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llnz | btw, you could easily set the turns to build in terms of the resources required | 00:00 |
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alanp | well, it doesn't really move | 00:00 |
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alanp | hmmmm | 00:01 |
alanp | crap i just did something uber stupid | 00:04 |
alanp | looking at python for a couple days has made me forget to recompile | 00:06 |
alanp | heh | 00:06 |
alanp | d'oh | 00:06 |
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alanp | llnz: if i break things into different Component IDs, nothing should break, right? | 00:10 |
alanp | Ships, Explosives, Tubes, etcv | 00:10 |
alanp | in past rulesets pretty much everything was in "Ships" | 00:10 |
llnz | you mean category id? | 00:14 |
alanp | yes | 00:15 |
alanp | sorry | 00:15 |
llnz | and yes, thing will break | 00:15 |
alanp | ok, crap | 00:15 |
alanp | it looks kind of weird with everything under one heading in the design window in pywx | 00:15 |
llnz | all the components that go into make a design of a particular type (ie, category) have to have the same category id | 00:15 |
llnz | the category is for the design | 00:15 |
alanp | yeah that will nreak everything | 00:15 |
llnz | i could be conviced to have that not be the case, but it will mean more work for ruleset developers | 00:16 |
alanp | well, if we're using the design window it looks kind of crappy to have every component that makes a ship under one heading | 00:17 |
llnz | because they will need to write very large requirement functions that exclude missile components in the ship designs for example | 00:17 |
alanp | maybe we coul dhave subheadings for the design window only? | 00:17 |
alanp | especially if further rulesets will make large use of ti | 00:17 |
ezod | subcategory id? | 00:17 |
alanp | yeah, subcategoryid | 00:18 |
alanp | what's the easiest way to return the number of components? | 00:19 |
ezod | so how do you then go about displaying the rather important information that the (main) category id conveys? | 00:19 |
ezod | headings and subheadings? | 00:19 |
alanp | ezod: Well everythign will be under "Ships" category ID, subcategoryID would be "Hulls", "Tubes", "Racks", etc and will be purely asthetic | 00:19 |
alanp | is asthetic the right word? | 00:19 |
llnz | component types | 00:19 |
llnz | and yes, 'asthetic' will do | 00:20 |
ezod | aesthetic, but yeah :) | 00:20 |
mithro | heyo people | 00:22 |
alanp | llnz: I can use num-ammo to see if the number of missiles in a rack is < #, right? | 00:22 |
alanp | hey mithro | 00:22 |
alanp | <displayName>Number of missile and torpedo warhead types</displayName> | 00:24 |
mithro | llnz: I don't see why you don't just have a number for each category | 00:24 |
llnz | mithro: ? | 00:24 |
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mithro | llnz: then you just go "requirements, must have X of category" | 00:27 |
mithro | (or must not have x of category A, B and C) | 00:27 |
llnz | maybe, that isn't automatically added at this point | 00:32 |
llnz | bbl | 00:32 |
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alanp | mithro: how should i go about fixing problems i find with pywx client? open a bug report and post a patch? | 00:42 |
mithro | alanp: that would work | 00:48 |
alanp | k | 00:48 |
mithro | you could just upload to codereview.mithis.com | 00:51 |
mithro | cherez: ping? | 00:52 |
cherez | mithro: Pong. | 00:53 |
mithro | cherez: how does it go? | 00:53 |
cherez | Adding verification to the parser. | 00:53 |
cherez | Then adding a lot more tests. | 00:54 |
cherez | Do you want it to die with unexpected input or just spit out warnings? | 00:55 |
mithro | die | 00:55 |
mithro | if there is an error in protocol.xml then we want to die straight away | 00:55 |
cherez | Will do. | 00:56 |
cherez | Good, that's much easier to unit test. | 00:56 |
CIA-23 | alanp tpserver-cpp-mtsec * rcf3f18c534d4 /modules/games/mtsec/ (mtsec.cpp tpserver-cpp-mtsec-gamedata.xml): Added various components. Need to check requirements function of the various additional components as some are giving me errors in the design window. My deadline for this is 6/23 (tomorrow). | 00:57 |
alanp | if i click on the splash logo in pywx before it actually loads i get a huge error | 00:58 |
* alanp too quick, i guess | 00:58 | |
mithro | oh? | 01:00 |
mithro | alanp: please report it | 01:10 |
alanp | I'm going to sleep, big day (milestone) tomorrrow. | 01:11 |
alanp | I'll open it up on google code now | 01:12 |
