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mithro | llnz: where does turn processing actually start? | 00:04 |
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Landon | mm, lots of fun pojects I see, I might come back with some questions after a "healthy" night of sleep | 00:04 |
llnz | TurnTimer expire, TurnTimer threshold reached, or manual from console | 00:05 |
{HelloWorld} | i'll try this out :) | 00:05 |
JLP | Landon: you're most welcome :) | 00:05 |
JLP | {HelloWorld}: and ahoy to you too, missed you there | 00:05 |
llnz | mithro: but the functional start is Game::doEndOfTurn() | 00:05 |
*** tpb changes topic to "Help us finish the game already! :) || http://www.thousandparsec.net/tp/rss.php || cpp-ser" | 00:06 | |
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tpb | mode change by services.wf on worldforge: +o ChanServ | 00:06 |
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* mithro beats tpb with a stick | 00:06 | |
*** mithro changes topic to "Thousand Parsec - www.thousandparsec.net || Why not help out? - www.thousandparsec.net/wiki/Getting_started_with_development | www.thousandparsec.net/wiki/Ideas_for_Programmers || tpserver-cpp vs tpsai-py - www.thousandparsec.net/~tim/test-battle.avi || IRC Logs at www.thousandparsec.net/~irc/" | 00:06 | |
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JLafont | interesting | 00:11 |
* llnz thinks of splitting TurnProcess::doTurn into two functions | 00:19 | |
{HelloWorld} | hmm... | 00:20 |
{HelloWorld} | i don't really get the idea of the game | 00:21 |
{HelloWorld} | is this already a full working game? | 00:22 |
llnz | {HelloWorld}: we have two working games, Minisec and RFTS | 00:23 |
JLP | {HelloWorld}: there are games (we call them rulesets) | 00:23 |
greywhind | mithro: that patch seems to work just fine | 00:23 |
JLP | {HelloWorld}: this might help - http://www.thousandparsec.net/wiki/Overview | 00:24 |
tpb | Title: Overview - Thousand Parsec Wiki (at www.thousandparsec.net) | 00:24 |
{HelloWorld} | hmm.. | 00:28 |
{HelloWorld} | interesting.. | 00:29 |
{HelloWorld} | but i don't get of why is this GUI even here.. | 00:30 |
greywhind | mithro: ping? | 00:30 |
mithro | greywhind: pong | 00:30 |
greywhind | mithro: i'm getting this again, and i don't remember what the fix was: | 00:31 |
greywhind | http://rafb.net/p/o3tPTn43.html (7 lines) | 00:31 |
tpb | Title: Nopaste - No description (at rafb.net) | 00:31 |
JLP | {HelloWorld}: which gui? you mean the cliebts? | 00:31 |
{HelloWorld} | umm.. i doesn't have name other than TP: Thousand Parsec | 00:31 |
{HelloWorld} | it has starmap | 00:31 |
JLP | {HelloWorld}: well the games actually run on the server, each eith it's own set of rules, objects, orders ... | 00:32 |
JLP | {HelloWorld}: and you need a client to connect to the server and actually play the game that runs there | 00:33 |
{HelloWorld} | and those servers are "Stars" in this case? | 00:33 |
mithro | greywhind: oh, try changing that line to | 00:34 |
greywhind | {HelloWorld}: actually, the stars are just stars inside the game universe | 00:34 |
mithro | os.system('python version.py --fix > %s' % 'version.py') | 00:34 |
greywhind | mithro: that fixed it | 00:35 |
mithro | llnz: is there a way to disable avahi support? | 00:38 |
greywhind | mithro: ok. the Mac package still builds successfully. anything you want me to change to make the specific release package? | 00:39 |
llnz | mithro: nope, other than not compile it in | 00:39 |
llnz | mithro: --without-avahi, iirc | 00:40 |
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greywhind | mithro: like changing the version number? | 00:45 |
mithro | greywhind: I'll push a new tag when I do a few updates | 00:45 |
mithro | then I'll need you to build from that | 00:45 |
greywhind | mithro: k. sounds good. anything else you'd like me to do first? | 00:45 |
mithro | not hugely, make sure everything is working | 00:46 |
greywhind | mithro: ok. i'll give the client a last check from a usability perspective. | 00:46 |
JLP | vi1985: welcome to the channel | 00:46 |
greywhind | mithro: hmm.... | 00:46 |
greywhind | http://rafb.net/p/fQ44wQ16.html (10 lines) | 00:46 |
tpb | Title: Nopaste - No description (at rafb.net) | 00:46 |
