Timestamps are in GMT/BST.
| 00:00:51 | Nothing_Much | Hi everyone |
| 00:02:35 | raptor | Watusimoto: I'm thinking about adding the /map command that will let you go to any map you want (with auto-complete). thoughts? |
| 00:02:42 | raptor | hi Nothing_Much |
| 00:02:51 | Watusimoto | sure |
| 00:02:55 | Watusimoto | sounds good |
| 00:03:24 | raptor | sam686: do you have code for the /map command somewhere? it seems that sky_lark thinks you may have had it on a server once |
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| 00:06:57 | Nothing_Much | Good job on getting BF on GameJolt guys! |
| 00:07:46 | YoshiSmb | thanks god i registered at GameJolt! |
| 00:12:33 | | YoshiSmb Quit (Ping timeout: 272 seconds) |
| 00:16:59 | sam686 | what map command? |
| 00:17:16 | raptor | good question - |
| 00:17:33 | raptor | he wants a /map SOME_LEVEL command |
| 00:17:49 | raptor | to change level quickly instead of going through the menu list |
| 00:18:22 | raptor | and mentioned that something like it was coded by you on a server once (I don't know if that's true) |
| 00:18:43 | sam686 | well there never been a /map command or any command that switches to that level.. |
| 00:19:01 | sam686 | theres /getmap but thats something else.. |
| 00:20:05 | raptor | ok, i'll code one from scratch, then |
| 00:22:58 | sam686 | the /map could be server command, or client command, if done client side, it can just send the request to change level like if it is done through menus, without additional RPC commands |
| 00:23:11 | raptor | yes |
| 00:23:14 | raptor | good idea |
| 00:23:27 | sam686 | watusimoto seem to prefer client side command though, thats ok |
| 00:23:47 | sam686 | in addition make it so it can TAB to auto complete.. |
| 00:24:02 | raptor | yes, very good idea |
| 00:24:13 | Watusimoto | I like what sam686 recommended! |
| 00:24:33 | Watusimoto | just simulate the menu |
| 00:28:05 | raptor | does the gametype object persist? or is it destroyed between each level change? |
| 00:28:14 | raptor | oh duh, destroyed |
| 00:28:41 | sam686 | just use existing GameConnection's c2sRequestLevelChange, be sure to find the level for index first. |
| 00:28:57 | raptor | ok |
| 00:29:11 | raptor | right after this other task I realized i was in the middle of (coding /showprevlevel ) |
| 00:39:44 | Watusimoto | ah |
| 00:39:47 | Watusimoto | stop |
| 00:39:56 | Watusimoto | raptor: stop |
| 00:40:48 | raptor | wait what? |
| 00:41:07 | sam686 | what? you or someone already did (or partually did) /map command? |
| 00:41:08 | raptor | Watusimoto: did I do wrong.. |
| 00:41:32 | Watusimoto | I am 99.9% done with /showprevlevel |
| 00:41:38 | Watusimoto | I didn't realize you were working on that |
| 00:41:51 | Watusimoto | it sounded like you had hit a roadblock |
| 00:42:30 | raptor | ha! |
| 00:42:32 | raptor | ok |
| 00:42:35 | sam686 | does that mean raptor can continue the /map command? but not /showprevlevel? |
| 00:42:41 | Watusimoto | yes |
| 00:42:44 | raptor | i'm about 80% so we'll go with your changes |
| 00:42:51 | Watusimoto | sorry! |
| 00:44:28 | raptor | on to /map! |
| 00:45:12 | Watusimoto | I'm actually just tracking down a probably unrelated string table issue |
| 00:46:14 | raptor | dinner! |
| 00:46:16 | raptor | back later |
| 00:46:30 | sam686 | Watusimoto: if you adding some c2sShowPrevLevel or similar, be sure to have .cpp TNL_IMPLEMENT_RPC end as 2 instead of 0, to stay compatible to older clients. |
| 00:46:41 | Watusimoto | not to worry! |
| 00:46:49 | Watusimoto | no c2s needed! |
| 00:46:52 | Watusimoto | it's all client side |
| 00:46:58 | sam686 | why 2? its because we forgot to reset c2sSendAnnouncement version to 0 when changing 1 to 0 |
| 00:47:34 | sam686 | all client-server RPC version can reset to 0 when changing version to 020 |
| 00:51:54 | Watusimoto | ok, well, here goes... |
