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mithro | niphree__: ping? | 00:30 |
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mithro | ~seen niphree__ | 00:31 |
mithro | ~seen niphree_ | 00:31 |
tpb | mithro: I have not seen niphree__. | 00:31 |
tpb | mithro: I have not seen niphree_. | 00:31 |
mithro | ~seen niphree | 00:31 |
tpb | mithro: niphree was last seen in #tp 6 hours, 35 minutes, and 17 seconds ago: <niphree> hello | 00:31 |
nash | Is she adding __ in a pattern? | 00:31 |
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niphree__ | mithro: hello - I just wake up. I'll be back in one hour ( breakfast and coffee ) | 05:10 |
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mithro | niphree_: ping? | 06:14 |
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niphree | mithro: pong | 06:21 |
mithro | niphree: hey, good to see your still alive! | 06:22 |
mithro | so we need to have a chat about the mid-term deadline if you have time | 06:22 |
niphree | mithro: ok - I have some time | 06:22 |
mithro | niphree: you should ave a private message now | 06:23 |
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* nash waves... and will be back shortly | 07:12 | |
* nash looks around | 07:33 | |
nash | Anyone here? | 07:33 |
llnz | hi nash | 07:33 |
nash | heyo | 07:33 |
nash | how is it going? | 07:33 |
llnz | not bad | 07:34 |
nash | How is xdotx going? | 07:35 |
llnz | fairly good, a little behind schedule, but not too bad | 07:36 |
nash | Don't see many commits to the server branch is all... | 07:38 |
llnz | there is a few | 07:47 |
llnz | they are a big spread out, because of my work begin inported into the tree | 07:49 |
llnz | 9 commits | 07:49 |
nash | Nothing recent though right? | 07:50 |
llnz | 2 days ago, 29 hours ago are the lastest two | 07:50 |
nash | okay | 07:51 |
llnz | http://git.thousandparsec.net/gitweb/gitweb.cgi?p=tpserver-cpp.git;a=shortlog;h=rfts | 07:52 |
tpb | <http://ln-s.net/Vcg> (at git.thousandparsec.net) | 07:52 |
nash | okay | 07:55 |
nash | Has he moved to advanced rules yet? | 07:57 |
llnz | not yet | 07:58 |
nash | d/oh | 07:58 |
llnz | hopefully this coming weekend he shold have the objects in the game world working | 08:00 |
llnz | and shortly after, the orders for them | 08:00 |
llnz | the production side of rfts looks interesting | 08:02 |
llnz | oh, there is one thing | 08:02 |
llnz | rfts will be tp04+ only | 08:02 |
nash | Any particular reason? | 08:03 |
llnz | the object types in tp01-tp03 are fixed and probably don't match with what's needed | 08:03 |
nash | Right | 08:03 |
nash | And that goes in TP04? | 08:04 |
llnz | yeah | 08:04 |
* nash notes that makes map drawing a PITA | 08:04 | |
llnz | object parameters are far more powerful | 08:04 |
llnz | and we can add new object parameters fairly easily | 08:04 |
nash | I'll agree there | 08:04 |
nash | llnz: Well let me know when it's at a useful point, and I'll add it to my galaxie todo list | 08:07 |
llnz | will do | 08:08 |
* llnz hacks to get his wireless card working again | 08:10 | |
nash | heh | 08:12 |
llnz | the driver has been "going to be in the next mainline version" kernel since before LCA this year | 08:25 |
nash | Only believe that if promised by linus himself | 08:26 |
nash | Anywya - if you are using post a 'tested-by' post to the LKML | 08:26 |
* llnz is having to hack a line about sysfs_create_link, trying to find the right bit to change to get it to work | 08:30 | |
nash | Lovely | 08:33 |
* nash can think of 1 reason why it may not be in the mainline kernel... | 08:33 | |
llnz | found the fix | 08:46 |
llnz | i think | 08:46 |
nash | Anyway - I'm going to head to bed | 08:49 |
nash | Talk to you tomorrow | 08:50 |
CIA-32 | nash galaxie * r1e94a8f39ab7 / (8 files in 2 dirs): Many updates to orders... things aren't working yet. | 08:50 |
CIA-32 | nash galaxie * rb65cadb1c50b / (gui_list.c tpe_gui_orders.c): get basic order list working after much too much effort. | 08:50 |
CIA-32 | nash galaxie * r00aa038b216c / (5 files): Display correct order list. | 08:50 |
CIA-32 | nash galaxie * r6cdf120843ea / (10 files in 2 dirs): Merge with orders | 08:50 |
* llnz wanders off | 09:43 | |
llnz | later all | 09:43 |
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mithro | niphree_AFK: ping? | 11:59 |
mithro | niphree_AFK: ping? | 12:06 |
niphree_AFK | mithro: I'm back | 12:29 |
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mithro | niphree: so hows it going? | 12:31 |
niphree | brb | 12:32 |
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mithro | so, any progress? | 12:35 |
niphree | I just started :) | 12:36 |
mithro | okay | 12:36 |
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mithro | niphree_: I'm thinking of heading to bed | 13:14 |
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CIA-32 | frodough tpruledev * r97db78d77809 / (3 files in 3 dirs): Fixed ComponentPanel function call errors | 15:47 |
CIA-32 | frodough tpruledev * re1609a48b7ed /Minisec/persistence/Component/FroHull.xml: Added FroHull for code generation test | 15:48 |
CIA-32 | frodough tpruledev * r0eca87c1807b /src/ (4 files in 2 dirs): (log message trimmed) | 15:48 |
CIA-32 | Initial Code Generation Support | 15:48 |
CIA-32 | tpserver-cpp compiles with the new code (after I added in some of my | 15:48 |
CIA-32 | own debug output to see that I had left a # sign in place of a numeric | 15:48 |
CIA-32 | speed. Things seem a little goofy, and the way that they rulesets are | 15:48 |