vi1985 | thanks JLP! just got the IRC client configured, never used it b4 | 00:47 |
llnz | hi vi1985 | 00:47 |
mithro | greywhind: hrm... that is caused by version.py thing | 00:47 |
JLP | vi1985: cool, it's good to get used to it, irc is used a lot in open source development | 00:47 |
vi1985 | hey llnz... And everyone! JLP: yes, it seems like a convenient way to communicate. | 00:48 |
vi1985 | I was wondering if there is anyone here tonight doing stuff on game AI or Java dev? | 00:49 |
vi1985 | I pretty much explained my basic ideas on the forum, but it would be good to talk to someone who's in the know | 00:50 |
* llnz wonders if the forum is linked to email yet | 00:51 | |
JLP | vi1985: andrei is one of the students who are also interested into AI | 00:51 |
vi1985 | thx. andrei: want to go on chat and do some brainstorm? | 00:52 |
andrei | vi1985, Sure | 00:52 |
JLP | llnz: not yet, still some anoying problems with alpha version of M2F | 00:52 |
llnz | ah, ok | 00:52 |
andrei | vi1985, Let's just talk here though :) | 00:52 |
vi1985 | alright :) | 00:52 |
vi1985 | so did u get a chance looking at the source codes on the wiki? | 00:54 |
vi1985 | * i mean, the ai source | 00:54 |
andrei | vi1985, Yeah; I quickly looked over it (the two sample AIs in git you mean?) | 00:54 |
andrei | vi1985, Also, please mention my name. I'm reading papers while talking and my irc client blinks violently when that happens (otherwise I'm prone to have high latency | 00:55 |
andrei | ) | 00:55 |
vi1985 | yup. i also gave the C source a quick glance. it could've been misleading, but it seems the algorithm didnt look past the best alternative for the next move. Or did it? | 00:56 |
vi1985 | i may be wrong, since i didnt give it a thorough inspection | 00:56 |
greywhind | vi1985: he will probably respond faster if you prefix messages with his name, like I did on this message. | 00:57 |
vi1985 | andrei: sorry :) | 00:57 |
andrei | vi1985, Heh, it's ok. I didn't read the code that closely. I was mostly looking to see exactly what type of algorithms they were looking for | 00:58 |
andrei | vi1985, I'm interested in more general, less hack-ish, AIs that aren't hardcoded so that they an adapt to ruleset changes | 00:58 |
vi1985 | andrei: right, but this is an issue of getting the best general ADT design for the ai agent. So I guess you're planning to have a "basic", bottom-up approach? if so, how do you think of implementing it, as an ADT (abstract data type)? | 01:01 |
andrei | vi1985, I'm not sure I understand what you mean. You mean the APIs for it? | 01:01 |
greywhind | mithro: still not sure what to do about the version missing | 01:01 |
mithro | greywhind: cg-restore -f version.py | 01:02 |
greywhind | mithro: k | 01:02 |
andrei | vi1985, Keep in mind the AI is just a regular client; API-wise it's not that exciting :) | 01:02 |
greywhind | ls | 01:02 |
vi1985 | andrei: I mean, to have a good general ai, you need to abstract the concepts you'll be working with as much as possible, so that they will be relevant for all and any ruleset | 01:03 |
vi1985 | andrei: I was thinking of going with a genetic algorithm implementation, since it's very modular, and can be customized rather easzily. what about you? | 01:04 |
andrei | vi1985, Ah. You're asking what the design of the AI I'm thinking of is? | 01:04 |
* llnz waits for one of the other forum admins to make him an admin | 01:05 | |
mithro | llnz: doing now | 01:06 |
llnz | thanks | 01:06 |
andrei | vi1985, My plan is to use an inference engine (a small prolog) to generate game trees and use alpha-beta pruning. The idea is to have a directed graph of strategy modules (a name that I came up with and is particularly poor at describing what these do) that actually drive the system. | 01:06 |
vi1985 | andrei: yea, pretty much. just interesting to see how others see the problem | 01:06 |
andrei | vi1985, The strategy modules are more like general guiding principles (it's a directed graph so that you can build more complicated strategies) | 01:07 |
mithro | llnz: looks like I can't add you | 01:08 |
