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| 06:10:25 | watusimoto | !bug |
| 06:10:25 | BFLogBot | To enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs |
| 06:10:34 | watusimoto | !polish |
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| 08:29:07 | Nothing_Much | BF's 100% open source, right? |
| 08:37:47 | watusimoto | yes; much of it is GPL, some other components are otherwise licensed |
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| 08:57:39 | YoshiSmb | Watusimoto, i was playing Bitfighter, and the bots started to act strangenly |
| 08:57:48 | YoshiSmb | they stay on lock, |
| 08:57:54 | YoshiSmb | not moving |
| 08:57:58 | YoshiSmb | can't take damage |
| 08:58:06 | watusimoto | can you fire? |
| 08:58:14 | YoshiSmb | or get inside of a teleporter |
| 08:58:23 | YoshiSmb | nothing |
| 08:58:26 | YoshiSmb | to them? yes |
| 08:58:32 | YoshiSmb | but they dont take damage |
| 08:58:44 | watusimoto | are you playing locally or on a remote server? |
| 08:59:02 | YoshiSmb | locally |
| 08:59:16 | watusimoto | with 018a? |
| 08:59:22 | YoshiSmb | but now, they work's well, but it's so strange that dont work well before. |
| 08:59:23 | watusimoto | (i.e. latest release) |
| 08:59:24 | YoshiSmb | yes |
| 08:59:33 | watusimoto | did you restart, or did they just start working? |
| 09:00:31 | Nothing_Much | YoshiSmb, I had that same problem I think at one point |
| 09:00:38 | Nothing_Much | It was |
| 09:00:44 | Nothing_Much | 018a |
| 09:00:53 | watusimoto | so if you go to that same level, do bots work on it now? |
| 09:00:58 | YoshiSmb | they are working well now, some minutes ago i hoster, then they dint respond well. |
| 09:01:15 | watusimoto | bots have problems with certain levels |
| 09:01:18 | YoshiSmb | well, in the same map, |
| 09:01:18 | Nothing_Much | But it was also in a server that added bots, and it only happened once, I quit then rejoined then it worked |
| 09:01:27 | YoshiSmb | after 2 minutes, they worked well |
| 09:01:48 | watusimoto | That is very odd. So you cannot reproduce it at all? |
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| 09:26:41 | bobdaduck | kaen halp |
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| 09:39:08 | raptor | good day! |
| 09:39:51 | bobdaduck | goodai |
| 09:40:14 | raptor | watusimoto: I think YoshiSmb_'s problem is an ugly hidden bug within TNL that we introduced within the last 2 releases... |
| 09:40:31 | watusimoto | have we fixed it? |
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| 09:40:37 | raptor | I've never been able to get a test case |
| 09:40:41 | raptor | i don't think so |
| 09:40:55 | watusimoto | well, I am getting a similar error on my machine with some regularity; not sure if it is related |
| 09:41:13 | watusimoto | it's a little different... |
| 09:41:19 | watusimoto | Basically, I get stuck |
| 09:41:27 | raptor | it's like ship objects fail to move |
| 09:41:35 | watusimoto | my problem exactly! |
| 09:41:40 | watusimoto | I can't move |
| 09:41:42 | raptor | like the server keeps overriding their position |
| 09:41:49 | watusimoto | yes |
| 09:41:51 | raptor | yes |
| 09:41:53 | raptor | ok |
| 09:41:59 | raptor | also: http://board.net/p/bf_019_polish |
| 09:42:00 | watusimoto | easy for me to reproduce with me |
| 09:42:16 | watusimoto | I'll try adding a bot and see if ti gets likewise stuck |
| 09:49:12 | watusimoto | I think we should modify our main ttf font |
| 09:49:24 | watusimoto | and make a few letters a little less curvy |
| 09:56:34 | raptor | so... do you like my turret regen marks? |
| 09:59:15 | watusimoto | I thought kaen did those |
| 09:59:29 | watusimoto | but I don't actually know... it's on my list of stuff to do -- to check them out |
| 09:59:34 | raptor | hmm... maybe I did them in my dreams.. |
| 09:59:37 | watusimoto | I have seen them on the forcefields |
| 09:59:45 | watusimoto | and I like them there |
| 09:59:57 | watusimoto | at least they look good; they are pretty subtle |
| 10:00:17 | bobdaduck | those marks are good! |
| 10:00:23 | watusimoto | I want to look at the turret marks and evaluate both in context |
| 10:00:49 | watusimoto | but I think it's useful to mark the regenerating items |
| 10:00:57 | raptor | that was bobdaduck's idea |
| 10:01:00 | bobdaduck | "Friendly turrets are mostly harmless" |
| 10:01:04 | bobdaduck | RAGEQUITS. |
| 10:01:05 | raptor | haha |
| 10:01:37 | bobdaduck | WHY WHY WHY WHY WHY WHY |
| 10:04:55 | watusimoto | why what? perfectly accurate statement |
| 10:07:29 | raptor | a great joke, in fact :) |
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| 10:14:28 | bobdaduck | So like |
| 10:14:31 | bobdaduck | if I go into the source |
| 10:14:33 | bobdaduck | and fix that |
| 10:14:49 | bobdaduck | Can I "push" it or whatever your term is |
| 10:14:58 | bobdaduck | To make it so that's in 019? |
| 10:15:35 | raptor | what needs fixing? |
| 10:16:34 | bobdaduck | Turret bullets no longer damage you |
| 10:16:38 | bobdaduck | you can no longer damage turrets |
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| 10:16:54 | raptor | I made *some* turret changes once... |
| 10:17:00 | raptor | I don't remember what they were.. |
| 10:17:08 | raptor | oh man, it's been a long time since we've released! |
| 10:17:40 | bobdaduck | You made it so that shield doesn't damage turrets |
| 10:17:46 | bobdaduck | by rebounding their bullets back at them. |
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| 10:19:39 | bobdaduck | I'm still better at killing my own turrets than the enemy is, and my own turrets are still better at killing me than the enemy is, and I still kill all my teams turrets and projectors every game. |
