Timestamps are in GMT/BST.
| 00:44:20 | | BFLogBot Commit: e581a73fd264 | Author: watusimoto | Message: Create xmacro |
| 00:44:22 | | BFLogBot Commit: 9eb9b2b295e8 | Author: watusimoto | Message: Kill a crapton of warnings with one easy fix! |
| 00:44:23 | | koda has joined |
| 00:44:24 | | BFLogBot Commit: 2616fa89502a | Author: watusimoto | Message: Fix multi line instructions, rewording |
| 00:44:25 | | BFLogBot Commit: fa554544439c | Author: watusimoto | Message: Formatting |
| 00:44:27 | | BFLogBot Commit: 2c6f13eecf46 | Author: watusimoto | Message: Add testing command class available in debug builds only, implemented method to show object outlines for testing purposes |
| 00:44:28 | | BFLogBot Commit: 41db5dee3c62 | Author: watusimoto | Message: Whitespace |
| 00:44:30 | | BFLogBot Commit: 2b5b3041e543 | Author: watusimoto | Message: Generate better outline for GoFasts; use for inline help and more efficient collision detection |
| 01:03:12 | | Watusimoto Quit (Ping timeout: 245 seconds) |
| 01:41:27 | | watusimoto has joined |
| 01:41:27 | | ChanServ sets mode +o |
| 02:38:21 | | Platskies has joined |
| 02:54:08 | | koda Quit (Ping timeout: 245 seconds) |
| 03:09:50 | | koda has joined |
| 05:16:52 | | Platskies Quit (Ping timeout: 264 seconds) |
| 05:24:46 | | Platskies has joined |
| 06:29:34 | | Platskies Quit (Quit: Gotta go) |
| 06:29:54 | | Platskies has joined |
| 06:30:26 | | Platskies Quit (Client Quit) |
| 06:51:29 | | Platskies has joined |
| 07:14:38 | | watusimoto Quit (Ping timeout: 240 seconds) |
| 07:19:36 | | watusimoto has joined |
| 07:19:36 | | ChanServ sets mode +o |
| 07:50:29 | | LordDVG has joined |
| 08:16:46 | | bobdaduck has joined |
| 08:27:04 | | Watusimoto_ has joined |
| 09:30:26 | | Watusimoto_ Quit (Ping timeout: 260 seconds) |
| 09:46:27 | | Canseco has joined |
| 10:02:11 | | Platskies Quit (Quit: Platskies) |
| 10:43:23 | | watusimoto Quit (Read error: Connection reset by peer) |
| 10:43:39 | | watusimoto has joined |
| 10:43:39 | | ChanServ sets mode +o |
| 10:47:46 | | watusimoto Quit (Ping timeout: 245 seconds) |
| 11:23:18 | | koda Quit (Ping timeout: 245 seconds) |
| 11:39:23 | | Canseco Quit (Quit: Leaving) |
| 12:24:07 | | bobdaduck Quit (Remote host closed the connection) |
| 12:50:01 | | LordDVG Quit (Read error: Connection reset by peer) |
| 13:04:45 | | Watusimoto has joined |
| 13:23:50 | | bobdaduck has joined |
| 13:55:03 | | -hitchcock.freenode.net- *** Looking up your hostname... |
| 13:55:03 | | -hitchcock.freenode.net- *** Checking Ident |
| 13:55:03 | | -hitchcock.freenode.net- *** No Ident response |
| 13:55:03 | | -hitchcock.freenode.net- *** Couldn't look up your hostname |
| 13:55:09 | | BFLogBot has joined |
| 13:55:21 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 13:57:23 | | [None PING] |
| 13:57:24 | BFLogBot | My behaviour is addictive functioning in a disease process of toxic co-dependency. I need holistic healing and wellness before I'll accept any responsibility for my actions. -- Calvin |
| 13:59:39 | | [None PING] |
| 13:59:39 | BFLogBot | Know what I pray for? The strength to change what I can, the inability to accept what I can't and the incapacity to tell the difference. -- Calvin |
| 14:01:34 | | Flynn has joined |
| 14:02:32 | | Flynn is now known as FLynn |
| 14:02:35 | | FLynn is now known as Flynn |
| 14:02:50 | bobdaduck | Hi logbot! |
| 14:02:52 | bobdaduck | !bot |
| 14:02:52 | BFLogBot | I'm a real boy! |
| 14:03:19 | Flynn | haha |
| 14:03:28 | | Flynn is now known as Flynnn |
| 14:05:19 | | [None PING] |
| 14:05:19 | BFLogBot | This one's tricky. You have to use imaginary numbers, like eleventeen ... -- Hobbes |
| 14:05:54 | bobdaduck | logbot is talkative today! |
| 14:07:35 | | [None PING] |
| 14:07:35 | BFLogBot | As a math atheist, I think I should be excused from this. -- Calvin, to Hobbes |
| 14:09:51 | | [None PING] |
| 14:09:51 | BFLogBot | If you do the job badly enough, sometimes you don't get asked to do it again. -- Calvin |
| 14:11:02 | bobdaduck | Uh oh... |
| 14:12:07 | | [None PING] |
| 14:12:07 | BFLogBot | Endorsing products is the American way of expressing individuality. -- Calvin |
| 14:12:27 | bobdaduck | uh, logbot? |
| 14:12:44 | bobdaduck | YOU'RE SLEEPTALKING |
| 14:16:05 | | [None PING] |
| 14:16:05 | BFLogBot | Weekends don't count unless you spend them doing something completely pointless. -- Calvin |
| 14:18:21 | | [None PING] |
| 14:18:21 | BFLogBot | If you do the job badly enough, sometimes you don't get asked to do it again. -- Calvin |
| 14:20:37 | | [None PING] |
| 14:20:37 | BFLogBot | Susie: You'd get a good grade without doing any work. Calvin: So? Susie: It's wrong to get rewards you haven't earned. Calvin: I've never heard of anyone who couldn't live with that. |
| 14:22:53 | | [None PING] |
| 14:22:53 | BFLogBot | Until you stalk and overrun, you can't devour anyone. -- Hobbes |
| 14:25:09 | | [None PING] |
| 14:25:09 | BFLogBot | Hobbes: How is the diorama coming along? Calvin: I'm almost finished. Hobbes: I don't see the roadrunner. Weren't you going to put one in? Calvin: See the cotton balls I glued down? Hobbes: Yeah? Calvin: The roadrunner just ran out of the scene leaving behind clouds of dust! |
| 14:27:25 | | [None PING] |
| 14:27:25 | BFLogBot | It's great to have a friend who appreciates an earnest discussion of ideas. -- Calvin |
| 14:28:58 | bobdaduck | Yep, he's sleeptalking |
| 14:29:41 | | [None PING] |
| 14:29:41 | BFLogBot | Until you stalk and overrun, you can't devour anyone. -- Hobbes |
| 14:31:57 | | [None PING] |
| 14:31:57 | BFLogBot | Some people are pragmatists, taking things as they come and making the best of the choices available. Some people are idealists, standing for principle and refusing to compromise. And some people just act on any whim that enters their heads. I pragmatically turn my whims into principles! -- Calvin |
| 14:34:13 | | [None PING] |
| 14:34:13 | BFLogBot | Calvin: Know what I pray for? Hobbes: What? Calvin: The strength to change what I can, the inability to accept what I can't, and the incapacity to tell the difference. |
| 14:35:58 | kaen | not the worst spam you could possibly have |
| 14:36:29 | | [None PING] |
| 14:36:29 | BFLogBot | Life is full of surprises but never when you need one. -- Calvin |
| 14:36:41 | | -cameron.freenode.net- *** Looking up your hostname... |
| 14:36:42 | | -cameron.freenode.net- *** Checking Ident |
| 14:36:42 | | -cameron.freenode.net- *** No Ident response |
| 14:36:42 | | -cameron.freenode.net- *** Couldn't look up your hostname |
| 14:36:48 | | BFLogBot has joined |
| 14:36:48 | | -ChanServ- [#bitfighter] Welcome to #bitfighter. This is an IRC channel, many or all of the users may not be paying attention. Please have patience when waiting for a response. |
| 14:37:14 | kaen | now shush. |
| 14:51:06 | | raptor has joined |
