#bitfighter IRC Log

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IRC Log for 2013-09-10

Timestamps are in GMT/BST.

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06:10:25watusimoto!bug
06:10:25BFLogBotTo enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs
06:10:34watusimoto!polish
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08:29:07Nothing_MuchBF's 100% open source, right?
08:37:47watusimotoyes; much of it is GPL, some other components are otherwise licensed
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08:57:39YoshiSmbWatusimoto, i was playing Bitfighter, and the bots started to act strangenly
08:57:48YoshiSmbthey stay on lock,
08:57:54YoshiSmbnot moving
08:57:58YoshiSmbcan't take damage
08:58:06watusimotocan you fire?
08:58:14YoshiSmbor get inside of a teleporter
08:58:23YoshiSmbnothing
08:58:26YoshiSmbto them? yes
08:58:32YoshiSmbbut they dont take damage
08:58:44watusimotoare you playing locally or on a remote server?
08:59:02YoshiSmblocally
08:59:16watusimotowith 018a?
08:59:22YoshiSmbbut now, they work's well, but it's so strange that dont work well before.
08:59:23watusimoto(i.e. latest release)
08:59:24YoshiSmbyes
08:59:33watusimotodid you restart, or did they just start working?
09:00:31Nothing_MuchYoshiSmb, I had that same problem I think at one point
09:00:38Nothing_MuchIt was
09:00:44Nothing_Much018a
09:00:53watusimotoso if you go to that same level, do bots work on it now?
09:00:58YoshiSmbthey are working well now, some minutes ago i hoster, then they dint respond well.
09:01:15watusimotobots have problems with certain levels
09:01:18YoshiSmbwell, in the same map,
09:01:18Nothing_MuchBut it was also in a server that added bots, and it only happened once, I quit then rejoined then it worked
09:01:27YoshiSmbafter 2 minutes, they worked well
09:01:48watusimotoThat is very odd. So you cannot reproduce it at all?
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09:26:41bobdaduckkaen halp
09:32:40raptor has joined
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09:39:08raptorgood day!
09:39:51bobdaduckgoodai
09:40:14raptorwatusimoto: I think YoshiSmb_'s problem is an ugly hidden bug within TNL that we introduced within the last 2 releases...
09:40:31watusimotohave we fixed it?
09:40:37LordDVG Quit (Remote host closed the connection)
09:40:37raptorI've never been able to get a test case
09:40:41raptori don't think so
09:40:55watusimotowell, I am getting a similar error on my machine with some regularity; not sure if it is related
09:41:13watusimotoit's a little different...
09:41:19watusimotoBasically, I get stuck
09:41:27raptorit's like ship objects fail to move
09:41:35watusimotomy problem exactly!
09:41:40watusimotoI can't move
09:41:42raptorlike the server keeps overriding their position
09:41:49watusimotoyes
09:41:51raptoryes
09:41:53raptorok
09:41:59raptoralso: http://board.net/p/bf_019_polish
09:42:00watusimotoeasy for me to reproduce with me
09:42:16watusimotoI'll try adding a bot and see if ti gets likewise stuck
09:49:12watusimotoI think we should modify our main ttf font
09:49:24watusimotoand make a few letters a little less curvy
09:56:34raptorso... do you like my turret regen marks?
09:59:15watusimotoI thought kaen did those
09:59:29watusimotobut I don't actually know... it's on my list of stuff to do -- to check them out
09:59:34raptorhmm... maybe I did them in my dreams..
09:59:37watusimotoI have seen them on the forcefields
09:59:45watusimotoand I like them there
09:59:57watusimotoat least they look good; they are pretty subtle
10:00:17bobdaduckthose marks are good!
10:00:23watusimotoI want to look at the turret marks and evaluate both in context
10:00:49watusimotobut I think it's useful to mark the regenerating items
10:00:57raptorthat was bobdaduck's idea
10:01:00bobdaduck"Friendly turrets are mostly harmless"
10:01:04bobdaduckRAGEQUITS.
10:01:05raptorhaha
10:01:37bobdaduckWHY WHY WHY WHY WHY WHY
10:04:55watusimotowhy what? perfectly accurate statement
10:07:29raptora great joke, in fact :)
10:10:20watusimoto Quit (Ping timeout: 264 seconds)
10:14:28bobdaduckSo like
10:14:31bobdaduckif I go into the source
10:14:33bobdaduckand fix that
10:14:49bobdaduckCan I "push" it or whatever your term is
10:14:58bobdaduckTo make it so that's in 019?
10:15:35raptorwhat needs fixing?
10:16:34bobdaduckTurret bullets no longer damage you
10:16:38bobdaduckyou can no longer damage turrets
10:16:38Platskies Quit (Read error: Connection reset by peer)
10:16:54raptorI made *some* turret changes once...
10:17:00raptorI don't remember what they were..
10:17:08raptoroh man, it's been a long time since we've released!
10:17:40bobdaduckYou made it so that shield doesn't damage turrets
10:17:46bobdaduckby rebounding their bullets back at them.
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10:19:39bobdaduckI'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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10:27:00bobdaduckIf 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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10:44:34watusimotoheading out, back later!
