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IRC Log for 2013-10-01

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00:44:20BFLogBot Commit: e581a73fd264 | Author: watusimoto | Message: Create xmacro
00:44:22BFLogBot Commit: 9eb9b2b295e8 | Author: watusimoto | Message: Kill a crapton of warnings with one easy fix!
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00:44:24BFLogBot Commit: 2616fa89502a | Author: watusimoto | Message: Fix multi line instructions, rewording
00:44:25BFLogBot Commit: fa554544439c | Author: watusimoto | Message: Formatting
00:44:27BFLogBot Commit: 2c6f13eecf46 | Author: watusimoto | Message: Add testing command class available in debug builds only, implemented method to show object outlines for testing purposes
00:44:28BFLogBot Commit: 41db5dee3c62 | Author: watusimoto | Message: Whitespace
00:44:30BFLogBot Commit: 2b5b3041e543 | Author: watusimoto | Message: Generate better outline for GoFasts; use for inline help and more efficient collision detection
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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]
13:57:24BFLogBotMy 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]
13:59:39BFLogBotKnow 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
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14:02:50bobdaduckHi logbot!
14:02:52bobdaduck!bot
14:02:52BFLogBotI'm a real boy!
14:03:19Flynnhaha
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14:05:19BFLogBotThis one's tricky. You have to use imaginary numbers, like eleventeen ... -- Hobbes
14:05:54bobdaducklogbot is talkative today!
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14:07:35BFLogBotAs a math atheist, I think I should be excused from this. -- Calvin, to Hobbes
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14:09:51BFLogBotIf you do the job badly enough, sometimes you don't get asked to do it again. -- Calvin
14:11:02bobdaduckUh oh...
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14:12:07BFLogBotEndorsing products is the American way of expressing individuality. -- Calvin
14:12:27bobdaduckuh, logbot?
14:12:44bobdaduckYOU'RE SLEEPTALKING
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14:16:05BFLogBotWeekends don't count unless you spend them doing something completely pointless. -- Calvin
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14:18:21BFLogBotIf you do the job badly enough, sometimes you don't get asked to do it again. -- Calvin
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14:20:37BFLogBotSusie: 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.
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14:22:53BFLogBotUntil you stalk and overrun, you can't devour anyone. -- Hobbes
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14:25:09BFLogBotHobbes: 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!
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14:27:25BFLogBotIt's great to have a friend who appreciates an earnest discussion of ideas. -- Calvin
14:28:58bobdaduckYep, he's sleeptalking
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14:29:41BFLogBotUntil you stalk and overrun, you can't devour anyone. -- Hobbes
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14:31:57BFLogBotSome 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
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14:34:13BFLogBotCalvin: 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.
14:35:58kaennot the worst spam you could possibly have
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14:36:29BFLogBotLife is full of surprises but never when you need one. -- Calvin
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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.
14:37:14kaennow shush.
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14:51:14raptor enters cautiously
14:51:34raptorhowdy folks!
14:52:07kaenhi!
14:53:22raptorso I, uh, am back
14:54:04raptorbeen stalking the logs - not too much going on, other than *lots* of commits by Watusimoto
14:54:08bobdaducklol
14:54:14raptorlooks like dwarf fortress...
14:54:16kaenindeed...
14:54:19kaenon both counts
14:54:19Watusimotothat's pretty much been it
14:54:24bobdaduckwelcome back where have you been did you throw some water on logbot?
14:54:33kaenI threw the water
14:54:41bobdaduckoh okay
14:54:46raptorlooks like logbot got stuck in a rut
14:54:46bobdaduckYeah, definitely dwarf fortress
14:54:53kaendefinitely dwarf fortress...
14:54:59raptorI lost the use of my hands
14:55:04kaen!
14:55:14kaentemporarily?
14:55:15bobdaduckA 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
14:55:29raptoryes, I am typing, if slowly, now
14:55:39kaenah ok
14:55:41raptorchicken-pecking some...
14:55:50Watusimotowhat happened, if I may ask?
14:55:52bobdaduckwhat happened?
14:56:02raptorI pinched a nerve(s) in my back... really badly
14:56:09kaenwow
14:56:11Watusimotoouch
14:56:31raptorthe one that took it hardest was the 'Ulner' nerve: https://upload.wikimedia.org/wikipedia/commons/b/b2/TE-Nervous_system_diagram.svg
14:56:50raptorand my hands were essentially on fire for all of last week and the weekend
14:56:50Watusimotohow does one do that?
14:57:07raptorgood question
14:59:03Watusimotohttp://en.wikipedia.org/wiki/Ulnar_nerve_entrapment suggests it is an arm issue
14:59:13raptorseems 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
14:59:30kaenI 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.
14:59:39Watusimotobtw, I've been wearing a brace on my moue hand for at least a decade, and it helps me a lot
14:59:43raptorhey that seems to be about it
14:59:57WatusimotoI get pain after about 5 mins of not using it
15:00:12raptorexcept my issue occured in both arms, at the same time, and after convulsing on the ground
15:00:44Watusimotothat sounds crazy bad
15:00:46raptorah... Brachial plexus
15:00:49raptorthat's the spot
15:00:49kaenoh that's sounds horrible
15:01:03kaenI've never heard of anything like that before.
15:01:16raptorI woke up two weeks ago with the muscle so tight in that area I wanted to scream
15:01:25WatusimotoI know people who started using voice software and say it's pretty good
15:01:27raptor1 week later, I pinch the nerves below it
15:01:37Watusimotoeven programmers
15:01:46raptorhmmm... I didn't even think about htat
15:02:29kaenthey need to hurry up with that matrix-style neural human-computer interface
15:02:34raptorhaha
15:02:56Watusimotobut probably with something like that, posture matters a lot
15:03:12raptorso I went to two doctors, one an MD who gave me a prescription for muscle relaxants (flexoril)
15:03:27raptorthey didn't actually work, and only the first dose made me slightly sleepy
15:03:45raptorthen I went to the company on-site chiropractor/witch doctor
15:04:05raptorand he told me to cook myself in the shower/tub 3-4 times a day for no more than 20 min.