| 14:51:06 | | ChanServ sets mode +o |
| 14:51:14 | | raptor enters cautiously |
| 14:51:34 | raptor | howdy folks! |
| 14:52:07 | kaen | hi! |
| 14:53:22 | raptor | so I, uh, am back |
| 14:54:04 | raptor | been stalking the logs - not too much going on, other than *lots* of commits by Watusimoto |
| 14:54:08 | bobdaduck | lol |
| 14:54:14 | raptor | looks like dwarf fortress... |
| 14:54:16 | kaen | indeed... |
| 14:54:19 | kaen | on both counts |
| 14:54:19 | Watusimoto | that's pretty much been it |
| 14:54:24 | bobdaduck | welcome back where have you been did you throw some water on logbot? |
| 14:54:33 | kaen | I threw the water |
| 14:54:41 | bobdaduck | oh okay |
| 14:54:46 | raptor | looks like logbot got stuck in a rut |
| 14:54:46 | bobdaduck | Yeah, definitely dwarf fortress |
| 14:54:53 | kaen | definitely dwarf fortress... |
| 14:54:59 | raptor | I lost the use of my hands |
| 14:55:04 | kaen | ! |
| 14:55:14 | kaen | temporarily? |
| 14:55:15 | bobdaduck | A goblin siege just wiped out my entire military except for a legless wrestler dwarf and a marksdwarf who won't pick up ammo for his crossbow |
| 14:55:29 | raptor | yes, I am typing, if slowly, now |
| 14:55:39 | kaen | ah ok |
| 14:55:41 | raptor | chicken-pecking some... |
| 14:55:50 | Watusimoto | what happened, if I may ask? |
| 14:55:52 | bobdaduck | what happened? |
| 14:56:02 | raptor | I pinched a nerve(s) in my back... really badly |
| 14:56:09 | kaen | wow |
| 14:56:11 | Watusimoto | ouch |
| 14:56:31 | raptor | the one that took it hardest was the 'Ulner' nerve: https://upload.wikimedia.org/wikipedia/commons/b/b2/TE-Nervous_system_diagram.svg |
| 14:56:50 | raptor | and my hands were essentially on fire for all of last week and the weekend |
| 14:56:50 | Watusimoto | how does one do that? |
| 14:57:07 | raptor | good question |
| 14:59:03 | Watusimoto | http://en.wikipedia.org/wiki/Ulnar_nerve_entrapment suggests it is an arm issue |
| 14:59:13 | raptor | seems like it was a combination of being a somewhat anxious person (by nature and nurture), being too stressed out, and moving in just the right (wrong) way |
| 14:59:30 | kaen | I pinched a couple nerves when I wrestled in high school. I remember the worst part for me was that there's pretty much nothing to do but wait and relax. |
| 14:59:39 | Watusimoto | btw, I've been wearing a brace on my moue hand for at least a decade, and it helps me a lot |
| 14:59:43 | raptor | hey that seems to be about it |
| 14:59:57 | Watusimoto | I get pain after about 5 mins of not using it |
| 15:00:12 | raptor | except my issue occured in both arms, at the same time, and after convulsing on the ground |
| 15:00:44 | Watusimoto | that sounds crazy bad |
| 15:00:46 | raptor | ah... Brachial plexus |
| 15:00:49 | raptor | that's the spot |
| 15:00:49 | kaen | oh that's sounds horrible |
| 15:01:03 | kaen | I've never heard of anything like that before. |
| 15:01:16 | raptor | I woke up two weeks ago with the muscle so tight in that area I wanted to scream |
| 15:01:25 | Watusimoto | I know people who started using voice software and say it's pretty good |
| 15:01:27 | raptor | 1 week later, I pinch the nerves below it |
| 15:01:37 | Watusimoto | even programmers |
| 15:01:46 | raptor | hmmm... I didn't even think about htat |
| 15:02:29 | kaen | they need to hurry up with that matrix-style neural human-computer interface |
| 15:02:34 | raptor | haha |
| 15:02:56 | Watusimoto | but probably with something like that, posture matters a lot |
| 15:03:12 | raptor | so I went to two doctors, one an MD who gave me a prescription for muscle relaxants (flexoril) |
| 15:03:27 | raptor | they didn't actually work, and only the first dose made me slightly sleepy |
| 15:03:45 | raptor | then I went to the company on-site chiropractor/witch doctor |
| 15:04:05 | raptor | and he told me to cook myself in the shower/tub 3-4 times a day for no more than 20 min. |
| 15:04:13 | raptor | and that actually worked |
| 15:04:14 | Watusimoto | this is one of the few things that chiropracty seems vaguely possible to assist with |
| 15:04:44 | raptor | he said i should be half better by the end of the weekend - I think it was more like 2/3 better |
| 15:04:56 | Watusimoto | is it likely to get worse again? |
| 15:05:04 | raptor | yesterday I could type with three fingers... and today... I can type with 8-9! |
| 15:05:14 | Watusimoto | on each hand! |
| 15:05:18 | raptor | haha, oops |
| 15:05:29 | raptor | i meant 4-5 on each hand, today |
| 15:05:33 | Watusimoto | :-) |
| 15:06:34 | raptor | so... because of my personality/physiology, it may happen again if I try to take on too many things again |
| 15:06:39 | raptor | as it stands I had to drop a class |
| 15:07:19 | raptor | the wife was relieved and noticed an instant change in my demeanor... besides the tears of pain |
| 15:07:43 | raptor | so yeah... how are you guys? |
| 15:08:15 | bobdaduck | Skippy the legless wrestler is hopping around on crutches, tackling trolls. |
| 15:08:30 | raptor | sounds legit |
| 15:08:36 | bobdaduck | She admires mules "for their stubborness" |
| 15:09:13 | kaen | not sure if you've noticed |
| 15:09:21 | kaen | but there's totally a crutchwalker skill |
| 15:09:47 | raptor | is this more dwarf fortress stuff? |
| 15:09:52 | raptor | seems like it.. |
| 15:09:54 | kaen | yes... |
| 15:09:57 | bobdaduck | yes... |
| 15:10:00 | kaen | I'm off the stuff! |
| 15:10:02 | kaen | I swear it! |
| 15:10:24 | kaen | no more shall the poison cross my monitor! |
| 15:11:28 | bobdaduck | ...right after he finishes this giant upside down pyramid. |
| 15:11:32 | raptor | I've been playing a lot of Stars! with my two good fingers... |
| 15:11:37 | Watusimoto | dwarf fortress or LSD... it's really hard to tell |
| 15:11:42 | bobdaduck | lol |
| 15:11:47 | Watusimoto | stars will stress you! |
| 15:12:02 | raptor | well... my brother and I played against 5 AI |
| 15:12:08 | Watusimoto | they cheat |
| 15:12:10 | raptor | we won |
| 15:12:24 | raptor | the packet physics one was pretty hard though |
| 15:12:36 | raptor | seems like I spent half the game recolonizing the same 5 planets |
| 15:12:39 | Watusimoto | was he shooting packets at your planets |
| 15:13:04 | Watusimoto | how long did your turns last during the late phases? |
| 15:13:12 | raptor | he was alternate reality, I was interstellar traveller |
| 15:13:20 | raptor | I could have wiped him out early... |
| 15:13:25 | raptor | be we were 'friends' |
| 15:13:30 | Watusimoto | ah, cute |
| 15:14:07 | raptor | he basically used my gates the whole time and focused on offense while I focused on making the gates |
| 15:15:00 | raptor | longest turns were about 30-60 min. |
| 15:15:10 | raptor | I ran my own host over an sshfs share |
| 15:15:27 | raptor | and created an RSS feed when the turn updated |
| 15:15:40 | raptor | early turns were like 1-5 min. |