| 00:51:58 | Watusimoto | and here I go |
| 00:52:01 | Watusimoto | good night! |
| 00:52:05 | | BFLogBot Commit: 68c1663e513c | Author: watusimoto | Message: Implement /getprevmap command. This may have had an adverse impact on in-game display of game names... will revisit this issue in subsequent commit |
| 00:52:21 | Watusimoto | ps I do know that I may have messed up the display of game name... will try to fix tomorrow |
| 00:52:24 | Watusimoto | when less tired |
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| 00:57:22 | sam686 | changing const StringTableEntry *getLevelName() const; to string getLevelName() const; requires changing all other CTFGame/HTFGame/ZoneControlGame |
| 00:57:32 | sam686 | undoing the changes to gameType.h will also fix.. |
| 00:58:45 | Watusimoto | getLevelName does not appear to be overridden anywhere |
| 00:59:01 | sam686 | guess not.. Have to test it |
| 00:59:03 | Watusimoto | well, I'll look tomorrow. if you have other ideeas, feel free to fix, or post here and I'll read the log |
| 00:59:04 | Watusimoto | night! |
| 00:59:32 | sam686 | ok |
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| 01:14:22 | sam686 | The reason why is.. string gets deleted after getting const char *str1 = getLevelName().c_str(); then string gets auto-deleted from being a local variable which renders const char *str1 pointer invalid.. |
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| 02:06:05 | raptor | hmmm.... what did watusimoto do.. |
| 02:06:28 | raptor | oh wow, he touched 3 times the amount of files I was touching in my attempt |
| 02:08:22 | raptor | oh, haha, smart - he used the destructor |
| 02:09:03 | raptor | ok, looks like he did mostly what i was doing... |
| 02:09:51 | raptor | sam686: is there a problem with showing the level name? |
| 02:10:09 | sam686 | All those getLevelName().c_str() is rendering its pointer invalid because (string) is deleted early causing (const char*) pointer to be invalid. |
| 02:11:23 | raptor | where can i see the bug? the level names are actually showing OK for me... but i did do a full recompile |
| 02:11:24 | sam686 | string won't delete until after c_str() is called, when string is created locally in a function |
| 02:11:58 | raptor | windows-only, maybe? |
| 02:12:16 | sam686 | LevelInfoDisplayer::render |
| 02:12:42 | sam686 | its when you press F2 or at the start of loading a level when hosting/joining/playing back recorded game |
| 02:14:18 | sam686 | After string gets deleted, its pointer might still hold the string.. until another local variables overwrites it, possibly causing junk const char* or empty const char* pointer |
| 02:15:13 | raptor | checking... |
| 02:16:44 | sam686 | in other words, string *str1 = new string("hello"); const char *str2 = str1->c_str(); delete str1; printf("%s", str2); // may crash or cause bad string. |
| 02:17:22 | raptor | huh |
| 02:17:26 | raptor | i'm still not duplicating it |
| 02:17:34 | raptor | but i understand what you're saying |
| 02:17:41 | raptor | maybe my platform is just lucky |
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| 02:18:41 | sam686 | maybe this will overwrite the old data in stack: U8 mem1[2000] = {0,0,0,0,0,0,0,0}; |
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| 02:20:41 | sam686 | ... or maybe after a few lines of this: delete[] new U8[2000]; |
| 02:20:59 | raptor | ok, let me try that |
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| 02:21:59 | raptor | the send one would be on the heap |
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| 02:22:33 | sam686 | you get the idea, sometimes the compiler just arranges the memory differently between windows and gcc, 32-bit and 64-bit. |
| 02:22:42 | raptor | yes |
| 02:24:21 | sam686 | changing from: const char *title = gameType->getLevelName().c_str(); |
| 02:24:24 | sam686 | to: string titleStr = gameType->getLevelName(); const char *title = titleStr.c_str(); |
