#bitfighter IRC Log

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IRC Log for 2015-03-14

Timestamps are in GMT/BST.

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14:48:42raptorhello
15:08:52Watusimotohi
15:09:03raptorhi
15:09:07Watusimotofell asleep early __again__
15:09:24Watusimotolame
15:09:53raptorme too..
15:10:27raptori started a GL abstraction layer
15:10:31raptorwith an interface
15:10:54raptorbut it needs to be instantiated somewhere, e.g. GL gl = new GLES1();
15:11:15raptorthen it will be invoked everywhere like this: gl->glColor(...)
15:11:29raptorthe question I have - is where should I put this GL object?
15:12:59raptormaybe in UIManager?
15:16:57raptori couldn't do it statically because you can't do: virtual static void glColor() = 0;
15:23:39Watusimotoso the object is only needed when doing UI stuff, right?
15:23:54Watusimotoso you could instantiate it in the UI manager, yes, that might make sense
15:24:40WatusimotoI think that will remain a singleton even if we add support for multiple clients in one session
15:28:02raptoryes
15:28:52raptorthis may be a rather large-ish refactor - i'll probably be needing to put all of gameObjectRender, RenderUtils, and OpenglUtils into classes/namespaces
15:32:30raptorUIManager is instantiated from ClientGame is that still an OK pattern?
15:35:35raptorthere was supposed to be a comma in there somewhere...
15:37:10Watusimotowell, there is a refactor needed in there somewhere
15:37:12raptorargh, that won't work
15:37:28raptorclient game is created after VideoSystem::init() is called
15:37:32Watusimotowhen you first start the game, if you are a player, clientGame gets kicked off, and that fires up the UI
15:37:33raptorand that requires GL calls
15:37:45Watusimotoif you are a server, then serverGame gets started
15:38:15Watusimotobut I think when you start, the UIManager should start first, then clientgame should only get created when you start playing
15:38:29Watusimotobut that's (probably) a whole nother story
15:38:49Watusimotoyou could move the VS::init into uimanager, perhaps
15:39:01raptorah ha! you grew up splitting that word "another" like that, too!
15:39:14Watusimotohaha yes
15:39:25Watusimotodo some people not do that?
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15:39:45WatusimotoVS is technically not needed to run client games
15:39:47raptori'm not sure - but i just noticed that I do that a short while ago...
15:39:57Watusimotoseems natural
15:40:01Watusimotoanother is short for a nother
15:40:07raptorhaha
15:40:10Watusimotoor an other
15:40:23raptorhard to say: an whole other
15:40:32Watusimotoa whole nother
15:40:46Watusimotoseems better
15:41:16Watusimotohttp://grammarist.com/usage/a-whole-nother/
15:42:14raptorha, that's great
15:43:53Watusimotoyeah
15:44:18Watusimotoanway... I think UIManager should be the thing that starts up first, and launches client/server games as needed
15:44:22raptorhmm... i need a non-static object on somewhere, but before/during VideoSystem::init()
15:44:32Watusimotowhy should you have a clientgame in the main menu?
15:44:47Watusimotoyou could create it in main()
15:44:49raptorthis goes back to what we want clientgame to be...
15:44:51Watusimotoor in vs::init
15:45:01Watusimotowell, that's static
15:45:03Watusimotoprobably
15:45:05raptorVS::init is a static... yes
15:45:19raptorso in main() maybe, and give it to UIManager
15:45:28Watusimotothat would work
15:45:57Watusimotobut it might break some tests... not sure
15:46:23Watusimotomaybe not
15:52:17Watusimotoam I correct in supposing that you don't need the gl object to be instantiated until we start rending the UI?
15:52:49raptorcorrect.. i think - nothing can be rendered until after VS::init() anyways
15:53:22Watusimotocan that all go inside uiManager?
15:53:28Watusimoto(includig vs::init)
15:53:49Watusimotoalso, on separate topic, the father of the author of TNL just passed away.
