:35:33antoszka:)
12:35:36kaen\o/
12:36:16LordDVG Quit (Remote host closed the connection)
12:37:48kaenalso, I'm a little jealous of your hardware. A full build is a ~12 minute ordeal on my laptop
12:37:58antoszkakaen: Thx, I'll have to tell the other folks – the Warsaw Hackerspace wants to set up a private server.
12:38:17kaenawesome :)
12:38:33antoszkakaen: Actually it's a three-year-old laptop, but it was pretty good when I got it – a two-core i7.
12:38:42antoszkaSome mobile variant.
12:39:12kaenah, I'm on an Athlon II
12:40:21antoszkaThe nice thing about that laptop is that is somehow seems to defy Moore's law. It still feels fast after those few years.
12:42:24kaeneven my wimpy hardware feels fast (enough) after four years now. I think it has to do with upgrading to a better OS :)
12:43:21Watusimoto_raptor, kaen, design question
12:43:33Watusimoto_we use the ship radius in a number of places
12:43:45Watusimoto_it's a rather important constant for a lot fo things
12:43:55Watusimoto_(bot zones in particular is the case I'm looking at)
12:44:17Watusimoto_would it make sense to create a file ShipSpecs.h where we define it (and perhaps other widlely used constants, if there are any)?
12:44:30Watusimoto_or should we just keep including ship.h wherever we need it?
12:44:40Watusimoto_(I think I have got it out of the .h files in most cases)
12:45:05Watusimoto_i.e. is there any real drawback to including ship.h in a buch of .cpp files?
12:45:16kaenwell, we should only be using that constant in .cpp files so I'd say leave it as-is
12:45:24kaenI assume it's static on Ship
12:45:27Watusimoto_yes
12:45:32kaensounds fine to me
12:45:37Watusimoto_ok
12:45:55Watusimoto_it was in some .h files too, but those uses are mostly gone now
12:46:15kaengreat :)
12:46:31kaenI've been admiring all the red #include lines in your recent commits
12:47:31Watusimoto_yes... more coming
12:49:07antoszkaOne other thing: Failure (1) loading sound file '/usr/share/bitfighter/sfx/phaser.wav': Game will proceed without sound.
12:49:36antoszkaWhere do I tell bf to look for sfx elsewhere?
12:49:40kaenraptor, what's the symlink command again?
12:50:06kaenanyway you just need to symlink the folders in /resource into /exe
12:50:26antoszkaI already got that.
12:50:30antoszka(Actually, just copied them.)
12:50:46antoszkaBut that doesn't seem to help the client looking in /usr/share :)
12:51:00kaenit's supposed to check the working directory first
12:51:12kaenso you have exe/levels exe/sfx etc?
12:51:26antoszkaYeah, but I launched the client indirectly.
12:51:31antoszka(with CWD elsewhere)
12:52:05kaenah, I see. I'm not sure whether it truly checks the CWD or the executable's location
12:53:04kaenif you're using a launcher or something similar you can try specifying running with `-rootdatadir ./path/to/resource`
12:53:08kaenonly one dash
12:53:52antoszkaantoni@lemongrass ~/programy/bitfighter-018a/exe $ ./bitfighter
12:53:52antoszkaWelcome to Bitfighter!
12:53:52antoszkaFailure (1) loading sound file '/usr/share/bitfighter/sfx/phaser.wav': Game will proceed without sound.
12:54:08antoszkaantoni@lemongrass ~/programy/bitfighter-018a/exe $ ls -ld sfx/
12:54:08antoszkadrwxr-xr-x 2 antoni antoni 4096 May 4 20:42 sfx//
12:54:12antoszkaSo it's definitely here.
12:56:15Watusimoto_you're trying load from a different folder
12:56:32Watusimoto_unless I am confused
12:57:03antoszkaWell, right from /exe
12:57:06Watusimoto_sfx are in ~/programy/bitfighter-018a/exe/sfx
12:57:14Watusimoto_it is looking in '/usr/share/bitfighter/sfx/phaser.wav'
12:57:20antoszkaYeah, why?
12:57:51Watusimoto_try this -- start the game and press F7
12:58:13Watusimoto_tap F7 a couple of times and you'll get to a screen showing where it is looking for various resources
12:58:30antoszkaHm.. Some Heisenbug.
12:58:39antoszkaI started the game again and it just played sound…
12:58:43antoszkaGo figure ;)
12:58:56Watusimoto_You fixed it!
12:59:08Watusimoto_the cat was not dead this time
13:00:02antoszkahttp://wklej.org/id/1030348/ ← yeah, see this :)
13:01:16kaenwhoa
13:01:21kaenI'm baffled.
13:01:44kaenoh! I think it's because after the first run it dumps a bitfighter.ini
13:02:01kaenand then once it sees the ini it knows to look in exe for the resource directories
13:02:27antoszkamaybe ;)
13:02:34antoszkaThough I did launch it a number of times ;)
13:02:43kaen:|
13:03:36antoszkaAlso, when it started with sound my previous settings (fullscreen mode, etc.) were reset.
13:03:44antoszkaSo it must be something to do with the .ini.
13:04:18antoszkaAnyway, seems to run fine now, thx. ;)
13:04:30kaenglad to help :)
13:04:42antoszkaIs the master server a community project?
13:04:58antoszkaI mean – sponsored and run by volunteers?
13:05:01kaenyes
13:05:03antoszkacool
13:19:10Watusimoto_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
13:20:05kaenI don't touch anything related to master... it scares me
13:20:24Watusimoto_(I was away explaining about schrodingers cat to my kids -- weird stuff!)
13:20:29kaenhaha
13:20:43kaenI'm glad to have learned the term "Heisenbug" today
13:20:46Watusimoto_"why not just put a camera in the box?"
13:21:10Watusimoto_"why not put a person in the box and ask him?"
13:21:35Watusimoto_"why not let the kids get to bed?"
13:21:35antoszka:)
13:21:38antoszkaWhat age?
