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IRC Log for 2014-01-13

Timestamps are in GMT/BST.

00:00:51Nothing_MuchHi everyone
00:02:35raptorWatusimoto: I'm thinking about adding the /map command that will let you go to any map you want (with auto-complete). thoughts?
00:02:42raptorhi Nothing_Much
00:02:51Watusimotosure
00:02:55Watusimotosounds good
00:03:24raptorsam686: do you have code for the /map command somewhere? it seems that sky_lark thinks you may have had it on a server once
00:04:57HylianSavior Quit (Quit: Leaving)
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00:06:57Nothing_MuchGood job on getting BF on GameJolt guys!
00:07:46YoshiSmbthanks god i registered at GameJolt!
00:12:33YoshiSmb Quit (Ping timeout: 272 seconds)
00:16:59sam686what map command?
00:17:16raptorgood question -
00:17:33raptorhe wants a /map SOME_LEVEL command
00:17:49raptorto change level quickly instead of going through the menu list
00:18:22raptorand mentioned that something like it was coded by you on a server once (I don't know if that's true)
00:18:43sam686well there never been a /map command or any command that switches to that level..
00:19:01sam686theres /getmap but thats something else..
00:20:05raptorok, i'll code one from scratch, then
00:22:58sam686the /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
00:23:11raptoryes
00:23:14raptorgood idea
00:23:27sam686watusimoto seem to prefer client side command though, thats ok
00:23:47sam686in addition make it so it can TAB to auto complete..
00:24:02raptoryes, very good idea
00:24:13WatusimotoI like what sam686 recommended!
00:24:33Watusimotojust simulate the menu
00:28:05raptordoes the gametype object persist? or is it destroyed between each level change?
00:28:14raptoroh duh, destroyed
00:28:41sam686just use existing GameConnection's c2sRequestLevelChange, be sure to find the level for index first.
00:28:57raptorok
00:29:11raptorright after this other task I realized i was in the middle of (coding /showprevlevel )
00:39:44Watusimotoah
00:39:47Watusimotostop
00:39:56Watusimotoraptor: stop
00:40:48raptorwait what?
00:41:07sam686what? you or someone already did (or partually did) /map command?
00:41:08raptorWatusimoto: did I do wrong..
00:41:32WatusimotoI am 99.9% done with /showprevlevel
00:41:38WatusimotoI didn't realize you were working on that
00:41:51Watusimotoit sounded like you had hit a roadblock
00:42:30raptorha!
00:42:32raptorok
00:42:35sam686does that mean raptor can continue the /map command? but not /showprevlevel?
00:42:41Watusimotoyes
00:42:44raptori'm about 80% so we'll go with your changes
00:42:51Watusimotosorry!
00:44:28raptoron to /map!
00:45:12WatusimotoI'm actually just tracking down a probably unrelated string table issue
00:46:14raptordinner!
00:46:16raptorback later
00:46:30sam686Watusimoto: 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.
00:46:41Watusimotonot to worry!
00:46:49Watusimotono c2s needed!
00:46:52Watusimotoit's all client side
00:46:58sam686why 2? its because we forgot to reset c2sSendAnnouncement version to 0 when changing 1 to 0
00:47:34sam686all client-server RPC version can reset to 0 when changing version to 020
00:51:54Watusimotook, well, here goes...
00:51:58Watusimotoand here I go
00:52:01Watusimotogood night!
00:52:05BFLogBot 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
00:52:21Watusimotops I do know that I may have messed up the display of game name... will try to fix tomorrow
00:52:24Watusimotowhen less tired
00:56:22Nothing_Much Quit (Remote host closed the connection)
00:57:22sam686changing const StringTableEntry *getLevelName() const; to string getLevelName() const; requires changing all other CTFGame/HTFGame/ZoneControlGame
00:57:32sam686undoing the changes to gameType.h will also fix..
00:58:45WatusimotogetLevelName does not appear to be overridden anywhere
00:59:01sam686guess not.. Have to test it
00:59:03Watusimotowell, I'll look tomorrow. if you have other ideeas, feel free to fix, or post here and I'll read the log
00:59:04Watusimotonight!
00:59:32sam686ok
01:04:01Watusimoto Quit (Ping timeout: 272 seconds)
01:14:22sam686The 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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02:06:05raptorhmmm.... what did watusimoto do..