| 02:24:31 | sam686 | fixes one problem. |
| 02:25:47 | sam686 | I don't think I like returning a "Unnamed Level" in GameType::getLevelName() |
| 02:26:18 | sam686 | All levels saved from editor will then save as "Unnamed Level" in a title |
| 02:26:49 | sam686 | and then I won't be able to tell which "Unnamed level" goes to which level file |
| 02:27:08 | raptor | but that only happens if the gametype wasn't chosen, right? |
| 02:27:13 | sam686 | empty level names just shows the level filename in "Play different level" |
| 02:27:30 | sam686 | It happens when saving a level with empty title name. |
| 02:28:37 | raptor | ah ok |
| 02:29:35 | sam686 | Implement /getprevmap command... it would help if the commits was split into "Change GameType::getLevelName()" as thats where half of the file changes is about in that commit. |
| 02:30:05 | raptor | hah - and it is actually /showprevlevel |
| 02:30:17 | raptor | late night coding... bad for everyone :) |
| 02:31:21 | sam686 | make /getprevmap download a previously played map? |
| 02:31:48 | raptor | are you proposing a new command? or just commenting on watusimoto's badly worded commit? |
| 02:31:55 | raptor | I was doing the second... |
| 02:32:00 | sam686 | bad commit wording, i guess.. |
| 03:02:48 | raptor | hmmm... i have tab-completion working for /map |
| 03:02:59 | raptor | but it's a bit tricky to use the level index from the name |
| 03:03:28 | raptor | maybe I shoudl use the filename? |
| 04:04:08 | | BFLogBot Commit: d913af832aa6 | Author: buckyballreaction | Message: Add /map command to go straight to a map if you know its name. Also allows tab-completion of the name which selects the first level it finds with the name |
| 04:05:39 | raptor | done! |
| 04:05:43 | raptor | ok taking a break.. |
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| 04:45:55 | raptor | night! |
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| 08:30:58 | | BFLogBot Commit: 9c102bfcaf97 | Author: watusimoto | Message: Fix trivial bug: when hosting then quitting then hosting again, /showprevlevel showed last level played, rather than nothing |
| 08:31:00 | | BFLogBot Commit: bbc623f2e205 | Author: watusimoto | Message: Merge |
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| 08:36:54 | vs37nx | hmmm, cant seem to connect to the bitfighter forums |
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| 09:12:54 | vs37nx-Macbook | watusimoto: are you able to take a look at my GCI task? |
| 09:13:08 | vs37nx-Macbook | if you have do you have any feedback on it? |
| 09:13:34 | watusimoto | hi vs37nx-Macbook |
| 09:14:25 | watusimoto | I have not looked at it yet -- I only found the new repo last night, but have extracted it to a nice patch, here: http://sam6.25u.com/upload/10temp.diff |
| 09:14:33 | watusimoto | my plan is to apply that patch to the current repo tonight and see how it works |
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| 09:15:59 | vs37nx-Macbook | i cant get the mercunial repo work |
| 09:16:16 | vs37nx-Macbook | ok |
| 09:16:48 | watusimoto | One thing I do notice browsing through is that in functions like chooseLevelSource you got the indention wrong... but if that is the only thing, it would be easier for both of us if I just fixed it |
| 09:18:25 | vs37nx-Macbook | yeah |
| 09:18:25 | vs37nx-Macbook | i need to focus on fixing up my repo |
| 09:18:25 | watusimoto | just make a new one |
| 09:19:06 | watusimoto | Also, you have this section where you check the filename for the correct extension; I think that's not necessary; probably better to checkif the file exists at that point, regardless of what the extension is |
| 09:20:25 | watusimoto | also I'm curious why you added an implementation of loadLevels() to levelSource |
| 09:21:09 | vs37nx-Macbook | fixing up the repo will be a good hg learning experience for me |