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| 10:27:00 | bobdaduck | If we're really okay with friendly fire I say enable it across the board so I can kill my teamates too |
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| 10:44:34 | watusimoto | heading out, back later! |
| 10:44:39 | raptor | laterz |
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| 11:24:46 | Watusimoto | hey there |
| 11:24:50 | Watusimoto | kaen: are you around? |
| 11:25:35 | bobdaduck | hasn't said anything yet |
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| 11:48:15 | thread_ | guess what? I'm here |
| 11:49:18 | bobdaduck | Guess what? |
| 11:49:25 | bobdaduck | "Welcome to the best bitfighter ever" |
| 11:49:56 | bobdaduck | Thecrap is that motd |
| 11:50:19 | bobdaduck | That's as "what" as !ninja |
| 11:50:48 | thread_ | I really didn't understand anything you just said |
| 11:51:07 | bobdaduck | That's okay |
| 11:51:08 | bobdaduck | I didn't either |
| 11:51:12 | bobdaduck | RAPTOR TRANSLATE. |
| 11:51:22 | bobdaduck | !raptorTranslate |
| 11:51:56 | bobdaduck | So like when you get on bitfighter |
| 11:52:06 | bobdaduck | there's the little scrolling thing underneath it right? |
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| 11:53:01 | bobdaduck | AND IT IS STUPID. |
| 11:55:31 | bobdaduck | Or silly. |
| 11:55:33 | bobdaduck | Probably both. |
| 11:55:38 | thread_ | Those doctors lift weights. They keep a monkey. |
| 11:56:20 | thread_ | And the barber shoots a rifle. |
| 11:56:39 | bobdaduck | Exactly |
| 11:56:44 | bobdaduck | See what I have to deal with? |
| 11:56:51 | bobdaduck | Yes I do. |
| 11:58:05 | bobdaduck | Time for lunchtime! |
| 11:58:07 | thread_ | Those flight attendants fly a kite. |
| 11:58:18 | thread_ | Why are they flying a kite? |
| 11:58:32 | bobdaduck | We call them "flyakite attendants" |
| 11:58:49 | thread_ | that's cool |
| 11:59:38 | bobdaduck | I dabble in alien |
| 11:59:52 | thread_ | Don't you mean you "dobble" in alien |
| 12:00:03 | bobdaduck | No, I definitely dabble. |
| 12:00:04 | thread_ | ? |
| 12:00:15 | thread_ | I thought dabble wan't a word in wlien |
| 12:00:19 | thread_ | *alien |
| 12:00:28 | bobdaduck | Well yeah |
| 12:00:35 | bobdaduck | but they don't know that. |
| 12:00:52 | thread_ | but you do, and so it matters |
| 12:01:03 | bobdaduck | Frequently |
| 12:01:19 | bobdaduck | But I don't eat too much to fill |
| 12:01:24 | thread_ | stop dabbling! |
| 12:01:50 | bobdaduck | Only if the flyite attendants stop babbling |
| 12:02:29 | thread_ | Yet yellow yetis yank yaks yonder |
| 12:02:37 | thread_ | yes? |
| 12:02:46 | bobdaduck | Nay, but horses. |
| 12:02:53 | thread_ | Forsooth |
| 12:03:53 | bobdaduck | Analyze the object from a subjectively objective perspective. |
| 12:04:24 | thread_ | however, you do need to keep all your woods within the outer bounds |
| 12:04:31 | bobdaduck | Or perhaps an objectively subjective perspective? |
| 12:05:08 | thread_ | what, what shape was this again? |
| 12:05:18 | thread_ | triangle right? |
| 12:05:25 | bobdaduck | Always triangles |
| 12:05:34 | thread_ | alright. making sure |
| 12:05:36 | bobdaduck | I never learned to count past three |
| 12:05:40 | bobdaduck | So we can't go any higher |
| 12:05:42 | thread_ | :/ |
| 12:05:53 | thread_ | not at least with your shoes on |
| 12:06:04 | bobdaduck | Anyway, now that the chat log is sufficiently polluted, I'm heading out! |
| 12:06:13 | thread_ | chow |
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| 12:09:09 | Nothing_Much | Hi guys, how's it going? |
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| 13:14:40 | Nothing_Much | How's it going? |
| 13:16:47 | bobdaduck | ITS GOING |
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| 13:34:14 | Nothing_Much | nice |
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| 13:42:52 | kaen | bobdaduck, Watusimoto, have no fear: kaen is here |
| 13:42:55 | kaen | \o/ |
| 13:43:02 | bobdaduck | TOO BAD |
| 13:43:16 | bobdaduck | I did something else instead so I don't need your help modifying your code anymore |
| 13:44:04 | kaen | so basically, my absence solved your problem |
| 13:44:08 | kaen | well said, bobdaduck |
| 13:44:19 | bobdaduck | lol |
| 13:44:21 | bobdaduck | Not quite |
| 13:44:26 | bobdaduck | Quartz needed code |
| 13:44:30 | bobdaduck | So I gave him crappy code |
| 13:44:36 | bobdaduck | and he said he was content with it. |
| 13:44:39 | FlynnnNT | D: |
| 13:44:46 | FlynnnNT | how crappy are we talking? |
| 13:44:59 | kaen | probably not too crappy |
| 13:45:05 | kaen | bob is like level 4 or 5 now |
| 13:45:05 | FlynnnNT | fair enough |
| 13:45:10 | bobdaduck | !bobdaduck |
| 13:45:10 | BFLogBot | Level 4 programmer/priest/beta tester/mad scientist |
| 13:45:22 | FlynnnNT | how is it able to tell programmer level? xD |
| 13:45:25 | bobdaduck | He wanted testitems to orbit |
| 13:45:29 | FlynnnNT | !kaen |
| 13:45:29 | BFLogBot | Stats guru and SQL extraordinaire |
| 13:45:36 | FlynnnNT | !Flynnn |
| 13:45:38 | FlynnnNT | !FlynnnNT |
| 13:45:43 | bobdaduck | the testitems orbit, but if he makes them too fast he experiences orbital decay. |
| 13:45:45 | kaen | mine's just not even accurate anymore |
| 13:45:46 | FlynnnNT | I see.... |
| 13:45:50 | Nothing_Much | FlynnnNT, I think it's coded into the bot lol |
| 13:45:53 | kaen | FlynnnNT, those are hard-coded triggers |
| 13:45:56 | FlynnnNT | agreed hehe |