15:04:13raptorand that actually worked
15:04:14Watusimotothis is one of the few things that chiropracty seems vaguely possible to assist with
15:04:44raptorhe said i should be half better by the end of the weekend - I think it was more like 2/3 better
15:04:56Watusimotois it likely to get worse again?
15:05:04raptoryesterday I could type with three fingers... and today... I can type with 8-9!
15:05:14Watusimotoon each hand!
15:05:18raptorhaha, oops
15:05:29raptori meant 4-5 on each hand, today
15:05:33Watusimoto:-)
15:06:34raptorso... because of my personality/physiology, it may happen again if I try to take on too many things again
15:06:39raptoras it stands I had to drop a class
15:07:19raptorthe wife was relieved and noticed an instant change in my demeanor... besides the tears of pain
15:07:43raptorso yeah... how are you guys?
15:08:15bobdaduckSkippy the legless wrestler is hopping around on crutches, tackling trolls.
15:08:30raptorsounds legit
15:08:36bobdaduckShe admires mules "for their stubborness"
15:09:13kaennot sure if you've noticed
15:09:21kaenbut there's totally a crutchwalker skill
15:09:47raptoris this more dwarf fortress stuff?
15:09:52raptorseems like it..
15:09:54kaenyes...
15:09:57bobdaduckyes...
15:10:00kaenI'm off the stuff!
15:10:02kaenI swear it!
15:10:24kaenno more shall the poison cross my monitor!
15:11:28bobdaduck...right after he finishes this giant upside down pyramid.
15:11:32raptorI've been playing a lot of Stars! with my two good fingers...
15:11:37Watusimotodwarf fortress or LSD... it's really hard to tell
15:11:42bobdaducklol
15:11:47Watusimotostars will stress you!
15:12:02raptorwell... my brother and I played against 5 AI
15:12:08Watusimotothey cheat
15:12:10raptorwe won
15:12:24raptorthe packet physics one was pretty hard though
15:12:36raptorseems like I spent half the game recolonizing the same 5 planets
15:12:39Watusimotowas he shooting packets at your planets
15:13:04Watusimotohow long did your turns last during the late phases?
15:13:12raptorhe was alternate reality, I was interstellar traveller
15:13:20raptorI could have wiped him out early...
15:13:25raptorbe we were 'friends'
15:13:30Watusimotoah, cute
15:14:07raptorhe basically used my gates the whole time and focused on offense while I focused on making the gates
15:15:00raptorlongest turns were about 30-60 min.
15:15:10raptorI ran my own host over an sshfs share
15:15:27raptorand created an RSS feed when the turn updated
15:15:40raptorearly turns were like 1-5 min.
15:16:04Watusimoto60 mins... not bad
15:16:05raptoractually, I had a few turns that lasted closer to 2 hours
15:16:13Watusimotothat's more like what I remember
15:16:16raptorwhen the PP AI kept wiping out my planets
15:16:33raptorbecause interstellar traveler's mass drivers only work half as good as normal
15:17:48raptoryeah, so our next plan is to get my sister involved...
15:17:52raptor:)
15:19:23raptorbecause we'll expect backstabbing from her, then we can take out on her all our years of frustration that she was the favored one... :)
15:20:22raptorof she already knows this...
15:20:26raptor*of course
15:20:42Watusimototry her with diplomacy
15:20:52raptorno way, we'd get trounced!
15:21:06raptorthink 'scorched earth'
15:21:12fordcars has joined
15:21:28raptorat least with with Stars! we can be friends until she thinks she can take us on...
15:21:30Watusimotohey 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?
15:21:55WatusimotosetGeom calls doSetGeom
15:22:39WatusimotodoGeom changes the location (setVert(points[0], 0);), then updates the extent
15:22:43Watusimotothen... that's it
15:23:43Watusimotomaybe I need to create a script to test whether it actually _does_ get to the client
15:24:12Watusimotoactually, bobdaduck, that would be a good task for you, since you are now better at scripting than I am
15:24:33bobdaduckOkay, what are you asking?
15:24:35Watusimotocan you write a script that moves a teleporter once the game has started?
15:24:44bobdaduckUh, I have several
15:24:46Watusimotomaybe just scoots it across the screen or whatever
15:24:50Watusimotoand they work?
15:24:55bobdaduckalso one that has a speedzone move
15:24:58Watusimotoi.e. you can reposition them once the game has started
15:25:04Watusimotobut a teleporter
15:25:05bobdaduckthough I admittedly didn't do too much work on that one
15:25:20bobdaduckI have one where I change the dests... Gimme a sec then
15:25:26Watusimotobecause I'm not seeing how it would work
15:25:35WatusimotoI just need to verify that they can be moved
15:25:41Watusimotoafter the game has started
15:28:14kaenwell I can crash by adding a teleporter without geom ...
15:29:34bobdaduckIt did not move, no.
15:29:38bobdaduckTrying alternate methods...
15:30:22kaenI can get it to move once
15:30:48kaennope nevermind
15:30:50kaennot even once
15:31:11bobdaduckSo that's a negative then
15:32:05bobdaduckI tried just hard-substituting the moving speedzone script with teleporters and that didn't work
15:32:19kaenOH!
15:32:24kaenit's just not moving client-side
15:32:32Watusimotoyes, as I thought
15:32:44kaenI can't seem to trigger it after moving it though
15:32:51kaeneven if I move where it should be server-side
15:32:56Watusimotoodd
15:32:57kaenbut it renders properly @_@
15:33:03Watusimotorenders in new location?