13:21:41antoszkaI got 8 and 1.
13:21:43Watusimoto_guess which wsa the one my wife asked
13:21:56antoszkaWatusimoto_: lol
13:22:03Watusimoto_they aer 11 and 13
13:22:51Watusimoto_they were up from about 3AM until about 5AM playing bitfighter last night
13:23:12antoszkahaha. my older one only plays minecraft right now.
13:23:28Watusimoto_yeah, that's the popular game here at the moment as well
13:23:47Watusimoto_I had to kill my son's minecraft server to host bitfighter games last night, though
13:24:05Watusimoto_but tomorrow... back to minecraft
13:24:52Watusimoto_I'd rather give them a shovel and let them dig in the yard
13:26:56antoszkalol
13:27:16antoszkaas long as it's not a *grave*yard :)
13:28:00Watusimoto_in an old country everywhere was probably a grave yard at some point
13:29:14antoszkatrue, especially my city (warsaw uprising had been active where I live)
13:29:26Watusimoto_yes, you're probably right
13:29:30Watusimoto_sadly
13:29:43antoszkahttp://img.audiovis.nac.gov.pl/SM0/SM0_37-1470-1.jpg ← that's my yard…
13:29:59Watusimoto_wow
13:30:20Watusimoto_I assume that's not you in the photo
13:30:34antoszkaLuckily, no ;)
13:30:48antoszkaMy family has moved into the flat in the early 60's.
13:30:59antoszkaGrandparents.
13:32:04Watusimoto_I'd say if it was, you'd be a bit older than most people involved with bitfighter :-)
13:33:41antoszkaprobably
13:34:33Watusimoto_why did you decide to try to compile bitfighter?
13:34:41antoszkaI used to play Zap! in the old days.
13:34:45antoszkaAnd really loved the game.
13:35:20antoszkaThen a while ago I wanted to see if the project is still alive and found bitfighter. Then forgot about it ;)
13:36:02antoszkaThen a few days ago a friend was doing a laser (vector) projector at the Warsaw Hackerspace which reminded of bitfighter.
13:36:04Watusimoto_great!
13:36:18Watusimoto_I hope you approve of the changes we've made
13:36:22antoszkaAnd I thought I'd set up a server and revive the game.
13:36:26Watusimoto_excellent
13:36:31Watusimoto_revive away!
13:36:35antoszka:)
13:36:45antoszkaYeah, kudos for keeping the stuff going.
13:37:08antoszkaIf it catches up at the hackerspace you might even get some more manpower for developing the game.
13:37:17antoszkaThe laser projector guy is a great c++/lua hacker.
13:37:20antoszkaMight be interested.
13:38:10Watusimoto_All are welcome. We'd love to have more european players
13:38:43antoszkaAre you all guys stationed in the US?
13:39:03Watusimoto_no
13:39:10Watusimoto_Most players are
13:39:17Watusimoto_I'm in Luxembourg
13:39:39antoszkaAh.
13:39:45Watusimoto_we have an occasionaly contributer in Italy
13:40:09Watusimoto_there used to be a guy in England plinking away, he still shows up now and again
13:40:15Watusimoto_the rest are mostly american
13:40:28Watusimoto_I am American as well, by nationality
13:40:54Watusimoto_but I started the project in Germany, so I think of it as a European project :-)
13:41:07Watusimoto_the master server is in the us
13:41:25Watusimoto_we have had european game servers from time to time, but they tend to disappear
13:41:52antoszka:)
13:41:56Watusimoto_with a small comminuty, people tend to flock to whichever server has players, regardless of ping times
13:42:06antoszkaWe'll see if we can set up a permanent public one perhaps.
13:42:13Watusimoto_that would be great
13:42:46Watusimoto_this game can be really fun if you have several people playing in one location
13:43:21Watusimoto_they just opened a new hacker space across from my work
13:43:26Watusimoto_I need to check it out
13:44:07Watusimoto_they have laser cutters, cnc machines, 3-d printers, and probably a bunch of other lesser tools
13:45:13antoszkaSounds nice.
13:45:20antoszkaWe're not that well equipped.
13:45:39Watusimoto_this is luxembourg :-)
13:45:45Watusimoto_everything is well equipped
13:45:54antoszka:)
13:45:57Watusimoto_well, except my office
13:46:01antoszkahaha
13:47:59antoszkaneed to take off for a while, an L8 Ingress farm in the vicinity :)
13:48:02antoszkaneed to restore
13:48:09antoszkarestock*
13:48:20Watusimoto_later!
14:35:18raptorhello!
14:35:22raptora newcomer!
14:36:27raptorWatusimoto_: I don't think I saw the weasel guy ever log on to the BBB last night
14:36:38Watusimoto_he did not
14:36:45raptorit seemed like we had the same dedicated crowd almost the entire time
14:36:46Watusimoto_but he's in europe, so I'm sympathetic
14:36:55Watusimoto_a few new faces
14:37:02Watusimoto_but yes
14:38:49Watusimoto_we have depressingly stable numbers
14:39:00Watusimoto_same as it ever was
14:39:47raptormaybe the polishing wiht 019 will not turn people away as much...
14:41:16Watusimoto_my thoughts exactly
14:41:55Watusimoto_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
14:42:18Watusimoto_the we could just include game.h, and the conditional code would disappear
14:42:42raptorsounds good
14:44:45Watusimoto_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
14:47:20Watusimoto_interesting to note that many of our most dedicated players were around in the zap days
14:48:23raptorI don't know what to do... I guess fix bugs..
14:48:27raptorsmall ones
14:49:03raptorWatusimoto_: what do you think of an Lua event for team changing?
14:49:26Watusimoto_want to do some refactoring?
14:49:33raptorsure
14:49:40Watusimoto_lua event is fine
14:49:59raptoralso, onPlayerScored? (was one bobdaduck suggested)
14:50:03koda Quit (Quit: koda)
14:50:03Watusimoto_sure
14:50:16Watusimoto_that one is actually one I'd planned long ago
14:50:28Watusimoto_so ideas of stuff to do:
14:50:32raptorwhat's the refactor?