02:06:28raptoroh wow, he touched 3 times the amount of files I was touching in my attempt
02:08:22raptoroh, haha, smart - he used the destructor
02:09:03raptorok, looks like he did mostly what i was doing...
02:09:51raptorsam686: is there a problem with showing the level name?
02:10:09sam686All those getLevelName().c_str() is rendering its pointer invalid because (string) is deleted early causing (const char*) pointer to be invalid.
02:11:23raptorwhere can i see the bug? the level names are actually showing OK for me... but i did do a full recompile
02:11:24sam686string won't delete until after c_str() is called, when string is created locally in a function
02:11:58raptorwindows-only, maybe?
02:12:16sam686LevelInfoDisplayer::render
02:12:42sam686its when you press F2 or at the start of loading a level when hosting/joining/playing back recorded game
02:14:18sam686After 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
02:15:13raptorchecking...
02:16:44sam686in other words, string *str1 = new string("hello"); const char *str2 = str1->c_str(); delete str1; printf("%s", str2); // may crash or cause bad string.
02:17:22raptorhuh
02:17:26raptori'm still not duplicating it
02:17:34raptorbut i understand what you're saying
02:17:41raptormaybe my platform is just lucky
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02:18:41sam686maybe this will overwrite the old data in stack: U8 mem1[2000] = {0,0,0,0,0,0,0,0};
02:18:57HylianSavior has joined
02:20:41sam686... or maybe after a few lines of this: delete[] new U8[2000];
02:20:59raptorok, let me try that
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02:21:59raptorthe send one would be on the heap
02:22:29Nothing_Much Quit (Remote host closed the connection)
02:22:33sam686you get the idea, sometimes the compiler just arranges the memory differently between windows and gcc, 32-bit and 64-bit.
02:22:42raptoryes
02:24:21sam686changing from: const char *title = gameType->getLevelName().c_str();
02:24:24sam686to: string titleStr = gameType->getLevelName(); const char *title = titleStr.c_str();
02:24:31sam686fixes one problem.
02:25:47sam686I don't think I like returning a "Unnamed Level" in GameType::getLevelName()
02:26:18sam686All levels saved from editor will then save as "Unnamed Level" in a title
02:26:49sam686and then I won't be able to tell which "Unnamed level" goes to which level file
02:27:08raptorbut that only happens if the gametype wasn't chosen, right?
02:27:13sam686empty level names just shows the level filename in "Play different level"
02:27:30sam686It happens when saving a level with empty title name.
02:28:37raptorah ok
02:29:35sam686Implement /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.
02:30:05raptorhah - and it is actually /showprevlevel
02:30:17raptorlate night coding... bad for everyone :)
02:31:21sam686make /getprevmap download a previously played map?
02:31:48raptorare you proposing a new command? or just commenting on watusimoto's badly worded commit?
02:31:55raptorI was doing the second...
02:32:00sam686bad commit wording, i guess..
03:02:48raptorhmmm... i have tab-completion working for /map
03:02:59raptorbut it's a bit tricky to use the level index from the name
03:03:28raptormaybe I shoudl use the filename?
04:04:08BFLogBot 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
04:05:39raptordone!
04:05:43raptorok taking a break..
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04:45:55raptornight!
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08:30:58BFLogBot Commit: 9c102bfcaf97 | Author: watusimoto | Message: Fix trivial bug: when hosting then quitting then hosting again, /showprevlevel showed last level played, rather than nothing
08:31:00BFLogBot Commit: bbc623f2e205 | Author: watusimoto | Message: Merge
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08:36:54vs37nxhmmm, cant seem to connect to the bitfighter forums
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09:12:54vs37nx-Macbookwatusimoto: are you able to take a look at my GCI task?
09:13:08vs37nx-Macbookif you have do you have any feedback on it?