15:33:16bobdaduckwut
15:33:28Watusimotopolish list question for kaen or raptor -- one of you (presumably) add that the help font was hard to read
15:33:52raptorthat was me... when it was set to Tenby
15:34:21kaenokay, exact clarification:
15:34:26kaenmoves properly server side
15:34:37kaenCAN be activated in its actually location
15:34:40Watusimotook, 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
15:34:43raptorI was trying my hardest to read a line and couldn't get past the first couple words without have to rescan a few times
15:34:46raptorok
15:34:56WatusimotoI agree... tenby is best in small doses
15:34:56kaenrenders in the old position for an already-connected client
15:35:15kaenwhen a client joins afterwards, he gets the real position of the teleporter and everything looks/works fine
15:35:19kaenuntil it's moved again :P
15:35:45kaenso, sounds like the geom mask needs to be set
15:36:03WatusimotoI think so
15:36:10kaenwhich should probably really be done way down in BfObect::lua_setGeom
15:36:14BFLogBot Commit: dd30ec7d00fc | Author: watusimoto | Message: Fix up outlines for turrets
15:36:15BFLogBot Commit: 3893f5ed2b13 | Author: watusimoto | Message: Fix up outlines for all known objects... use new method (with horrid name) to preserve editor functionality
15:36:23kaenbecause I've fixed this bug for another object type before, though I don't remember which
15:36:25kaenoh, textitems
15:40:11bobdaduckthough its kinda fun to watch the destinations move around on the C map...
15:41:47WatusimotoI don't think geomMask is even used by teleporters at the moment
15:42:25Watusimotooh boy, this is going to be a mess
15:42:36Watusimotowe don't have multipoint teleporters on the client
15:42:50Watusimotowait
15:43:04Watusimotoright, we send everything as a 2-point teleporter
15:43:14raptoreditor instructions look great!
15:43:28Watusimotoso if you change an origin or dest, we need to figure out how to get the correct geom to the client
15:43:46kaenyuck
15:43:57Watusimotowe might need to delete 3 or 4 teleporters after we update one on the server
15:44:00Watusimotoyuck indeed
15:44:26Watusimotowe probably need to assign some sort of id to the teleporters on the client we can use to trigger their deletion and recreation
15:44:27raptorthat font is easier to read than Tenby5, but I still wouldn't classify it a soft or easy font
15:44:31Watusimotokind of icky
15:44:39Watusimotoraptor: thanks!
15:44:42raptorbut maybe it doesn't need to be for a 2D arcade game
15:44:50kaenI don't understand how we'd have to delete several teles after a single server-side update
15:45:13Watusimotokaen: ok, so we have teleporter A going to dests B, C, D
15:45:16raptoroverlapping ones merge entry points
15:45:25Watusimotosorry teleporter 1 going to A, B, C
15:45:33Watusimoto#s are origins, letters are dests
15:45:37kaenok
15:45:47Watusimotoso we move C to D on the server
15:46:04Watusimotoour send function will send 1-A, 1-B, and 1-D
15:46:25Watusimotoin order to not end up with dupes or other weirdness, we need to delete 1-A, 1-B, and 1-C on client
15:46:44kaenok I see
15:46:57Watusimotoobviously if we move 1 to 2 on server, we need to kill 1-X and send 2-X
15:47:02Watusimotobut that is more obvious
15:47:43Watusimotoso server needs a way to identify which client teleporters belong to the server teleporter we are modifying
15:47:53kaenok, that makes sense
15:48:04kaenand sounds more straightforward than I originally thought
15:48:11Watusimotooh, good!
15:48:49Watusimotowe probably jsut need to send an id when we send geom, then add a delete command that sends an id
15:49:07Watusimotoraptor: is the new instr. font good enough?
15:49:17raptorI thinkn it might be
15:49:20Watusimotoer... readable enough?
15:49:25raptorwhat do you think, kaen?
15:49:37Watusimotoman, when I go back to the 018 client, it just looks uuuuugly
15:49:41kaenyou mean a delete rpc, because you don't want to do that in unpackupdate?
15:49:42raptorheh
15:49:47raptoryou should go back to 015
15:49:59WatusimotoI can't unsee what I've seen
15:50:14Watusimotoso I try to limit my exposure to unpleasant sights
15:50:19Watusimotoso I won't be doing that
15:50:34kaenit's not just the visuals... the performance is so drastically better for me on 019 than 018a
15:50:39Watusimotokaen: we could do that in a pack/unpack
15:51:03Watusimotomaybe when we send geom for a teleporter, just delete any old ones with that id
15:51:11kaenthat's what I was thinking
15:51:13Watusimotothat would probably be simpler
15:51:20Watusimotoyeah, good plan
15:51:26kaenthere's kind of a gotcha there: you can set IDs on the fly
15:51:39Watusimotoyou can?
15:51:40kaenso you might have to do the same dance when the tele's id is set, too
15:51:47kaenyes
15:51:59Watusimotook, maybe we need a immutable machine id for this
15:52:02raptorbe right back... have to do WorldOfGoo therapy for my sick 4 year old
15:52:03bobdaduck019 is like twice as fast as 019
15:52:10Watusimotogoo!
15:52:10bobdaduckI can even feel it on a new computer...
15:52:12bobdaduckGOO
15:52:46kaenWatusimoto, memory address sounds like a good candidate
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15:53:01kaenor
15:53:02kaenheck
15:53:05kaenTNL has a nonce class
15:53:08Watusimotothat's a lot of bits
15:53:31Watusimotojust an incrementing 10 or 12 bit static serial would be easy
15:53:53Watusimotoeven 16 bit if you wanted to let bobdaduck do a 65K teleporter level
15:54:18bobdaduckAlready possible in DnD
15:54:32bobdaduck...Dunno what you just said, but its possible in DnD.