14:50:33Watusimoto_help with refactoring
14:50:39Watusimoto_all this crap I'm doing
14:50:45Watusimoto_1) help with refactoring
14:50:50Watusimoto_2) work on bot manager
14:50:56Watusimoto_3) fix bugs
14:51:00Watusimoto_(blech)
14:51:07raptor4) ice cream
14:51:10raptor5) release!
14:51:15Watusimoto_do it!!!
14:51:37Watusimoto_so in this refactoring stuff I've been trying to get classes cleaned up and added to my test project
14:52:02Watusimoto_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
14:52:10raptorok
14:52:16raptordefine 'cleaned up'
14:52:17Watusimoto_so I take a class, and try to remove every#include I can
14:52:25Watusimoto_many just come out now
14:52:29raptorah
14:52:38Watusimoto_some need a little work -- like they are needed by the .cpp, but are in the .h
14:52:53Watusimoto_some are only needed because they include something else (hopefully trivial) that is needed
14:53:07Watusimoto_I am trying extra hard to get UI* out of everything that might run on the server
14:53:17raptorgood idea
14:53:25Watusimoto_trying extra hard to remove unneeded sdl libs
14:53:36Watusimoto_and trying to get rid of clientinfo
14:53:42Watusimoto_and, if possible gametype
14:53:53Watusimoto_if that can be done by creating a small number of passthroughs in game
14:54:04Watusimoto_if it's a large number, I've been skipping that
14:54:27Watusimoto_but my new idea is that game will be the central switchboard of everyrhting
14:54:36Watusimoto_everything will communicate via game
14:54:46Watusimoto_this will make it easier to create mock classes for testing
14:55:10Watusimoto_if everything is all like game->gametype->blah->xxx then it will be more complicated
14:55:20Watusimoto_so where I can I try to get rid of that stuff and create passthroughs
14:55:36Watusimoto_better to have it be game->xxx
14:55:43Watusimoto_and have xxx communicate with gametype
14:55:48Watusimoto_and have gametype communciate with blah
14:56:02Watusimoto_I keep asking "why does this class need to know about that one?"
14:56:18Watusimoto_and if the answer is "it doesn't", I try to break the dependency
14:56:23raptorwait wait, get rid of ClientInfo
14:56:27raptordidn't you try that once/
14:56:29raptor?
14:56:33raptorand got burned
14:56:41Watusimoto_not get rid fo clientinfo, just not include it anywhere
14:56:49raptorohhh
14:56:53raptoroh, the includes
14:56:54raptoryes
14:56:55Watusimoto_except where it's really needed
14:57:06Watusimoto_the includes offer insight as to what the class is doing
14:57:22Watusimoto_I spend a lot of time removing a #include and then recompiling the class and seeing what happens
14:57:28Watusimoto_hopefully nothing :-)
14:58:29Watusimoto_so that's what I'm doing; it's tedious, but there's still plenty to do
14:58:39Watusimoto_oh, 5) work on the ingame help thingy
14:59:07Watusimoto_I have that pretty well figured out architecturally, we need to identify things that might need 'splainin' and add events for them
14:59:25Watusimoto_and theres tons of room for tweaking and making things work nicer
15:01:21raptorso on the refactoring, is there an area where I could start that won't conflict with you too much?
15:01:41raptorlike have you been hitting the classes alphabetically or something?
15:01:48Watusimoto_ sure
15:02:00Watusimoto_here's how I've been proceeding
15:02:08Watusimoto_we'll need to adapt it for you
15:02:19Watusimoto_I have a vc++ project that I normally work in
15:02:34Watusimoto_I've added a bitfighter_test project with a subset of classes
15:02:43Watusimoto_this project does not build... but someday it will!
15:03:11raptoroh, i got the cmake to work... and the test project in cmake compiles
15:03:11Watusimoto_(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)
15:03:15Watusimoto_great!
15:03:26Watusimoto_that has far fewer classes than mine, I suspect
15:03:39Watusimoto_so after I clean up a class, I add it to my test project
15:03:44Watusimoto_that's how I know what I've done
15:04:08Watusimoto_originally I was trying to add classses selectively, to try to get the thing to build with a subset of all our classes
15:04:12Watusimoto_I realize now that won't work
15:04:33Watusimoto_but when I started I would choose the next class to visit by the first link error on the test project
15:04:46Watusimoto_now I am going alphabetically
15:04:54Watusimoto_(just finished the c's)
15:05:12raptorok, i'll need to ease myself into this...
15:05:14Watusimoto_but many classes later in the alphabet are done due to my original plan
15:05:27Watusimoto_for the moment, let me pick a class for you
15:05:30raptori'll start at the end... and ask questions from there..
15:05:32raptoror that
15:05:33raptorok
15:05:49Watusimoto_starting at the end was my idea as well, ewcept that i've done a bunch of random classes
15:06:48Watusimoto_you can do the two d*.cpp classes
15:06:51Watusimoto_they should be pretty easy
15:07:12Watusimoto_but let me commit first
15:08:34BFLogBot 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.
15:08:35BFLogBot Commit: 953eeb17b259 | Author: watusimoto | Message: Get Ship out of gameWeapons and also out of projectile header file
15:08:36Watusimoto_also, where possible, better to include stuff as low down the tree as possible
15:08:37BFLogBot 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.
15:08:38BFLogBot Commit: fd606a83f511 | Author: watusimoto | Message: Fix building
15:08:40BFLogBot Commit: 334805eba87d | Author: watusimoto | Message: Minor cleanup
15:08:42BFLogBot Commit: 049d1c39ec77 | Author: watusimoto | Message: Trivial
15:08:44BFLogBot Commit: 2af3b1f71e40 | Author: watusimoto | Message: Clean up some chat related classes
15:08:45BFLogBot Commit: d14cb06d297b | Author: watusimoto | Message: Minor cleanup
15:08:47BFLogBot Commit: 0b0f9fef3d48 | Author: watusimoto | Message: Give CoreGame and CTFGame the clean up treatment... done with the Cs...