10:44:39raptorlaterz
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11:24:46Watusimotohey there
11:24:50Watusimotokaen: are you around?
11:25:35bobdaduckhasn't said anything yet
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11:48:15thread_guess what? I'm here
11:49:18bobdaduckGuess what?
11:49:25bobdaduck"Welcome to the best bitfighter ever"
11:49:56bobdaduckThecrap is that motd
11:50:19bobdaduckThat's as "what" as !ninja
11:50:48thread_I really didn't understand anything you just said
11:51:07bobdaduckThat's okay
11:51:08bobdaduckI didn't either
11:51:12bobdaduckRAPTOR TRANSLATE.
11:51:22bobdaduck!raptorTranslate
11:51:56bobdaduckSo like when you get on bitfighter
11:52:06bobdaduckthere's the little scrolling thing underneath it right?
11:52:12Watusimoto Quit (Ping timeout: 245 seconds)
11:53:01bobdaduckAND IT IS STUPID.
11:55:31bobdaduckOr silly.
11:55:33bobdaduckProbably both.
11:55:38thread_Those doctors lift weights. They keep a monkey.
11:56:20thread_And the barber shoots a rifle.
11:56:39bobdaduckExactly
11:56:44bobdaduckSee what I have to deal with?
11:56:51bobdaduckYes I do.
11:58:05bobdaduckTime for lunchtime!
11:58:07thread_Those flight attendants fly a kite.
11:58:18thread_Why are they flying a kite?
11:58:32bobdaduckWe call them "flyakite attendants"
11:58:49thread_that's cool
11:59:38bobdaduckI dabble in alien
11:59:52thread_Don't you mean you "dobble" in alien
12:00:03bobdaduckNo, I definitely dabble.
12:00:04thread_?
12:00:15thread_I thought dabble wan't a word in wlien
12:00:19thread_*alien
12:00:28bobdaduckWell yeah
12:00:35bobdaduckbut they don't know that.
12:00:52thread_but you do, and so it matters
12:01:03bobdaduckFrequently
12:01:19bobdaduckBut I don't eat too much to fill
12:01:24thread_stop dabbling!
12:01:50bobdaduckOnly if the flyite attendants stop babbling
12:02:29thread_Yet yellow yetis yank yaks yonder
12:02:37thread_yes?
12:02:46bobdaduckNay, but horses.
12:02:53thread_Forsooth
12:03:53bobdaduckAnalyze the object from a subjectively objective perspective.
12:04:24thread_however, you do need to keep all your woods within the outer bounds
12:04:31bobdaduckOr perhaps an objectively subjective perspective?
12:05:08thread_what, what shape was this again?
12:05:18thread_triangle right?
12:05:25bobdaduckAlways triangles
12:05:34thread_alright. making sure
12:05:36bobdaduckI never learned to count past three
12:05:40bobdaduckSo we can't go any higher
12:05:42thread_:/
12:05:53thread_not at least with your shoes on
12:06:04bobdaduckAnyway, now that the chat log is sufficiently polluted, I'm heading out!
12:06:13thread_chow
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12:09:09Nothing_MuchHi guys, how's it going?
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13:14:40Nothing_MuchHow's it going?
13:16:47bobdaduckITS GOING
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13:34:14Nothing_Muchnice
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13:42:52kaenbobdaduck, Watusimoto, have no fear: kaen is here
13:42:55kaen\o/
13:43:02bobdaduckTOO BAD
13:43:16bobdaduckI did something else instead so I don't need your help modifying your code anymore
13:44:04kaenso basically, my absence solved your problem
13:44:08kaenwell said, bobdaduck
13:44:19bobdaducklol
13:44:21bobdaduckNot quite
13:44:26bobdaduckQuartz needed code
13:44:30bobdaduckSo I gave him crappy code
13:44:36bobdaduckand he said he was content with it.
13:44:39FlynnnNTD:
13:44:46FlynnnNThow crappy are we talking?
13:44:59kaenprobably not too crappy
13:45:05kaenbob is like level 4 or 5 now
13:45:05FlynnnNTfair enough
13:45:10bobdaduck!bobdaduck
13:45:10BFLogBotLevel 4 programmer/priest/beta tester/mad scientist
13:45:22FlynnnNThow is it able to tell programmer level? xD
13:45:25bobdaduckHe wanted testitems to orbit
13:45:29FlynnnNT!kaen
13:45:29BFLogBotStats guru and SQL extraordinaire
13:45:36FlynnnNT!Flynnn
13:45:38FlynnnNT!FlynnnNT
13:45:43bobdaduckthe testitems orbit, but if he makes them too fast he experiences orbital decay.
13:45:45kaenmine's just not even accurate anymore
13:45:46FlynnnNTI see....
13:45:50Nothing_MuchFlynnnNT, I think it's coded into the bot lol
13:45:53kaenFlynnnNT, those are hard-coded triggers
13:45:56FlynnnNTagreed hehe
13:46:05kaen!ninja
13:46:05BFLogBotninjas die in space
13:46:10Nothing_Muchis FlynnnNT new here? :O
13:46:11FlynnnNT!pirates
13:46:16FlynnnNTlol I am not xD
13:46:21bobdaduckbut dude
13:46:25bobdaducklol
13:46:28kaenyou too actually started idling here about the same time
13:46:32kaenyou two*
13:46:38Nothing_Muchwho?