| 09:21:09 | watusimoto | I think that method should stay abstract, to force the children classes to impmenet that method |
| 09:22:25 | watusimoto | also I think the constructor of FileListLevelSource should take a playlist only, and it should figure out how to get the list of files in the playlist |
| 09:23:57 | watusimoto | also if FileListLevelSource::loadLevel is sharing a lot of code with other loadLevel methods, create a function for the shared functionality and call it from both places |
| 09:25:31 | watusimoto | IN populateLevelInfoFromSource, use trim() instead of the stuff you wrote (as you acknowledged in your comment) |
| 09:26:21 | watusimoto | Also, this assert will not work: |
| 09:26:21 | watusimoto | TNLAssert("Playlist file not loaded, are you using a valid playlist file?", !fp); |
| 09:26:21 | watusimoto | you need to reverse the arguments |
| 09:26:21 | watusimoto | and you should assert against fp, not !fp |
| 09:27:09 | vs37nx-Macbook | ok |
| 09:27:09 | vs37nx-Macbook | trim() doesnt work |
| 09:27:09 | watusimoto | it would be easy to make it work, i think, or implement something similar for newlines |
| 09:27:09 | vs37nx-Macbook | it doesnt get rid of a newline |
| 09:28:11 | vs37nx-Macbook | i need to fix up my repo so i can implement a trimNewline() function |
| 09:28:11 | watusimoto | well, maybe I can help with that later |
| 09:28:11 | vs37nx-Macbook | nah, ill do it |
| 09:28:11 | vs37nx-Macbook | oh, good work with the gamejolt implementation btw |
| 09:28:22 | watusimoto | thanks |
| 09:28:27 | watusimoto | I don't understand this functin at all |
| 09:28:27 | watusimoto | FileListLevelSource::getLevelFileDescriptor |
| 09:29:00 | watusimoto | (looks like you don't either!) |
| 09:29:27 | watusimoto | Fix indention here: class FileListLevelSource : public LevelSource |
| 09:30:22 | watusimoto | I need to see this in context to be sure, but this looks suspicious |
| 09:30:25 | watusimoto | if(getSettingsPtr()->isUsingPlaylist()) |
| 09:30:25 | watusimoto | + filename = mLevelSource->getLevelFileName(mLevelLoadIndex); |
| 09:30:25 | watusimoto | + else |
| 09:30:25 | watusimoto | + filename = folderManager->findLevelFile(mLevelSource->getLevelFileName(mLevelLoadIndex)); |
| 09:30:58 | watusimoto | I am not sure why you need to do two different things here (but maybe you do, just looks odd) |
| 09:31:11 | vs37nx-Macbook | hmm, it seemed like a good idea at the time |
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| 09:31:47 | watusimoto | maybe it is (I'm only looking at the diff, don't hae access to the full source at the moment) |
| 09:32:07 | vs37nx-Macbook | i used it somtimes in some functions |
| 09:32:21 | watusimoto | Make the L lowercase --> Specified Location contains |
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| 09:34:16 | watusimoto | ok, that's it for the moment, but that should give you something to chew on. |
| 09:34:16 | vs37nx-Macbook | should i fix it? |
| 09:37:10 | watusimoto | I've summarized it here: |
| 09:37:10 | watusimoto | http://hastebin.com/lifotekuja.txt |
| 09:37:10 | watusimoto | yes |
| 09:37:10 | watusimoto | consider that the first tier review :-) |
| 09:38:42 | vs37nx-Macbook | with the if(getSettingsPtr()->isUsingPlaylist()) problem... |
| 09:39:19 | vs37nx-Macbook | it is uesd to determine which filename is loaded by the servergame when hosting' |
| 09:39:52 | watusimoto | That one I really do need to look at in context |
| 09:40:12 | vs37nx-Macbook | ok |
| 09:40:19 | watusimoto | but usually, if you are dealing with a class, and you need to differeentiate between various subclasses (as you are doing here), it is a sign of a problem |
| 09:40:25 | watusimoto | not always, but usually |
| 09:40:52 | vs37nx-Macbook | i did a second commit, that updtes some code |
| 09:41:07 | vs37nx-Macbook | look at the second one at the repo |