15:54:56Watusimotowe also have mNextSerialNumber
15:55:41Watusimotothoguh that's currently a 32 bit number
15:56:19kaenhmm... TNL::Nonce is 8 bit and it doesn't auto-increment on construction
15:56:36Watusimoto8 bit?
15:56:47Watusimotothat seems rather small
15:56:57kaenagain demonstrating how zap is much better than the library it was meant to show off
15:57:16kaenoh, it's actually U8 data[8]
15:57:39WatusimotoU8 data[NonceSize]; // 8 bytes, 2^64 possibilities
15:57:50Watusimotoright
15:57:52Watusimoto;-)
15:58:33Watusimotowe could just create a new serial number for teleporters only
15:58:37kaenI was thinking it was a utility nonce, I had to get all the way there to see it was a crypto nonce
15:58:47Watusimotoa mParentChildId
15:59:51kaenwhat if we just used the normal object id, and sent id updates to the client?
16:00:04kaen(just for teleporters)
16:00:14kaenthat way you don't have to make a new field
16:01:09kaenhmm but then you get into that weird unguaranteed order issue with packupdate...
16:01:25kaenwhat if the id packet and geom packet arrive out of order
16:01:41Watusimotomy _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
16:02:03Watusimotoalso probably not a big deal, but perhaps leading to problems in some future universe where we assume they are in fact unique
16:02:57kaenmessy messy
16:03:16Watusimotoin PackUpdate, just before this line:
16:03:17Watusimotostream->writeInt(dests, 16);
16:03:20Watusimotowe do this:
16:03:35Watusimotostream->writeInt(parentChildId, 16);
16:03:43Watusimotothen no need to worry about packet orders and whatnot
16:04:27Watusimotoactually, I can just do it right now, as I have the code open
16:04:53kaenI think you're right, needs to be an immutable id just for this purpose
16:05:49kaenbecause 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
16:06:06kaenor plus I think IDs aren't forcibly unique
16:08:55Watusimotooops
16:08:58WatusimotoI goofed
16:09:16Watusimotoway off base
16:09:41Watusimotowe may actually manage teleporters as a single entity on client
16:10:16kaenfor(S32 i = 0; i < dests; i++)
16:10:16kaengetDest(i).write(stream);
16:10:21kaenI think you're right
16:11:37Watusimotomaybe all we need to do is trigger this with the geom flag
16:11:50Watusimotoit appears that it will overwrite the old dests
16:12:04WatusimotoI was remembering the first implementatino of multi-dest teleporters
16:12:10Watusimotowaaay back in 012 or so
16:12:28WatusimotoI just reverted all my changes related to this
16:14:43Watusimotook, I'm done for the night
16:14:49BFLogBot Commit: f451fa16b6c6 | Author: watusimoto | Message: Rename method, comments
16:14:50Watusimotoblech
16:15:25Watusimotokaen: if I don't see a checkin related to this from you today, I'll do it tomorrow when I can thing straight
16:16:08Watusimotoraptor: glad you're back(ish), take it easy, don't stress, and take care of yourself
16:16:36WatusimotoI'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
16:17:03Watusimotomy latest changes fix all the (knwon) problems with the inline help. Well, most of them at least.
16:17:39Watusimotowe'll need to get some testers to give us feedback on the frequency/duration of messages, and whether the content is useful
16:18:04Watusimotomaybe I'll see if my son can arrange some of his friends to play it and see what happens
16:19:20Watusimotogood night, gentlemen
16:19:29bobdaducknight gentlewat
16:20:19Watusimoto Quit (Quit: http://quassel-irc.org - Chat comfortably. Anywhere.)
16:23:09thread_ Quit (Ping timeout: 250 seconds)
16:27:05fordcarsYaaaaaaay
16:27:27fordcarsManaged to printf some text in command line with an in-game command xD
16:27:34bobdaducklol
16:28:02fordcars019 bugs in window mode
16:28:29bobdaduckI miss buildbot...
16:31:28bobdaduck Quit (Remote host closed the connection)
16:31:59fordcarsAlright, I'll be back in an hour
16:36:35fordcars Quit (Ping timeout: 250 seconds)
16:59:42fordcars has joined
17:58:37raptorfordcars: what do you mean by 'bugs'
17:58:41raptor(on OSX?)
18:02:52fordcarson Windows, you can't go into Windowed mode
18:02:59fordcarsin-game anyway
18:03:16raptorok, i'll make a new build
18:19:16kaenuh, raptor
18:19:22kaenany idea what happend to ctrl+r ?
18:19:45kaenfor testing levelgens in the editor
18:19:48kaenit does rotation now..
18:20:17kaenoh, ctrl+k
18:20:18kaennice
18:20:40kaendisregard :P
18:27:18Nothing_Much:(
18:27:22Nothing_MuchHi guys
18:27:25kaenhi!
18:27:37Nothing_Muchwhat's up?
18:27:42kaenwhy so down, charlie brown?
18:28:03Nothing_MuchI can't finish my trailer because my computer's.. not available right now
18:28:11Nothing_MuchI'm stuck on this old 2006 iMac
18:28:37fordcars:P
18:28:40Nothing_Muchwhich is alright, I can still play a couple games, but it's like, I can't do any video editing :(
18:28:46fordcars*79$
18:29:48kaen:/
18:30:14Nothing_Muchyeah
18:41:46bobdaduck has joined
18:42:20bobdaduckWQ3GIPAVRJA;
18:42:55bobdaduckEverybody give me the roughest song you can think of
18:46:12fordcarsHappy Birthday
18:46:25Nothing_MuchHB?
18:46:43fordcarslol, the song
18:46:54Nothing_Muchlol
18:47:00Nothing_MuchI thought it was his birthday
18:47:26fordcarshah I thought you did :P
18:47:55bobdaduckand I shall get back to your answers in like 10 minutes.