13:46:45kaenNothing_Much and FlynnnNT
13:46:46FlynnnNTkaen: how long ago was that?
13:46:47bobdaduckFlynn just doesn't always leave his irc open
13:46:55bobdaduckI swear its like you're sleeping with your eyes open
13:47:07FlynnnNTlol
13:47:15Nothing_MuchI think I joined about a year ago maybe
13:47:16Nothing_Muchunsure
13:47:18kaenI don't recall, I just have a vague unquantified ordering of when people first get trapped in #bitfighter
13:47:22FlynnnNTI've been here two years xD
13:47:25FlynnnNTpossibly three
13:47:31kaenwhoa
13:47:38kaenFlynnnNT you've been here longer than me then
13:47:45FlynnnNTno that can't be right, kaen
13:47:51FlynnnNTlet me find out
13:47:52bobdaduckFLYNN HAS SENIORITY OVER KAENNN
13:47:57FlynnnNTI have a document that was created when I first joined
13:48:01Nothing_Muchlol
13:48:06Nothing_MuchOh really?
13:48:17bobdaduckflynn joined in 2010
13:48:19FlynnnNTI do indeed! lol anyone remember that bitfighter club?
13:48:34kaen*crickets*
13:48:35Nothing_MuchI found out about this game in 2012 :(
13:48:36bobdaduckkaen joined in 2012
13:48:46bobdaducklawl
13:48:50FlynnnNTkaen it feels like you've been here alot longer than since 2012
13:48:53Nothing_MuchI wish I could've joined sooner!
13:49:18FlynnnNTYep
13:49:21kaenI've made up for lost time :P
13:49:24FlynnnNTI've got a document from feb 17 2010
13:49:32Nothing_MuchWow
13:49:34bobdaducklol
13:49:40FlynnnNTI first played bitfighter about a year before that,b ut I wasn't really a "member" until 2010 xD
13:49:46bobdaduckThat's almost when the forums were made....
13:49:55FlynnnNThaha I remember 016! probably even 014 now that I think ofi t
13:50:18bobdaduckthe forums were made in Febuary of 2010
13:50:31FlynnnNThuh?
13:50:34FlynnnNTmaybe I am dillusional
13:50:37FlynnnNToh wait
13:50:38FlynnnNTno, bob
13:50:39Nothing_Much*delusional
13:50:44FlynnnNTthere was a forum *before* the current forums
13:50:49bobdaduckYeah
13:50:54FlynnnNTI joined while that was still around
13:50:58bobdaduckI know that because I have seniority on literally everyone here
13:51:10FlynnnNTnice bob xD
13:51:16bobdaduckThat's pretty far back though, yeah.
13:52:05FlynnnNTanywho xD
13:52:17FlynnnNTI love how everyone asks me if I'm new lol
13:52:28FlynnnNTbecause I have pretty much been silently watching you guys for the past few years
13:52:51Nothing_MuchI wouldn't know, I'm probably the newest guy in here :(
13:52:54bobdaduckHe is the embodyment of lurkerism
13:53:03FlynnnNTI retty much am xD *embodiment
13:53:07FlynnnNTeheh payback, sorry
13:53:18FlynnnNT** pretty
13:54:16FlynnnNToh wait, sorry bobdaduck
13:54:17Watusimotohi kaen
13:54:20FlynnnNTyou are not the person who corrected me
13:54:24FlynnnNTso my payback was horrible D:
13:54:25bobdaducklol
13:54:29Watusimotohi FlynnnNT -- long time no see
13:54:29Nothing_MuchFlynnnNT, my bad
13:54:37FlynnnNTWatusimoto, good to see you :) How are things?
13:54:45Watusimotogreat!
13:54:51FlynnnNTyou guys have been super busy xD
13:54:57Watusimotoindeed, we have
13:55:24Watusimotoso kaen: I have a minor cmake problem
13:55:32Watusimotonot sure how to resolve it
13:55:53Watusimotoin all our projects I need to include UIManager.cpp and UIManagerReal.cpp
13:55:57FlynnnNTseriously, bob, sorry for correcting you xD I was meaning to razz you jokingly, but I realized I got the wrong guy! xD
13:56:01Watusimotoexcept in the test project
13:56:12Watusimotowhere I need to include UIManager.cpp and UIManager_Test.cpp
13:56:26Watusimotois there a way to do this cleanly in our cmake config file
13:56:27kaenwill it hurt to include UIManagerReal in the test project?
13:56:38Watusimotoit probably won't compile
13:56:46bobdaduckFLYNN
13:56:51bobdaduckI'M NEVER FORGIVING YOU
13:56:54bobdaduckAND AM LIKE, SO OFFENDED
13:56:54FlynnnNTD:
13:56:56kaenwhy's that?