15:54:37raptoroh? how did you hear about that
15:55:02Watusimotoit's big news here
15:55:14Watusimotohis father was a big deal in the U of O
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15:55:26Watusimotoand, I think, former candidate for governor
15:55:30raptoroh wow
15:56:14Watusimotohttp://en.wikipedia.org/wiki/David_B._Frohnmayer
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16:26:05raptorinteresting - he had 2 daughters die from a very rare disease
16:31:48WatusimotoI didn't know that
16:33:44raptorVS::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?
16:33:55raptorright now UIManager is created/deleted with clientgame
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16:46:57Watusimotowell, we've got two paths
16:47:12Watusimoto1) minor - make stuff work with the architecture we haev now
16:47:24Watusimotoor 2) fix architecture to the way it should be
16:47:40raptori like the #2's of the world, but i'm not entirely sure what it should be...
16:47:54raptorClientGame seems to have changed purposes a few times...
16:48:04WatusimotoHere's how I think things shoudl logically work
16:48:19WatusimotoLaunch game in client mode
16:48:24WatusimotoCreate UIManager
16:48:26WatusimotoJoin game
16:48:35Watusimotocreate clientGame to manage that game
16:48:38WatusimotoQuit game
16:48:44WatusimotoclientGame gets deleted
16:49:03Watusimotolisten to flight of the valkries with UIManager, not clientGame
16:49:20Watusimotocurrently, clientGame is our "primary" object
16:49:25raptorso UIManager would be the 'router' so-to-speak?
16:49:30Watusimotoyes
16:49:39raptorbecause I remember Game trying to be that once
16:49:47Watusimotocleintgame does that now
16:50:05Watusimotoservergame works more the way I am proposing clientgame should work
16:50:18Watusimotowe create one when we need to host, then kill it off when we're done hosting
16:51:22Watusimotoso it seems asymmetrical to me
16:51:38Watusimotoso I think #2 woule entail that (probably rather large) refactor
16:52:09Watusimotofor #1, what is the earliest you think you need to create the new gl object?
16:54:17raptorwith or before videosystem::init()
16:55:28Watusimotothen you could just do it then, and pass it around where you need it
16:55:48Watusimotoa little klunkier, but much easier than #2
16:56:11Watusimotoyou gave up on the ifdef solution? That would work as a static, no?
16:56:55raptoryeah, that may be the best at the moment
16:57:15raptori'm doing the #ifdef solution, but with GLES2/GLES1 implementations of the GL class
16:57:24raptorit's just a matter of where teh GL class will reside
16:58:23raptorFYI, the hedgewars devs are talking about possibly putting an April fools news item up, saying they're leaving for bitfighter :)
16:58:29raptorthat's where sheepluva is from
16:59:56Watusimotoha!
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17:15:11WatusimotoFound a minor bug in the password entry system
17:15:23WatusimotoFixing now
17:21:33raptorthe whole system? or jsut the first log-in screen?
17:23:36Watusimotothe in-game system
17:23:47Watusimoto/password xyzzy
17:23:52raptorah
17:24:05Watusimotoif you enter an admin pw and you already have admin privs, you get a "bad password" message
17:24:10Watusimotowhich seems lame
17:24:13raptorha
17:34:26Watusimotothis one is probably backportable
18:25:24Watusimotoraptor: how do I undo a local commit?
18:26:35sheepluvaWatusimoto: in mercurial repo? usually hg rollback
18:27:19Watusimotoperfect
18:27:19sheepluvahi btw :P I'm a visitor from #hedgewars - I might stay though, nice game :)
18:27:26Watusimotohi, thanks!
18:27:41Watusimotowe always welcome people
18:27:55sheepluva:)
18:29:06Watusimotoraptor: is there a way to rollback more than one level?
18:29:30raptorhi
18:29:34sheepluvaoh you did several commits, eh?
18:29:36raptorWatusimoto: hg strip <rev>
18:29:37Watusimototwo
18:29:50Watusimotorev being the one I want to keep, or get rid of?