andrei | vi1985, More importantly I want this to be a much more general library and my knowledge of machine learning is a bit limited so after SoC I want to look into using bayesian inference to learn those directed graphs (and maybe some fun stats methods too, it would give me an excuse to implement IHDR) | 01:08 |
mithro | llnz: will have to wait for JLP to do it | 01:08 |
mithro | llnz: my idea fell through | 01:08 |
mithro | llnz: I was hoping to do something like a restartable core-dump | 01:09 |
andrei | vi1985, If SoC had announced projects 2 weeks ago I could have done the inference bit by now (I'm taking a graphical models class) but alas it's too late to change my project for that course now | 01:09 |
JLP | llnz: done | 01:09 |
llnz | mithro: funky | 01:09 |
vi1985 | andrei: interesting. You mentioned both trees and directed graphs. are you planning on implementing both at the same time for different tasks? | 01:09 |
mithro | llnz: but unless you have a good way to close all the sockets and disable avahi, I can't get it to work easily | 01:11 |
andrei | vi1985, game trees are a representation of possible actions (which you can prune down quite nicely; look at for example how they're used in chess engines). They're there to help the strategy modules make decisions (they're what they can use to actually see what actions are possible and look into the future) | 01:11 |
mithro | llnz: most of the libraries seems abandoned too :/ | 01:11 |
JLafont | minimax | 01:12 |
andrei | JLafont, Yup :) | 01:12 |
andrei | vi1985, The strategy modules themselves are in a directed graph so that one can take the output of another and do something interesting with it | 01:12 |
mithro | llnz: probably quicker to just fix the mysql persistence | 01:12 |
vi1985 | andrei: right. i was also thinking of a tree implementation of the strategy module, but i decided in the favor of a genetic algorithm implementation. | 01:12 |
JLafont | This game is so complex, I dunno if doing that would be viable, you might be generating an infinite amount of trees | 01:12 |
mithro | llnz: why can't you just dump the inmemory database to a file? | 01:13 |
mithro | llnz: http://www.checkpointing.org/ | 01:13 |
tpb | Title: Checkpointing.org - The home to checkpointing packages (at www.checkpointing.org) | 01:13 |
andrei | vi1985, Imagine having the ability to say.. put units on a ship and get them somewhere as one module, colonize a planet as another, etc. Then you can compose these modules into more interesting actions (then you couple this with an attention system) | 01:13 |
andrei | JLafont, Well, you'd be generating a lot, but that's ok because you don't want all trees | 01:13 |
andrei | JLafont, The idea is for the strategy modules to be really general so that they can say "Well, what would happen if these units were going to go in this direction" and explore the game tree lazily | 01:14 |
andrei | JLafont, Which I think gives you the best ruleset independence you can hope to accomplish without resorting to truly exotic algorithms | 01:15 |
CIA-13 | llnz libtpproto-cpp * rc88019e6c8f0 /tpproto/ (timeremaining.cpp timeremaining.h): Added reason code to TimeRemaining frame for TP04. | 01:15 |
CIA-13 | llnz libtpproto-cpp * r3f9c6055f758 /tpproto/ (gamelayer.cpp gamelayer.h): Added GameLayer method for announce the player has finished his/her turn. | 01:15 |
llnz | humm... because it's not laid out well | 01:15 |
llnz | bbs, dinner | 01:15 |
vi1985 | andrei: ah, ok, i was just about to ask what kind of "strategy modules" you're going to use as the graph vertices. so as far as i see it, you're going to create a tree for each class of actions, then choose the best path, and put is as a graph vertice. then the directed graph would basically run the root of the tree for each of its nodes in sequence. souunds pretty cool (if i got it right!!!) :) | 01:17 |
JLafont | andrei: Most of the games have random occurrences as well, so your tree is still going to be huge even with the pruning | 01:20 |
JLafont | Just something you might want to consider | 01:20 |