| 15:16:04 | Watusimoto | 60 mins... not bad |
| 15:16:05 | raptor | actually, I had a few turns that lasted closer to 2 hours |
| 15:16:13 | Watusimoto | that's more like what I remember |
| 15:16:16 | raptor | when the PP AI kept wiping out my planets |
| 15:16:33 | raptor | because interstellar traveler's mass drivers only work half as good as normal |
| 15:17:48 | raptor | yeah, so our next plan is to get my sister involved... |
| 15:17:52 | raptor | :) |
| 15:19:23 | raptor | because we'll expect backstabbing from her, then we can take out on her all our years of frustration that she was the favored one... :) |
| 15:20:22 | raptor | of she already knows this... |
| 15:20:26 | raptor | *of course |
| 15:20:42 | Watusimoto | try her with diplomacy |
| 15:20:52 | raptor | no way, we'd get trounced! |
| 15:21:06 | raptor | think 'scorched earth' |
| 15:21:12 | | fordcars has joined |
| 15:21:28 | raptor | at least with with Stars! we can be friends until she thinks she can take us on... |
| 15:21:30 | Watusimoto | hey kaen -- can you check something for me? if you have a teleporter, and you change the geometry via lua script (using set_geom method), that can change the location of the teleporter. Do you see how that info gets to the clients? |
| 15:21:55 | Watusimoto | setGeom calls doSetGeom |
| 15:22:39 | Watusimoto | doGeom changes the location (setVert(points[0], 0);), then updates the extent |
| 15:22:43 | Watusimoto | then... that's it |
| 15:23:43 | Watusimoto | maybe I need to create a script to test whether it actually _does_ get to the client |
| 15:24:12 | Watusimoto | actually, bobdaduck, that would be a good task for you, since you are now better at scripting than I am |
| 15:24:33 | bobdaduck | Okay, what are you asking? |
| 15:24:35 | Watusimoto | can you write a script that moves a teleporter once the game has started? |
| 15:24:44 | bobdaduck | Uh, I have several |
| 15:24:46 | Watusimoto | maybe just scoots it across the screen or whatever |
| 15:24:50 | Watusimoto | and they work? |
| 15:24:55 | bobdaduck | also one that has a speedzone move |
| 15:24:58 | Watusimoto | i.e. you can reposition them once the game has started |
| 15:25:04 | Watusimoto | but a teleporter |
| 15:25:05 | bobdaduck | though I admittedly didn't do too much work on that one |
| 15:25:20 | bobdaduck | I have one where I change the dests... Gimme a sec then |
| 15:25:26 | Watusimoto | because I'm not seeing how it would work |
| 15:25:35 | Watusimoto | I just need to verify that they can be moved |
| 15:25:41 | Watusimoto | after the game has started |
| 15:28:14 | kaen | well I can crash by adding a teleporter without geom ... |
| 15:29:34 | bobdaduck | It did not move, no. |
| 15:29:38 | bobdaduck | Trying alternate methods... |
| 15:30:22 | kaen | I can get it to move once |
| 15:30:48 | kaen | nope nevermind |
| 15:30:50 | kaen | not even once |
| 15:31:11 | bobdaduck | So that's a negative then |
| 15:32:05 | bobdaduck | I tried just hard-substituting the moving speedzone script with teleporters and that didn't work |
| 15:32:19 | kaen | OH! |
| 15:32:24 | kaen | it's just not moving client-side |
| 15:32:32 | Watusimoto | yes, as I thought |
| 15:32:44 | kaen | I can't seem to trigger it after moving it though |
| 15:32:51 | kaen | even if I move where it should be server-side |
| 15:32:56 | Watusimoto | odd |
| 15:32:57 | kaen | but it renders properly @_@ |
| 15:33:03 | Watusimoto | renders in new location? |
| 15:33:16 | bobdaduck | wut |
| 15:33:28 | Watusimoto | polish list question for kaen or raptor -- one of you (presumably) add that the help font was hard to read |
| 15:33:52 | raptor | that was me... when it was set to Tenby |
| 15:34:21 | kaen | okay, exact clarification: |
| 15:34:26 | kaen | moves properly server side |
| 15:34:37 | kaen | CAN be activated in its actually location |
| 15:34:40 | Watusimoto | ok, take a look now (editor instructions have been totally redone), and remove from the list if you are happy with the font as is now in the repo |
| 15:34:43 | raptor | I was trying my hardest to read a line and couldn't get past the first couple words without have to rescan a few times |
| 15:34:46 | raptor | ok |
| 15:34:56 | Watusimoto | I agree... tenby is best in small doses |
| 15:34:56 | kaen | renders in the old position for an already-connected client |
| 15:35:15 | kaen | when a client joins afterwards, he gets the real position of the teleporter and everything looks/works fine |
| 15:35:19 | kaen | until it's moved again :P |
| 15:35:45 | kaen | so, sounds like the geom mask needs to be set |
| 15:36:03 | Watusimoto | I think so |
| 15:36:10 | kaen | which should probably really be done way down in BfObect::lua_setGeom |
| 15:36:14 | | BFLogBot Commit: dd30ec7d00fc | Author: watusimoto | Message: Fix up outlines for turrets |
| 15:36:15 | | BFLogBot Commit: 3893f5ed2b13 | Author: watusimoto | Message: Fix up outlines for all known objects... use new method (with horrid name) to preserve editor functionality |
| 15:36:23 | kaen | because I've fixed this bug for another object type before, though I don't remember which |
| 15:36:25 | kaen | oh, textitems |
| 15:40:11 | bobdaduck | though its kinda fun to watch the destinations move around on the C map... |
| 15:41:47 | Watusimoto | I don't think geomMask is even used by teleporters at the moment |
| 15:42:25 | Watusimoto | oh boy, this is going to be a mess |
| 15:42:36 | Watusimoto | we don't have multipoint teleporters on the client |
| 15:42:50 | Watusimoto | wait |
| 15:43:04 | Watusimoto | right, we send everything as a 2-point teleporter |
| 15:43:14 | raptor | editor instructions look great! |
| 15:43:28 | Watusimoto | so if you change an origin or dest, we need to figure out how to get the correct geom to the client |
| 15:43:46 | kaen | yuck |
| 15:43:57 | Watusimoto | we might need to delete 3 or 4 teleporters after we update one on the server |
| 15:44:00 | Watusimoto | yuck indeed |
| 15:44:26 | Watusimoto | we probably need to assign some sort of id to the teleporters on the client we can use to trigger their deletion and recreation |
| 15:44:27 | raptor | that font is easier to read than Tenby5, but I still wouldn't classify it a soft or easy font |
| 15:44:31 | Watusimoto | kind of icky |
| 15:44:39 | Watusimoto | raptor: thanks! |
| 15:44:42 | raptor | but maybe it doesn't need to be for a 2D arcade game |
| 15:44:50 | kaen | I don't understand how we'd have to delete several teles after a single server-side update |
| 15:45:13 | Watusimoto | kaen: ok, so we have teleporter A going to dests B, C, D |
| 15:45:16 | raptor | overlapping ones merge entry points |
| 15:45:25 | Watusimoto | sorry teleporter 1 going to A, B, C |
| 15:45:33 | Watusimoto | #s are origins, letters are dests |
| 15:45:37 | kaen | ok |
| 15:45:47 | Watusimoto | so we move C to D on the server |