| 09:41:08 | watusimoto | if you really think that's the best way, leave it, and I'll take another look with the full context |
| 09:41:42 | watusimoto | I don't actually have the repo -- I have raptor's extraction of a diff from the repo |
| 09:41:42 | vs37nx-Macbook | the second commit round it off, and updates my repo |
| 09:41:53 | watusimoto | ok, please send me the url of the new repo |
| 09:42:15 | vs37nx-Macbook | ill send it usin my main machine, not my macbook |
| 09:42:26 | vs73nx | http://code.google.com/r/vs37nx-bf-clone/source/list |
| 09:42:51 | vs37nx-Macbook | although i prefer using my mac for irc |
| 09:47:50 | vs37nx-Macbook | wait, so when i run cmake, how do i specify for it to be a debug build? |
| 09:48:51 | watusimoto | you don't in cmake |
| 09:48:54 | vs37nx-Macbook | nevermind |
| 09:48:56 | watusimoto | you do it when building |
| 09:50:18 | vs37nx-Macbook | but in cmake do i do cmake -debug, or something like that |
| 09:52:43 | vs37nx-Macbook | oh nevermind. it's -DCMAKE_BUILD_TYPE_=debug |
| 10:02:06 | vs37nx-Macbook | watusimoto: you were right about that TNLAssert |
| 10:02:53 | vs37nx-Macbook | so do i do the assertation condition before the string? |
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| 10:06:56 | watusimoto | assert(thisBetterBeTrue, "ooops, it was false!"); |
| 10:07:46 | vs37nx-Macbook | ahh, ok |
| 10:15:10 | vs37nx-Macbook | oh dear |
| 10:15:17 | vs37nx-Macbook | it seems like my code is broken |
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| 10:42:52 | vs73nx | ok i need to go to bed |
| 10:42:59 | vs73nx | goodnight veeryone |
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| 13:06:08 | oskopek_ | hi |
| 13:06:35 | oskopek_ | watusimoto: is there any way to automatically compile the bitfighter tests? |
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| 14:34:10 | watusimoto | hi oskopek |
| 14:34:22 | watusimoto | you are on linux? |
| 14:35:40 | watusimoto | if so, I am not sure how to compile the tests -- cmake might make a makefile. cmake does make a vc++ project for the tests |
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| 15:02:44 | oskopek | watusimoto: yeah on linux |
| 15:03:28 | watusimoto | look for a makefile; raptor and kaen will know for sure, sam686 might know |
| 15:03:48 | watusimoto | or perhaps look for an option in the main bitfighter makefile |
| 15:03:57 | oskopek | ok, I'll try it or wait for them if I'm unable to get it to work |
| 15:04:02 | watusimoto | but it should be setup somehow, somewhere |
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| 15:16:06 | oskopek | found it: 'make test' creates a binary in exe/ called 'test' |
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| 15:20:26 | watusimoto | good |
| 15:20:34 | watusimoto | that sounds about right |
| 15:22:00 | oskopek | I was a bit confused about why the tests failed, but realized I still had to copy the resources over |
| 15:22:07 | oskopek | worked like a charm |
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| 15:36:13 | watusimoto | very glad to hear it! |
| 15:36:30 | watusimoto | perhaps we need to add a test that tests for the presence of resources and warn the user |
| 15:36:49 | watusimoto | or even an assert so they get a popup box |
| 15:37:26 | oskopek | I added a note about it to the README |
| 15:37:46 | oskopek | anyone looking for building tests on Linux should stumble upon it |
| 15:38:25 | watusimoto | oh good. fantastic. |
| 15:39:04 | watusimoto | I aslso added a case: |
| 15:39:05 | watusimoto | https://code.google.com/p/bitfighter/issues/detail?id=369&thanks=369&ts=1389627533 |
| 15:39:21 | watusimoto | because more warnings are better, and we probably want to warn windows /osx users as well |
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| 16:03:56 | raptor | good day! |
| 16:06:18 | watusimoto | hi |