18:29:56raptorget rid of
18:29:59Watusimotook
18:30:01raptor<rev> + childs
18:30:47sheepluvayou need to enable the strip extension for that though
18:31:23raptor^^ yes, that's right
18:31:24sheepluvaso in ~/.hgrc under [extensions] add the like strip =
18:31:53sheepluva*add the line
18:31:54raptorWatusimoto is a windows developer, so in the Mercurial.ini? or does tortoise allow you to enable extensions somewhere?
18:32:21Watusimototortoise enable extensions
18:33:27sheepluvaIn 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
18:33:51raptorsheepluva: were you serious about recommending trying to get into FreeBSD
18:33:55raptor?
18:34:42Watusimotophooey... 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
18:34:54WatusimotoI guess they're not really significant, and I can just skip them
18:34:58sheepluvaraptor: well, I would not consider it important, but it might be an easy thing to do - and if it is - why not? :)
18:34:59raptorthat's OK, you can just tell them to me and i'll do the work
18:35:09Watusimotowell... it's complex
18:35:19WatusimotoI'll figure somehting out
18:35:36WatusimotoMy son has been waiting patiently to play minecraft, so I sort this out laer
18:35:41raptorha!
18:35:53Watusimotook, back later!
18:37:02sheepluva:D
18:37:02raptori completely forgot!: Happy half-tau day!
18:37:40fordcarsHaha
18:37:54fordcarsIt's the most pie day in a century
18:38:01fordcars*opi
18:38:10raptoroh yeah
18:38:13raptor15
18:38:31fordcars3/14/15 9:53
18:38:36fordcarsMagic
18:38:44fordcarsWait that's not right
18:38:55raptor9:26:53
18:39:03fordcarsHah right, minutes
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18:47:51raptori should follow up on the debian folks
19:04:25sheepluvahm, all client source code is in /zap ?
19:04:40raptoryes
19:07:23raptorsheepluva: what OS/arch are you on?
19:10:37sheepluvaxubuntu
19:10:43sheepluva14.10 I guess
19:10:49sheepluvaamd64
19:20:11raptortag bitfighter-019d is the latest stable
19:20:52raptorbut tip is what we're developing on... which may not be very stable
19:22:18sheepluvayep, figured
19:23:45sheepluvaraptor: what's TNL?
19:24:13raptorTorque Network Library
19:24:29raptorit was the first iteration of all things Torque from GarageGames (I think)
19:24:42raptorand to show it off, they built this game called 'Zap!'
19:24:49raptorbitfighter is based on Zap!
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19:25:32sheepluvaah I see. was Zap! open-source and directly used as foundation for bitfighter?
19:25:47raptoryes
19:25:51sheepluvakool
19:25:53raptorlet me see if i can find the old source...
19:26:21raptorah ha!: http://opentnl.cvs.sourceforge.net/viewvc/opentnl/tnl/
19:31:02sheepluvalibtorque is something else?
19:31:27raptori think TNL evolved into some other things like torque2d and torque3d
19:31:33raptorbut we're just libtnl
19:31:57raptoralso, we've strayed from the original TNL and made many of our own changes. so it's basically bitfighter-tnl now
19:32:30sheepluvaheh, I see
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19:34:07raptorsheepluva: did you guys get into GCI or GSOC this year?
19:34:09sheepluvabitfighter has been around for 6 years? O_o wow, and only know I make first contact with it
19:34:38sheepluvaraptor: nope, we stopped doing GSoC and especially GCI a while ago
19:34:46raptoryeah.. Watusimoto started it, then i joined about 2-3 years later
19:34:47sheepluvawe just don't have time to mentor properly these days :/
19:39:24raptordinner time! back later..
19:39:31sheepluvaI'll be heading to bed
19:39:38sheepluvaenjoy your dinner and see ya tomorrow ^^
19:39:51raptorthanks again!
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21:04:24Watusimotosleepliva -- you must be in Europe
21:04:29Watusimotooops sleeplova
21:04:35Watusimotono!
21:04:38Watusimotosleepluva
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22:01:52raptorWatusimoto: right now UIManager is created like this: ClientGame *clientGame = new ClientGame(..., new UIManager());
22:02:02raptorwhich suggests a different UIManager for each ClientGame
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