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| 14:48:42 | raptor | hello |
| 15:08:52 | Watusimoto | hi |
| 15:09:03 | raptor | hi |
| 15:09:07 | Watusimoto | fell asleep early __again__ |
| 15:09:24 | Watusimoto | lame |
| 15:09:53 | raptor | me too.. |
| 15:10:27 | raptor | i started a GL abstraction layer |
| 15:10:31 | raptor | with an interface |
| 15:10:54 | raptor | but it needs to be instantiated somewhere, e.g. GL gl = new GLES1(); |
| 15:11:15 | raptor | then it will be invoked everywhere like this: gl->glColor(...) |
| 15:11:29 | raptor | the question I have - is where should I put this GL object? |
| 15:12:59 | raptor | maybe in UIManager? |
| 15:16:57 | raptor | i couldn't do it statically because you can't do: virtual static void glColor() = 0; |
| 15:23:39 | Watusimoto | so the object is only needed when doing UI stuff, right? |
| 15:23:54 | Watusimoto | so you could instantiate it in the UI manager, yes, that might make sense |
| 15:24:40 | Watusimoto | I think that will remain a singleton even if we add support for multiple clients in one session |
| 15:28:02 | raptor | yes |
| 15:28:52 | raptor | this may be a rather large-ish refactor - i'll probably be needing to put all of gameObjectRender, RenderUtils, and OpenglUtils into classes/namespaces |
| 15:32:30 | raptor | UIManager is instantiated from ClientGame is that still an OK pattern? |
| 15:35:35 | raptor | there was supposed to be a comma in there somewhere... |
| 15:37:10 | Watusimoto | well, there is a refactor needed in there somewhere |
| 15:37:12 | raptor | argh, that won't work |
| 15:37:28 | raptor | client game is created after VideoSystem::init() is called |
| 15:37:32 | Watusimoto | when you first start the game, if you are a player, clientGame gets kicked off, and that fires up the UI |
| 15:37:33 | raptor | and that requires GL calls |
| 15:37:45 | Watusimoto | if you are a server, then serverGame gets started |
| 15:38:15 | Watusimoto | but I think when you start, the UIManager should start first, then clientgame should only get created when you start playing |
| 15:38:29 | Watusimoto | but that's (probably) a whole nother story |
| 15:38:49 | Watusimoto | you could move the VS::init into uimanager, perhaps |
| 15:39:01 | raptor | ah ha! you grew up splitting that word "another" like that, too! |
| 15:39:14 | Watusimoto | haha yes |
| 15:39:25 | Watusimoto | do some people not do that? |
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| 15:39:45 | Watusimoto | VS is technically not needed to run client games |
| 15:39:47 | raptor | i'm not sure - but i just noticed that I do that a short while ago... |
| 15:39:57 | Watusimoto | seems natural |
| 15:40:01 | Watusimoto | another is short for a nother |
| 15:40:07 | raptor | haha |
| 15:40:10 | Watusimoto | or an other |
| 15:40:23 | raptor | hard to say: an whole other |
| 15:40:32 | Watusimoto | a whole nother |
| 15:40:46 | Watusimoto | seems better |
| 15:41:16 | Watusimoto | http://grammarist.com/usage/a-whole-nother/ |
| 15:42:14 | raptor | ha, that's great |
| 15:43:53 | Watusimoto | yeah |
| 15:44:18 | Watusimoto | anway... I think UIManager should be the thing that starts up first, and launches client/server games as needed |
| 15:44:22 | raptor | hmm... i need a non-static object on somewhere, but before/during VideoSystem::init() |
| 15:44:32 | Watusimoto | why should you have a clientgame in the main menu? |
| 15:44:47 | Watusimoto | you could create it in main() |
| 15:44:49 | raptor | this goes back to what we want clientgame to be... |
| 15:44:51 | Watusimoto | or in vs::init |
| 15:45:01 | Watusimoto | well, that's static |
| 15:45:03 | Watusimoto | probably |
| 15:45:05 | raptor | VS::init is a static... yes |
| 15:45:19 | raptor | so in main() maybe, and give it to UIManager |
| 15:45:28 | Watusimoto | that would work |
| 15:45:57 | Watusimoto | but it might break some tests... not sure |
| 15:46:23 | Watusimoto | maybe not |
| 15:52:17 | Watusimoto | am I correct in supposing that you don't need the gl object to be instantiated until we start rending the UI? |
| 15:52:49 | raptor | correct.. i think - nothing can be rendered until after VS::init() anyways |
| 15:53:22 | Watusimoto | can that all go inside uiManager? |
| 15:53:28 | Watusimoto | (includig vs::init) |
| 15:53:49 | Watusimoto | also, on separate topic, the father of the author of TNL just passed away. |
| 15:54:37 | raptor | oh? how did you hear about that |
| 15:55:02 | Watusimoto | it's big news here |
| 15:55:14 | Watusimoto | his father was a big deal in the U of O |
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| 15:55:26 | Watusimoto | and, I think, former candidate for governor |