18:57:27Flynnn Quit (Quit: This computer has gone to sleep)
18:58:21raptorfordcars: 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
19:00:29fordcarsok thanks!
19:01:43raptordo you guys want a build now? Or can you wait for me to update to stabler SDL2?
19:01:56bobdaduckNo build just release
19:02:09raptorummm...
19:02:33bobdaducklol
19:02:39raptorI'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
19:02:57raptorAlso your response wasn't actually an answer to my either/or question...
19:03:13kaenbobdaduck, sounds like you're looking for opeth
19:03:26kaenor maybe anything by greely estates from no rain no rainbow
19:03:45kaenor maybe the melvins if you're looking for stuff with actual musical notes in it
19:03:58bobdaduckxD
19:03:59bobdaducksongs?
19:04:44raptorhttps://www.youtube.com/watch?v=v0CLYpYKHNY
19:05:00raptorI warned you...
19:05:07raptoror.. maybe i didn't
19:05:14bobdaduckxD
19:05:32bobdaduckCome at me bro I listen to industrial
19:05:50bobdaduckAUGH
19:05:51bobdaduckWHAT IS THIS
19:05:53bobdaduckWHAT HAVE YOU DONE
19:06:03raptoryes, well... I'm not sure I'd define that as listening.... it's more like being clobbered
19:06:11bobdaduckxDD
19:06:22bobdaduckThat burns my soul.
19:06:26bobdaduckSomething angrier, please.
19:06:27bobdaduckxD
19:06:32raptor:-D
19:06:37kaenwow
19:06:39kaengg raptor
19:06:40kaengg
19:07:43raptorhey JohnEight32 is back
19:07:53bobdaducklove that guy
19:16:53fordcarshah
19:17:04bobdaducklol greely estates
19:17:06fordcarsHe's been here for a few days
19:17:32fordcarsI just made an infinite while loop wich crashed Bitfighter
19:17:56kaenI accidentally find ways to crash bitfighter all the time \o/
19:18:08raptorI made a forum post! woo
19:18:29fordcarsDoes anybody know how to use drawstring()?
19:18:43kaenfordcars, you mean in c++ ?!
19:18:45raptorlanguage/environment/location
19:19:16fordcarsyeah
19:19:20fordcarsIn bitfighter
19:19:36fordcarsI need some kind of loop?
19:19:43kaendrawString(x, y, fontsize, "your text here")
19:19:55kaenwell, you need to call it each frame
19:20:01fordcarsOh okok
19:20:04kaenin a render() method somewhere
19:20:37kaenis generally where you should stick those things
19:20:45kaenideally the render() method of the class you're wrenching on
19:21:05raptorok, now to SDL2...
19:21:30raptorkaen: think I should update to released 2.0.0 stable on windows? Or go newer with bug fixes?
19:22:07kaenhmmm tough call
19:22:21raptormaybe i'll just do 2.0.0 and see how it fares
19:22:22kaenI guess since we're about to release you should use stable
19:22:26raptorshould be OK
19:22:40kaenI think you're right
19:22:43Nothing_Much0
19:24:14kaenI mean "about" as in "we've been trying to release for 'about' two months" ...
19:24:20bobdaducklol
19:26:52kaenwutchu think about this level, bobdaduck? http://bitfighter.org/pleiades/levels/view/79
19:27:24raptorit's like one of those little get-the-BB-in-the-hole games
19:27:33kaenhehe yeah you're right!
19:27:49bobdaduckif you're going for that
19:28:10bobdaduckmake two seperate versions of the map with little or no or specific controlled interaction
19:28:12kaenwell, it's just an experiment with playable randomly-generated levels
19:28:14bobdaduckand turn it into a soccer
19:29:27bobdaduckah
19:29:48raptorhmmm... I'm going to have to update the SDL2 headers..
19:31:25bobdaduckIt looks pretty good
19:31:57kaenI've got some ideas to put into it
19:32:06kaenI think I'm going to spawn mines in the outer ring
19:32:12kaenand put flag spawns there
19:32:12bobdaduckbut I don't see it being better than a secifically made nexus level
19:32:37kaenthat's sort of the crux of the levelgen problem...
19:32:44kaenbut then again I made the script in five minutes, so...
19:32:47bobdaducklol
19:33:35Nothing_Muchfffffffffffffffffffffffffffffffff
19:33:45kaenindeed.
19:34:50Nothing_Much+
19:35:09kaencan you elaborate on that point a bit?
19:35:25kaenyou sound pretty
19:35:26kaenpositve
19:35:58bobdaduckrofl
19:38:08kaenwhat interests me about these generated levels
19:38:15kaenis that they can adjust to playing conditions
19:38:38kaenlike, I can change how big the level is based on the number of players when it starts
19:38:38bobdaduckYeah, that part is cool
19:39:48bobdaduck_K did a contest for that once
19:39:55kaenfor what?
19:40:04kaengenerated levels in general?
19:40:11bobdaduckno for like
19:40:14bobdaducklevel series
19:40:14raptorlevel size based on player count
19:40:17bobdaduckbased on
19:40:18bobdaduckyeah.
19:40:24kaenah cool
19:42:18bobdaduckFORDCARS
19:42:21bobdaduckHOWS THAT BOT COMING?
19:42:24fordcarshehe
19:42:26bobdaducklol
19:43:21Little_Apple has joined
19:44:05Little_Appleraptor: help!
19:44:12raptorhi Little_Apple
19:44:15fordcarskaen, 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
19:44:23raptorchoose B
19:44:29bobdaduckhi Little_Apple
19:44:30Little_Applei tried to get the server thing working...
19:44:40bobdaduckPull every lever in the fortress
19:44:41raptorplease define 'server thingy'
19:44:51raptor(I've been gone for a week)
19:44:56raptorwhat is Bitfighter?