andrei | vi1985, mmm.. not quite. Maybe I'm not explaining it nicely. You have a bunch of very general modules (say one for moving ships, one that can colonize, one for talking about zones of control, one for simple attacks, etc). An attention system to direct the whole thing, and a way of exploring the game tree (which is where the rulesets come in). The modules are arranged as a directed graph since modules can use submodules to actually perform action | 01:22 |
andrei | s. | 01:22 |
andrei | JLafont, Yeah, but low probability random events aren't worth considering | 01:22 |
JLafont | Battles are randomly determined on some rulesets | 01:23 |
andrei | JLafont, Those won't expand the game tree too much; they only happen occasionally | 01:23 |
andrei | JLafont, And keep in mind the idea is to explore the tree in order to find interesting paths; not to generate the whole thing | 01:24 |
andrei | JLafont, Very similar to what chess engines do (but with more interesting strategies guiding the search) | 01:25 |
vi1985 | andrei: personally though, i'm thinking in a totally different direction. basically, the ruleset gives you three pieces of info: a)the possible moves, b)their consequences, c)the formula to calculate a win. Together with some <i haven't finished the planning for that part> rules of determining how to react to enemies, these pieces of info can be used to generate a "fitness function", which will quickly judge your objec | 01:26 |
JLafont | andrei: Ok, I think I see what you are getting at. | 01:26 |
andrei | vi1985, The downside of that is that the AI doesn't have a vision about where it's going or an overall grand strategy | 01:27 |
JLafont | BTW, not all rulesets are based off fighting, some are Economic games | 01:27 |
andrei | vi1985, And you have to be extremely careful with genetic algorithms. They have a way of finding really clever trivial solutions behind your back :) | 01:27 |
vi1985 | andrei: this is the basic design. I wonder what will be the difference in the "emergent properties" of our designs. If we're both selected, we can do a "fightoff" when it's ready ;) | 01:27 |
greywhind | mithro: ok. i checked the client, and I didn't see anything buggy. | 01:27 |
mithro | greywhind: oh, it might be an idea to fix that bright red background | 01:28 |
greywhind | mithro: bright red background? | 01:28 |
mithro | on the starmap panel | 01:28 |
greywhind | mithro: oh | 01:28 |
andrei | JLafont, The same logic should apply to economic games as well. It'll just need a different search strategy | 01:28 |
vi1985 | andrei: i know! the difficulty lies in good setting of variables and the fitness function. The benefit is a very robust and unpredictable hypothesis generator! :) | 01:29 |
greywhind | mithro: i had just been assuming that was intentional... | 01:29 |
mithro | greywhind: it was a debugging aid :) | 01:29 |
greywhind | mithro: do you want just plain gray? | 01:30 |
andrei | vi1985, Heh, don't forget about the NFL :) (good is really difficult to talk about) | 01:31 |
mithro | greywhind: it shouldn't have a background colour set, it should just use the system one | 01:31 |
greywhind | mithro: ok. and do you want me to commit that change to setup.py? | 01:31 |
vi1985 | JLafont: i was advised to implement the ai on a single ruleset :) i was told that the RFTS is the best one to date. but the modularity of the design will make it straightforward to implement on other rulesets as well... with some tinkering! | 01:31 |
mithro | greywhind: sure | 01:31 |
JLafont | vi1985: Same here | 01:32 |
mithro | we should probably put a "uncommitted changes" check into setup.py | 01:32 |
andrei | vi1985, Just in case I came off as a lunatic. I wasn't referring to football. I was talking about the no free lunch theorem(s) | 01:32 |
vi1985 | andrei: gaa... NFL sounds so familiar! can you remind me? :0 | 01:32 |
vi1985 | andrei: LOL :) shortcuts are so tempting ;) but seriously, i'm aware of the pitfalls... and of the benefits. The NFL theorem applies for trees as well as GA's ;)) | 01:34 |
vi1985 | andrei: lol | 01:34 |
CIA-13 | noegnud tpclient-pywx-stable * rd5689cc23ec6 /setup.py: Bug causing setup.py to fail ("privatepath" issue) fixed. | 01:35 |
CIA-13 | noegnud tpclient-pywx-stable * r48069e150f0f /windows/xrc/panelStarMap.xrc: Removed red background from StarMap DisplayModeExtra panel. | 01:35 |
vi1985 | andrei: i'm signing off. great talking to you. good luck! | 01:35 |