| 13:46:05 | kaen | !ninja |
| 13:46:05 | BFLogBot | ninjas die in space |
| 13:46:10 | Nothing_Much | is FlynnnNT new here? :O |
| 13:46:11 | FlynnnNT | !pirates |
| 13:46:16 | FlynnnNT | lol I am not xD |
| 13:46:21 | bobdaduck | but dude |
| 13:46:25 | bobdaduck | lol |
| 13:46:28 | kaen | you too actually started idling here about the same time |
| 13:46:32 | kaen | you two* |
| 13:46:38 | Nothing_Much | who? |
| 13:46:45 | kaen | Nothing_Much and FlynnnNT |
| 13:46:46 | FlynnnNT | kaen: how long ago was that? |
| 13:46:47 | bobdaduck | Flynn just doesn't always leave his irc open |
| 13:46:55 | bobdaduck | I swear its like you're sleeping with your eyes open |
| 13:47:07 | FlynnnNT | lol |
| 13:47:15 | Nothing_Much | I think I joined about a year ago maybe |
| 13:47:16 | Nothing_Much | unsure |
| 13:47:18 | kaen | I don't recall, I just have a vague unquantified ordering of when people first get trapped in #bitfighter |
| 13:47:22 | FlynnnNT | I've been here two years xD |
| 13:47:25 | FlynnnNT | possibly three |
| 13:47:31 | kaen | whoa |
| 13:47:38 | kaen | FlynnnNT you've been here longer than me then |
| 13:47:45 | FlynnnNT | no that can't be right, kaen |
| 13:47:51 | FlynnnNT | let me find out |
| 13:47:52 | bobdaduck | FLYNN HAS SENIORITY OVER KAENNN |
| 13:47:57 | FlynnnNT | I have a document that was created when I first joined |
| 13:48:01 | Nothing_Much | lol |
| 13:48:06 | Nothing_Much | Oh really? |
| 13:48:17 | bobdaduck | flynn joined in 2010 |
| 13:48:19 | FlynnnNT | I do indeed! lol anyone remember that bitfighter club? |
| 13:48:34 | kaen | *crickets* |
| 13:48:35 | Nothing_Much | I found out about this game in 2012 :( |
| 13:48:36 | bobdaduck | kaen joined in 2012 |
| 13:48:46 | bobdaduck | lawl |
| 13:48:50 | FlynnnNT | kaen it feels like you've been here alot longer than since 2012 |
| 13:48:53 | Nothing_Much | I wish I could've joined sooner! |
| 13:49:18 | FlynnnNT | Yep |
| 13:49:21 | kaen | I've made up for lost time :P |
| 13:49:24 | FlynnnNT | I've got a document from feb 17 2010 |
| 13:49:32 | Nothing_Much | Wow |
| 13:49:34 | bobdaduck | lol |
| 13:49:40 | FlynnnNT | I first played bitfighter about a year before that,b ut I wasn't really a "member" until 2010 xD |
| 13:49:46 | bobdaduck | That's almost when the forums were made.... |
| 13:49:55 | FlynnnNT | haha I remember 016! probably even 014 now that I think ofi t |
| 13:50:18 | bobdaduck | the forums were made in Febuary of 2010 |
| 13:50:31 | FlynnnNT | huh? |
| 13:50:34 | FlynnnNT | maybe I am dillusional |
| 13:50:37 | FlynnnNT | oh wait |
| 13:50:38 | FlynnnNT | no, bob |
| 13:50:39 | Nothing_Much | *delusional |
| 13:50:44 | FlynnnNT | there was a forum *before* the current forums |
| 13:50:49 | bobdaduck | Yeah |
| 13:50:54 | FlynnnNT | I joined while that was still around |
| 13:50:58 | bobdaduck | I know that because I have seniority on literally everyone here |
| 13:51:10 | FlynnnNT | nice bob xD |
| 13:51:16 | bobdaduck | That's pretty far back though, yeah. |
| 13:52:05 | FlynnnNT | anywho xD |
| 13:52:17 | FlynnnNT | I love how everyone asks me if I'm new lol |
| 13:52:28 | FlynnnNT | because I have pretty much been silently watching you guys for the past few years |
| 13:52:51 | Nothing_Much | I wouldn't know, I'm probably the newest guy in here :( |
| 13:52:54 | bobdaduck | He is the embodyment of lurkerism |
| 13:53:03 | FlynnnNT | I retty much am xD *embodiment |
| 13:53:07 | FlynnnNT | eheh payback, sorry |
| 13:53:18 | FlynnnNT | ** pretty |
| 13:54:16 | FlynnnNT | oh wait, sorry bobdaduck |
| 13:54:17 | Watusimoto | hi kaen |
| 13:54:20 | FlynnnNT | you are not the person who corrected me |
| 13:54:24 | FlynnnNT | so my payback was horrible D: |
| 13:54:25 | bobdaduck | lol |
| 13:54:29 | Watusimoto | hi FlynnnNT -- long time no see |
| 13:54:29 | Nothing_Much | FlynnnNT, my bad |
| 13:54:37 | FlynnnNT | Watusimoto, good to see you :) How are things? |
| 13:54:45 | Watusimoto | great! |
| 13:54:51 | FlynnnNT | you guys have been super busy xD |
| 13:54:57 | Watusimoto | indeed, we have |
| 13:55:24 | Watusimoto | so kaen: I have a minor cmake problem |
| 13:55:32 | Watusimoto | not sure how to resolve it |
| 13:55:53 | Watusimoto | in all our projects I need to include UIManager.cpp and UIManagerReal.cpp |
| 13:55:57 | FlynnnNT | seriously, bob, sorry for correcting you xD I was meaning to razz you jokingly, but I realized I got the wrong guy! xD |
| 13:56:01 | Watusimoto | except in the test project |
| 13:56:12 | Watusimoto | where I need to include UIManager.cpp and UIManager_Test.cpp |
| 13:56:26 | Watusimoto | is there a way to do this cleanly in our cmake config file |
| 13:56:27 | kaen | will it hurt to include UIManagerReal in the test project? |
| 13:56:38 | Watusimoto | it probably won't compile |
| 13:56:46 | bobdaduck | FLYNN |
| 13:56:51 | bobdaduck | I'M NEVER FORGIVING YOU |
| 13:56:54 | bobdaduck | AND AM LIKE, SO OFFENDED |
| 13:56:54 | FlynnnNT | D: |
| 13:56:56 | kaen | why's that? |
| 13:56:57 | Watusimoto | UIManagerReal and UIManager_Test have the same functions, with different code |
| 13:57:02 | bobdaduck | THAT I WILL TALK TO YOU IN ALL CAPS |
| 13:57:07 | bobdaduck | AND PRETEND THAT I AM ANGRY |
| 13:57:13 | Watusimoto | so we really need to include one or the other |
| 13:57:18 | FlynnnNT | I am so sorry D: I shall now commit supuku |
| 13:57:25 | kaen | like, the both implement UIManager::Foo ? |
| 13:57:31 | kaen | er, UIManager::fo() |
| 13:57:35 | Watusimoto | yes |
| 13:57:38 | kaen | ... you get my drift |
| 13:57:39 | kaen | man |