15:08:48BFLogBot Commit: 596875de7d85 | Author: watusimoto | Message: Changes to test project... still no linking
15:08:50BFLogBot Commit: f02e91d915b7 | Author: watusimoto | Message: Merge
15:09:25raptorwhoa
15:09:33raptorok, let me make sure i can compile
15:09:44Watusimoto_rats, back over 600 link erros on test project
15:09:48raptoralso 'low down in the tree' == 'absolute minumum?'
15:10:04Watusimoto_probably
15:10:40Watusimoto_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
15:10:50Watusimoto_even that might mean more #includes overall
15:11:01Watusimoto_more includes, but less actually included
15:11:17raptorok
15:11:38Watusimoto_if you think of it as minimum of stuff included rather than minimum number of includes, you'll get there
15:12:10Watusimoto_I also try to move stuff out of the .h into the .cpp where I can
15:12:22raptoryes, i've dont that before
15:12:28raptordone
15:12:39raptorall of Point.cpp was in point.h
15:12:47Watusimoto_yes
15:13:01Watusimoto_and also, I'm trying to organize the include stuff a little
15:13:06Watusimoto_class header on top
15:13:17Watusimoto_c++ stuff (like <string>) at the bottom
15:13:21Watusimoto_tnl stuff above that
15:13:35Watusimoto_then things in roughly descending order of importance, or whatever
15:13:45Watusimoto_usually grouping stringutils, renderutils, mathutils near the bottom
15:13:58Watusimoto_just to make it all look pretty :-)
15:14:16Watusimoto_and provide some hiearchy where it makes sense
15:14:43Watusimoto_I worry less about extra tnl includes because they rarely change and in the end they all get included everywhere somehow
15:15:11raptorah, i've been doing the zap, tnl, std grouping thing, but mostly just put the zap headers in alphabetical order..
15:15:20Watusimoto_oh, and I try to remove paths int he includes where they are not needed
15:15:27raptorah so
15:15:29raptorthe paths
15:15:30Watusimoto_(still a few ../tnl/blah)
15:15:39raptorif we don't include the paths
15:15:42Watusimoto_we need them here and there, but not everywhere
15:15:53raptorthat means we have to provide compiler flags to the include folders
15:16:07Watusimoto_this mostly applies to tnl
15:16:18Watusimoto_I haven't added any more compiler flags for this project
15:16:31raptori think TNL is already an include compiler flag
15:16:32Watusimoto_I left ../clipper in place, for example
15:16:34Watusimoto_yes
15:16:50Watusimoto_but there aer still paths in many of the inlcudes for historical reasons... I've been removing those
15:17:05Watusimoto_a very few ../zaps around
15:17:20Watusimoto_these d classes are really simple
15:17:21sam686 Quit (Read error: Connection reset by peer)
15:20:18raptorhmmm.. can't compile
15:20:34Watusimoto_why not?
15:21:01raptorCursor.cpp:220 error: missing binary operator before token "("
15:21:14raptorthat's an #if with an SDL check
15:21:58raptorok, just needed to add SDL_version.h
15:22:02Watusimoto_ah crud
15:22:12raptorunless you explicitly removed it?
15:22:26Watusimoto_I did because I got it to compile without
15:22:34Watusimoto_testing that class again
15:22:41kaen"everything will communicate via game"
15:22:43kaenI love it
15:22:52Watusimoto_it compiles here; but add the header if you need it
15:22:55raptorok, well... I guess my Linux compiling will help with the sanitization
15:22:56Watusimoto_I wonder why I don't
15:22:59Watusimoto_yes
15:23:08Watusimoto_vc++ does underline it as a possible error
15:23:25Watusimoto_ah, I see
15:23:27Watusimoto_dang
15:23:29raptorbecause vc++ doesn't have proper dependency scanning?
15:23:36Watusimoto_no
15:23:50Watusimoto_it is warning that there are extra args
15:23:50BFLogBot Commit: dbbed733b8a7 | Author: buckyballreaction | Message: Fix compiling in Linux
15:24:04raptorso do you start with the .h
15:24:09raptordataConnection.h
15:24:16Watusimoto_usually
15:24:27Watusimoto_I think those two classes won't have much to do
15:24:34Watusimoto_though sometimes I'm surprised
15:24:38raptoronly included tnl junk..
15:25:17raptorwant me to put the copyright portion of the file in there?
15:25:21Watusimoto_sure
15:25:48Watusimoto_I totally forget how we ended up with editorObject containing only the pointobject class, and BfObject holding the EditorObject class
15:25:55Watusimoto_but that's fixed now
15:26:15raptorhaha
15:33:07raptorok
15:33:19raptorremoved a ServerGame.h
15:33:29raptorand so i get the error: ‘ServerGame’ was not declared in this scope
15:33:37raptori could add it back, or... something else?
15:33:46Watusimoto_which class are you working on?
15:33:52raptordataConnection.cpp
15:33:59Watusimoto_what does it use servergame for?
15:34:18raptoryuk
15:34:20Watusimoto_and is that a reasonable (or necessary) use?
15:34:21raptorline 341
15:34:53raptorDatasender
15:35:05raptoron line 370
15:35:25Watusimoto_well... it is not used much
15:35:32Watusimoto_but the difficulty of removing it might be hard
15:35:38raptoryep
15:35:49Watusimoto_and it is not unreasonable for the datasender to talk to a game object
15:36:03Watusimoto_so I would mentally flag this as gross code, and leave it
15:36:15raptorwait wait
15:36:18Watusimoto_unless you can see a good way to resolve the issue
15:36:26raptorDataSender is already in dataConnection.h
15:37:05Watusimoto_sometimes we have a weird pingponging thing going on that turns out to be much easier to resolve than it first looks
15:37:21raptorhmm... I guess it is used in ServerGame.cpp though
15:37:33Watusimoto_oh, and when I see this in a .h file, it must die
15:37:34Watusimoto_#include "gameObjectRender.h"
15:37:42raptorhaha
15:37:43raptorok
15:38:59raptori'll just change the cast to a static cast and include ServerGame.h again..