| 15:46:04 | Watusimoto | our send function will send 1-A, 1-B, and 1-D |
| 15:46:25 | Watusimoto | in order to not end up with dupes or other weirdness, we need to delete 1-A, 1-B, and 1-C on client |
| 15:46:44 | kaen | ok I see |
| 15:46:57 | Watusimoto | obviously if we move 1 to 2 on server, we need to kill 1-X and send 2-X |
| 15:47:02 | Watusimoto | but that is more obvious |
| 15:47:43 | Watusimoto | so server needs a way to identify which client teleporters belong to the server teleporter we are modifying |
| 15:47:53 | kaen | ok, that makes sense |
| 15:48:04 | kaen | and sounds more straightforward than I originally thought |
| 15:48:11 | Watusimoto | oh, good! |
| 15:48:49 | Watusimoto | we probably jsut need to send an id when we send geom, then add a delete command that sends an id |
| 15:49:07 | Watusimoto | raptor: is the new instr. font good enough? |
| 15:49:17 | raptor | I thinkn it might be |
| 15:49:20 | Watusimoto | er... readable enough? |
| 15:49:25 | raptor | what do you think, kaen? |
| 15:49:37 | Watusimoto | man, when I go back to the 018 client, it just looks uuuuugly |
| 15:49:41 | kaen | you mean a delete rpc, because you don't want to do that in unpackupdate? |
| 15:49:42 | raptor | heh |
| 15:49:47 | raptor | you should go back to 015 |
| 15:49:59 | Watusimoto | I can't unsee what I've seen |
| 15:50:14 | Watusimoto | so I try to limit my exposure to unpleasant sights |
| 15:50:19 | Watusimoto | so I won't be doing that |
| 15:50:34 | kaen | it's not just the visuals... the performance is so drastically better for me on 019 than 018a |
| 15:50:39 | Watusimoto | kaen: we could do that in a pack/unpack |
| 15:51:03 | Watusimoto | maybe when we send geom for a teleporter, just delete any old ones with that id |
| 15:51:11 | kaen | that's what I was thinking |
| 15:51:13 | Watusimoto | that would probably be simpler |
| 15:51:20 | Watusimoto | yeah, good plan |
| 15:51:26 | kaen | there's kind of a gotcha there: you can set IDs on the fly |
| 15:51:39 | Watusimoto | you can? |
| 15:51:40 | kaen | so you might have to do the same dance when the tele's id is set, too |
| 15:51:47 | kaen | yes |
| 15:51:59 | Watusimoto | ok, maybe we need a immutable machine id for this |
| 15:52:02 | raptor | be right back... have to do WorldOfGoo therapy for my sick 4 year old |
| 15:52:03 | bobdaduck | 019 is like twice as fast as 019 |
| 15:52:10 | Watusimoto | goo! |
| 15:52:10 | bobdaduck | I can even feel it on a new computer... |
| 15:52:12 | bobdaduck | GOO |
| 15:52:46 | kaen | Watusimoto, memory address sounds like a good candidate |
| 15:52:47 | | thread_ has joined |
| 15:53:01 | kaen | or |
| 15:53:02 | kaen | heck |
| 15:53:05 | kaen | TNL has a nonce class |
| 15:53:08 | Watusimoto | that's a lot of bits |
| 15:53:31 | Watusimoto | just an incrementing 10 or 12 bit static serial would be easy |
| 15:53:53 | Watusimoto | even 16 bit if you wanted to let bobdaduck do a 65K teleporter level |
| 15:54:18 | bobdaduck | Already possible in DnD |
| 15:54:32 | bobdaduck | ...Dunno what you just said, but its possible in DnD. |
| 15:54:56 | Watusimoto | we also have mNextSerialNumber |
| 15:55:41 | Watusimoto | thoguh that's currently a 32 bit number |
| 15:56:19 | kaen | hmm... TNL::Nonce is 8 bit and it doesn't auto-increment on construction |
| 15:56:36 | Watusimoto | 8 bit? |
| 15:56:47 | Watusimoto | that seems rather small |
| 15:56:57 | kaen | again demonstrating how zap is much better than the library it was meant to show off |
| 15:57:16 | kaen | oh, it's actually U8 data[8] |
| 15:57:39 | Watusimoto | U8 data[NonceSize]; // 8 bytes, 2^64 possibilities |
| 15:57:50 | Watusimoto | right |
| 15:57:52 | Watusimoto | ;-) |
| 15:58:33 | Watusimoto | we could just create a new serial number for teleporters only |
| 15:58:37 | kaen | I was thinking it was a utility nonce, I had to get all the way there to see it was a crypto nonce |
| 15:58:47 | Watusimoto | a mParentChildId |
| 15:59:51 | kaen | what if we just used the normal object id, and sent id updates to the client? |
| 16:00:04 | kaen | (just for teleporters) |
| 16:00:14 | kaen | that way you don't have to make a new field |
| 16:01:09 | kaen | hmm but then you get into that weird unguaranteed order issue with packupdate... |
| 16:01:25 | kaen | what if the id packet and geom packet arrive out of order |
| 16:01:41 | Watusimoto | my _only_ objection to that is that we would send an extra 16 bits every time we sent teleporter geom... which is probably not a big deal give that we do it rarely. But then you end up with potentially non-unique object serial numbers on the client |
| 16:02:03 | Watusimoto | also probably not a big deal, but perhaps leading to problems in some future universe where we assume they are in fact unique |
| 16:02:57 | kaen | messy messy |
| 16:03:16 | Watusimoto | in PackUpdate, just before this line: |
| 16:03:17 | Watusimoto | stream->writeInt(dests, 16); |
| 16:03:20 | Watusimoto | we do this: |
| 16:03:35 | Watusimoto | stream->writeInt(parentChildId, 16); |
| 16:03:43 | Watusimoto | then no need to worry about packet orders and whatnot |
| 16:04:27 | Watusimoto | actually, I can just do it right now, as I have the code open |
| 16:04:53 | kaen | I think you're right, needs to be an immutable id just for this purpose |
| 16:05:49 | kaen | because if it's mutable and I do setId then setGeom in two different packets, and you get the geom packet before the id packet, you'll try to erase pairs with an id that doesn't exist yet |
| 16:06:06 | kaen | or plus I think IDs aren't forcibly unique |
| 16:08:55 | Watusimoto | oops |
| 16:08:58 | Watusimoto | I goofed |
| 16:09:16 | Watusimoto | way off base |
| 16:09:41 | Watusimoto | we may actually manage teleporters as a single entity on client |
| 16:10:16 | kaen | for(S32 i = 0; i < dests; i++) |
| 16:10:16 | kaen | getDest(i).write(stream); |
| 16:10:21 | kaen | I think you're right |
| 16:11:37 | Watusimoto | maybe all we need to do is trigger this with the geom flag |
| 16:11:50 | Watusimoto | it appears that it will overwrite the old dests |
| 16:12:04 | Watusimoto | I was remembering the first implementatino of multi-dest teleporters |
| 16:12:10 | Watusimoto | waaay back in 012 or so |
| 16:12:28 | Watusimoto | I just reverted all my changes related to this |
| 16:14:43 | Watusimoto | ok, I'm done for the night |
| 16:14:49 | | BFLogBot Commit: f451fa16b6c6 | Author: watusimoto | Message: Rename method, comments |
| 16:14:50 | Watusimoto | blech |
| 16:15:25 | Watusimoto | kaen: if I don't see a checkin related to this from you today, I'll do it tomorrow when I can thing straight |
| 16:16:08 | Watusimoto | raptor: glad you're back(ish), take it easy, don't stress, and take care of yourself |