13:56:57WatusimotoUIManagerReal and UIManager_Test have the same functions, with different code
13:57:02bobdaduckTHAT I WILL TALK TO YOU IN ALL CAPS
13:57:07bobdaduckAND PRETEND THAT I AM ANGRY
13:57:13Watusimotoso we really need to include one or the other
13:57:18FlynnnNTI am so sorry D: I shall now commit supuku
13:57:25kaenlike, the both implement UIManager::Foo ?
13:57:31kaener, UIManager::fo()
13:57:35Watusimotoyes
13:57:38kaen... you get my drift
13:57:39kaenman
13:57:40Nothing_Mucheek O.o
13:57:47bobdaducklol
13:57:54FlynnnNT is now known as FlynnnNT_away_de
13:58:00FlynnnNT_away_de is now known as FlynnnNT
13:58:00WatusimotoI could possibly get the job done with an #ifdef
13:58:03kaenso far the test project is a superset of the normal files
13:58:08Watusimotobut I don't really like that
13:58:09FlynnnNT is away: dead
13:58:22bobdaducklol
13:58:37Watusimotodoes cmake have the ability to say something like parent project minus X?
13:58:46Watusimotoparent minus X plus Y
13:58:55kaenwell, yes
13:59:14kaenright now I just have it set up to automatically include all of the /zap stuff in the test project
13:59:27Watusimotoyes; ideally we wouldn't enumerate everything twice
13:59:30kaenthe only supported way to specify files is to explicitly specify them
13:59:35kaenright, I've avoided that so far
13:59:37Watusimotoah, I see
13:59:48kaenby using a shared cmake variable for the /zap sources
13:59:50Watusimotoso it's parent::everything or individulal enumeration?
14:00:07kaenessentially
14:00:30Watusimotowait, so the files aer defined in a variable?
14:00:30kaenfrom cmake's perspective anyway
14:00:30kaenbut
14:00:39kaenexplicitly specify one or the other for each project, let me take a look
14:00:56kaenI can*
14:01:00Watusimotobecause if so we could say test = all files + xx_test
14:01:09Watusimotoand bitfighter = all files + xx+real
14:01:13Watusimotoxx_rea;
14:01:15Watusimotosxsw
14:01:18Watusimotoxx_rea;l
14:01:20Watusimotoxx_real
14:01:23Watusimotothere, got it
14:02:46kaenyep, that's pretty much it
14:02:47kaenthere's a CML in bitfighter_test and zap
14:03:22kaenoh nope
14:03:28kaengah I munged them all into one
14:04:26kaenc. line 320 you add the test one
14:04:43kaenwith a line like
14:04:57kaen${CMAKE_SOURCE_DIR}/bitfighter_test/FileName.cpp
14:04:58Watusimotoinside add_executable(test EXCLUDE_FROM_ALL
14:04:59Watusimoto?
14:05:02kaenyes
14:05:08kaenand then the real one
14:05:35kaenline 237
14:05:48kaen${CMAKE_SOURCE_DIR}/zap/FileNameReal.cpp
14:05:48Watusimotohere's a dilemma
14:05:57Watusimotodo we put the _test version inot the test folder?
14:06:03Watusimotoorganization would suggest yes
14:06:07kaenuh, in the test folder yes
14:06:08kaen...
14:06:15kaenand it's pretty much a mock
14:06:15Watusimotoease of modification would suggest no
14:06:21kaenease of modification?
14:06:35Watusimotowhen we add a functino to uimanager
14:06:43Watusimotowe need to modifiy uimanager.cpp and .h
14:06:56Watusimotoand also uimanager_code.cpp (not real, sorry)
14:07:04Watusimotoand also uimanager_test.cpp
14:07:07kaengotcha
14:07:22Watusimotokind of a pain to go hunting for _test off in a different folder
14:07:33Watusimotoaway from the main actin
14:08:00Watusimotoorganization suggests they should be separate, convenience suggests together
14:08:07kaenI put all of the other mocks in test
14:08:14kaenbitfighter_test
14:09:32kaenthough, again I have no strong feeling
14:10:15kaenexcept that I feel strongly we should just get UIManagerReal to be usable without contexts
14:10:28WatusimotoI'm not sure what you mean
14:11:44kaenlike, 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
14:11:47kaenit doesn't crash
14:11:50kaenit doesn't work
14:12:11kaenbut it's "usable" (you can safely call all its methods) in its default state
14:12:12Watusimotothat's what happens when you use _test
14:12:36kaenright, but that behavior could be contained in the same class with the right style of error checking
14:12:38WatusimotoI think I see what you're saying
14:12:49kaenand obviate the need for Real/Mock in the first place
14:13:09Watusimotothere's 90+ functions in UIManager
14:14:03kaenhow do the act if you never acquire an sdl window or gl context
14:14:04kaen?