| 16:06:35 | watusimoto | you and sam686 did not like my work last night |
| 16:06:43 | raptor | we didn't? |
| 16:06:54 | watusimoto | It didn't seem that way :-) |
| 16:07:08 | raptor | it actually worked OK for me after further tests |
| 16:07:26 | watusimoto | It's broken for me, so that will be where I start tonight |
| 16:07:58 | raptor | but sam686 seems to think.... yes. i guess Linux isn't as agressive as using up old stack space |
| 16:08:12 | raptor | or at least my specific compiler |
| 16:19:31 | raptor | sam686 said if you use a local string variable, it should fix the problem |
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| 16:36:09 | watusimoto | I think sam686 is probably right -- though I was returning a string, which should take care of any disappearing pointes |
| 16:43:04 | raptor | pointies! |
| 16:51:51 | raptor | bobdaduck! |
| 16:51:57 | raptor | is Quartzy in town? |
| 16:51:59 | bobdaduck | pointies! |
| 16:52:16 | bobdaduck | He is in Salt lake just north of temple square I believe. |
| 16:52:40 | watusimoto | new menu music? |
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| 16:52:42 | watusimoto | http://www.newgrounds.com/audio/listen/515704 |
| 16:53:01 | raptor | have to turn off Wall-E first... |
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| 16:53:11 | watusimoto | it'll wait |
| 16:53:45 | raptor | straight back to the 80s! |
| 16:54:09 | bobdaduck | It sounds good but I like the ambience of our current "music". Would work well in-game though. |
| 16:54:28 | raptor | I think I agree with bobdaduck's statement |
| 16:54:51 | watusimoto | I thought everyone hated teh menu music |
| 16:54:56 | watusimoto | I don't mind it myself |
| 16:55:00 | raptor | i thought just the opposite |
| 16:55:38 | watusimoto | actually, everything I've listened to on this site is at least ok |
| 16:55:48 | watusimoto | some is pretty good (but mostly sort) |
| 16:56:13 | raptor | CC licensing, yay |
| 16:58:58 | raptor | the repairable cores topic went more in-depth than I was expecting... |
| 16:59:19 | watusimoto | I think the concept is flawed |
| 16:59:26 | watusimoto | but I'm building up to it |
| 17:01:19 | raptor | could the idea be similar to my 'onslaught' game type idea (from ut2004)? |
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| 17:07:17 | bobdaduck | I like kamikaze better |
| 17:08:30 | raptor | footloose voted! |
| 17:09:04 | raptor | ok, i have to put up the next rounds... |
| 17:09:57 | raptor | who is 'CZard' ? |
| 17:12:35 | watusimoto | I think we can pretty seamlessly graft onslaught onto core |
| 17:12:46 | watusimoto | without disrupting existing core levels |
| 17:12:57 | watusimoto | just create something that unlocks cores before they can be killed |
| 17:13:18 | watusimoto | and if that thing is absent, we have normal core |
| 17:13:56 | raptor | Yes, that's what I was thinking, too. But, do you think that game addition would be good? |
| 17:14:39 | watusimoto | it might be |
| 17:14:51 | watusimoto | you said it was fun to play, so that's soemthing |
| 17:15:08 | raptor | it was very fun |
| 17:15:24 | watusimoto | it could be a zone control/core hybrid |
| 17:15:26 | watusimoto | core control |
| 17:15:53 | watusimoto | heck, you could build most of it with a levelgen |
| 17:15:59 | watusimoto | and see |
| 17:17:08 | raptor | that's a good idea |
| 17:18:39 | watusimoto | just add a line item around cores that are invulnerable because capture conditions haven't been met |
| 17:26:58 | raptor | a line item? how would that make them invulnerable? |
| 17:27:49 | bobdaduck | It doesn't, its to show that the core is invulnerable. |
| 17:28:17 | raptor | ok, maybe I should just prototype it... |
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| 17:29:21 | raptor | watusimoto: should we add a rebindable editor keys UI to 019a? |