| 13:57:40 | Nothing_Much | eek O.o |
| 13:57:47 | bobdaduck | lol |
| 13:57:54 | | FlynnnNT is now known as FlynnnNT_away_de |
| 13:58:00 | | FlynnnNT_away_de is now known as FlynnnNT |
| 13:58:00 | Watusimoto | I could possibly get the job done with an #ifdef |
| 13:58:03 | kaen | so far the test project is a superset of the normal files |
| 13:58:08 | Watusimoto | but I don't really like that |
| 13:58:09 | | FlynnnNT is away: dead |
| 13:58:22 | bobdaduck | lol |
| 13:58:37 | Watusimoto | does cmake have the ability to say something like parent project minus X? |
| 13:58:46 | Watusimoto | parent minus X plus Y |
| 13:58:55 | kaen | well, yes |
| 13:59:14 | kaen | right now I just have it set up to automatically include all of the /zap stuff in the test project |
| 13:59:27 | Watusimoto | yes; ideally we wouldn't enumerate everything twice |
| 13:59:30 | kaen | the only supported way to specify files is to explicitly specify them |
| 13:59:35 | kaen | right, I've avoided that so far |
| 13:59:37 | Watusimoto | ah, I see |
| 13:59:48 | kaen | by using a shared cmake variable for the /zap sources |
| 13:59:50 | Watusimoto | so it's parent::everything or individulal enumeration? |
| 14:00:07 | kaen | essentially |
| 14:00:30 | Watusimoto | wait, so the files aer defined in a variable? |
| 14:00:30 | kaen | from cmake's perspective anyway |
| 14:00:30 | kaen | but |
| 14:00:39 | kaen | explicitly specify one or the other for each project, let me take a look |
| 14:00:56 | kaen | I can* |
| 14:01:00 | Watusimoto | because if so we could say test = all files + xx_test |
| 14:01:09 | Watusimoto | and bitfighter = all files + xx+real |
| 14:01:13 | Watusimoto | xx_rea; |
| 14:01:15 | Watusimoto | sxsw |
| 14:01:18 | Watusimoto | xx_rea;l |
| 14:01:20 | Watusimoto | xx_real |
| 14:01:23 | Watusimoto | there, got it |
| 14:02:46 | kaen | yep, that's pretty much it |
| 14:02:47 | kaen | there's a CML in bitfighter_test and zap |
| 14:03:22 | kaen | oh nope |
| 14:03:28 | kaen | gah I munged them all into one |
| 14:04:26 | kaen | c. line 320 you add the test one |
| 14:04:43 | kaen | with a line like |
| 14:04:57 | kaen | ${CMAKE_SOURCE_DIR}/bitfighter_test/FileName.cpp |
| 14:04:58 | Watusimoto | inside add_executable(test EXCLUDE_FROM_ALL |
| 14:04:59 | Watusimoto | ? |
| 14:05:02 | kaen | yes |
| 14:05:08 | kaen | and then the real one |
| 14:05:35 | kaen | line 237 |
| 14:05:48 | kaen | ${CMAKE_SOURCE_DIR}/zap/FileNameReal.cpp |
| 14:05:48 | Watusimoto | here's a dilemma |
| 14:05:57 | Watusimoto | do we put the _test version inot the test folder? |
| 14:06:03 | Watusimoto | organization would suggest yes |
| 14:06:07 | kaen | uh, in the test folder yes |
| 14:06:08 | kaen | ... |
| 14:06:15 | kaen | and it's pretty much a mock |
| 14:06:15 | Watusimoto | ease of modification would suggest no |
| 14:06:21 | kaen | ease of modification? |
| 14:06:35 | Watusimoto | when we add a functino to uimanager |
| 14:06:43 | Watusimoto | we need to modifiy uimanager.cpp and .h |
| 14:06:56 | Watusimoto | and also uimanager_code.cpp (not real, sorry) |
| 14:07:04 | Watusimoto | and also uimanager_test.cpp |
| 14:07:07 | kaen | gotcha |
| 14:07:22 | Watusimoto | kind of a pain to go hunting for _test off in a different folder |
| 14:07:33 | Watusimoto | away from the main actin |
| 14:08:00 | Watusimoto | organization suggests they should be separate, convenience suggests together |
| 14:08:07 | kaen | I put all of the other mocks in test |
| 14:08:14 | kaen | bitfighter_test |
| 14:09:32 | kaen | though, again I have no strong feeling |
| 14:10:15 | kaen | except that I feel strongly we should just get UIManagerReal to be usable without contexts |
| 14:10:28 | Watusimoto | I'm not sure what you mean |
| 14:11:44 | kaen | like, if you don't have a graphics context, or audio context (by which I mean the ability to actually draw or produce sound), and you call a graphics function on UIManager, it just does nothing |
| 14:11:47 | kaen | it doesn't crash |
| 14:11:50 | kaen | it doesn't work |
| 14:12:11 | kaen | but it's "usable" (you can safely call all its methods) in its default state |
| 14:12:12 | Watusimoto | that's what happens when you use _test |
| 14:12:36 | kaen | right, but that behavior could be contained in the same class with the right style of error checking |
| 14:12:38 | Watusimoto | I think I see what you're saying |
| 14:12:49 | kaen | and obviate the need for Real/Mock in the first place |
| 14:13:09 | Watusimoto | there's 90+ functions in UIManager |
| 14:14:03 | kaen | how do the act if you never acquire an sdl window or gl context |
| 14:14:04 | kaen | ? |
| 14:14:08 | Watusimoto | but what you're suggesting might let us get rid of the ifdef dedicated stuff too |
| 14:14:17 | Watusimoto | they crash :-) |
| 14:14:23 | Watusimoto | probably |
| 14:14:42 | Watusimoto | with dedicaetd build there is no gfx context |
| 14:15:06 | Watusimoto | but we ifdef a lot of code out |
| 14:15:13 | kaen | right, but we need ifdefs or an interface layer to keep the symbols out of the dedicated build |
| 14:15:21 | kaen | preferably an interface layer :P |
| 14:15:37 | Watusimoto | what you are suggesting, I think, is that we have a drawing object that could either be a canvas or a "null object" |
| 14:15:44 | kaen | (what I'm describing for UIManager doesn't use an interface, of course) |
| 14:15:44 | Watusimoto | each would implement all the drawing commands |
| 14:16:00 | Watusimoto | the nullObject would just return |
| 14:16:06 | kaen | umm, nope |
| 14:16:07 | Watusimoto | and the canvas would do the real drawing |