09:13:34watusimotohi vs37nx-Macbook
09:14:25watusimotoI 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
09:14:33watusimotomy plan is to apply that patch to the current repo tonight and see how it works
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09:15:59vs37nx-Macbooki cant get the mercunial repo work
09:16:16vs37nx-Macbookok
09:16:48watusimotoOne 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
09:18:25vs37nx-Macbookyeah
09:18:25vs37nx-Macbooki need to focus on fixing up my repo
09:18:25watusimotojust make a new one
09:19:06watusimotoAlso, 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
09:20:25watusimotoalso I'm curious why you added an implementation of loadLevels() to levelSource
09:21:09vs37nx-Macbookfixing up the repo will be a good hg learning experience for me
09:21:09watusimotoI think that method should stay abstract, to force the children classes to impmenet that method
09:22:25watusimotoalso 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
09:23:57watusimotoalso 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
09:25:31watusimotoIN populateLevelInfoFromSource, use trim() instead of the stuff you wrote (as you acknowledged in your comment)
09:26:21watusimotoAlso, this assert will not work:
09:26:21watusimotoTNLAssert("Playlist file not loaded, are you using a valid playlist file?", !fp);
09:26:21watusimotoyou need to reverse the arguments
09:26:21watusimotoand you should assert against fp, not !fp
09:27:09vs37nx-Macbookok
09:27:09vs37nx-Macbooktrim() doesnt work
09:27:09watusimotoit would be easy to make it work, i think, or implement something similar for newlines
09:27:09vs37nx-Macbookit doesnt get rid of a newline
09:28:11vs37nx-Macbooki need to fix up my repo so i can implement a trimNewline() function
09:28:11watusimotowell, maybe I can help with that later
09:28:11vs37nx-Macbooknah, ill do it
09:28:11vs37nx-Macbookoh, good work with the gamejolt implementation btw
09:28:22watusimotothanks
09:28:27watusimotoI don't understand this functin at all
09:28:27watusimotoFileListLevelSource::getLevelFileDescriptor
09:29:00watusimoto(looks like you don't either!)
09:29:27watusimotoFix indention here: class FileListLevelSource : public LevelSource
09:30:22watusimotoI need to see this in context to be sure, but this looks suspicious
09:30:25watusimotoif(getSettingsPtr()->isUsingPlaylist())
09:30:25watusimoto+ filename = mLevelSource->getLevelFileName(mLevelLoadIndex);
09:30:25watusimoto+ else
09:30:25watusimoto+ filename = folderManager->findLevelFile(mLevelSource->getLevelFileName(mLevelLoadIndex));
09:30:58watusimotoI am not sure why you need to do two different things here (but maybe you do, just looks odd)
09:31:11vs37nx-Macbookhmm, it seemed like a good idea at the time
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09:31:47watusimotomaybe it is (I'm only looking at the diff, don't hae access to the full source at the moment)
09:32:07vs37nx-Macbooki used it somtimes in some functions
09:32:21watusimotoMake the L lowercase --> Specified Location contains
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09:34:16watusimotook, that's it for the moment, but that should give you something to chew on.
09:34:16vs37nx-Macbookshould i fix it?
09:37:10watusimotoI've summarized it here:
09:37:10watusimotohttp://hastebin.com/lifotekuja.txt
09:37:10watusimotoyes
09:37:10watusimotoconsider that the first tier review :-)
09:38:42vs37nx-Macbookwith the if(getSettingsPtr()->isUsingPlaylist()) problem...
09:39:19vs37nx-Macbookit is uesd to determine which filename is loaded by the servergame when hosting'
09:39:52watusimotoThat one I really do need to look at in context
09:40:12vs37nx-Macbookok
09:40:19watusimotobut 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
09:40:25watusimotonot always, but usually
09:40:52vs37nx-Macbooki did a second commit, that updtes some code
09:41:07vs37nx-Macbooklook at the second one at the repo
09:41:08watusimotoif you really think that's the best way, leave it, and I'll take another look with the full context
09:41:42watusimotoI don't actually have the repo -- I have raptor's extraction of a diff from the repo
09:41:42vs37nx-Macbookthe second commit round it off, and updates my repo
09:41:53watusimotook, please send me the url of the new repo
09:42:15vs37nx-Macbookill send it usin my main machine, not my macbook
09:42:26vs73nxhttp://code.google.com/r/vs37nx-bf-clone/source/list
09:42:51vs37nx-Macbookalthough i prefer using my mac for irc
09:47:50vs37nx-Macbookwait, so when i run cmake, how do i specify for it to be a debug build?
09:48:51watusimotoyou don't in cmake
09:48:54vs37nx-Macbooknevermind
09:48:56watusimotoyou do it when building
09:50:18vs37nx-Macbookbut in cmake do i do cmake -debug, or something like that
09:52:43vs37nx-Macbookoh nevermind. it's -DCMAKE_BUILD_TYPE_=debug
10:02:06vs37nx-Macbookwatusimoto: you were right about that TNLAssert
10:02:53vs37nx-Macbookso do i do the assertation condition before the string?