| 16:16:36 | Watusimoto | I'll be working to whittle down the polish list and/or the google code list for 019 so we can push forward with a release as soon as we can |
| 16:17:03 | Watusimoto | my latest changes fix all the (knwon) problems with the inline help. Well, most of them at least. |
| 16:17:39 | Watusimoto | we'll need to get some testers to give us feedback on the frequency/duration of messages, and whether the content is useful |
| 16:18:04 | Watusimoto | maybe I'll see if my son can arrange some of his friends to play it and see what happens |
| 16:19:20 | Watusimoto | good night, gentlemen |
| 16:19:29 | bobdaduck | night gentlewat |
| 16:20:19 | | Watusimoto Quit (Quit: http://quassel-irc.org - Chat comfortably. Anywhere.) |
| 16:23:09 | | thread_ Quit (Ping timeout: 250 seconds) |
| 16:27:05 | fordcars | Yaaaaaaay |
| 16:27:27 | fordcars | Managed to printf some text in command line with an in-game command xD |
| 16:27:34 | bobdaduck | lol |
| 16:28:02 | fordcars | 019 bugs in window mode |
| 16:28:29 | bobdaduck | I miss buildbot... |
| 16:31:28 | | bobdaduck Quit (Remote host closed the connection) |
| 16:31:59 | fordcars | Alright, I'll be back in an hour |
| 16:36:35 | | fordcars Quit (Ping timeout: 250 seconds) |
| 16:59:42 | | fordcars has joined |
| 17:58:37 | raptor | fordcars: what do you mean by 'bugs' |
| 17:58:41 | raptor | (on OSX?) |
| 18:02:52 | fordcars | on Windows, you can't go into Windowed mode |
| 18:02:59 | fordcars | in-game anyway |
| 18:03:16 | raptor | ok, i'll make a new build |
| 18:19:16 | kaen | uh, raptor |
| 18:19:22 | kaen | any idea what happend to ctrl+r ? |
| 18:19:45 | kaen | for testing levelgens in the editor |
| 18:19:48 | kaen | it does rotation now.. |
| 18:20:17 | kaen | oh, ctrl+k |
| 18:20:18 | kaen | nice |
| 18:20:40 | kaen | disregard :P |
| 18:27:18 | Nothing_Much | :( |
| 18:27:22 | Nothing_Much | Hi guys |
| 18:27:25 | kaen | hi! |
| 18:27:37 | Nothing_Much | what's up? |
| 18:27:42 | kaen | why so down, charlie brown? |
| 18:28:03 | Nothing_Much | I can't finish my trailer because my computer's.. not available right now |
| 18:28:11 | Nothing_Much | I'm stuck on this old 2006 iMac |
| 18:28:37 | fordcars | :P |
| 18:28:40 | Nothing_Much | which is alright, I can still play a couple games, but it's like, I can't do any video editing :( |
| 18:28:46 | fordcars | *79$ |
| 18:29:48 | kaen | :/ |
| 18:30:14 | Nothing_Much | yeah |
| 18:41:46 | | bobdaduck has joined |
| 18:42:20 | bobdaduck | WQ3GIPAVRJA; |
| 18:42:55 | bobdaduck | Everybody give me the roughest song you can think of |
| 18:46:12 | fordcars | Happy Birthday |
| 18:46:25 | Nothing_Much | HB? |
| 18:46:43 | fordcars | lol, the song |
| 18:46:54 | Nothing_Much | lol |
| 18:47:00 | Nothing_Much | I thought it was his birthday |
| 18:47:26 | fordcars | hah I thought you did :P |
| 18:47:55 | bobdaduck | and I shall get back to your answers in like 10 minutes. |
| 18:57:27 | | Flynnn Quit (Quit: This computer has gone to sleep) |
| 18:58:21 | raptor | fordcars: the windowed bug is an SDL2 bug that has been fixed in the SDL2 source, it will still be in the build I'm building now, though... maybe I should update to stable SDL2 |
| 19:00:29 | fordcars | ok thanks! |
| 19:01:43 | raptor | do you guys want a build now? Or can you wait for me to update to stabler SDL2? |
| 19:01:56 | bobdaduck | No build just release |
| 19:02:09 | raptor | ummm... |
| 19:02:33 | bobdaduck | lol |
| 19:02:39 | raptor | I've been out of the loop for a bit now and I honestly don't know the full state of things. Although they do look good |
| 19:02:57 | raptor | Also your response wasn't actually an answer to my either/or question... |
| 19:03:13 | kaen | bobdaduck, sounds like you're looking for opeth |
| 19:03:26 | kaen | or maybe anything by greely estates from no rain no rainbow |
| 19:03:45 | kaen | or maybe the melvins if you're looking for stuff with actual musical notes in it |
| 19:03:58 | bobdaduck | xD |
| 19:03:59 | bobdaduck | songs? |
| 19:04:44 | raptor | https://www.youtube.com/watch?v=v0CLYpYKHNY |
| 19:05:00 | raptor | I warned you... |
| 19:05:07 | raptor | or.. maybe i didn't |
| 19:05:14 | bobdaduck | xD |
| 19:05:32 | bobdaduck | Come at me bro I listen to industrial |
| 19:05:50 | bobdaduck | AUGH |
| 19:05:51 | bobdaduck | WHAT IS THIS |
| 19:05:53 | bobdaduck | WHAT HAVE YOU DONE |
| 19:06:03 | raptor | yes, well... I'm not sure I'd define that as listening.... it's more like being clobbered |
| 19:06:11 | bobdaduck | xDD |
| 19:06:22 | bobdaduck | That burns my soul. |
| 19:06:26 | bobdaduck | Something angrier, please. |
| 19:06:27 | bobdaduck | xD |
| 19:06:32 | raptor | :-D |
| 19:06:37 | kaen | wow |
| 19:06:39 | kaen | gg raptor |
| 19:06:40 | kaen | gg |
| 19:07:43 | raptor | hey JohnEight32 is back |
| 19:07:53 | bobdaduck | love that guy |
| 19:16:53 | fordcars | hah |
| 19:17:04 | bobdaduck | lol greely estates |
| 19:17:06 | fordcars | He's been here for a few days |
| 19:17:32 | fordcars | I just made an infinite while loop wich crashed Bitfighter |
| 19:17:56 | kaen | I accidentally find ways to crash bitfighter all the time \o/ |
| 19:18:08 | raptor | I made a forum post! woo |
| 19:18:29 | fordcars | Does anybody know how to use drawstring()? |
| 19:18:43 | kaen | fordcars, you mean in c++ ?! |
| 19:18:45 | raptor | language/environment/location |
| 19:19:16 | fordcars | yeah |
| 19:19:20 | fordcars | In bitfighter |
| 19:19:36 | fordcars | I need some kind of loop? |
| 19:19:43 | kaen | drawString(x, y, fontsize, "your text here") |
| 19:19:55 | kaen | well, you need to call it each frame |
| 19:20:01 | fordcars | Oh okok |
| 19:20:04 | kaen | in a render() method somewhere |
| 19:20:37 | kaen | is generally where you should stick those things |
| 19:20:45 | kaen | ideally the render() method of the class you're wrenching on |
| 19:21:05 | raptor | ok, now to SDL2... |
| 19:21:30 | raptor | kaen: think I should update to released 2.0.0 stable on windows? Or go newer with bug fixes? |
| 19:22:07 | kaen | hmmm tough call |
| 19:22:21 | raptor | maybe i'll just do 2.0.0 and see how it fares |
| 19:22:22 | kaen | I guess since we're about to release you should use stable |
| 19:22:26 | raptor | should be OK |
| 19:22:40 | kaen | I think you're right |
| 19:22:43 | Nothing_Much | 0 |
| 19:24:14 | kaen | I mean "about" as in "we've been trying to release for 'about' two months" ... |
| 19:24:20 | bobdaduck | lol |
| 19:26:52 | kaen | wutchu think about this level, bobdaduck? http://bitfighter.org/pleiades/levels/view/79 |
| 19:27:24 | raptor | it's like one of those little get-the-BB-in-the-hole games |
| 19:27:33 | kaen | hehe yeah you're right! |
| 19:27:49 | bobdaduck | if you're going for that |
| 19:28:10 | bobdaduck | make two seperate versions of the map with little or no or specific controlled interaction |
| 19:28:12 | kaen | well, it's just an experiment with playable randomly-generated levels |