15:39:54Watusimoto_:-)
15:42:12raptorheh
15:42:22raptorwell, the include of ServerGame.h let's get rid of another 3...
15:43:00raptoroh lovely a circular include...
15:43:11BFLogBot Commit: 05d69e55ce2e | Author: watusimoto | Message: Rename EditorObject to PointObject, fix some associated classes
15:43:14BFLogBot Commit: ef1655f50ed0 | Author: watusimoto | Message: Merge
15:43:16BFLogBot Commit: df123af2c922 | Author: watusimoto | Message: This one was nice!
15:46:16raptorok, now i want ServerGame.h out...
15:48:01Watusimoto_this rapidly becomes obsessive
15:48:08Watusimoto_like my next checkin
15:48:11raptorhmm
15:48:47raptorcan I create an interface in game like this: game::initDataSender() then put the implementation in servergame?
15:48:54raptoris that appropriate with your ideal model?
15:52:05Watusimoto_uh... that won't work
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15:52:15Watusimoto_you might be able to do servergame::init...
15:52:24raptorbah
15:52:33Watusimoto_does that impact your question?
15:52:37raptorok, I capitulate
15:52:40Watusimoto_well
15:52:43raptorand will include ServerGame.h
15:52:47Watusimoto_I see
15:52:57Watusimoto_is it an inherently static method?
15:53:02Watusimoto_if so, it can go anywhere
15:53:06raptorno
15:53:27Watusimoto_some battles are not worth the price of victory
15:53:46raptorheh... but I'm a stubborn one
15:53:57raptorand... trying to learn to not be so
15:55:53raptorso ship.cpp does not compile..
15:55:58raptorwith your last checkin
15:57:46raptorok, i fix
15:58:00raptorWatusimoto_: you haven't done the ship object yet, have you?
15:58:17Watusimoto_I think I did
15:58:23Watusimoto_it's still a mess, as I recall
15:58:43raptorhuh, your removal of gameObjectRender.h from zone.h makes it missing from ship.cpp
15:58:58Watusimoto_ugh
15:59:03raptorso...
15:59:04Watusimoto_I didn't do a full recompile after that
15:59:11raptorI can add it to ship.cpp
15:59:11Watusimoto_I figured it was only local
15:59:12raptor...
15:59:13Watusimoto_figured wrong
15:59:16Watusimoto_ok
15:59:24Watusimoto_also, see why bfobject is in ship.cpp
15:59:32raptorok
15:59:33Watusimoto_sorry in ship.h
15:59:37raptorok
15:59:42Watusimoto_actually, see why everythning is in ship.h
15:59:50Watusimoto_I think I only worked on ship.cpp
16:00:10raptorok
16:00:18Watusimoto_though my fetish for removing bfobject.h from the .h files is recent
16:00:33Watusimoto_I'll be more careful about compiling before I chekcin, even if it is a local change
16:00:54raptorDamageInfo struct is in BfObject.h
16:01:29raptorooo, i can get rid of that
16:01:39raptorok, i'll try my hand at ship.h...
16:02:12raptoralso thanks for fixing the CMakeLists
16:03:37BFLogBot Commit: 1a7ef211b52f | Author: buckyballreaction | Message: Fix compiling
16:03:39BFLogBot Commit: 7506fb1588c7 | Author: buckyballreaction | Message: Clean up dataConnection class a bit
16:03:51Watusimoto_:-)
16:04:15raptorship.h is everywhere!
16:04:26raptorI'm recompiling 3/4 of the game
16:07:17Watusimoto_you were working on plugin code recently, right?
16:07:44Watusimoto_I got editorPlugin down to 3 includes total for .cpp and .h
16:09:08fordcars has joined
16:10:33raptoryes plugin code
16:10:35raptoroh good
16:11:20Watusimoto_you are editing ship.cpp?
16:11:28raptorship.h
16:11:36raptorgot rid of 3 includes so far..
16:11:38Watusimoto_ok, I'm in ship.cpp
16:11:43Watusimoto_adding one :-)
16:12:22Watusimoto_I'll be checking in shortly
16:12:53BFLogBot Commit: f1abde6a2a5a | Author: buckyballreaction | Message: Remove some includes in ship.h
16:13:09raptori win
16:14:42raptorok, next class for me?
16:16:28Watusimoto_ok
16:16:31Watusimoto_let's see
16:17:13Watusimoto_you coudl do the Fs, except for FPSRenderer, which I've already done
16:17:24raptorok
16:17:27raptorFs it is
16:17:29Watusimoto_there might be one tricky bit in flag
16:17:34Watusimoto_let me look and I can brief you
16:17:59Watusimoto_no maybe not
16:18:18Watusimoto_anything that has an editor attribute menu gets a special treatment
16:18:25Watusimoto_flags apparently do not
16:19:53raptorit is a good feeling when i nuke an #include 'ship.h'
16:20:02Watusimoto_yes
16:20:06BFLogBot Commit: 4cd7168c4607 | Author: watusimoto | Message: Clean up EditorPlugin, and related refactoring
16:20:08Watusimoto_we all have our favorites
16:20:08BFLogBot Commit: 69dc23b8eb95 | Author: watusimoto | Message: Merge
16:20:20Watusimoto_so I looked at what you did, and it looks like you're right on track
16:20:37Watusimoto_keep your code updated!
16:20:42raptordoing so
16:21:25raptorquestion: what is xmFireTimer in ship.cpp?
16:21:42raptorit has a TODO to remove for 019
16:28:06raptorWatusimoto_: was there something special for gametype?
16:28:20Watusimoto_like what?