19:45:00fordcarssays "Undeclared Identifier"
19:45:11Little_Applehttp://bitfighter.org/forums/viewtopic.php?f=6&t=2008&view=
19:45:12fordcars:PP
19:45:26raptoroh - did you read my latest comment?
19:45:28fordcarsThat worked on 10.5.3
19:45:31Little_Appleyep
19:45:41fordcars*10.5.8
19:45:44raptorah ok, now I follow you
19:46:00kaenfordcars, static bool varName
19:46:08fordcarsin header?
19:46:16fordcarsoh in file.cpp
19:46:16raptorwhere are you stuck, Little_Apple?
19:46:17kaenwherever you declare it the first time
19:46:23fordcarsokok
19:46:57fordcars2>c:\documents and settings\fordcarst\desktop\bitfighter\zap\uigame.cpp(483): error C2065: 'awesomeTrue' : undeclared identifier
19:47:08Little_Applei think i opened it correctly...
19:47:30fordcarsstill the same error :(
19:47:36Little_Applegot this... AttributeError: 'MessengerOSXMountainLion' object has no attribute 'title'
19:47:48raptorreally?
19:47:52bobdaduckSo the OSX one isn't fixed enough yet.
19:47:56raptorquiet you...
19:48:03raptorI can only run so many VMs at once...
19:48:07bobdaduckYOU KNOW WHAT ELSE IS BROKEN?
19:48:11bobdaduckTURRET FRIENDLY FIRE.
19:48:16raptorwith my gimpy fingers
19:48:20fordcarsWHAT\
19:48:20bobdaduckxD
19:48:39bobdaduckOH. And Raptor: How do I access the MotD?
19:48:40fordcarsI miss turret friendly fire
19:48:50Little_Applelol
19:48:57raptorok Little_Apple, I will take a look right after my current code update
19:49:01bobdaduck punches fordcars
19:49:02Little_Appleturrets were more fun when they were useless.
19:49:08Little_Applekk
19:49:08kaenso, you're doing bool varName; in file.h, static bool varName = false; in file1.cpp and extern bool varName; in file2.cpp ?
19:49:14bobdaduck punchees Little_Apple
19:49:15raptorbobdaduck: what was the link he gave you for that?
19:49:24fordcars slaps bobaduck with a smelly fish.
19:49:24bobdaduckbitfighter.org/motd
19:49:26Little_Applepunchees!
19:49:29bobdaduckbut you have to pass username
19:49:30raptorpuncheese?
19:49:40fordcarspunch cheese?
19:49:44Little_Applepun + cheese
19:49:48raptoris that like, 'you're looking sharp today!'
19:50:03kaenactually I got it all wrong, fordcars
19:50:08fordcarsok
19:50:13Little_Appleyes raptor.
19:50:27bobdaduck punches everyone
19:50:29fordcarsWassup?
19:50:39bobdaduck listens to greely estates
19:50:58fordcars slaps everyone with cheese and punch, pun intended cheese
19:51:11kaenfordcars, this should help you sort things out http://en.wikipedia.org/wiki/External_variable#Example_.28C_programming_language.29
19:51:12Little_AppleI DONT SEE ANY PUNS
19:51:13bobdaduckBRAWL
19:51:18bobdaduckFIGHT FIGHT FIGHT FIGHT
19:51:36raptorman, first day back, and I don't know what's going on...
19:51:38bobdaducklol
19:51:45bobdaduckwell
19:51:50fordcarsOh, in file2.cpp, I define it too?
19:51:52Little_Applei grew a third arm!
19:51:55bobdaducksomeone said something I disagreed with
19:52:01bobdaduckso I started a bar fight
19:52:03bobdaduckin the irc.
19:52:34kaenyou have to define it without extern somewhere, then you have to declare it with extern anywhere else you want to use it
19:52:52bobdaduckOh, yeah and apparently Little_Apple grew a third arm mid-brawl.
19:52:55Little_Appleif bitfighter were java it could be a .jar fight
19:52:56kaenyou shouldn't actually be putting anything in a header
19:53:07bobdaduckIt was very similar to leveling up.
19:53:11Little_AppleIM SORRY
19:53:16bobdaduckI think he got an achievement for it too
19:53:38Little_Appleits great for halloween
19:53:39kaenmore importantly, fordcars, you 99.99999999% of the time don't want to use extern, or loose variable at all
19:53:55fordcarsbut how would you communicate with other files??
19:53:57kaenit's ok for personal hacks, but that variable probably belongs on a class somewhere
19:54:03kaenhehehe
19:54:30kaenideally you would use object instances, which have their interfaces defined in .h files
19:54:41fordcarsnamespace?
19:54:49kaenfailing that, static class methods/variables or *gulp* namespaced functions/data
19:55:00fordcarsah ok
19:55:07kaenyou can put anything in a namespace
19:55:13kaenthat's purely an organizational tool
19:55:27fordcarsbut kaen, the extern variable still fails
19:55:32kaenhuh
19:55:43kaenmaybe there's a difference between c++ and c regarding that
19:55:45kaenI'm not really sure
19:55:58fordcarsI have extern bool awesomeTrue; in my other .cpp file
19:56:07kaenbecause I haven't used it in like three years (since the last patch I submitted to freedroidrpg...)
19:56:10kaen shudders
19:56:22fordcarsand "extern bool awesomeTrue;" in .h
19:56:31kaenoh
19:56:44fordcarsand "bool awesomeTrue;" in the cpp of that .h
19:56:49kaenyou shouldn't need anything in .h as far as I know
19:56:56fordcarsoh
19:57:04kaenyou need to drop an extern from one of the .cpp files, too
19:57:36kaenbecause if every file says "this variable is defined somewhere else", then it actually never gets defined
19:58:58Little_Apple is still trying to get the thingamabob to work
19:59:26kaenLittle_Apple, are you able to execute it with python?