| 19:28:14 | bobdaduck | and turn it into a soccer |
| 19:29:27 | bobdaduck | ah |
| 19:29:48 | raptor | hmmm... I'm going to have to update the SDL2 headers.. |
| 19:31:25 | bobdaduck | It looks pretty good |
| 19:31:57 | kaen | I've got some ideas to put into it |
| 19:32:06 | kaen | I think I'm going to spawn mines in the outer ring |
| 19:32:12 | kaen | and put flag spawns there |
| 19:32:12 | bobdaduck | but I don't see it being better than a secifically made nexus level |
| 19:32:37 | kaen | that's sort of the crux of the levelgen problem... |
| 19:32:44 | kaen | but then again I made the script in five minutes, so... |
| 19:32:47 | bobdaduck | lol |
| 19:33:35 | Nothing_Much | fffffffffffffffffffffffffffffffff |
| 19:33:45 | kaen | indeed. |
| 19:34:50 | Nothing_Much | + |
| 19:35:09 | kaen | can you elaborate on that point a bit? |
| 19:35:25 | kaen | you sound pretty |
| 19:35:26 | kaen | positve |
| 19:35:58 | bobdaduck | rofl |
| 19:38:08 | kaen | what interests me about these generated levels |
| 19:38:15 | kaen | is that they can adjust to playing conditions |
| 19:38:38 | kaen | like, I can change how big the level is based on the number of players when it starts |
| 19:38:38 | bobdaduck | Yeah, that part is cool |
| 19:39:48 | bobdaduck | _K did a contest for that once |
| 19:39:55 | kaen | for what? |
| 19:40:04 | kaen | generated levels in general? |
| 19:40:11 | bobdaduck | no for like |
| 19:40:14 | bobdaduck | level series |
| 19:40:14 | raptor | level size based on player count |
| 19:40:17 | bobdaduck | based on |
| 19:40:18 | bobdaduck | yeah. |
| 19:40:24 | kaen | ah cool |
| 19:42:18 | bobdaduck | FORDCARS |
| 19:42:21 | bobdaduck | HOWS THAT BOT COMING? |
| 19:42:24 | fordcars | hehe |
| 19:42:26 | bobdaduck | lol |
| 19:43:21 | | Little_Apple has joined |
| 19:44:05 | Little_Apple | raptor: help! |
| 19:44:12 | raptor | hi Little_Apple |
| 19:44:15 | fordcars | kaen, I have extern bool varName in file.h, and bool varName = false; in file.cpp, but accessing it in file2.cpp doesn't work, even if i did #include file.h |
| 19:44:23 | raptor | choose B |
| 19:44:29 | bobdaduck | hi Little_Apple |
| 19:44:30 | Little_Apple | i tried to get the server thing working... |
| 19:44:40 | bobdaduck | Pull every lever in the fortress |
| 19:44:41 | raptor | please define 'server thingy' |
| 19:44:51 | raptor | (I've been gone for a week) |
| 19:44:56 | raptor | what is Bitfighter? |
| 19:45:00 | fordcars | says "Undeclared Identifier" |
| 19:45:11 | Little_Apple | http://bitfighter.org/forums/viewtopic.php?f=6&t=2008&view= |
| 19:45:12 | fordcars | :PP |
| 19:45:26 | raptor | oh - did you read my latest comment? |
| 19:45:28 | fordcars | That worked on 10.5.3 |
| 19:45:31 | Little_Apple | yep |
| 19:45:41 | fordcars | *10.5.8 |
| 19:45:44 | raptor | ah ok, now I follow you |
| 19:46:00 | kaen | fordcars, static bool varName |
| 19:46:08 | fordcars | in header? |
| 19:46:16 | fordcars | oh in file.cpp |
| 19:46:16 | raptor | where are you stuck, Little_Apple? |
| 19:46:17 | kaen | wherever you declare it the first time |
| 19:46:23 | fordcars | okok |
| 19:46:57 | fordcars | 2>c:\documents and settings\fordcarst\desktop\bitfighter\zap\uigame.cpp(483): error C2065: 'awesomeTrue' : undeclared identifier |
| 19:47:08 | Little_Apple | i think i opened it correctly... |
| 19:47:30 | fordcars | still the same error :( |
| 19:47:36 | Little_Apple | got this... AttributeError: 'MessengerOSXMountainLion' object has no attribute 'title' |
| 19:47:48 | raptor | really? |
| 19:47:52 | bobdaduck | So the OSX one isn't fixed enough yet. |
| 19:47:56 | raptor | quiet you... |
| 19:48:03 | raptor | I can only run so many VMs at once... |
| 19:48:07 | bobdaduck | YOU KNOW WHAT ELSE IS BROKEN? |
| 19:48:11 | bobdaduck | TURRET FRIENDLY FIRE. |
| 19:48:16 | raptor | with my gimpy fingers |
| 19:48:20 | fordcars | WHAT\ |
| 19:48:20 | bobdaduck | xD |
| 19:48:39 | bobdaduck | OH. And Raptor: How do I access the MotD? |
| 19:48:40 | fordcars | I miss turret friendly fire |
| 19:48:50 | Little_Apple | lol |
| 19:48:57 | raptor | ok Little_Apple, I will take a look right after my current code update |
| 19:49:01 | | bobdaduck punches fordcars |
| 19:49:02 | Little_Apple | turrets were more fun when they were useless. |
| 19:49:08 | Little_Apple | kk |
| 19:49:08 | kaen | so, you're doing bool varName; in file.h, static bool varName = false; in file1.cpp and extern bool varName; in file2.cpp ? |
| 19:49:14 | | bobdaduck punchees Little_Apple |
| 19:49:15 | raptor | bobdaduck: what was the link he gave you for that? |
| 19:49:24 | | fordcars slaps bobaduck with a smelly fish. |
| 19:49:24 | bobdaduck | bitfighter.org/motd |
| 19:49:26 | Little_Apple | punchees! |
| 19:49:29 | bobdaduck | but you have to pass username |
| 19:49:30 | raptor | puncheese? |
| 19:49:40 | fordcars | punch cheese? |
| 19:49:44 | Little_Apple | pun + cheese |
| 19:49:48 | raptor | is that like, 'you're looking sharp today!' |
| 19:50:03 | kaen | actually I got it all wrong, fordcars |
| 19:50:08 | fordcars | ok |
| 19:50:13 | Little_Apple | yes raptor. |
| 19:50:27 | | bobdaduck punches everyone |
| 19:50:29 | fordcars | Wassup? |
| 19:50:39 | | bobdaduck listens to greely estates |
| 19:50:58 | | fordcars slaps everyone with cheese and punch, pun intended cheese |
| 19:51:11 | kaen | fordcars, this should help you sort things out http://en.wikipedia.org/wiki/External_variable#Example_.28C_programming_language.29 |
| 19:51:12 | Little_Apple | I DONT SEE ANY PUNS |
| 19:51:13 | bobdaduck | BRAWL |
| 19:51:18 | bobdaduck | FIGHT FIGHT FIGHT FIGHT |
| 19:51:36 | raptor | man, first day back, and I don't know what's going on... |
| 19:51:38 | bobdaduck | lol |
| 19:51:45 | bobdaduck | well |
| 19:51:50 | fordcars | Oh, in file2.cpp, I define it too? |
| 19:51:52 | Little_Apple | i grew a third arm! |
| 19:51:55 | bobdaduck | someone said something I disagreed with |
| 19:52:01 | bobdaduck | so I started a bar fight |
| 19:52:03 | bobdaduck | in the irc. |
| 19:52:34 | kaen | you have to define it without extern somewhere, then you have to declare it with extern anywhere else you want to use it |
| 19:52:52 | bobdaduck | Oh, yeah and apparently Little_Apple grew a third arm mid-brawl. |
| 19:52:55 | Little_Apple | if bitfighter were java it could be a .jar fight |
| 19:52:56 | kaen | you shouldn't actually be putting anything in a header |
| 19:53:07 | bobdaduck | It was very similar to leveling up. |
| 19:53:11 | Little_Apple | IM SORRY |
| 19:53:16 | bobdaduck | I think he got an achievement for it too |
| 19:53:38 | Little_Apple | its great for halloween |
| 19:53:39 | kaen | more importantly, fordcars, you 99.99999999% of the time don't want to use extern, or loose variable at all |
| 19:53:55 | fordcars | but how would you communicate with other files?? |