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10:06:56watusimotoassert(thisBetterBeTrue, "ooops, it was false!");
10:07:46vs37nx-Macbookahh, ok
10:15:10vs37nx-Macbookoh dear
10:15:17vs37nx-Macbookit seems like my code is broken
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10:42:52vs73nxok i need to go to bed
10:42:59vs73nxgoodnight veeryone
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13:06:08oskopek_hi
13:06:35oskopek_watusimoto: is there any way to automatically compile the bitfighter tests?
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14:34:10watusimotohi oskopek
14:34:22watusimotoyou are on linux?
14:35:40watusimotoif 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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15:02:44oskopekwatusimoto: yeah on linux
15:03:28watusimotolook for a makefile; raptor and kaen will know for sure, sam686 might know
15:03:48watusimotoor perhaps look for an option in the main bitfighter makefile
15:03:57oskopekok, I'll try it or wait for them if I'm unable to get it to work
15:04:02watusimotobut it should be setup somehow, somewhere
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15:16:06oskopekfound it: 'make test' creates a binary in exe/ called 'test'
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15:20:26watusimotogood
15:20:34watusimotothat sounds about right
15:22:00oskopekI was a bit confused about why the tests failed, but realized I still had to copy the resources over
15:22:07oskopekworked like a charm
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15:36:13watusimotovery glad to hear it!
15:36:30watusimotoperhaps we need to add a test that tests for the presence of resources and warn the user
15:36:49watusimotoor even an assert so they get a popup box
15:37:26oskopekI added a note about it to the README
15:37:46oskopekanyone looking for building tests on Linux should stumble upon it
15:38:25watusimotooh good. fantastic.
15:39:04watusimotoI aslso added a case:
15:39:05watusimotohttps://code.google.com/p/bitfighter/issues/detail?id=369&thanks=369&ts=1389627533
15:39:21watusimotobecause more warnings are better, and we probably want to warn windows /osx users as well
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16:03:56raptorgood day!
16:06:18watusimotohi
16:06:35watusimotoyou and sam686 did not like my work last night
16:06:43raptorwe didn't?
16:06:54watusimotoIt didn't seem that way :-)
16:07:08raptorit actually worked OK for me after further tests
16:07:26watusimotoIt's broken for me, so that will be where I start tonight
16:07:58raptorbut sam686 seems to think.... yes. i guess Linux isn't as agressive as using up old stack space
16:08:12raptoror at least my specific compiler
16:19:31raptorsam686 said if you use a local string variable, it should fix the problem
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16:36:09watusimotoI think sam686 is probably right -- though I was returning a string, which should take care of any disappearing pointes
16:43:04raptorpointies!
16:51:51raptorbobdaduck!
16:51:57raptoris Quartzy in town?
16:51:59bobdaduckpointies!
16:52:16bobdaduckHe is in Salt lake just north of temple square I believe.
16:52:40watusimotonew menu music?
16:52:40Nothing_Much Quit (Read error: Connection reset by peer)
16:52:42watusimotohttp://www.newgrounds.com/audio/listen/515704
16:53:01raptorhave to turn off Wall-E first...
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16:53:11watusimotoit'll wait
16:53:45raptorstraight back to the 80s!
16:54:09bobdaduckIt sounds good but I like the ambience of our current "music". Would work well in-game though.
16:54:28raptorI think I agree with bobdaduck's statement
16:54:51watusimotoI thought everyone hated teh menu music
16:54:56watusimotoI don't mind it myself
16:55:00raptori thought just the opposite
16:55:38watusimotoactually, everything I've listened to on this site is at least ok
16:55:48watusimotosome is pretty good (but mostly sort)
16:56:13raptorCC licensing, yay
16:58:58raptorthe repairable cores topic went more in-depth than I was expecting...
16:59:19watusimotoI think the concept is flawed
16:59:26watusimotobut I'm building up to it
17:01:19raptorcould the idea be similar to my 'onslaught' game type idea (from ut2004)?
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17:07:17bobdaduckI like kamikaze better
17:08:30raptorfootloose voted!
17:09:04raptorok, i have to put up the next rounds...
17:09:57raptorwho is 'CZard' ?