| 17:30:16 | watusimoto | definitely |
| 17:30:22 | watusimoto | oh wait |
| 17:30:24 | raptor | we'd probably have to have it be part of this bug: http://code.google.com/p/bitfighter/issues/detail?id=301 |
| 17:30:24 | watusimoto | to the ui |
| 17:30:37 | watusimoto | like create a ui to modify them? |
| 17:30:40 | watusimoto | I'd say no |
| 17:30:46 | raptor | ok |
| 17:31:03 | watusimoto | I'm not sure it will ever be worthwhile to do that, actually |
| 17:31:13 | watusimoto | my current thinking is INI only, for the forseeable future |
| 17:31:14 | raptor | the ui for the keys? |
| 17:31:17 | raptor | ok |
| 17:31:18 | watusimoto | yes |
| 17:31:47 | watusimoto | because those keys change so much (adding new functions, etc.) doing the binding would be a bit of a challenge |
| 17:31:53 | watusimoto | from a ui layout pov, that is |
| 17:32:51 | watusimoto | most players won't want to rebind |
| 17:33:07 | watusimoto | unlike playing, where they might |
| 17:33:34 | raptor | ok, too much work-for-reward |
| 17:33:36 | raptor | i agree |
| 17:34:04 | watusimoto | yes |
| 17:59:44 | watusimoto | later! |
| 18:01:01 | oskopek | watusimoto: are you sure about the TNLAssert while checking for resources? It just segfaults and doesn't print anything of value on my system as opposed to say, printf |
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| 18:35:22 | Watusimoto | My revolution did not go far enough! |
| 18:35:49 | | BFLogBot Commit: 915cfb39bc86 | Author: watusimoto | Message: Fix level name display issue |
| 18:35:52 | raptor | revolution? |
| 18:36:14 | Watusimoto | last night... if I had just pressed onward, the level display issue would never have happened |
| 18:36:29 | raptor | oh haha... |
| 18:36:34 | raptor | you were close! |
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| 19:17:16 | | BFLogBot Commit: fedcc5b5dcee | Author: watusimoto | Message: Simplify! |
| 19:17:18 | | BFLogBot Commit: 64b130296ea0 | Author: watusimoto | Message: Warnings |
| 19:17:19 | | BFLogBot Commit: 6603b2a5a5d0 | Author: watusimoto | Message: Creep menus towards modern fonts... bit by bit so no one notices |
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| 20:23:13 | raptor | ending a sentence in a preposition!! |
| 20:23:15 | raptor | the nerve! |
| 20:25:10 | thread_ | what? me? no, never |
| 20:25:19 | raptor | oh hi thread_ |
| 20:27:55 | thread_ | hi |
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| 21:28:06 | | BFLogBot Commit: d01a1f47cb4a | Author: watusimoto | Message: Fix help |
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| 22:27:44 | | BFLogBot Commit: cef419234fb0 | Author: watusimoto | Message: Subtle improvement to help text |
| 22:27:46 | | BFLogBot Commit: 367101a4475c | Author: watusimoto | Message: Fix regression in instruction colors |
| 22:27:47 | | BFLogBot Commit: 321092928a44 | Author: watusimoto | Message: Make badge help page a little prettier |
| 22:30:56 | raptor | i can't find the topic on /map |
| 22:31:00 | raptor | to respond |
| 22:31:03 | raptor | maybe it was an issue.. |
| 22:36:03 | vs73nx | yay, i got my file playlists working again |
| 22:36:09 | vs73nx | see you all later! |
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| 23:53:21 | | BFLogBot Commit: 094201548206 | Author: watusimoto | Message: Add game objects to color picker, modernize fonts |
| 23:53:23 | | BFLogBot Commit: 4ee5bc8110a6 | Author: watusimoto | Message: Add color picker activation key, some marginal improvement to menu appearance |
| 23:53:24 | | BFLogBot Commit: 998ace115239 | Author: watusimoto | Message: Make menu titles capitalized as the are on the rest of the menus |
| 23:56:14 | raptor | I see you found the color picker... |
| 23:56:59 | raptor | whoa... a click-to-cancel |
| 23:57:08 | raptor | it's like we have a real UI! |
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