14:14:08Watusimotobut what you're suggesting might let us get rid of the ifdef dedicated stuff too
14:14:17Watusimotothey crash :-)
14:14:23Watusimotoprobably
14:14:42Watusimotowith dedicaetd build there is no gfx context
14:15:06Watusimotobut we ifdef a lot of code out
14:15:13kaenright, but we need ifdefs or an interface layer to keep the symbols out of the dedicated build
14:15:21kaenpreferably an interface layer :P
14:15:37Watusimotowhat you are suggesting, I think, is that we have a drawing object that could either be a canvas or a "null object"
14:15:44kaen(what I'm describing for UIManager doesn't use an interface, of course)
14:15:44Watusimotoeach would implement all the drawing commands
14:16:00Watusimotothe nullObject would just return
14:16:06kaenumm, nope
14:16:07Watusimotoand the canvas would do the real drawing
14:16:17kaenI'm talking about one single "real" implementation
14:16:17Watusimotono?
14:16:36kaenwith safe error handling, so that it just doesn't crash
14:16:38Watusimotoyes, the real implementation draws to a drawing context
14:17:04Watusimotoand you can pass a different context to each function
14:17:29kaenyou mean right now you can?
14:17:30Watusimotoor are you thinking of a whole scad of if(!gfxInitialized()) { } blocks?
14:17:33Watusimotono you can't
14:17:40Watusimotobut that's what I think you are describing
14:17:53kaenyes, that sounds like it's on the right path
14:17:58Watusimotowhich?
14:18:10kaenjust wrap the rendering calls with a safety check
14:18:40Watusimotolet's say we have a simple function: drawX(S32x, S32y) { drawline(1,2); drawline(2,1); }
14:18:43kaenor use that early return, that's even better
14:18:47Watusimotohow would you rewrite that?
14:19:00kaenphew, hard to say off the top of my head
14:19:20kaenI'd want some theoretical function if(glCallsWillMakeMeCrash()) return;
14:19:36Watusimoto{ if(!gfxInitiailized()) return; drawline(1,2); drawline(2,1); } ?
14:19:44kaenyep
14:19:54WatusimotoI don't like that, I have to say
14:20:49kaenor, a wrapper for gfxInitialized that emits a log or assertion when that happens in a client build?
14:20:50Watusimotomuch better would be drawX(Gfx context, S32x, S32y) { drawline(context,1,2); drawline(context,2,1); }
14:21:03kaenok, that would be fine too
14:21:18kaenor, put the check in drawline
14:21:20Watusimotowe have an implicit global context currently
14:21:44Watusimotothe problem is that at some point, all our primitives are in openGL
14:21:57Watusimotoand they don't take a context
14:22:16Watusimotoso you need to intercept them at a higher level
14:22:33kaenwait, gl errors cause crashes?
14:22:43WatusimotoI don't know
14:22:48kaenI don't think they do
14:22:56Watusimotowe aren't experiencing them
14:23:06Watusimotobut we can't inject the concept of a context into opengl
14:23:10Watusimotothat's all I'm saying
14:24:54kaencan't argue with that :)
14:25:01kaenI think we can just let the gl calls drop
14:25:28kaenI think we might have more of a problem with SDL, and likely a ton of assertions
14:26:08kaenI think *Test/*Code is a good short-term solution
14:26:24kaenbut I think this single safe implementation is where we should be headed
14:26:53kaenbecause having to synchronize two sets of method implementations for this feels wrong
14:27:01Watusimotook, 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
14:27:12Watusimotothen we need only one .cpp file
14:27:14Watusimotofor everything
14:27:27Nothing_Much Quit (Read error: Connection reset by peer)
14:27:31kaennope
14:27:43Watusimotoor rather if(!drawing) return
14:27:50kaenright, that
14:27:55kaenbut just one implementation
14:27:57Watusimotowhere drawing is only undefined in test
14:27:58kaenjust one class
14:28:00Watusimotoright
14:28:04kaenok, right
14:28:07Watusimotono _test and _code
14:28:11Watusimotoonly UIManager.cpp
14:28:12kaenexactly
14:28:28Nothing_Much has joined
14:28:28Nothing_Much Quit (Client Quit)
14:28:34kaenonly one UIManager::drawLine()
14:28:39kaenor whatever
14:28:41Watusimotoso that clouds all our production code with checks that only apply to the testing case, even if they are not explicitly mentioning testing
14:28:45Watusimotoyes
14:29:22kaenit could be used outside of testing, too
14:29:49Watusimotodedicated wouldn;t use it -- it gets lean and mean and omits all that code completeely
14:29:53Watusimotowhat else would use it?
14:30:19kaenmaybe some sort of automated game simulator (I've had this idea for bot-writing competitions)
14:30:35bobdaduck : http://www.bitfighter.org/forums/viewtopic.php?f=4&t=2003&view=unread#unread
14:30:37kaenI know that's a stretch
14:31:00kaenbut, above all, it would allow us to use the same UIManager in test and code
14:31:08kaenand definitely would result in fewer LOC
14:33:02Watusimotobot competiions would probably run on a dedicated server
14:33:12Watusimotothey don't need any client code at all
14:33:35kaenforget I mentioned it :P
14:33:38Watusimoto:-)
14:34:25WatusimotoIf 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
14:34:37Watusimotothat would probably be easier to maintain as well
14:34:55Nothing_Much has joined
14:35:06WatusimotoI think that would be nicer than all the if(!gfxcontext) return; lines would be
14:35:23Watusimotoyou could just have one ifdef at the top, and else in the middle, and an endif at the bottom
14:36:00WatusimotoI did scour the gtest code for a symbol that looked like it was intended for that purpose, and found nada
14:38:11kaenI'm still unconvinced :/
14:38:26kaenbut I can work with either, so I'll defer to you
14:38:45kaenin any case my idea would be a significant initial time investment
14:42:45Nothing_MuchHello again
14:43:14bobdaduckhi
14:43:52Nothing_Muchdev's floor still?