| 15:55:30 | raptor | oh wow |
| 15:56:14 | Watusimoto | http://en.wikipedia.org/wiki/David_B._Frohnmayer |
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| 16:26:05 | raptor | interesting - he had 2 daughters die from a very rare disease |
| 16:31:48 | Watusimoto | I didn't know that |
| 16:33:44 | raptor | VS::init() does SDL set-up and things - are you saying we'd create UIManager before that, then run VS::init, then attach the UIManager to ClientGame? |
| 16:33:55 | raptor | right now UIManager is created/deleted with clientgame |
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| 16:46:57 | Watusimoto | well, we've got two paths |
| 16:47:12 | Watusimoto | 1) minor - make stuff work with the architecture we haev now |
| 16:47:24 | Watusimoto | or 2) fix architecture to the way it should be |
| 16:47:40 | raptor | i like the #2's of the world, but i'm not entirely sure what it should be... |
| 16:47:54 | raptor | ClientGame seems to have changed purposes a few times... |
| 16:48:04 | Watusimoto | Here's how I think things shoudl logically work |
| 16:48:19 | Watusimoto | Launch game in client mode |
| 16:48:24 | Watusimoto | Create UIManager |
| 16:48:26 | Watusimoto | Join game |
| 16:48:35 | Watusimoto | create clientGame to manage that game |
| 16:48:38 | Watusimoto | Quit game |
| 16:48:44 | Watusimoto | clientGame gets deleted |
| 16:49:03 | Watusimoto | listen to flight of the valkries with UIManager, not clientGame |
| 16:49:20 | Watusimoto | currently, clientGame is our "primary" object |
| 16:49:25 | raptor | so UIManager would be the 'router' so-to-speak? |
| 16:49:30 | Watusimoto | yes |
| 16:49:39 | raptor | because I remember Game trying to be that once |
| 16:49:47 | Watusimoto | cleintgame does that now |
| 16:50:05 | Watusimoto | servergame works more the way I am proposing clientgame should work |
| 16:50:18 | Watusimoto | we create one when we need to host, then kill it off when we're done hosting |
| 16:51:22 | Watusimoto | so it seems asymmetrical to me |
| 16:51:38 | Watusimoto | so I think #2 woule entail that (probably rather large) refactor |
| 16:52:09 | Watusimoto | for #1, what is the earliest you think you need to create the new gl object? |
| 16:54:17 | raptor | with or before videosystem::init() |
| 16:55:28 | Watusimoto | then you could just do it then, and pass it around where you need it |
| 16:55:48 | Watusimoto | a little klunkier, but much easier than #2 |
| 16:56:11 | Watusimoto | you gave up on the ifdef solution? That would work as a static, no? |
| 16:56:55 | raptor | yeah, that may be the best at the moment |
| 16:57:15 | raptor | i'm doing the #ifdef solution, but with GLES2/GLES1 implementations of the GL class |
| 16:57:24 | raptor | it's just a matter of where teh GL class will reside |
| 16:58:23 | raptor | FYI, the hedgewars devs are talking about possibly putting an April fools news item up, saying they're leaving for bitfighter :) |
| 16:58:29 | raptor | that's where sheepluva is from |
| 16:59:56 | Watusimoto | ha! |
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| 17:15:11 | Watusimoto | Found a minor bug in the password entry system |
| 17:15:23 | Watusimoto | Fixing now |
| 17:21:33 | raptor | the whole system? or jsut the first log-in screen? |
| 17:23:36 | Watusimoto | the in-game system |
| 17:23:47 | Watusimoto | /password xyzzy |
| 17:23:52 | raptor | ah |
| 17:24:05 | Watusimoto | if you enter an admin pw and you already have admin privs, you get a "bad password" message |
| 17:24:10 | Watusimoto | which seems lame |
| 17:24:13 | raptor | ha |
| 17:34:26 | Watusimoto | this one is probably backportable |
| 18:25:24 | Watusimoto | raptor: how do I undo a local commit? |
| 18:26:35 | sheepluva | Watusimoto: in mercurial repo? usually hg rollback |
| 18:27:19 | Watusimoto | perfect |
| 18:27:19 | sheepluva | hi btw :P I'm a visitor from #hedgewars - I might stay though, nice game :) |
| 18:27:26 | Watusimoto | hi, thanks! |
| 18:27:41 | Watusimoto | we always welcome people |
| 18:27:55 | sheepluva | :) |
| 18:29:06 | Watusimoto | raptor: is there a way to rollback more than one level? |
| 18:29:30 | raptor | hi |
| 18:29:34 | sheepluva | oh you did several commits, eh? |
| 18:29:36 | raptor | Watusimoto: hg strip <rev> |
| 18:29:37 | Watusimoto | two |
| 18:29:50 | Watusimoto | rev being the one I want to keep, or get rid of? |
| 18:29:56 | raptor | get rid of |
| 18:29:59 | Watusimoto | ok |
| 18:30:01 | raptor | <rev> + childs |
| 18:30:47 | sheepluva | you need to enable the strip extension for that though |
| 18:31:23 | raptor | ^^ yes, that's right |
| 18:31:24 | sheepluva | so in ~/.hgrc under [extensions] add the like strip = |