17:12:35watusimotoI think we can pretty seamlessly graft onslaught onto core
17:12:46watusimotowithout disrupting existing core levels
17:12:57watusimotojust create something that unlocks cores before they can be killed
17:13:18watusimotoand if that thing is absent, we have normal core
17:13:56raptorYes, that's what I was thinking, too. But, do you think that game addition would be good?
17:14:39watusimotoit might be
17:14:51watusimotoyou said it was fun to play, so that's soemthing
17:15:08raptorit was very fun
17:15:24watusimotoit could be a zone control/core hybrid
17:15:26watusimotocore control
17:15:53watusimotoheck, you could build most of it with a levelgen
17:15:59watusimotoand see
17:17:08raptorthat's a good idea
17:18:39watusimotojust add a line item around cores that are invulnerable because capture conditions haven't been met
17:26:58raptora line item? how would that make them invulnerable?
17:27:49bobdaduckIt doesn't, its to show that the core is invulnerable.
17:28:17raptorok, maybe I should just prototype it...
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17:29:21raptorwatusimoto: should we add a rebindable editor keys UI to 019a?
17:30:16watusimotodefinitely
17:30:22watusimotooh wait
17:30:24raptorwe'd probably have to have it be part of this bug: http://code.google.com/p/bitfighter/issues/detail?id=301
17:30:24watusimototo the ui
17:30:37watusimotolike create a ui to modify them?
17:30:40watusimotoI'd say no
17:30:46raptorok
17:31:03watusimotoI'm not sure it will ever be worthwhile to do that, actually
17:31:13watusimotomy current thinking is INI only, for the forseeable future
17:31:14raptorthe ui for the keys?
17:31:17raptorok
17:31:18watusimotoyes
17:31:47watusimotobecause those keys change so much (adding new functions, etc.) doing the binding would be a bit of a challenge
17:31:53watusimotofrom a ui layout pov, that is
17:32:51watusimotomost players won't want to rebind
17:33:07watusimotounlike playing, where they might
17:33:34raptorok, too much work-for-reward
17:33:36raptori agree
17:34:04watusimotoyes
17:59:44watusimotolater!
18:01:01oskopekwatusimoto: 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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18:35:22WatusimotoMy revolution did not go far enough!
18:35:49BFLogBot Commit: 915cfb39bc86 | Author: watusimoto | Message: Fix level name display issue
18:35:52raptorrevolution?
18:36:14Watusimotolast night... if I had just pressed onward, the level display issue would never have happened
18:36:29raptoroh haha...
18:36:34raptoryou were close!
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19:17:16BFLogBot Commit: fedcc5b5dcee | Author: watusimoto | Message: Simplify!
19:17:18BFLogBot Commit: 64b130296ea0 | Author: watusimoto | Message: Warnings
19:17:19BFLogBot Commit: 6603b2a5a5d0 | Author: watusimoto | Message: Creep menus towards modern fonts... bit by bit so no one notices
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20:23:13raptorending a sentence in a preposition!!
20:23:15raptorthe nerve!
20:25:10thread_what? me? no, never
20:25:19raptoroh hi thread_
20:27:55thread_hi
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21:28:06BFLogBot Commit: d01a1f47cb4a | Author: watusimoto | Message: Fix help
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22:27:44BFLogBot Commit: cef419234fb0 | Author: watusimoto | Message: Subtle improvement to help text
22:27:46BFLogBot Commit: 367101a4475c | Author: watusimoto | Message: Fix regression in instruction colors
22:27:47BFLogBot Commit: 321092928a44 | Author: watusimoto | Message: Make badge help page a little prettier
22:30:56raptori can't find the topic on /map
22:31:00raptorto respond
22:31:03raptormaybe it was an issue..
22:36:03vs73nxyay, i got my file playlists working again
22:36:09vs73nxsee you all later!
22:36:12vs73nx Quit (Quit: Ok Leaving, Bye!)
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23:21:59Darrel is now known as Darrel[OFF]
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23:53:21BFLogBot Commit: 094201548206 | Author: watusimoto | Message: Add game objects to color picker, modernize fonts
23:53:23BFLogBot Commit: 4ee5bc8110a6 | Author: watusimoto | Message: Add color picker activation key, some marginal improvement to menu appearance
23:53:24BFLogBot Commit: 998ace115239 | Author: watusimoto | Message: Make menu titles capitalized as the are on the rest of the menus
23:56:14raptorI see you found the color picker...
23:56:59raptorwhoa... a click-to-cancel
23:57:08raptorit's like we have a real UI!
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