andrei | vi1985, hmm? It doesn't apply to gametrees. They're not an optimization method, it only applies to hereustic search. | 01:36 |
andrei | vi1985, Thanks, you too :) | 01:36 |
vi1985 | andrei: i was talking philosophically ;) | 01:36 |
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greywhind | mithro: i'm going to sleep now, unless you need me to stay? | 01:38 |
mithro | greywhind: no, you can build me some packages tommorrow | 01:38 |
greywhind | mithro: ok. hope everything goes well - see you tomorrow. | 01:38 |
mithro | greywhind: okay cool | 01:42 |
mithro | llnz: take a look at -> http://www.cs.wisc.edu/condor/manual/v7.0/4_2Condor_s_Checkpoint.html | 01:44 |
tpb | <http://ln-s.net/1i6l> (at www.cs.wisc.edu) | 01:44 |
mithro | llnz: that could be a very quick way to add persistence support | 02:04 |
mithro | just do a checkpoint before and after turn processing | 02:04 |
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llnz | mithro: i think that is overkill and a bit invasive | 02:44 |
* llnz is back | 02:44 | |
mithro | llnz: how is it invasive? you put to changes into doTurnProcess - which then generates two files which you can use to restart tpserver-cpp | 02:59 |
mithro | or maybe I misunderstand | 03:12 |
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CIA-13 | llnz libtpproto-cpp * r5e88dfbd673b /tpproto/ (4 files): Added fromserial field to GetIdSequence and IdSequence base-frames for TP04. | 03:49 |
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mithro | ~seen BZA | 05:59 |
tpb | mithro: BZA was last seen in #tp 2 days, 23 hours, 3 minutes, and 35 seconds ago: <BZA> great, sent that off. One less thing to do for now =) g'night guys | 05:59 |
mithro | llnz: one request, could we start of with 3 frigates in MiniSec? | 06:01 |
llnz | yes, we could.... do we want to? | 06:05 |
mithro | llnz: the start of Minisec is just way to slow at the moment | 06:12 |
mithro | (multiple complaints) | 06:12 |
llnz | humm... | 06:12 |
mithro | ? | 06:13 |
llnz | ok | 06:17 |
llnz | btw, the next time demo2 goes down, i'm going to restart it with rfts | 06:17 |
mithro | llnz: okay | 06:18 |
mithro | can you make sure you start it in gdb (or with coredumps enabled) | 06:18 |
llnz | should they be in one fleet or three? | 06:20 |
llnz | and keep the scout fleet? | 06:22 |
mithro | llnz: dunno, the scout fleet is pretty useless | 06:22 |
CIA-13 | mithro tpclient-pywx-stable * r8da4a132bb27 /extra/__init__.py: Fix the SearchCtrl under Windows. | 06:23 |
CIA-13 | mithro tpclient-pywx-stable * r88fa263cf8a8 /windows/main/panelStarMap.py: Use small icons on Windows too. | 06:23 |
CIA-13 | mithro tpclient-pywx-stable * r4417f34d7275 /windows/xrc/ (5 files): Don't use an encoding as it breaks windows. | 06:23 |
CIA-13 | mithro tpclient-pywx-stable * r9dadd45c4f58 /windows/main/panelOrder.py: | 06:23 |
CIA-13 | Layout the details panel. | 06:23 |
CIA-13 | Fixes a bug on windows for some reason. | 06:23 |
CIA-13 | mithro tpclient-pywx-stable * r47645712c10a /windows/main/panelOrder.py: Use wx.NullColour instead of trying to find the system colour. | 06:23 |
CIA-13 | mithro tpclient-pywx-stable * rcb4e7d209ca8 /windows/main/panelOrder.py: Fixed the TimeArgumentPanel to return a long. | 06:23 |
CIA-13 | mithro tpclient-pywx-stable * ra37766af600c /windows/ (main/panelPicture.py xrc/panelPicture.xrc): Fix the background of panelPicture under windows. | 06:23 |
* llnz replaces the two scouts with one frigate | 06:24 | |
mithro | llnz: well, I think 3 frigates would be the good? | 06:27 |
mithro | give you a bit to do in the first turn | 06:30 |
CIA-13 | llnz tpserver-cpp * r92395147b0cc /modules/games/minisec/minisec.cpp: | 06:59 |
CIA-13 | In minisec, players now start with three frigate instead of two scouts. | 06:59 |
CIA-13 | The frigates are in separate fleets. Mithro requested this change. | 06:59 |
llnz | done | 06:59 |
* llnz wanders off | 07:00 | |
llnz | later all | 07:00 |
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mithro | llnz: thanks | 07:32 |
mithro | JLP: ping? | 07:34 |
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JLP | mithro: pong | 08:36 |
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bddebian | Howdy | 08:47 |