| 14:16:17 | kaen | I'm talking about one single "real" implementation |
| 14:16:17 | Watusimoto | no? |
| 14:16:36 | kaen | with safe error handling, so that it just doesn't crash |
| 14:16:38 | Watusimoto | yes, the real implementation draws to a drawing context |
| 14:17:04 | Watusimoto | and you can pass a different context to each function |
| 14:17:29 | kaen | you mean right now you can? |
| 14:17:30 | Watusimoto | or are you thinking of a whole scad of if(!gfxInitialized()) { } blocks? |
| 14:17:33 | Watusimoto | no you can't |
| 14:17:40 | Watusimoto | but that's what I think you are describing |
| 14:17:53 | kaen | yes, that sounds like it's on the right path |
| 14:17:58 | Watusimoto | which? |
| 14:18:10 | kaen | just wrap the rendering calls with a safety check |
| 14:18:40 | Watusimoto | let's say we have a simple function: drawX(S32x, S32y) { drawline(1,2); drawline(2,1); } |
| 14:18:43 | kaen | or use that early return, that's even better |
| 14:18:47 | Watusimoto | how would you rewrite that? |
| 14:19:00 | kaen | phew, hard to say off the top of my head |
| 14:19:20 | kaen | I'd want some theoretical function if(glCallsWillMakeMeCrash()) return; |
| 14:19:36 | Watusimoto | { if(!gfxInitiailized()) return; drawline(1,2); drawline(2,1); } ? |
| 14:19:44 | kaen | yep |
| 14:19:54 | Watusimoto | I don't like that, I have to say |
| 14:20:49 | kaen | or, a wrapper for gfxInitialized that emits a log or assertion when that happens in a client build? |
| 14:20:50 | Watusimoto | much better would be drawX(Gfx context, S32x, S32y) { drawline(context,1,2); drawline(context,2,1); } |
| 14:21:03 | kaen | ok, that would be fine too |
| 14:21:18 | kaen | or, put the check in drawline |
| 14:21:20 | Watusimoto | we have an implicit global context currently |
| 14:21:44 | Watusimoto | the problem is that at some point, all our primitives are in openGL |
| 14:21:57 | Watusimoto | and they don't take a context |
| 14:22:16 | Watusimoto | so you need to intercept them at a higher level |
| 14:22:33 | kaen | wait, gl errors cause crashes? |
| 14:22:43 | Watusimoto | I don't know |
| 14:22:48 | kaen | I don't think they do |
| 14:22:56 | Watusimoto | we aren't experiencing them |
| 14:23:06 | Watusimoto | but we can't inject the concept of a context into opengl |
| 14:23:10 | Watusimoto | that's all I'm saying |
| 14:24:54 | kaen | can't argue with that :) |
| 14:25:01 | kaen | I think we can just let the gl calls drop |
| 14:25:28 | kaen | I think we might have more of a problem with SDL, and likely a ton of assertions |
| 14:26:08 | kaen | I think *Test/*Code is a good short-term solution |
| 14:26:24 | kaen | but I think this single safe implementation is where we should be headed |
| 14:26:53 | kaen | because having to synchronize two sets of method implementations for this feels wrong |
| 14:27:01 | Watusimoto | ok, so you may be suggesting this --> that we combine the _test and _code files and add what amounts to an if(testing) return; line to the top of each |
| 14:27:12 | Watusimoto | then we need only one .cpp file |
| 14:27:14 | Watusimoto | for everything |
| 14:27:27 | | Nothing_Much Quit (Read error: Connection reset by peer) |
| 14:27:31 | kaen | nope |
| 14:27:43 | Watusimoto | or rather if(!drawing) return |
| 14:27:50 | kaen | right, that |
| 14:27:55 | kaen | but just one implementation |
| 14:27:57 | Watusimoto | where drawing is only undefined in test |
| 14:27:58 | kaen | just one class |
| 14:28:00 | Watusimoto | right |
| 14:28:04 | kaen | ok, right |
| 14:28:07 | Watusimoto | no _test and _code |
| 14:28:11 | Watusimoto | only UIManager.cpp |
| 14:28:12 | kaen | exactly |
| 14:28:28 | | Nothing_Much has joined |
| 14:28:28 | | Nothing_Much Quit (Client Quit) |
| 14:28:34 | kaen | only one UIManager::drawLine() |
| 14:28:39 | kaen | or whatever |
| 14:28:41 | Watusimoto | so that clouds all our production code with checks that only apply to the testing case, even if they are not explicitly mentioning testing |
| 14:28:45 | Watusimoto | yes |
| 14:29:22 | kaen | it could be used outside of testing, too |
| 14:29:49 | Watusimoto | dedicated wouldn;t use it -- it gets lean and mean and omits all that code completeely |
| 14:29:53 | Watusimoto | what else would use it? |
| 14:30:19 | kaen | maybe some sort of automated game simulator (I've had this idea for bot-writing competitions) |
| 14:30:35 | | bobdaduck : http://www.bitfighter.org/forums/viewtopic.php?f=4&t=2003&view=unread#unread |
| 14:30:37 | kaen | I know that's a stretch |
| 14:31:00 | kaen | but, above all, it would allow us to use the same UIManager in test and code |
| 14:31:08 | kaen | and definitely would result in fewer LOC |
| 14:33:02 | Watusimoto | bot competiions would probably run on a dedicated server |
| 14:33:12 | Watusimoto | they don't need any client code at all |
| 14:33:35 | kaen | forget I mentioned it :P |
| 14:33:38 | Watusimoto | :-) |
| 14:34:25 | Watusimoto | If forced to combine _test and _code into a single file, I think the cleanest way woudl be to merge the two files and do an ifdef to specify which to include |
| 14:34:37 | Watusimoto | that would probably be easier to maintain as well |
| 14:34:55 | | Nothing_Much has joined |
| 14:35:06 | Watusimoto | I think that would be nicer than all the if(!gfxcontext) return; lines would be |
| 14:35:23 | Watusimoto | you could just have one ifdef at the top, and else in the middle, and an endif at the bottom |
| 14:36:00 | Watusimoto | I did scour the gtest code for a symbol that looked like it was intended for that purpose, and found nada |