CIA-32 | coded on the server currently relies on the order of component generation | 15:48 |
CIA-32 | for referencing components and properties so the minisec.cpp file itself | 15:48 |
nash | DystopicFro: | 17:26 |
nash | *poke* | 17:26 |
nash | Heyo - so you'll be around in an hour and a half or so? | 17:26 |
nash | Anywya - I'm about to have breakfast, then head to work | 17:26 |
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CIA-32 | frodough tpruledev * rc77a5c550501 /src/game_objects/ (ComponentPanel.py ObjectUtilities.py PropertyPanel.py): | 17:38 |
CIA-32 | Fixed Random Object Deletion | 17:38 |
CIA-32 | All game objects were deleted after they had been loaded to output | 17:38 |
CIA-32 | code. There is now a check to make sure that the object isn't currently | 17:38 |
CIA-32 | being used. | 17:38 |
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* nash waves | 18:59 | |
nash | DystopicFro: *poke* | 18:59 |
DystopicFro | nash: ahoyhoy? | 20:26 |
nash | heyo | 20:26 |
nash | You around for a while? | 20:26 |
nash | I may need to run off to grab a power supply for a development board :-( | 20:27 |
DystopicFro | I'll try to be around, but I can only promise the next 15-20 minutes >.< | 20:27 |
nash | Worked out badly | 20:28 |
nash | So you are generating code then? | 20:28 |
DystopicFro | yes, I've got the code generating for the C++ server | 20:29 |
nash | sweet | 20:29 |
DystopicFro | it can be used with 4 lines of code to create the properties and components, however it does not take into account the way the current rulesets expect properties and components to be created in a specific order | 20:29 |
DystopicFro | I'm just glad I got it to compile, but it also does work with respect to getting the TPCL code recognized and in a usable state | 20:30 |
nash | Well you can just build a dependancy tree of the orders and write it out in leaf first order right? | 20:33 |
DystopicFro | it's not even a problem on that level yet, so far as I can tell, though that's certainly a solution to a problem that I've no doubt I will run into | 20:34 |
DystopicFro | right now Component IDs are assigned in sequential order, much like design IDs (which I believe you've got marked as a bug, heh, giving away too much info) | 20:35 |
DystopicFro | so, since I'm just generating the minisec components and properties and trying to plug it in the rest of the code in the ruleset isn't set up that way, because it was written a certain order of property and component initialization | 20:36 |
DystopicFro | so it's not a very interesting problem yet >.< | 20:36 |
nash | Component IDs are fixed per game -they don't ned to be randomised | 20:40 |
nash | Design IDs need to obscured/randomised as they are generated by the player | 20:40 |
DystopicFro | right | 20:40 |
nash | Anything built/designed in game bya player needs to be random | 20:40 |
DystopicFro | but the way minisec is currently written expects for the components to be initialized in the order of ScoutHull, FrigateHull and BattleshipHull | 20:41 |
nash | I'd argue that's a bug... and just fix it - lookup by name basically | 20:44 |
DystopicFro | Yes. That's there for properties now, and it's something I'm going to talk to llnz about, and probably just code in myself, since it's just a map to track id's by name | 20:45 |
nash | Yeah - You'll need to be doing a minisec 2, so personally I'd brach tpserver-cpp for now, get it integrated, then push it back later | 20:46 |
nash | You can always have your own tpserver-cpp#rde on the server too | 20:46 |
nash | Just push to that branch to create it | 20:46 |
nash | How much work to fix that problem? | 20:47 |
DystopicFro | that's a good idea, right now I've just got my own branch on my own computer, but when I get it working I'll ask llnz if he minds if I push to tpserv | 20:47 |
DystopicFro | Well, it shouldn't be too big of a problem, but already I see that there's a lot that will need to be accounted for in the RDE in addition to make everything work together nicely | 20:47 |
nash | As I said - push it to #<something> now, that way he can see and tweak easily | 20:48 |
nash | Yep | 20:48 |
nash | If he has a problem - just blame me | 20:48 |
nash | BTW: Do you want to rename the 'core' directory | 20:48 |
nash | It is asking for trouble on unix | 20:48 |
DystopicFro | ah...I wasn't aware of that | 20:48 |
DystopicFro | yea, I guess it would be a good idea to rename it, then | 20:48 |
DystopicFro | any suggestions? | 20:49 |
nash | What is in core? | 20:49 |
nash | And where does the code get generated too? | 20:49 |
nash | Maybe UI? | 20:49 |
DystopicFro | well, core is gui stuff but also the object management code, I guess there's just some major refactoring that should be done | 20:50 |
nash | DystopicFro: I'm impressed - the generated code is actually readable... | 20:50 |
DystopicFro | and right now code generation is a method in the Component/Property module | 20:50 |
DystopicFro | nash: thanks...but...heh...the methods are pathetically simple | 20:50 |
nash | Still - most generated code is garbage | 20:51 |
DystopicFro | well, thanks >.< | 20:51 |
CIA-32 | niphree /tmp/mWGeXt40Ij/VXCOrpd9DM-rewrite * r7dcedef51378 /class/Backend.php: | 20:54 |
CIA-32 | code cleaning | 20:54 |
CIA-32 | via git-CVS emulator | 20:54 |
DystopicFro | kk, off to the family, have a good one nash | 20:57 |
nash | DystopicFro: What is your plan? | 20:57 |
nash | Okay - talk to you over the weekend hopefully | 20:57 |
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