14:44:47bobdaduckuh?
14:45:21Nothing_Muchare the devs still talking about dev stuff?
14:48:52bobdaducknope
14:49:30Nothing_Muchah
14:52:46Nothing_Muchin 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.
14:53:51kaengood news, bobdaduck!
14:54:09kaenI volunteered you write furbuggy's supervisor script \o/
14:54:27bobdaduckThat's good n- What?
14:54:43kaenhttp://www.bitfighter.org/forums/viewtopic.php?f=4&t=2003&p=20374#p20374
14:55:07kaenNothing_Much, ah good work
14:55:25bobdaduckoh.
14:55:29bobdaduckYeah I can do that but like
14:55:40bobdaduckIt won't help in the way Furb is describing.
14:55:59kaenit sounds like kind of a weak idea anyway
14:56:36bobdaduckWeak idea, strong philosophy
14:56:49kaenI'll agree with that
14:58:20bobdaduckYes, scripts could do that sort of thing, but that wouldn't reflect a global change in the game or the game's marketability
14:58:26bobdaduckit would just be someone making a lobby map.
15:01:33Nothing_Muchhmm..
15:02:12bobdaduckI think he's on the right track though. Some way of emphasizing or adding to the games "hangout" aspect is a very good idea.
15:02:24Nothing_Muchisn't there voice chat as well?
15:02:44bobdaduckThere is a voice chat, yes.
15:02:48Nothing_Muchbecause that could-
15:02:52bobdaduckits not specific to people though
15:03:04bobdaduckglobal voice chat, everyone talking at once
15:03:05Nothing_Muchwhaddya mean?
15:03:11Nothing_Muchoh
15:03:18bobdaduckmost people don't use mics anyway, they prefer to just type.
15:03:20Nothing_Muchyou can make it so that you can vote for alltalk or not
15:03:28Nothing_Muchoh really?
15:03:36Nothing_Muchnowadays that might not be so true
15:03:54bobdaduckNo, its definitely true in our community.
15:06:15Nothing_Muchohh
15:06:25Nothing_Muchbut he talks about getting more players
15:06:47Nothing_Muchwith something like that, people would most likely see it as more convenient
15:06:51Nothing_Muchrather than typing
15:12:07bobdaduckIn theory
15:12:13bobdaduckI haven't seen that in many games I've played
15:12:19bobdaduckpeople seem to get along just fine without voice chat
15:12:27Nothing_Muchoh, getting along is just fine
15:12:41bobdaduckwith the exception of like, MOBA type games
15:12:55Nothing_MuchI'm talking like, for people who would rather play than to just stop gaming just to type in a few words
15:13:28bobdaduckRight right. But have you seen people like that in this community?
15:13:37FlynnnNTgenerally, gamers like that exist because of things like xbox
15:13:43FlynnnNTwhere there *is* no keyboard
15:14:12Nothing_Muchbobdaduck, I was talking about for newbies who would like to join in
15:14:37FlynnnNTso, nothing, you say there is a guy who talks about getting more player?
15:14:54bobdaduckOn the forums
15:15:06bobdaduckhttp://www.bitfighter.org/forums/viewtopic.php?f=4&p=20374#p20374
15:15:16FlynnnNTgenerally, mostp layers I have ever known prefer to use teamspeak anyways
15:15:20FlynnnNT** most players
15:15:38FlynnnNTmostp layers who like voice chat generally already have teamspeak and are avid enough to create their own channels
15:15:47FlynnnNTminecraft has created a huge breed of players like this
15:16:06FlynnnNTit's gnerally assumed that if you haven't bothered to install teamspeak, it's because you actually *prefer* not speaking
15:16:36Nothing_Muchhmm..
15:17:51FlynnnNTalso, teamspeak has the advantage of not trying to pipe the data directly through the server's connection
15:18:01FlynnnNTinstead of the bitfighter server, you have full on teamspeak server
15:18:08FlynnnNTso better quality (at least when more than two players online)
15:18:48Darrelthen 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 :) )
15:18:56FlynnnNToh, yeah, skype too
15:19:04FlynnnNTactually skype is more prevelant on minecraft now that I think of it
15:19:23Nothing_Muchskype is kinda lame actually
15:19:38Nothing_Muchteamspeak or mumble would be nice
15:19:45FlynnnNTwell what it boils down to is that the speaking abilities are kind of a seperate thing to bitfighter its self
15:19:45DarrelNo 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
15:20:24bobdaduckWe do already have voice chat ingame though, so I'm not sure why we're talking about this?