| 14:38:11 | kaen | I'm still unconvinced :/ |
| 14:38:26 | kaen | but I can work with either, so I'll defer to you |
| 14:38:45 | kaen | in any case my idea would be a significant initial time investment |
| 14:42:45 | Nothing_Much | Hello again |
| 14:43:14 | bobdaduck | hi |
| 14:43:52 | Nothing_Much | dev's floor still? |
| 14:44:47 | bobdaduck | uh? |
| 14:45:21 | Nothing_Much | are the devs still talking about dev stuff? |
| 14:48:52 | bobdaduck | nope |
| 14:49:30 | Nothing_Much | ah |
| 14:52:46 | Nothing_Much | in other news, there's an open source games list on the r/linux subreddit, and I suggested Bitfighter as an arcade game, it's a little thing but you know. |
| 14:53:51 | kaen | good news, bobdaduck! |
| 14:54:09 | kaen | I volunteered you write furbuggy's supervisor script \o/ |
| 14:54:27 | bobdaduck | That's good n- What? |
| 14:54:43 | kaen | http://www.bitfighter.org/forums/viewtopic.php?f=4&t=2003&p=20374#p20374 |
| 14:55:07 | kaen | Nothing_Much, ah good work |
| 14:55:25 | bobdaduck | oh. |
| 14:55:29 | bobdaduck | Yeah I can do that but like |
| 14:55:40 | bobdaduck | It won't help in the way Furb is describing. |
| 14:55:59 | kaen | it sounds like kind of a weak idea anyway |
| 14:56:36 | bobdaduck | Weak idea, strong philosophy |
| 14:56:49 | kaen | I'll agree with that |
| 14:58:20 | bobdaduck | Yes, scripts could do that sort of thing, but that wouldn't reflect a global change in the game or the game's marketability |
| 14:58:26 | bobdaduck | it would just be someone making a lobby map. |
| 15:01:33 | Nothing_Much | hmm.. |
| 15:02:12 | bobdaduck | I think he's on the right track though. Some way of emphasizing or adding to the games "hangout" aspect is a very good idea. |
| 15:02:24 | Nothing_Much | isn't there voice chat as well? |
| 15:02:44 | bobdaduck | There is a voice chat, yes. |
| 15:02:48 | Nothing_Much | because that could- |
| 15:02:52 | bobdaduck | its not specific to people though |
| 15:03:04 | bobdaduck | global voice chat, everyone talking at once |
| 15:03:05 | Nothing_Much | whaddya mean? |
| 15:03:11 | Nothing_Much | oh |
| 15:03:18 | bobdaduck | most people don't use mics anyway, they prefer to just type. |
| 15:03:20 | Nothing_Much | you can make it so that you can vote for alltalk or not |
| 15:03:28 | Nothing_Much | oh really? |
| 15:03:36 | Nothing_Much | nowadays that might not be so true |
| 15:03:54 | bobdaduck | No, its definitely true in our community. |
| 15:06:15 | Nothing_Much | ohh |
| 15:06:25 | Nothing_Much | but he talks about getting more players |
| 15:06:47 | Nothing_Much | with something like that, people would most likely see it as more convenient |
| 15:06:51 | Nothing_Much | rather than typing |
| 15:12:07 | bobdaduck | In theory |
| 15:12:13 | bobdaduck | I haven't seen that in many games I've played |
| 15:12:19 | bobdaduck | people seem to get along just fine without voice chat |
| 15:12:27 | Nothing_Much | oh, getting along is just fine |
| 15:12:41 | bobdaduck | with the exception of like, MOBA type games |
| 15:12:55 | Nothing_Much | I'm talking like, for people who would rather play than to just stop gaming just to type in a few words |
| 15:13:28 | bobdaduck | Right right. But have you seen people like that in this community? |
| 15:13:37 | FlynnnNT | generally, gamers like that exist because of things like xbox |
| 15:13:43 | FlynnnNT | where there *is* no keyboard |
| 15:14:12 | Nothing_Much | bobdaduck, I was talking about for newbies who would like to join in |
| 15:14:37 | FlynnnNT | so, nothing, you say there is a guy who talks about getting more player? |
| 15:14:54 | bobdaduck | On the forums |
| 15:15:06 | bobdaduck | http://www.bitfighter.org/forums/viewtopic.php?f=4&p=20374#p20374 |
| 15:15:16 | FlynnnNT | generally, mostp layers I have ever known prefer to use teamspeak anyways |
| 15:15:20 | FlynnnNT | ** most players |
| 15:15:38 | FlynnnNT | mostp layers who like voice chat generally already have teamspeak and are avid enough to create their own channels |
| 15:15:47 | FlynnnNT | minecraft has created a huge breed of players like this |
| 15:16:06 | FlynnnNT | it's gnerally assumed that if you haven't bothered to install teamspeak, it's because you actually *prefer* not speaking |
| 15:16:36 | Nothing_Much | hmm.. |
| 15:17:51 | FlynnnNT | also, teamspeak has the advantage of not trying to pipe the data directly through the server's connection |
| 15:18:01 | FlynnnNT | instead of the bitfighter server, you have full on teamspeak server |
| 15:18:08 | FlynnnNT | so better quality (at least when more than two players online) |
| 15:18:48 | Darrel | then there is always Skype :) but to be honest, I've always thought it would be a good thing to have such functionality ingame... or maybe some kind of "incorporating" teamspeak into the game itself? (oh, and hi guys... haven't been around since about a month after GCI :) ) |
| 15:18:56 | FlynnnNT | oh, yeah, skype too |
| 15:19:04 | FlynnnNT | actually skype is more prevelant on minecraft now that I think of it |
| 15:19:23 | Nothing_Much | skype is kinda lame actually |
| 15:19:38 | Nothing_Much | teamspeak or mumble would be nice |
| 15:19:45 | FlynnnNT | well what it boils down to is that the speaking abilities are kind of a seperate thing to bitfighter its self |
| 15:19:45 | Darrel | No idea how it is in other countries, but in my country (Bulgaria) Skype is just massively popular. You can't find a person under the age of 60 without an active skype account, lol |