| 19:53:57 | kaen | it's ok for personal hacks, but that variable probably belongs on a class somewhere |
| 19:54:03 | kaen | hehehe |
| 19:54:30 | kaen | ideally you would use object instances, which have their interfaces defined in .h files |
| 19:54:41 | fordcars | namespace? |
| 19:54:49 | kaen | failing that, static class methods/variables or *gulp* namespaced functions/data |
| 19:55:00 | fordcars | ah ok |
| 19:55:07 | kaen | you can put anything in a namespace |
| 19:55:13 | kaen | that's purely an organizational tool |
| 19:55:27 | fordcars | but kaen, the extern variable still fails |
| 19:55:32 | kaen | huh |
| 19:55:43 | kaen | maybe there's a difference between c++ and c regarding that |
| 19:55:45 | kaen | I'm not really sure |
| 19:55:58 | fordcars | I have extern bool awesomeTrue; in my other .cpp file |
| 19:56:07 | kaen | because I haven't used it in like three years (since the last patch I submitted to freedroidrpg...) |
| 19:56:10 | | kaen shudders |
| 19:56:22 | fordcars | and "extern bool awesomeTrue;" in .h |
| 19:56:31 | kaen | oh |
| 19:56:44 | fordcars | and "bool awesomeTrue;" in the cpp of that .h |
| 19:56:49 | kaen | you shouldn't need anything in .h as far as I know |
| 19:56:56 | fordcars | oh |
| 19:57:04 | kaen | you need to drop an extern from one of the .cpp files, too |
| 19:57:36 | kaen | because if every file says "this variable is defined somewhere else", then it actually never gets defined |
| 19:58:58 | | Little_Apple is still trying to get the thingamabob to work |
| 19:59:26 | kaen | Little_Apple, are you able to execute it with python? |
| 19:59:45 | Little_Apple | i can get the terminal window to say a bunch of wonderful things |
| 19:59:55 | Little_Apple | but it doesnt really do anything |
| 20:00:04 | kaen | sweet, you should pastie those things |
| 20:00:08 | kaen | I read the earlier error |
| 20:00:12 | fordcars | ok so, I got rid of .h stuff, so now in file1.cpp I have "bool awesomeTrue;" and in file2.cpp I have "#include file1.cpp extern bool awesomeTrue;" |
| 20:00:44 | Little_Apple | http://pastie.org/8371112 |
| 20:01:03 | kaen | oh whoa |
| 20:01:11 | kaen | I totally linked to the wrong script in the forum post |
| 20:01:17 | Little_Apple | haha |
| 20:01:34 | | bobdaduck Quit (Remote host closed the connection) |
| 20:01:58 | kaen | try this one https://code.google.com/p/bitfighter/source/browse/bitfighter-notifier/gci/bitfighter-notifier-macosx?repo=tools |
| 20:02:43 | kaen | actually you probably need the entire contents of this folder: |
| 20:02:44 | kaen | https://code.google.com/p/bitfighter/source/browse?repo=tools#hg%2Fbitfighter-notifier%2Fgci%253Fstate%253Dclosed |
| 20:03:30 | Little_Apple | i dont even.. what |
| 20:03:39 | kaen | fordcars, you should not include .cpp files |
| 20:03:43 | fordcars | ARGH STUPID CAPITAL |
| 20:03:49 | fordcars | Yeah I know :) |
| 20:04:15 | Little_Apple | im getting the same error |
| 20:04:25 | kaen | @_@ |
| 20:04:27 | raptor | My first commit! |
| 20:04:49 | | BFLogBot Commit: 9c8916d9e0a1 | Author: buckyballreaction | Message: Update SDL2 headers to 2.0.0 stable. Also make minor changes for the Linux and OSX config pieces to be more compatible with compiling on more systems |
| 20:04:50 | raptor | ok Little_Apple, on to your problem |
| 20:04:52 | Little_Apple | and now i have 4 copies of the same folder! |
| 20:05:09 | raptor | ok, you ran the: python main_osx.py ? |
| 20:05:15 | raptor | from a terminal |
| 20:05:17 | Little_Apple | yep |
| 20:05:23 | Little_Apple | i can terminals! |
| 20:05:24 | kaen | Little_Apple, the same exact error? because that should definitely not happen... |
| 20:05:31 | Little_Apple | same exact error |
| 20:05:47 | raptor | ok, and how did you download the code? |
| 20:06:04 | Little_Apple | i hit the little zip button on the google code page... |
| 20:06:10 | Little_Apple | DID I DO A BAD THING |
| 20:06:19 | raptor | i didn't know that existed... |
| 20:06:24 | raptor | uh, let me see |
| 20:06:30 | kaen | Little_Apple, you 100% for sure ran the wrong file |
| 20:06:35 | raptor | what OSX version again? |
| 20:06:39 | kaen | the one I linked to has a totally different line 77 |
| 20:06:44 | fordcars | Maybe you should of made the server alerts in c or c++ |
| 20:06:54 | Little_Apple | i've tried them all and none work |
| 20:06:57 | Little_Apple | same error |
| 20:07:10 | raptor | Little_Apple: remove all your notifier folders, I will zip you one of the newest code |
| 20:07:31 | Little_Apple | alrighty |
| 20:08:54 | raptor | Little_Apple: ftp://ftp.novell.com/outgoing/bitfighter.tools.zip |
| 20:08:55 | fordcars | unresolved external symbol "bool Zap::awesomeTrue" (?awesomeTrue@Zap@@3_NA) |
| 20:09:01 | raptor | that is the entire tools repo |
| 20:09:12 | raptor | that will extract a directory called 'bitfighter.tool' |
| 20:09:28 | raptor | in there is the sub-directory 'bitfighter-notifier' |
| 20:09:40 | raptor | in that directory you want to run: python main_osx.py |
| 20:10:01 | Little_Apple | thatswhati'vebeendoing |
| 20:10:15 | Little_Apple | ithink |
| 20:10:20 | raptor | ok good |
| 20:10:25 | raptor | what OSX version? |
| 20:10:44 | Little_Apple | 10.8.2 |
| 20:10:53 | raptor | ok, booting up that system... |
| 20:11:06 | Little_Apple | same error |
| 20:11:18 | raptor | ok, then it may be my fault |
| 20:11:23 | raptor | let me see if it is a quick fix... |
| 20:11:27 | fordcars | alright seems to have worked, maybe |
| 20:11:28 | Little_Apple | ohoho! |
| 20:12:32 | fordcars | It worked yeeeaaahhhh |
| 20:13:19 | Little_Apple | yea! |
| 20:13:52 | fordcars | woho! |
| 20:13:57 | Little_Apple | waha! |
| 20:14:28 | kaen | thimbledrome! |
| 20:14:50 | Little_Apple | quagmatics! |
| 20:15:10 | kaen | isomorphic topological spaces! |
| 20:15:16 | Little_Apple | shoes! |
| 20:15:40 | kaen | strengths! |
| 20:15:55 | kaen | (the longest english word with just one vowel) |
| 20:16:05 | Little_Apple | diarrhea! |
| 20:16:54 | kaen | of the fingertips... |
| 20:17:18 | Little_Apple | wait... diarrhea on your fingertips? or diarrhea coming out of your finger tips? |
| 20:17:28 | Little_Apple | because one could be like a superhero... |
| 20:17:39 | Little_Apple | I AM THE MIGHTY POO HANDS! |
| 20:18:04 | Little_Apple | or the great and mighty poo hands. |
| 20:20:43 | raptor | oh boo, it doesn't work... |
| 20:20:51 | Little_Apple | so i didnt do it wrong? |
| 20:20:59 | raptor | nope |
| 20:21:01 | Little_Apple | yea! |
| 20:34:20 | fordcars | wohoo! |
| 20:35:03 | Little_Apple | shabam! |
| 20:41:51 | Little_Apple | off for the night |
| 20:41:57 | | Little_Apple Quit (Quit: Page closed) |
| 20:43:46 | fordcars | I'll be back in an hour later! |
| 20:48:21 | | fordcars Quit (Ping timeout: 250 seconds) |
| 21:05:37 | | fordcars has joined |
| 21:12:01 | | koda has joined |
| 21:20:04 | fordcars | Hi koda |