16:28:33raptorI thought mentioned trying to get rid of gametype
16:28:36Watusimoto_xmfiretimer...
16:28:41Watusimoto_oh right
16:29:00Watusimoto_if gt is only used a couple of places, esp. in this context: game->gt->blah
16:29:11Watusimoto_I've been creating a blah method in game
16:29:17Watusimoto_that calls gt
16:29:36raptorok, flagitem.cpp has 3 of those
16:29:43Watusimoto_I have a couple of passthroughs secctions in clientgame
16:29:50Watusimoto_do they seem good candidates?
16:30:12Watusimoto_yes, they do
16:30:16raptorgetGame()->getGameType()->isTeamGame()
16:30:26Watusimoto_there are several other addflag like passthroughs already, I think
16:30:48Watusimoto_the way I think about it is flag wants some spawnpoints
16:30:57Watusimoto_who fixes him up?
16:31:05Watusimoto_his big bro' client game
16:31:19Watusimoto_he doesn't need to know that client game is messing around with gametype on the side
16:31:30raptorheh
16:31:39raptorok
16:32:11raptorwell, in this case it'd be ServerGame for most of these..
16:32:33Watusimoto_where possible, it's better to implement in game, I think
16:32:45Watusimoto_sometiems you have one or the other
16:32:51raptorso for instance: getGame()->getGameType()->getSpawnPoints
16:32:55Watusimoto_but if you could haev either, makes less casting
16:33:04Watusimoto_so just do that in game
16:33:20raptorthat is definitely a server action..
16:33:27Watusimoto_if you called that on a client game, you'd probably get back an empty list
16:33:34Watusimoto_it is a server action
16:33:43Watusimoto_but that gets sorted out by who calls it
16:33:51raptorso Game will be this giant interface
16:33:55Watusimoto_since you'll only ever have a server game here, why cast?
16:34:03Watusimoto_well... that's kind of the point, isn't it?
16:34:11raptorand..
16:34:13raptorok
16:34:16Watusimoto_polymorphisim and all
16:34:32raptor can't wait for the weird bugs to show up after his changes
16:34:35Watusimoto_if we end up with everything in game, we can get rid of tons of casting and #ifndefs
16:34:46Watusimoto_you can put in an assert if you are nervous
16:34:49raptorso it'd reduce to jsut getGame()->getSpawnPoints
16:34:52raptor?
16:34:54Watusimoto_yes
16:34:57raptorok
16:35:25raptorwhat about isTeamGame()?
16:35:38Watusimoto_right now, there's nothing stopping a clientgame from getting in there
16:35:50Watusimoto_you're not changing that at all
16:36:31Watusimoto_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
16:37:17raptorok, so for now, i would actually leave the getSpawnPoints() in gametype, but just provide a call to it in Game
16:40:35Watusimoto_dang: can I forward declare this?
16:40:36Watusimoto_typedef union SDL_Event
16:40:43fordcars Quit (Ping timeout: 245 seconds)
16:40:56Watusimoto_raptor: yes
16:41:59Watusimoto_no forward declarations of typedefs
16:43:49raptoryeah, you have to just add the typedef
16:45:42raptorshould I do a NULL check for mGameType in game.cpp when creating these interfaces?
16:53:06Watusimoto_this is one of life's great mysteries
16:53:14Watusimoto_I don't know if it's ever needed
16:53:18Watusimoto_but I always add it
16:53:29Watusimoto_especially if there is one there now
16:53:44Watusimoto_if there's not one there now, you could argue it's not needed
16:53:59Watusimoto_but then you can argue that the server crashed during the bbb
16:54:38raptorwell it didn't crash because of our code...
16:55:07raptorit's just dropped off the net
16:56:16Watusimoto_whoa!
16:56:23Watusimoto_I got the forward delcar to work!
16:56:30raptoruhhh
16:56:33Watusimoto_union SDL_Event;
16:56:37raptorplease be portable
16:56:44Watusimoto_we'll soon see
16:57:02Watusimoto_there's no reason not for that to work
16:57:08Watusimoto_we only use a pointer to it
16:57:13Watusimoto_in the header
16:57:36Watusimoto_if it fails, we just move #include "SDL.h" back to the .h
16:58:04Watusimoto_my problem turns out to be namespace related
16:58:14raptorok
16:58:28raptorgametype gone in flagitem!
17:03:22Watusimoto_horray!
17:11:49bobdaduck has joined
17:14:45raptorWatusimoto_: 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)?
17:15:08Watusimoto_I don't follow
17:15:35raptorsorry
17:15:36raptori mean
17:15:37Watusimoto_oh, BFO->flag
17:15:50Watusimoto_and flag.cpp has GOR.h
17:15:55raptorare you trying to get rid of gameobjectrender from bfobject classes?
17:16:00raptoryes
17:16:11Watusimoto_I don't think we can
17:16:14raptorok
17:16:17Watusimoto_as the objects need to render themselves
17:16:36Watusimoto_I am tyring to get rid of openglutils from those classes thoguh
17:16:54Watusimoto_push the actual rendering into gameobjectrenderer
17:17:05raptorany special handling for CLientInfo?
17:17:19Watusimoto_get rid of where possible
17:17:29Watusimoto_I've found that I can usually just remove it without problem
17:17:38raptorship->getClientInfo()->getStatistics()
17:17:41bobdaduckOkay I'm awake
17:17:42raptorseems weird
17:17:43bobdaduckWhat'd I miss
17:17:51Watusimoto_what class is that in?
17:17:53raptorbobdaduck: you almost had 1st in the BBB!
17:18:03bobdaduckyeah
17:18:03raptorWatusimoto_: FlagItem::dismount
17:18:05bobdaduckbecause I left early
17:18:10bobdaduckAND IRON MAN 3 WASN'T EVEN THAT GOOD.
17:18:24raptorand footloose won airlock again
17:18:28Watusimoto_flag calls ship-.clientinfo->???