| 15:20:24 | bobdaduck | We do already have voice chat ingame though, so I'm not sure why we're talking about this? |
| 15:20:26 | FlynnnNT | if you guys personally want to do the programming for it, I can't imagine the others having a problem with it |
| 15:20:27 | bobdaduck | And sup Darrel |
| 15:20:44 | FlynnnNT | but it's kind of a seperate thing xD |
| 15:20:52 | FlynnnNT | not really related to the core game, and probably best left seperate |
| 15:21:03 | FlynnnNT | bob: I think Nothing_Much wants it to become a centralised part of gameplay |
| 15:21:16 | FlynnnNT | but the real problem is, there has to be interest. and the kinds of people who are interested already have teamspeak |
| 15:21:43 | Darrel | offer them better functionality and teamspeak goes in the garbage bin :D |
| 15:21:46 | bobdaduck | And like, there has to be competition. Which we don't have. |
| 15:21:57 | Darrel | but yeah, is it needed at all |
| 15:22:11 | FlynnnNT | offering better functionality than teamspeak is next to impossible xD |
| 15:22:38 | FlynnnNT | anyways, it might be more in your interest |
| 15:22:46 | FlynnnNT | to start talking to the owners of the major bitfighter servers |
| 15:22:54 | Nothing_Much | it's not a big deal if it's not improved |
| 15:23:03 | Nothing_Much | just giving my two cents a little |
| 15:23:05 | FlynnnNT | and have them set up a teamspeak channel (or maybe it was a mumble thing) on some server for each of their servers |
| 15:23:11 | Nothing_Much | preferably mumble |
| 15:23:19 | Nothing_Much | since it's easily in linux's repositories and is open source |
| 15:23:39 | FlynnnNT | and then just post a message in the server "this server has a mumble server! www.website.mumble:1337" |
| 15:23:44 | FlynnnNT | "channel #bitfighter" |
| 15:23:52 | FlynnnNT | and leave it at that |
| 15:24:30 | FlynnnNT | maybe... |
| 15:24:36 | FlynnnNT | there could be a setting like "entry message" |
| 15:24:41 | FlynnnNT | so that when you host a game, it posts an entry message |
| 15:24:58 | FlynnnNT | that'd allow the creater of a game to set up a teamspeak/mumble channel for that game and paste it into the welcome message |
| 15:25:07 | FlynnnNT | as well as anything else they may want to add |
| 15:25:42 | FlynnnNT | but honestly, if the person doesn't have teamspeak, they probably not only don't want to *chat*, but may very well not want to *listen* either |
| 15:26:24 | FlynnnNT | but I think kaen was the one working on the voice chat feature, so you can talk to him if you seriously want it to be improved xD |
| 15:26:53 | FlynnnNT | was it kaen? |
| 15:27:00 | kaen | nope |
| 15:27:11 | FlynnnNT | welp, I'm losing my mind |
| 15:27:15 | FlynnnNT | oooh |
| 15:27:21 | FlynnnNT | was it raptor? I think it was raptor actually |
| 15:29:14 | bobdaduck | an entry message is a very, very good idea. |
| 15:29:17 | bobdaduck | !feature |
| 15:29:17 | BFLogBot | To make a feature request, post in the forums at http://bitfighter.org/forums/viewforum.php?f=4 or open an issue at: http://code.google.com/p/bitfighter/issues/list |
| 15:29:32 | bobdaduck | submitting a ticket for that immediately |
| 15:29:33 | Nothing_Much | entry message? |
| 15:29:42 | Nothing_Much | Oh you mean when you join the server? |
| 15:29:50 | FlynnnNT | yes! xD and thank you, bob! |
| 15:30:11 | FlynnnNT | bob are you doing the feature request, or shall I? |
| 15:30:22 | Nothing_Much | He said he's doing it right now |
| 15:30:33 | FlynnnNT | oh wow... I am just... |
| 15:30:47 | FlynnnNT | hee hee, look at that flying talking bananna burger! |
| 15:30:53 | Nothing_Much | Lol |
| 15:31:22 | | FlynnnNT is away: one hour saving the world from evil orange taffy queen |
| 15:31:55 | bobdaduck | lol |
| 15:31:58 | Nothing_Much | hah |
| 15:32:59 | | FlynnnNT is away: *AFK!* |
| 15:54:34 | | YoshiSmb has joined |
| 15:59:28 | bobdaduck | So wait kaen |
| 15:59:54 | bobdaduck | I was thinking about this whole social-bitfighter me-making-furb-a-script thing |
| 16:00:53 | bobdaduck | And I see this glaring problem |
| 16:01:07 | bobdaduck | Which is that we don't want to condone levelgen carnival |
| 16:04:58 | | bobdaduck Quit (Remote host closed the connection) |
| 16:36:23 | | amgine1234567890 has joined |
| 16:36:34 | amgine1234567890 | hello im here anythying new? |
| 16:37:26 | amgine1234567890 | this irc doesnt work for me on chrome :p |
| 16:39:48 | | Darrel Quit (Read error: Connection reset by peer) |
| 16:45:12 | amgine1234567890 | uh who s afk here XD |
| 16:47:58 | YoshiSmb | well, im not afk, :), and hi |
| 16:53:36 | amgine1234567890 | anything new devopling? |
| 16:54:23 | amgine1234567890 | and on a realtd note maybe someday ill get credit for all my bug testing and ideas hehe. |
| 16:57:32 | Watusimoto | bedtime for bonzo |
| 16:57:42 | Watusimoto | here's what I'm hung up on: |
| 16:57:43 | Watusimoto | http://stackoverflow.com/questions/18730073/templates-and-lazy-initialization |
| 16:58:10 | Watusimoto | it's not really for multiplayer, but really to help get tests to clean up after themselves, so the premise is slightly fictional |
| 17:09:46 | YoshiSmb | Everything is to quiet. |
| 17:09:54 | amgine1234567890 | i can fix that |
| 17:12:00 | amgine1234567890 | btw wattisimo why do alot of the commands here seem pointless ^_^ |
| 17:16:37 | YoshiSmb | amgine, do you have time for a match? Nº of rounds: 5 |
| 17:17:18 | | Watusimoto Quit (Ping timeout: 264 seconds) |
| 17:20:19 | amgine1234567890 | erg i would have to find ng get the last build of 18a in a ZIP format |
| 17:20:41 | amgine1234567890 | as i only have new test versions |