15:20:26FlynnnNTif you guys personally want to do the programming for it, I can't imagine the others having a problem with it
15:20:27bobdaduckAnd sup Darrel
15:20:44FlynnnNTbut it's kind of a seperate thing xD
15:20:52FlynnnNTnot really related to the core game, and probably best left seperate
15:21:03FlynnnNTbob: I think Nothing_Much wants it to become a centralised part of gameplay
15:21:16FlynnnNTbut the real problem is, there has to be interest. and the kinds of people who are interested already have teamspeak
15:21:43Darreloffer them better functionality and teamspeak goes in the garbage bin :D
15:21:46bobdaduckAnd like, there has to be competition. Which we don't have.
15:21:57Darrelbut yeah, is it needed at all
15:22:11FlynnnNToffering better functionality than teamspeak is next to impossible xD
15:22:38FlynnnNTanyways, it might be more in your interest
15:22:46FlynnnNTto start talking to the owners of the major bitfighter servers
15:22:54Nothing_Muchit's not a big deal if it's not improved
15:23:03Nothing_Muchjust giving my two cents a little
15:23:05FlynnnNTand have them set up a teamspeak channel (or maybe it was a mumble thing) on some server for each of their servers
15:23:11Nothing_Muchpreferably mumble
15:23:19Nothing_Muchsince it's easily in linux's repositories and is open source
15:23:39FlynnnNTand then just post a message in the server "this server has a mumble server! www.website.mumble:1337"
15:23:44FlynnnNT"channel #bitfighter"
15:23:52FlynnnNTand leave it at that
15:24:30FlynnnNTmaybe...
15:24:36FlynnnNTthere could be a setting like "entry message"
15:24:41FlynnnNTso that when you host a game, it posts an entry message
15:24:58FlynnnNTthat'd allow the creater of a game to set up a teamspeak/mumble channel for that game and paste it into the welcome message
15:25:07FlynnnNTas well as anything else they may want to add
15:25:42FlynnnNTbut 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
15:26:24FlynnnNTbut 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
15:26:53FlynnnNTwas it kaen?
15:27:00kaennope
15:27:11FlynnnNTwelp, I'm losing my mind
15:27:15FlynnnNToooh
15:27:21FlynnnNTwas it raptor? I think it was raptor actually
15:29:14bobdaduckan entry message is a very, very good idea.
15:29:17bobdaduck!feature
15:29:17BFLogBotTo 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
15:29:32bobdaducksubmitting a ticket for that immediately
15:29:33Nothing_Muchentry message?
15:29:42Nothing_MuchOh you mean when you join the server?
15:29:50FlynnnNTyes! xD and thank you, bob!
15:30:11FlynnnNTbob are you doing the feature request, or shall I?
15:30:22Nothing_MuchHe said he's doing it right now
15:30:33FlynnnNToh wow... I am just...
15:30:47FlynnnNThee hee, look at that flying talking bananna burger!
15:30:53Nothing_MuchLol
15:31:22FlynnnNT is away: one hour saving the world from evil orange taffy queen
15:31:55bobdaducklol
15:31:58Nothing_Muchhah
15:32:59FlynnnNT is away: *AFK!*
15:54:34YoshiSmb has joined
15:59:28bobdaduckSo wait kaen
15:59:54bobdaduckI was thinking about this whole social-bitfighter me-making-furb-a-script thing
16:00:53bobdaduckAnd I see this glaring problem
16:01:07bobdaduckWhich is that we don't want to condone levelgen carnival
16:04:58bobdaduck Quit (Remote host closed the connection)
16:36:23amgine1234567890 has joined
16:36:34amgine1234567890hello im here anythying new?
16:37:26amgine1234567890this irc doesnt work for me on chrome :p
16:39:48Darrel Quit (Read error: Connection reset by peer)
16:45:12amgine1234567890uh who s afk here XD
16:47:58YoshiSmbwell, im not afk, :), and hi
16:53:36amgine1234567890anything new devopling?
16:54:23amgine1234567890and on a realtd note maybe someday ill get credit for all my bug testing and ideas hehe.
16:57:32Watusimotobedtime for bonzo
16:57:42Watusimotohere's what I'm hung up on:
16:57:43Watusimotohttp://stackoverflow.com/questions/18730073/templates-and-lazy-initialization
16:58:10Watusimotoit's not really for multiplayer, but really to help get tests to clean up after themselves, so the premise is slightly fictional
17:09:46YoshiSmbEverything is to quiet.
17:09:54amgine1234567890i can fix that
17:12:00amgine1234567890btw wattisimo why do alot of the commands here seem pointless ^_^
17:16:37YoshiSmbamgine, do you have time for a match? Nº of rounds: 5
17:17:18Watusimoto Quit (Ping timeout: 264 seconds)
17:20:19amgine1234567890erg i would have to find ng get the last build of 18a in a ZIP format
17:20:41amgine1234567890as i only have new test versions
17:24:43YoshiSmbah..
17:49:30YoshiSmb Quit (Ping timeout: 250 seconds)
17:52:59YoshiSmb has joined
17:54:30amgine1234567890kaen the afk guy
18:03:48YoshiSmbyea.