| 18:31:53 | sheepluva | *add the line |
| 18:31:54 | raptor | Watusimoto is a windows developer, so in the Mercurial.ini? or does tortoise allow you to enable extensions somewhere? |
| 18:32:21 | Watusimoto | tortoise enable extensions |
| 18:33:27 | sheepluva | In worst case you could always make a local clone of your repo and specify to clone it only to the last commit that you want to keep, instead of completely |
| 18:33:51 | raptor | sheepluva: were you serious about recommending trying to get into FreeBSD |
| 18:33:55 | raptor | ? |
| 18:34:42 | Watusimoto | phooey... I got things all tangled up. I can more forward ok, but I was hoping to separate out the fixes I made that could be backported to 019x |
| 18:34:54 | Watusimoto | I guess they're not really significant, and I can just skip them |
| 18:34:58 | sheepluva | raptor: well, I would not consider it important, but it might be an easy thing to do - and if it is - why not? :) |
| 18:34:59 | raptor | that's OK, you can just tell them to me and i'll do the work |
| 18:35:09 | Watusimoto | well... it's complex |
| 18:35:19 | Watusimoto | I'll figure somehting out |
| 18:35:36 | Watusimoto | My son has been waiting patiently to play minecraft, so I sort this out laer |
| 18:35:41 | raptor | ha! |
| 18:35:53 | Watusimoto | ok, back later! |
| 18:37:02 | sheepluva | :D |
| 18:37:02 | raptor | i completely forgot!: Happy half-tau day! |
| 18:37:40 | fordcars | Haha |
| 18:37:54 | fordcars | It's the most pie day in a century |
| 18:38:01 | fordcars | *opi |
| 18:38:10 | raptor | oh yeah |
| 18:38:13 | raptor | 15 |
| 18:38:31 | fordcars | 3/14/15 9:53 |
| 18:38:36 | fordcars | Magic |
| 18:38:44 | fordcars | Wait that's not right |
| 18:38:55 | raptor | 9:26:53 |
| 18:39:03 | fordcars | Hah right, minutes |
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| 18:47:51 | raptor | i should follow up on the debian folks |
| 19:04:25 | sheepluva | hm, all client source code is in /zap ? |
| 19:04:40 | raptor | yes |
| 19:07:23 | raptor | sheepluva: what OS/arch are you on? |
| 19:10:37 | sheepluva | xubuntu |
| 19:10:43 | sheepluva | 14.10 I guess |
| 19:10:49 | sheepluva | amd64 |
| 19:20:11 | raptor | tag bitfighter-019d is the latest stable |
| 19:20:52 | raptor | but tip is what we're developing on... which may not be very stable |
| 19:22:18 | sheepluva | yep, figured |
| 19:23:45 | sheepluva | raptor: what's TNL? |
| 19:24:13 | raptor | Torque Network Library |
| 19:24:29 | raptor | it was the first iteration of all things Torque from GarageGames (I think) |
| 19:24:42 | raptor | and to show it off, they built this game called 'Zap!' |
| 19:24:49 | raptor | bitfighter is based on Zap! |
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| 19:25:32 | sheepluva | ah I see. was Zap! open-source and directly used as foundation for bitfighter? |
| 19:25:47 | raptor | yes |
| 19:25:51 | sheepluva | kool |
| 19:25:53 | raptor | let me see if i can find the old source... |
| 19:26:21 | raptor | ah ha!: http://opentnl.cvs.sourceforge.net/viewvc/opentnl/tnl/ |
| 19:31:02 | sheepluva | libtorque is something else? |
| 19:31:27 | raptor | i think TNL evolved into some other things like torque2d and torque3d |
| 19:31:33 | raptor | but we're just libtnl |
| 19:31:57 | raptor | also, we've strayed from the original TNL and made many of our own changes. so it's basically bitfighter-tnl now |
| 19:32:30 | sheepluva | heh, I see |
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| 19:34:07 | raptor | sheepluva: did you guys get into GCI or GSOC this year? |
| 19:34:09 | sheepluva | bitfighter has been around for 6 years? O_o wow, and only know I make first contact with it |
| 19:34:38 | sheepluva | raptor: nope, we stopped doing GSoC and especially GCI a while ago |
| 19:34:46 | raptor | yeah.. Watusimoto started it, then i joined about 2-3 years later |
| 19:34:47 | sheepluva | we just don't have time to mentor properly these days :/ |
| 19:39:24 | raptor | dinner time! back later.. |
| 19:39:31 | sheepluva | I'll be heading to bed |
| 19:39:38 | sheepluva | enjoy your dinner and see ya tomorrow ^^ |
| 19:39:51 | raptor | thanks again! |
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| 21:04:24 | Watusimoto | sleepliva -- you must be in Europe |
| 21:04:29 | Watusimoto | oops sleeplova |
| 21:04:35 | Watusimoto | no! |
| 21:04:38 | Watusimoto | sleepluva |
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| 22:01:52 | raptor | Watusimoto: right now UIManager is created like this: ClientGame *clientGame = new ClientGame(..., new UIManager()); |
| 22:02:02 | raptor | which suggests a different UIManager for each ClientGame |
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