mithro | JLP: thanks for looking after the forums | 08:53 |
mithro | got to run I'll be back tommorrow afternoon to do the tpclient-pywx release | 08:53 |
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niphree | hello | 08:59 |
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jphr | hello everyone, pretty empty in here | 13:46 |
JLP | jphr: ahoy | 13:56 |
jphr | JLP: hey | 14:07 |
jphr | JLP: have the day off? | 14:07 |
JLP | jphr: no, and still have work tomorrow | 14:09 |
jphr | JLP: too bad, so I am just writing up a rough proposal, then I'm onto a wiki on the ruleset. Should I let llnz take a look at my proposal b4 applying? | 14:10 |
JLP | jphr: yes you can send it to llnz, and any other mentor | 14:12 |
jphr | JLP: ok, so does the competition look tough this year? | 14:12 |
JLP | jphr: about the same as last year, but it is still a bit early to say | 14:13 |
jphr | JLP: does it pick up closer to monday and during the week of applications? | 14:14 |
JLP | jphr: the closer it gets to the submition time and even deadline | 14:15 |
jphr | JLP: I guess starting early is a good thing, can you say at all how I am doing? Is there anything else I can do to improve my chances? | 14:16 |
JLP | jphr: starting early with talking with develoeprs is very important yes and good for better application and impression, you also seay more in our memories if we see your nickname more frequently | 14:18 |
jphr | JLP: awesome, I'm going to idle for a while and work some more on my proposal :P | 14:19 |
* jphr starts paying attention to his other monitor | 14:19 | |
JLP | jphr: cool, looking forward to se the proposal nad help you improve it | 14:20 |
jphr | JLP: if you are around this afternoon I will have some rough drafts up to look at. I really hope you and other community members can help me enought to get accepted! | 14:20 |
JLP | jphr: also when you put ideas for the ruleset to wiki it looks like you will be the first that has done so, so this is also a plus | 14:20 |
* jphr hurries to be the first! | 14:21 | |
JLP | jphr: yes, i'll be around, i just go to bed from time to time since i have a toothache and my head hurts a bit too much sometimes | 14:21 |
jphr | JLP: ouch, i had a lot of that in my childhood, so many teeth out :( | 14:22 |
JLP | jphr: yeah it sux, currently my wisdom teeth are comming out | 14:23 |
jphr | JLP: you see, since I had so many teeth out, mine came/are coming in correctly | 14:23 |
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JLP | vi1985: ahoy | 14:28 |
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JLP | Epyon: hi | 14:30 |
Epyon | JLP :) | 14:31 |
jphr | JLP: ping? | 14:46 |
JLP | jphr: pong | 14:48 |
jphr | JLP: do you know what the milestones were when xdotx was creating the RFTS ruleset last summer? | 14:48 |
JLP | jphr: unfortunately we don't have the applications anymore, google doesn't save them and we also didn't | 14:49 |
jphr | JLP: too bad, i am assuming if xdotx delivered a ruleset that his midway milestone probably involved completed documentation about what was to be developed, and probably some pseudocode outlining the ruleset? | 14:50 |
JLP | jphr: i really can't remember his application milestones, maybe llnz remembers it | 14:54 |
jphr | JLP: we'll see when he comes around | 14:54 |
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JLP | JLafont, brokeguy: hello to both | 15:19 |
JLafont | allo | 15:21 |
brokeguy | hey | 15:22 |
JLP | brokeguy: you're probably here for google summer of code | 15:22 |
brokeguy | yes, I am | 15:23 |
brokeguy | i was interested in the rule sets, but was wondering how much experience is necessary to create one | 15:23 |
JLP | brokeguy: nice, well you have to know python or cc+, depending on which server you are going to make the ruleset for | 15:24 |
brokeguy | I have some experience with c++ | 15:25 |
JLP | brokeguy: in addition it depends on if you are going to creat your own ruleset or try to clone some existing 4x game | 15:25 |
brokeguy | hmm ok | 15:25 |
brokeguy | Is there an example ruleset i could look at? | 15:25 |
JLP | brokeguy: yes, there are 2 complete rulesets in c++ server, rfts and minisec | 15:26 |