17:18:31Watusimoto_weird, yes
17:18:34raptorWatusimoto_: yes.. a weird one
17:18:49bobdaduckI would have won if I had stayed D
17:18:50bobdaduckxD
17:19:15Watusimoto_is there any other way to get stats? (like via game)?
17:19:18Watusimoto_probably not
17:19:38Watusimoto_as stats are client based, hence clientinfo based....
17:19:41Watusimoto_blech
17:19:47raptorblech
17:19:53Watusimoto_maybe leave it for now if you don't see an obvious solution
17:20:02Watusimoto_we're after bulk improvement, not absolute purity
17:20:43raptorok
17:21:34raptordinner!
17:23:18Watusimoto_enjoy!
17:29:37bobdaduckhave you seen thread's map pack?
17:42:42koda has joined
17:55:35bobdaduck Quit (Read error: Connection reset by peer)
17:56:34bobdaduck has joined
18:04:47bobdaduckbecause its like, really good.
18:06:06Watusimoto_no, but that's cool!
18:32:25Watusimoto_going to bed soon... raptor, these are the classes I've done:
18:32:26Watusimoto_clipper.cpp
18:32:26Watusimoto_database.cpp
18:32:26Watusimoto_sweep\advancing_front.cc
18:32:26Watusimoto_sweep\cdt.cc
18:32:26Watusimoto_RecastAlloc.cpp
18:32:28Watusimoto_RecastMesh.cpp
18:32:31Watusimoto_BanList.cpp
18:32:33Watusimoto_barrier.cpp
18:32:35Watusimoto_BfObject.cpp
18:32:37Watusimoto_BotNavMeshZone.cpp
18:32:40Watusimoto_ChatCheck.cpp
18:32:42Watusimoto_ChatCommands.cpp
18:32:44Watusimoto_ChatHelper.cpp
18:32:46Watusimoto_ClientGame.cpp
18:32:48Watusimoto_ClientInfo.cpp
18:32:50Watusimoto_Color.cpp
18:32:53Watusimoto_config.cpp
18:32:55Watusimoto_Console.cpp
18:32:57Watusimoto_controlObjectConnection.cpp
18:32:59Watusimoto_CoreGame.cpp
18:33:02Watusimoto_CTFGame.cpp
18:33:04Watusimoto_Cursor.cpp
18:33:06Watusimoto_dataConnection.cpp
18:33:08Watusimoto_EditorAttributeMenuItemBuilder.cpp
18:33:10Watusimoto_EditorPlugin.cpp
18:33:13Watusimoto_EngineeredItem.cpp
18:33:15Watusimoto_engineerHelper.cpp
18:33:17Watusimoto_Event.cpp
18:33:19Watusimoto_EventManager.cpp
18:33:21Watusimoto_FpsRenderer.cpp
18:33:24Watusimoto_game.cpp
18:33:26Watusimoto_gameConnection.cpp
18:33:28Watusimoto_gameObjectRender.cpp
18:33:30Watusimoto_GameSettings.cpp
18:33:32Watusimoto_gameType.cpp
18:33:35Watusimoto_gameWeapons.cpp
18:33:37Watusimoto_Geometry.cpp
18:33:39Watusimoto_GeomObject.cpp
18:33:41Watusimoto_GeomUtils.cpp
18:33:44Watusimoto_gridDB.cpp
18:33:46Watusimoto_IniFile.cpp
18:33:48Watusimoto_InputCode.cpp
18:33:50Watusimoto_item.cpp
18:33:52Watusimoto_LoadoutTracker.cpp
18:33:55Watusimoto_LuaBase.cpp
18:33:57Watusimoto_masterConnection.cpp
18:33:59Watusimoto_move.cpp
18:34:01Watusimoto_moveObject.cpp
18:34:03Watusimoto_Point.cpp
18:34:06Watusimoto_PointObject.cpp
18:34:08Watusimoto_polygon.cpp
18:34:10Watusimoto_Rect.cpp
18:34:12Watusimoto_RenderUtils.cpp
18:34:14Watusimoto_ship.cpp
18:34:17Watusimoto_shipItems.cpp
18:34:19Watusimoto_SimpleLine.cpp
18:34:21Watusimoto_Spawn.cpp
18:34:23Watusimoto_stringUtils.cpp
18:34:26Watusimoto_textItem.cpp
18:34:27koda Quit (Quit: koda)
18:34:28Watusimoto_Timer.cpp
18:34:30Watusimoto_UI.cpp
18:34:32Watusimoto_UIChat.cpp
18:34:34Watusimoto_UIEditorMenus.cpp
18:34:36Watusimoto_UIErrorMessage.cpp
18:34:39Watusimoto_UIGame.cpp
18:34:41Watusimoto_UIHighScores.cpp
18:34:43Watusimoto_UIInstructions.cpp
18:34:45Watusimoto_UIManager.cpp
18:34:48Watusimoto_UIMenus.cpp
18:34:50Watusimoto_UIQueryServers.cpp
18:34:52Watusimoto_VideoSystem.cpp
18:34:54Watusimoto_WallSegmentManager.cpp
18:34:56Watusimoto_WeaponInfo.cpp
18:34:59Watusimoto_Zone.cpp
18:35:01Watusimoto_oops
18:35:05Watusimoto_Meant to paste this:
18:35:07Watusimoto_http://pastie.org/7802366
18:36:31raptoroh wow
18:36:35raptorok..
18:37:00raptori'll see if i can't do the remaining ones... if they're not to difficult
18:37:05raptor*too
18:37:41raptoroh snap
18:37:46raptorI've hit gScreenInfo
18:38:29Watusimoto_so... did the pastie address get up there, or was it floodcontrolled into oblivion?
18:38:36raptorgot it
18:38:38Watusimoto_ok
18:38:42Watusimoto_gscreeninfo
18:38:51Watusimoto_for the most part, evil, but hard to get rid of
18:39:12Watusimoto_so if you can easily pass the necessary info in, do that, but if it's a big job, just leave it
18:39:16Watusimoto_we'll get it later
18:39:17raptorok
18:39:34Watusimoto_I've removed it in one place, and it was kind of ugly
18:39:57raptorso this class uses: gScreenInfo.getPixelRatio()
18:40:11raptorwhen you say 'pass in' you mean into the method from which it's called?