18:10:18YoshiSmb Quit (Ping timeout: 250 seconds)
18:14:13Nothing_Muchkaen, someone's having a problem with his dual analog ps2 controller with conversion
18:28:33Nothing_Muchthe 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
18:28:41Nothing_Muchhis controller is a PS2 USB with a conversion
18:30:01FlynnnNT Quit (Quit: This computer has gone to sleep)
18:31:24Nothing_Muchhe confirmed that the controller is fully functional
18:44:04FlynnnNT has joined
18:50:54FlynnnNT Quit (Quit: This computer has gone to sleep)
18:51:19FlynnnNT has joined
19:12:24amgine1234567890sloooooooow
19:16:28FlynnnNTwhatnow?
19:19:00Nothing_Mucha friend of mine had a problem with his ps2 conversion cable controller
19:20:41FlynnnNTwhat's the problem?
19:21:45Nothing_Much<Nothing_Much> kaen, someone's having a problem with his dual analog ps2 controller with conversion
19:21:46Nothing_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
19:21:46Nothing_Much<Nothing_Much> his controller is a PS2 USB with a conversion
19:21:46Nothing_Much* FlynnnNT has quit (Quit: This computer has gone to sleep)
19:21:46Nothing_Much<Nothing_Much> he confirmed that the controller is fully functional
19:22:36FlynnnNTI don't know about btfighter's contorl system, but
19:22:43FlynnnNTyou may find luck by trying to install a remapping driver
19:22:46Nothing_Muchit's like dual analog controllers
19:22:58Nothing_Muchshouldn't be hard to understand
19:23:23FlynnnNTI don't know what data inputs bitfighter uses
19:23:29FlynnnNTI don't know what their resolution or datatype is
19:23:36FlynnnNTI don't know how those are mapped to the controller input names
19:23:50FlynnnNTfor all I know, bitfighter could be using an external library
19:23:50FlynnnNTbut
19:24:02FlynnnNTyou could possibly configure the driver for the PS2 to output to different data
19:24:23FlynnnNTdo the direction keys next to the joystick do anything?
19:24:29Nothing_Muchnope
19:24:32Nothing_Muchyou map them
19:24:34Nothing_Muchbut it's like
19:24:54FlynnnNTit's possible that you mapped them to something bitfighter expects as button input instead of joystick input
19:24:58FlynnnNTyou'll want to map to soemthing else
19:41:23fordcars has joined
19:41:40fordcarsHi
19:42:48Nothing_MuchHello fordcars
19:43:05Nothing_MuchDo you have a PS2 controller with a USB converter?
19:43:07fordcarsHello
19:43:13fordcarsNope
19:43:25fordcarsI never had a PS
19:43:50Nothing_MuchAh okay
19:45:49fordcarsWhy?
19:47:33Nothing_MuchA friend of mine had issues with his PS2 controller
19:47:44fordcarsAh ok
19:51:36fordcarsKaen, sorry to disturb you, but to get the coords of onclick in javascript, would I use a weird event handler thingny?
19:51:49fordcarskane^
19:51:54fordcarskaen^
19:51:55Nothing_Muchfordcars, he's not here atm\
19:52:01fordcars?
19:52:04fordcarsOh ok
19:52:09Nothing_Much*at the moment
19:52:16fordcarsI know :P
19:52:23fordcarsHe is in the IRC though
19:52:54fordcars[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
19:57:46Nothing_Muchyeah I know lol
19:57:49Nothing_MuchI see him
20:27:01FlynnnNTfordcars
20:27:31FlynnnNTwhat's invoking your onclick?
20:27:41FlynnnNTcan I get a bit of HTML?
20:28:54FlynnnNToh whoops xD a little late I see
20:28:54FlynnnNTdid you get that figured out, fordcars?
20:47:08fordcarsOoops haha
20:47:18fordcarsSound is not enabled on my Pi sorry!
20:47:47fordcarsNah, it seems there is really not allot of information about pure javascript mouse input
20:59:50amgine1234567890buodlbot is still down?
21:00:29fordcars!bug
21:00:29BFLogBotTo enter a bug: http://tinyurl.com/bfnewbug -- To view all bugs: http://tinyurl.com/bfbugs
21:00:35fordcarsyeah
21:00:44fordcarsI guess
21:02:31amgine1234567890can i get a link to the source code?
21:03:55fordcarsa link?
21:04:04fordcarsYou don't have mercurial?
21:04:12fordcarsFor what OS, Windows?
21:12:20fordcarshttps://bitfighter.googlecode.com/files/bitfighter-018a.tar.gz
21:12:27fordcarsThat is the source code for 018a
21:13:35Nothing_Much Quit (Quit: bye)
21:18:16fordcarsamgine1234567890 ^^^^
21:23:55fordcarsAlright, good night, off to bed!
21:23:58fordcars Quit (Quit: Page closed)
21:59:53koda has joined
22:00:28amgine1234567890windows 7
22:39:49FlynnnNT Quit (Quit: Leaving)
23:03:14amgine1234567890 Quit (Ping timeout: 250 seconds)

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