| 21:37:17 | raptor | OSX is driving me crazy... |
| 21:46:04 | fordcars | :P |
| 21:46:39 | raptor | fordcars: do you know python? (did I have you test the notifier before?) |
| 21:47:02 | fordcars | hey raptor, do you know where is the code for the actual input in the game (Like controls for moving...) |
| 21:47:21 | fordcars | I tested your notificationner thing, but a long time ago |
| 21:47:32 | fordcars | What's the famous error anyway? |
| 21:47:53 | raptor | take a look at InputCode.cpp |
| 21:48:04 | raptor | some stupid multiple inheritance problem |
| 21:48:10 | fordcars | argh I took looooong looks at that |
| 21:48:13 | fordcars | ah ok |
| 21:49:29 | fordcars | Raptor, maybe the notifications app should of been made in javascript |
| 21:49:41 | fordcars | http://www.apple.com/downloads/dashboard/ |
| 21:51:23 | fordcars | http://support.apple.com/kb/HT2492 |
| 21:51:33 | raptor | If we had an OSX-only programmer, then that'd be OK |
| 21:51:55 | raptor | as it is, I don't want to write too much separate code for each platform... which means python |
| 21:52:18 | fordcars | oh ok |
| 21:53:02 | fordcars | The canvas element was first introduced in Dashboard, heh |
| 21:59:44 | kaen | hey, raptor |
| 21:59:51 | kaen | if I'm measuring my angles using TAU |
| 21:59:51 | | BFLogBot Commit: 03e4dc5b83f0 | Author: buckyballreaction | Message: Fix OSX 10.8 python notifier. Multiple inheritance with NSObject doesn't work for some reason.. |
| 21:59:58 | kaen | they're not in radians, right? |
| 21:59:58 | raptor | FINISHED THE STOOOPID |
| 22:00:00 | kaen | so like |
| 22:00:03 | raptor | oh hi |
| 22:00:06 | kaen | taudians? |
| 22:00:13 | raptor | no, radians |
| 22:00:23 | raptor | there are 1 tau radians in a circle |
| 22:00:37 | kaen | oh derp |
| 22:00:51 | kaen | this are normalized floats |
| 22:00:54 | kaen | these* |
| 22:01:00 | raptor | oh lovely |
| 22:01:47 | kaen | on a related note |
| 22:01:54 | kaen | I kind of want math.TAU |
| 22:02:15 | raptor | add it! |
| 22:02:17 | kaen | I guess lua would call it math.tau |
| 22:02:26 | kaen | okay! |
| 22:05:14 | raptor | on a positive note: http://tauday.com/state-of-the-tau |
| 22:05:24 | raptor | we should submit a patch to Lua :) |
| 22:05:29 | | BFLogBot Commit: aedad95235e8 | Author: kaen | Message: define math.tau in LuaScriptRunner |
| 22:05:34 | kaen | hehe |
| 22:05:54 | raptor | the biggest issue I see with it is with torque in physics/engineering |
| 22:06:12 | raptor | but those math folks don't consider those 'real' fields anyways... |
| 22:07:21 | kaen | hehe |
| 22:08:20 | kaen | I liked their suggestion of simply defining another constant with the value of tau |
| 22:09:05 | kaen | you could probably pick one or maybe two other characters as standard "tau" fallbacks if you happen to be in a field using tau already |
| 22:09:18 | raptor | ahhh... interesting idea |
| 22:09:24 | raptor | that seems like it might work |
| 22:10:20 | | Flynn has joined |
| 22:10:52 | | Flynn Quit (Client Quit) |
| 22:11:45 | fordcars | hah tau is 2pi? |
| 22:11:50 | kaen | yep |
| 22:11:53 | raptor | no, pi is 1/2 tau |
| 22:11:57 | raptor | :) |
| 22:11:59 | kaen | hehe |
| 22:12:35 | | Flynn has joined |
| 22:13:05 | fordcars | haha |
| 22:13:19 | kaen | I'm still retraining my brain |
| 22:13:37 | raptor | yeah... we're sort of the pioneers |
| 22:13:47 | raptor | but I think it's much, much simpler to teach |
| 22:13:49 | kaen | I've memorized these equations with pi in them, so I have like convert them to tau |
| 22:13:58 | kaen | I absolutely have to agree |
| 22:14:09 | fordcars | Man, where is the "if key=up, y+1" or somethinG?? |
| 22:14:22 | kaen | fordcars, a good question |
| 22:14:30 | kaen | how pretzel-resistant is your mind? |
| 22:14:37 | raptor | hahaha |
| 22:14:50 | kaen | well, we'll find out |
| 22:14:56 | fordcars | :P |
| 22:15:13 | fordcars | I am trying to add a key combination to do something |
| 22:15:21 | kaen | basically, the key events are routed through each ui object in order, so every ui class has its own key handler |
| 22:15:31 | kaen | I think you're in UIGame ? |
| 22:15:32 | fordcars | oh ok |
| 22:15:39 | fordcars | Yeah |
| 22:15:55 | Flynn | I am pretzel |
| 22:15:57 | kaen | that's line 1131 in the latest commit |
| 22:16:02 | Flynn | ** I like pretzels |
| 22:16:13 | kaen | haha |
| 22:16:26 | raptor | but there are two things: 'text input' and 'key presses' |
| 22:16:35 | fordcars | bool GameUserInterface::onKeyDown(InputCode inputCode) |
| 22:16:39 | fordcars | ? |
| 22:16:41 | raptor | you probably want 'key presses' |
| 22:16:44 | raptor | yes that |
| 22:17:44 | kaen | and you should look in InputCodeEnum.h for KEY_* values |
| 22:18:15 | kaen | if(inputCode == KEY_SPACE) should suit your needs. |
| 22:19:04 | | BFLogBot Commit: 71eaf1b5d814 | Author: buckyballreaction | Message: Update Windows SDL2 to 2.0.0 release |
| 22:19:10 | kaen | \o/ |
| 22:20:17 | raptor | yay! |
| 22:20:19 | raptor | ok |
| 22:20:33 | raptor | now for that windows build... |
| 22:20:37 | fordcars | Yay it should work :) |
| 22:22:00 | fordcars | OH IT WORKED |
| 22:22:25 | kaen | "That's what foobar2000 is for!" |
| 22:22:33 | kaen | ^ I love this comment on the polish list |
| 22:22:39 | raptor | haha, i just saw that |
| 22:22:49 | kaen | foobar is awesome... |
| 22:23:49 | Flynn | not to be comfused with FUBAR xD |
| 22:23:57 | Flynn | ** confused |
| 22:24:21 | raptor | ok folks, here is your windows build - ftp://ftp.novell.com/outgoing/bitfighter-019-beta-8199-71eaf1b5d814.zip |
| 22:30:42 | raptor | ok, i'm heading in for the night. good night! |
| 22:31:16 | | raptor Quit () |
| 22:47:17 | | Flynn Quit (Quit: This computer has gone to sleep) |
| 22:57:56 | | aaaaaaaa24 has joined |
| 23:02:21 | kaen | hi aaaaaaaa24 |
| 23:02:49 | fordcars | drawHollowFancyBox(S32 xLeft, S32 yTop, S32 xRight, S32 yBottom, S32 cornerInset); |
| 23:03:06 | fordcars | just out of curiosity, what is corner Inset? |
| 23:03:28 | kaen | how much to dog-ear the box |
| 23:03:34 | kaen | I would guess, though I'm not sure |
| 23:04:04 | fordcars | I tried 2, it made a normal box, i tried 100. it made a funny shape thingny |
| 23:06:13 | kaen | try like 15 or something |
| 23:06:27 | kaen | you should be able to call it without that last argument to use the default, but I'm not sure |
| 23:09:43 | Nothing_Much | hello? |
| 23:10:54 | | aaaaaaaa24 Quit (Ping timeout: 250 seconds) |
| 23:27:48 | | fordcars Quit (Ping timeout: 250 seconds) |
| 23:38:54 | | fordcars has joined |
| 23:43:27 | fordcars | Sorry to bother again, but where is the file for the background stars...? |
| 23:45:21 | | Flynn has joined |
| 23:48:58 | kaen | drawStars is in gameObjectRender.cpp |
| 23:49:12 | kaen | and prepareStars is in UIGame.cpp |
| 23:49:14 | kaen | for some reason... |
| 23:51:03 | fordcars | hah ok thanks |