JLP | brokeguy: mtsec is also there and it is still a work in progress | 15:26 |
brokeguy | ok, ill take a look at those thanks | 15:27 |
JLP | brokeguy: yeah that's probably the best thing to do now | 15:28 |
JLP | brokeguy: also if you have any other questions feel free to ask | 15:28 |
JLP | the most knowledgabale persion about c++ server is llnz btw | 15:28 |
brokeguy | JLP: thanks | 15:29 |
JLP | brokeguy: no problem | 15:30 |
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jphr | JLP: ping? | 15:50 |
JLP | jphr: pong | 15:52 |
jphr | JLP: Got my wiki up - http://www.thousandparsec.net/wiki/Risk | 15:52 |
tpb | Title: Risk - Thousand Parsec Wiki (at www.thousandparsec.net) | 15:52 |
jphr | JLP: it links to my personal user page and my proposal on the first line, so you can't miss them | 15:52 |
jphr | tpb: hmm? | 15:53 |
greywhind | jphr: tpb is a bot | 15:53 |
jphr | lol | 15:53 |
jphr | it does that on links to the wiki? | 15:53 |
JLP | jphr: great, will take a look, a bit later though | 15:53 |
greywhind | jphr: it does that on all links, actually | 15:54 |
jphr | JLP: alright thanks, I will now finally get to play super smash! | 15:54 |
* jphr is afk now... | 15:54 | |
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jonhersack | JLP: hello, i was here earlier asking about the rule sets and was wondering is there a source i can look at to see how complicated it would be? | 16:33 |
JLP | jonhersack: yup, check out the c++ server, there should be ruleset modules in it | 16:33 |
jonhersack | JLP: ok, thanks | 16:34 |
jonhersack | JLP: is there a reader i need to open it? the file libmtsec.a seems to be a binary | 16:37 |
JLP | jonhersack: did you check out the source from Git repository? | 16:38 |
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jonhersack | JLP: I'm new to git, which file do I need? | 16:39 |
JLP | jonhersack: some instructions for Git are here - http://www.thousandparsec.net/tp/dev/rcs.php | 16:41 |
tpb | Title: Thousand Parsec : Source Code (at www.thousandparsec.net) | 16:41 |
JLP | elijahlofgren: welcome | 16:41 |
elijahlofgren | JLP: thanks. I'm just lurking for now. ;) | 16:43 |
JLP | elijahlofgren: cool, take your time :) | 16:43 |
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JLP | thesteamboat: welcome to the channel | 16:49 |
thesteamboat | Hello | 16:53 |
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JLP | thesteamboat: i see you are from hungary | 17:03 |
thesteamboat | actually not really | 17:06 |
thesteamboat | currently studying abroad there | 17:07 |
JLP | thesteamboat: ah, ineteresting, i'm fro slovenia so i thought we're almost neighbours :) | 17:08 |
thesteamboat | right now we are | 17:08 |
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JLP | jonhersack: did those git instructions help? | 17:46 |
jonhersack | yes, thanks | 17:46 |
JLP | jonhersack: cool | 17:47 |
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bddebian | Heya | 20:49 |
JLafont | bddebian: hai | 20:51 |
bddebian | Hello JLafont | 20:51 |
JLafont | bddebian:How are you doing? | 20:58 |
bddebian | Frustrated but OK, thanks. You? | 20:59 |
JLafont | hahaha, I'd have to say about the same | 21:00 |
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JLafont | So I got bored earlier today and decided to write some name generators on python | 21:01 |
JLafont | Wondering where I should submit them to | 21:03 |
bddebian | heh | 21:05 |
bddebian | I'm fighting with a Quake 2 client :-( | 21:05 |
JLafont | ouch | 21:05 |
JLafont | Digging through the age-old tomes | 21:06 |
JLafont | brb rebooting into linux | 21:07 |
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JLafont | back! | 21:14 |
bddebian | \0/ | 21:17 |
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AlexEvt | Hi folks! | 21:25 |
bddebian | Hello AlexEvt | 21:26 |
AlexEvt | are there potential mentors for GSoC?:) | 21:26 |
AlexEvt | i interested in WEB related projects and want to know more about them | 21:27 |
AlexEvt | espesially about Metaservel | 21:27 |
AlexEvt | Metaserver | 21:28 |
AlexEvt | maybe almost all are sleeping:) | 21:28 |
AlexEvt | ok:( i'll visit you later | 21:30 |
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