19:59:45Little_Applei can get the terminal window to say a bunch of wonderful things
19:59:55Little_Applebut it doesnt really do anything
20:00:04kaensweet, you should pastie those things
20:00:08kaenI read the earlier error
20:00:12fordcarsok 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;"
20:00:44Little_Applehttp://pastie.org/8371112
20:01:03kaenoh whoa
20:01:11kaenI totally linked to the wrong script in the forum post
20:01:17Little_Applehaha
20:01:34bobdaduck Quit (Remote host closed the connection)
20:01:58kaentry this one https://code.google.com/p/bitfighter/source/browse/bitfighter-notifier/gci/bitfighter-notifier-macosx?repo=tools
20:02:43kaenactually you probably need the entire contents of this folder:
20:02:44kaenhttps://code.google.com/p/bitfighter/source/browse?repo=tools#hg%2Fbitfighter-notifier%2Fgci%253Fstate%253Dclosed
20:03:30Little_Applei dont even.. what
20:03:39kaenfordcars, you should not include .cpp files
20:03:43fordcarsARGH STUPID CAPITAL
20:03:49fordcarsYeah I know :)
20:04:15Little_Appleim getting the same error
20:04:25kaen@_@
20:04:27raptorMy first commit!
20:04:49BFLogBot 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
20:04:50raptorok Little_Apple, on to your problem
20:04:52Little_Appleand now i have 4 copies of the same folder!
20:05:09raptorok, you ran the: python main_osx.py ?
20:05:15raptorfrom a terminal
20:05:17Little_Appleyep
20:05:23Little_Applei can terminals!
20:05:24kaenLittle_Apple, the same exact error? because that should definitely not happen...
20:05:31Little_Applesame exact error
20:05:47raptorok, and how did you download the code?
20:06:04Little_Applei hit the little zip button on the google code page...
20:06:10Little_AppleDID I DO A BAD THING
20:06:19raptori didn't know that existed...
20:06:24raptoruh, let me see
20:06:30kaenLittle_Apple, you 100% for sure ran the wrong file
20:06:35raptorwhat OSX version again?
20:06:39kaenthe one I linked to has a totally different line 77
20:06:44fordcarsMaybe you should of made the server alerts in c or c++
20:06:54Little_Applei've tried them all and none work
20:06:57Little_Applesame error
20:07:10raptorLittle_Apple: remove all your notifier folders, I will zip you one of the newest code
20:07:31Little_Applealrighty
20:08:54raptorLittle_Apple: ftp://ftp.novell.com/outgoing/bitfighter.tools.zip
20:08:55fordcarsunresolved external symbol "bool Zap::awesomeTrue" (?awesomeTrue@Zap@@3_NA)
20:09:01raptorthat is the entire tools repo
20:09:12raptorthat will extract a directory called 'bitfighter.tool'
20:09:28raptorin there is the sub-directory 'bitfighter-notifier'
20:09:40raptorin that directory you want to run: python main_osx.py
20:10:01Little_Applethatswhati'vebeendoing
20:10:15Little_Appleithink
20:10:20raptorok good
20:10:25raptorwhat OSX version?
20:10:44Little_Apple10.8.2
20:10:53raptorok, booting up that system...
20:11:06Little_Applesame error
20:11:18raptorok, then it may be my fault
20:11:23raptorlet me see if it is a quick fix...
20:11:27fordcarsalright seems to have worked, maybe
20:11:28Little_Appleohoho!
20:12:32fordcarsIt worked yeeeaaahhhh
20:13:19Little_Appleyea!
20:13:52fordcarswoho!
20:13:57Little_Applewaha!
20:14:28kaenthimbledrome!
20:14:50Little_Applequagmatics!
20:15:10kaenisomorphic topological spaces!
20:15:16Little_Appleshoes!
20:15:40kaenstrengths!
20:15:55kaen(the longest english word with just one vowel)
20:16:05Little_Applediarrhea!
20:16:54kaenof the fingertips...
20:17:18Little_Applewait... diarrhea on your fingertips? or diarrhea coming out of your finger tips?
20:17:28Little_Applebecause one could be like a superhero...
20:17:39Little_AppleI AM THE MIGHTY POO HANDS!
20:18:04Little_Appleor the great and mighty poo hands.
20:20:43raptoroh boo, it doesn't work...
20:20:51Little_Appleso i didnt do it wrong?
20:20:59raptornope
20:21:01Little_Appleyea!
20:34:20fordcarswohoo!
20:35:03Little_Appleshabam!
20:41:51Little_Appleoff for the night
20:41:57Little_Apple Quit (Quit: Page closed)
20:43:46fordcarsI'll be back in an hour later!
20:48:21fordcars Quit (Ping timeout: 250 seconds)
21:05:37fordcars has joined
21:12:01koda has joined
21:20:04fordcarsHi koda
21:37:17raptorOSX is driving me crazy...
21:46:04fordcars:P
21:46:39raptorfordcars: do you know python? (did I have you test the notifier before?)
21:47:02fordcarshey raptor, do you know where is the code for the actual input in the game (Like controls for moving...)
21:47:21fordcarsI tested your notificationner thing, but a long time ago
21:47:32fordcarsWhat's the famous error anyway?
21:47:53raptortake a look at InputCode.cpp
21:48:04raptorsome stupid multiple inheritance problem
21:48:10fordcarsargh I took looooong looks at that
21:48:13fordcarsah ok
21:49:29fordcarsRaptor, maybe the notifications app should of been made in javascript
21:49:41fordcarshttp://www.apple.com/downloads/dashboard/
21:51:23fordcarshttp://support.apple.com/kb/HT2492
21:51:33raptorIf we had an OSX-only programmer, then that'd be OK
21:51:55raptoras it is, I don't want to write too much separate code for each platform... which means python
21:52:18fordcarsoh ok
21:53:02fordcarsThe canvas element was first introduced in Dashboard, heh
21:59:44kaenhey, raptor
21:59:51kaenif I'm measuring my angles using TAU
21:59:51BFLogBot Commit: 03e4dc5b83f0 | Author: buckyballreaction | Message: Fix OSX 10.8 python notifier. Multiple inheritance with NSObject doesn't work for some reason..