18:40:16BFLogBot Commit: 0e7e31ca5e4d | Author: watusimoto | Message: Did the Es... also renamed input.h to InputModeEnum.h
18:40:37Watusimoto_so that one contains the code you think won't compile
18:40:45Watusimoto_the sdl forward declaration
18:40:46raptorok, let me see...
18:42:23Watusimoto_I had to do a refactor of zone generation to get rid of an include... I need to check if it still works
18:42:39Watusimoto_but the code is a lot cleaner now
18:42:42raptoroh hey
18:42:44raptorit compiled!
18:42:48Watusimoto_great!
18:42:55raptor pretends OSX doesn't exist..
18:43:02raptorso everythings good
18:43:23Watusimoto_668 link errors on the test project now
18:43:34Watusimoto_a new high
18:43:45Watusimoto_I'm going to plot link errors vs time
18:43:55raptormaybe we should use cmake for the test project... are you and kaen using the same libs?
18:45:15Watusimoto_I think so
18:45:22Watusimoto_I have a lot more classes in mine though
18:45:30Watusimoto_it built fine when it was just a few
18:45:36Watusimoto_but that will wait for tomorrow
18:45:51Watusimoto_as I'm basically done for the night
18:46:00BFLogBot Commit: 21e661c9854c | Author: buckyballreaction | Message: Clean up F classes (FontManager seemed OK)
18:46:04raptorok
18:46:09raptorgood night
18:46:11raptorand thanks!
18:46:20Watusimoto_for what?
18:46:25Watusimoto_I'll add your fs to my test proj
18:46:27raptorfor answering my questions
18:46:31raptoroh
18:46:33raptorxmFireTimer
18:46:35Watusimoto_no worries
18:46:42Watusimoto_let me look
18:46:43raptordo you know the history of that in ship.cpp
18:46:51raptorship.cpp:1253
18:47:04raptorroughly
18:47:16Watusimoto_no idea
18:47:22Watusimoto_none at all
18:47:32raptorok, it had commented out code and isn't used... so... i'll remove it!
18:47:44Watusimoto_hold on
18:47:51Watusimoto_leave it as is
18:48:12Watusimoto_I suspect that it is a temp. hack for compatibility reasons
18:48:17raptorok, maybe i'll ask you tomorrow?
18:48:19raptorok
18:48:31Watusimoto_the commented code might be what we want
18:48:33Watusimoto_sure
18:49:08Watusimoto_will require some memory searching
18:49:15raptorok
18:49:18raptorgood night!
18:49:52Watusimoto_- bool isTeamGame = getGame()->getGameType()->isTeamGame();
18:49:52Watusimoto_+ bool isTeamGame = getGame()->isTeamGame();
18:49:55Watusimoto_this is exactly right
18:50:16raptorok
18:50:20raptorso i done good
18:50:49Watusimoto_definitely!
18:51:40Watusimoto_ha, most of teh fs were .h files
18:55:43raptoryep :)
19:00:53Watusimoto_ok, goodnight for real
19:01:01raptorfor real!
19:03:23bobdaduckraptor you see thread's mappack?
19:03:30raptorhi
19:03:47raptori saw it, but have not yet downloaded it - the many files discouraged me for the moment
19:05:18bobdaduckI'll host?
19:05:25raptorok
19:06:10Watusimoto_ Quit (Ping timeout: 264 seconds)
19:32:38raptorok back bobdaduck
19:42:32raptorok, well, he definitely understands trig
19:45:06raptorinteresing, the blink level has boundaries
19:46:48raptorinteresting... bobdaduck he uses an entirely different method to register players
19:47:01bobdaduckYeah I know
19:47:24raptorhis is simpler, but very, very inefficient
19:49:31raptorit can be made less so
19:49:37bobdaduckyeah
19:49:43bobdaduckI helped him do the blink level
19:49:45bobdaduckat his house
19:49:45raptorbut it will never be as efficient as using the spawn events
19:49:48raptorcool
19:49:53raptorreally neat idea
19:50:20bobdaduckIt was his
19:50:26bobdaduckI just helped with the actual programming part
20:34:06raptorso bobdaduck, how do you think the BBB went overall (minus the server crashes..)
20:34:20bobdaduckIt was obviously crazy and stressful at first
20:34:32bobdaduckbecause things like that shouldn't happen, especially on a day like that
20:34:52bobdaduckBut I, living in our culture, have gone on many dates and have learned to accept when things don't go as planned
20:35:03raptorhaha
20:35:27bobdaduckI thought it was fun
20:35:30bobdaduckbut not nearly enough people
20:35:38raptoryeah :(
20:35:39bobdaduckit was mostly the same people the entire way through
20:35:44raptori was expecting a lot more..
20:35:58bobdaduckyeah
20:36:01raptorbecause we had released on desura
20:36:05bobdaduckyeah
20:36:14bobdaduckDesura release didn't work
20:36:15raptorand the increased 'press' with a few videos..
20:36:26raptorso sad
20:36:44raptorwe did giet a lot of new people trying the game with desura, but no one stuck around
20:37:03bobdaduckYeahhhh
20:37:45bobdaduckI'ma go do things
20:37:48bobdaduckback in a bit
20:37:50bobdaduck Quit (Remote host closed the connection)
20:37:51raptork later
20:44:08sam686 Quit (Ping timeout: 245 seconds)
20:56:07Platskies has joined
21:02:45BFLogBot Commit: 5ab12fa32ffb | Author: buckyballreaction | Message: More header clean-up
21:05:22raptor Quit ()
22:08:40kaen Quit (Ping timeout: 268 seconds)
22:33:45kaen has joined
23:59:23Platskies Quit (Remote host closed the connection)

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