| 17:24:43 | YoshiSmb | ah.. |
| 17:49:30 | | YoshiSmb Quit (Ping timeout: 250 seconds) |
| 17:52:59 | | YoshiSmb has joined |
| 17:54:30 | amgine1234567890 | kaen the afk guy |
| 18:03:48 | YoshiSmb | yea. |
| 18:10:18 | | YoshiSmb Quit (Ping timeout: 250 seconds) |
| 18:14:13 | Nothing_Much | kaen, someone's having a problem with his dual analog ps2 controller with conversion |
| 18:28:33 | Nothing_Much | the right analog stick only moves the ship's aim either up/down or left/right, when the right analog stick is directed up or down |
| 18:28:41 | Nothing_Much | his controller is a PS2 USB with a conversion |
| 18:30:01 | | FlynnnNT Quit (Quit: This computer has gone to sleep) |
| 18:31:24 | Nothing_Much | he confirmed that the controller is fully functional |
| 18:44:04 | | FlynnnNT has joined |
| 18:50:54 | | FlynnnNT Quit (Quit: This computer has gone to sleep) |
| 18:51:19 | | FlynnnNT has joined |
| 19:12:24 | amgine1234567890 | sloooooooow |
| 19:16:28 | FlynnnNT | whatnow? |
| 19:19:00 | Nothing_Much | a friend of mine had a problem with his ps2 conversion cable controller |
| 19:20:41 | FlynnnNT | what's the problem? |
| 19:21:45 | Nothing_Much | <Nothing_Much> kaen, someone's having a problem with his dual analog ps2 controller with conversion |
| 19:21:46 | Nothing_Much | <Nothing_Much> the right analog stick only moves the ship's aim either up/down or left/right, when the right analog stick is directed up or down |
| 19:21:46 | Nothing_Much | <Nothing_Much> his controller is a PS2 USB with a conversion |
| 19:21:46 | Nothing_Much | * FlynnnNT has quit (Quit: This computer has gone to sleep) |
| 19:21:46 | Nothing_Much | <Nothing_Much> he confirmed that the controller is fully functional |
| 19:22:36 | FlynnnNT | I don't know about btfighter's contorl system, but |
| 19:22:43 | FlynnnNT | you may find luck by trying to install a remapping driver |
| 19:22:46 | Nothing_Much | it's like dual analog controllers |
| 19:22:58 | Nothing_Much | shouldn't be hard to understand |
| 19:23:23 | FlynnnNT | I don't know what data inputs bitfighter uses |
| 19:23:29 | FlynnnNT | I don't know what their resolution or datatype is |
| 19:23:36 | FlynnnNT | I don't know how those are mapped to the controller input names |
| 19:23:50 | FlynnnNT | for all I know, bitfighter could be using an external library |
| 19:23:50 | FlynnnNT | but |
| 19:24:02 | FlynnnNT | you could possibly configure the driver for the PS2 to output to different data |
| 19:24:23 | FlynnnNT | do the direction keys next to the joystick do anything? |
| 19:24:29 | Nothing_Much | nope |
| 19:24:32 | Nothing_Much | you map them |
| 19:24:34 | Nothing_Much | but it's like |
| 19:24:54 | FlynnnNT | it's possible that you mapped them to something bitfighter expects as button input instead of joystick input |
| 19:24:58 | FlynnnNT | you'll want to map to soemthing else |
| 19:41:23 | | fordcars has joined |
| 19:41:40 | fordcars | Hi |
| 19:42:48 | Nothing_Much | Hello fordcars |
| 19:43:05 | Nothing_Much | Do you have a PS2 controller with a USB converter? |
| 19:43:07 | fordcars | Hello |
| 19:43:13 | fordcars | Nope |
| 19:43:25 | fordcars | I never had a PS |
| 19:43:50 | Nothing_Much | Ah okay |
| 19:45:49 | fordcars | Why? |
| 19:47:33 | Nothing_Much | A friend of mine had issues with his PS2 controller |
| 19:47:44 | fordcars | Ah ok |
| 19:51:36 | fordcars | Kaen, sorry to disturb you, but to get the coords of onclick in javascript, would I use a weird event handler thingny? |
| 19:51:49 | fordcars | kane^ |
| 19:51:54 | fordcars | kaen^ |
| 19:51:55 | Nothing_Much | fordcars, he's not here atm\ |
| 19:52:01 | fordcars | ? |
| 19:52:04 | fordcars | Oh ok |
| 19:52:09 | Nothing_Much | *at the moment |
| 19:52:16 | fordcars | I know :P |
| 19:52:23 | fordcars | He is in the IRC though |
| 19:52:54 | fordcars | [21:54] == kaen [~master@unaffiliated/hail] [21:54] == realname : kaen [21:54] == channels : #bitfighter [21:54] == server : morgan.freenode.net [Chicago, IL, USA] [21:54] == account : hail |
| 19:57:46 | Nothing_Much | yeah I know lol |
| 19:57:49 | Nothing_Much | I see him |
| 20:27:01 | FlynnnNT | fordcars |
| 20:27:31 | FlynnnNT | what's invoking your onclick? |
| 20:27:41 | FlynnnNT | can I get a bit of HTML? |
| 20:28:54 | FlynnnNT | oh whoops xD a little late I see |
| 20:28:54 | FlynnnNT | did you get that figured out, fordcars? |
| 20:47:08 | fordcars | Ooops haha |
| 20:47:18 | fordcars | Sound is not enabled on my Pi sorry! |
| 20:47:47 | fordcars | Nah, it seems there is really not allot of information about pure javascript mouse input |
| 20:59:50 | amgine1234567890 | buodlbot is still down? |
| 21:00:29 | fordcars | !bug |
| 21:00:29 | BFLogBot | To enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs |
| 21:00:35 | fordcars | yeah |
| 21:00:44 | fordcars | I guess |
| 21:02:31 | amgine1234567890 | can i get a link to the source code? |
| 21:03:55 | fordcars | a link? |
| 21:04:04 | fordcars | You don't have mercurial? |
| 21:04:12 | fordcars | For what OS, Windows? |
| 21:12:20 | fordcars | https://bitfighter.googlecode.com/files/bitfighter-018a.tar.gz |
| 21:12:27 | fordcars | That is the source code for 018a |
| 21:13:35 | | Nothing_Much Quit (Quit: bye) |
| 21:18:16 | fordcars | amgine1234567890 ^^^^ |
| 21:23:55 | fordcars | Alright, good night, off to bed! |
| 21:23:58 | | fordcars Quit (Quit: Page closed) |
| 21:59:53 | | koda has joined |
| 22:00:28 | amgine1234567890 | windows 7 |
| 22:39:49 | | FlynnnNT Quit (Quit: Leaving) |
| 23:03:14 | | amgine1234567890 Quit (Ping timeout: 250 seconds) |