21:59:58kaenthey're not in radians, right?
21:59:58raptorFINISHED THE STOOOPID
22:00:00kaenso like
22:00:03raptoroh hi
22:00:06kaentaudians?
22:00:13raptorno, radians
22:00:23raptorthere are 1 tau radians in a circle
22:00:37kaenoh derp
22:00:51kaenthis are normalized floats
22:00:54kaenthese*
22:01:00raptoroh lovely
22:01:47kaenon a related note
22:01:54kaenI kind of want math.TAU
22:02:15raptoradd it!
22:02:17kaenI guess lua would call it math.tau
22:02:26kaenokay!
22:05:14raptoron a positive note: http://tauday.com/state-of-the-tau
22:05:24raptorwe should submit a patch to Lua :)
22:05:29BFLogBot Commit: aedad95235e8 | Author: kaen | Message: define math.tau in LuaScriptRunner
22:05:34kaenhehe
22:05:54raptorthe biggest issue I see with it is with torque in physics/engineering
22:06:12raptorbut those math folks don't consider those 'real' fields anyways...
22:07:21kaenhehe
22:08:20kaenI liked their suggestion of simply defining another constant with the value of tau
22:09:05kaenyou could probably pick one or maybe two other characters as standard "tau" fallbacks if you happen to be in a field using tau already
22:09:18raptorahhh... interesting idea
22:09:24raptorthat seems like it might work
22:10:20Flynn has joined
22:10:52Flynn Quit (Client Quit)
22:11:45fordcarshah tau is 2pi?
22:11:50kaenyep
22:11:53raptorno, pi is 1/2 tau
22:11:57raptor:)
22:11:59kaenhehe
22:12:35Flynn has joined
22:13:05fordcarshaha
22:13:19kaenI'm still retraining my brain
22:13:37raptoryeah... we're sort of the pioneers
22:13:47raptorbut I think it's much, much simpler to teach
22:13:49kaenI've memorized these equations with pi in them, so I have like convert them to tau
22:13:58kaenI absolutely have to agree
22:14:09fordcarsMan, where is the "if key=up, y+1" or somethinG??
22:14:22kaenfordcars, a good question
22:14:30kaenhow pretzel-resistant is your mind?
22:14:37raptorhahaha
22:14:50kaenwell, we'll find out
22:14:56fordcars:P
22:15:13fordcarsI am trying to add a key combination to do something
22:15:21kaenbasically, the key events are routed through each ui object in order, so every ui class has its own key handler
22:15:31kaenI think you're in UIGame ?
22:15:32fordcarsoh ok
22:15:39fordcarsYeah
22:15:55FlynnI am pretzel
22:15:57kaenthat's line 1131 in the latest commit
22:16:02Flynn** I like pretzels
22:16:13kaenhaha
22:16:26raptorbut there are two things: 'text input' and 'key presses'
22:16:35fordcarsbool GameUserInterface::onKeyDown(InputCode inputCode)
22:16:39fordcars?
22:16:41raptoryou probably want 'key presses'
22:16:44raptoryes that
22:17:44kaenand you should look in InputCodeEnum.h for KEY_* values
22:18:15kaenif(inputCode == KEY_SPACE) should suit your needs.
22:19:04BFLogBot Commit: 71eaf1b5d814 | Author: buckyballreaction | Message: Update Windows SDL2 to 2.0.0 release
22:19:10kaen\o/
22:20:17raptoryay!
22:20:19raptorok
22:20:33raptornow for that windows build...
22:20:37fordcarsYay it should work :)
22:22:00fordcarsOH IT WORKED
22:22:25kaen"That's what foobar2000 is for!"
22:22:33kaen^ I love this comment on the polish list
22:22:39raptorhaha, i just saw that
22:22:49kaenfoobar is awesome...
22:23:49Flynnnot to be comfused with FUBAR xD
22:23:57Flynn** confused
22:24:21raptorok folks, here is your windows build - ftp://ftp.novell.com/outgoing/bitfighter-019-beta-8199-71eaf1b5d814.zip
22:30:42raptorok, i'm heading in for the night. good night!
22:31:16raptor Quit ()
22:47:17Flynn Quit (Quit: This computer has gone to sleep)
22:57:56aaaaaaaa24 has joined
23:02:21kaenhi aaaaaaaa24
23:02:49fordcarsdrawHollowFancyBox(S32 xLeft, S32 yTop, S32 xRight, S32 yBottom, S32 cornerInset);
23:03:06fordcarsjust out of curiosity, what is corner Inset?
23:03:28kaenhow much to dog-ear the box
23:03:34kaenI would guess, though I'm not sure
23:04:04fordcarsI tried 2, it made a normal box, i tried 100. it made a funny shape thingny
23:06:13kaentry like 15 or something
23:06:27kaenyou should be able to call it without that last argument to use the default, but I'm not sure
23:09:43Nothing_Muchhello?
23:10:54aaaaaaaa24 Quit (Ping timeout: 250 seconds)
23:27:48fordcars Quit (Ping timeout: 250 seconds)
23:38:54fordcars has joined
23:43:27fordcarsSorry to bother again, but where is the file for the background stars...?
23:45:21Flynn has joined
23:48:58kaendrawStars is in gameObjectRender.cpp
23:49:12kaenand prepareStars is in UIGame.cpp
23:49:14kaenfor some reason...
23:51:03fordcarshah ok thanks

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