alanp | sometimes I get a double-free too, weird | 01:12 |
alanp | actually, ig et the double free almost every time | 01:14 |
alanp | may it just be something related to my system? | 01:15 |
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mithro | llnz: www.thousandparsec.net/planet | 04:35 |
llnz | cool | 04:44 |
mithro | if someone wants to theme if like Thousand Parsec's main website, that would be good | 04:47 |
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llnz | the atom feed url is incorrect on the planet page | 05:00 |
mithro | llnz: fixed | 05:13 |
*** mithro changes topic to "Thousand Parsec - www.thousandparsec.net || Why not help out? - www.thousandparsec.net/wiki/Getting_started_with_development || Logs at www.thousandparsec.net/~irc/ || http://www.thousandparsec.net/planet" | 05:13 | |
Landon | jmtan: ping | 05:22 |
Landon | looks like I can't just subclass ogre.Entity directly, it has to be created from a scenenode | 05:23 |
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Landon | any ideas? I guess I could just keep the events in the battlemanager and give them the entities they need to act on | 05:24 |
jmtan | Landon: what do you have in mind for ogre.entity? for general movement, using scenenodes should be fine | 05:36 |
Landon | the only one that I'm wondering about is the fire event | 05:37 |
Landon | but a scenenode gives the position, so ... nevermind, that'd work out well | 05:38 |
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llnz | later all | 07:23 |
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bddebian | Heya | 10:11 |
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llnz | morning all | 16:19 |
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tote | hey :) | 16:43 |
llnz | hi tote | 16:46 |
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cherez | llnz: What does the subtype tag in protocol.xml mean? | 17:56 |
llnz | it's used to say that this field specifies the type of the type of frame, and therefore what description and extra parameters there are | 18:02 |
llnz | for example, the order type, and the associated order description and extra fields for the order | 18:03 |
llnz | the extra fields are specified in the description frame | 18:03 |
cherez | Ahh, alright. | 18:05 |
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cherez | mithro: Ping? | 19:01 |
CIA-23 | joelboh tpclient-pyweb * r0f38314bd482 /backend/ (application.py middleman.py): Backend: Added a message handler | 19:15 |
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alanp | llnz: ping | 19:27 |
llnz | alanp: pong | 19:27 |
alanp | llnz: hey, In original MTSec the Battle Scout Hull had a property "Firepower" with this: (lambda (design) (* (floor (/ 88 (designType.MissileSize design))) (designType.MissileFirepower design))) | 19:27 |
alanp | but it didn't have a MissileSize or MissileFirepower | 19:27 |
alanp | isn't that broken? | 19:28 |
llnz | alanp: all the existing tpcl functions in MTSec never worked, it was never tested, and was far from complete | 19:28 |
llnz | yes it is broken | 19:28 |
alanp | ok, cool | 19:28 |
alanp | should a hull have a firepower property since it doesn't even have a tube or rack? | 19:29 |
* alanp guesses no | 19:29 | |
llnz | no, it shouldn't | 19:29 |
alanp | ok, good | 19:30 |
alanp | so, my scheme for a hull looks like this: | 20:13 |
alanp | <tpclRequirementsFunction><![CDATA[(lambda (design) (if (> (designType.MaxSize design) (designType.Size design)) (if (= (designType.num-hulls design) 1) (cons #t "") (cons #f "Ship can only have one hull")) (cons #f "This many components can't fit into this Hull")))]]></tpclRequirementsFunction> | 20:13 |
alanp | with MaxSize the maximum size and Size being the addition of all the component sizes added | 20:13 |
alanp | looks ok? | 20:13 |
* alanp finalizing things | 20:13 | |
llnz | looks fine | 20:27 |
alanp | do you think i'm missing any obvious requirements? | 20:27 |
llnz | i don't know until i can see everything | 20:31 |
alanp | ok | 20:49 |
alanp | i have to clean up this last-minute mess i've made of everything :-( | 20:50 |
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cherez | llnz: How is the descstruct tag distinct from the usestruct tag? | 21:03 |
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llnz | cherez: in the parameters, the descstruct is the structure for the description frame, and the usestruct is the structure for the use extra data | 21:04 |
llnz | for example, for the OrderDescription and for the Order | 21:04 |
llnz | or for ObjectDescription and Object, respectively | 21:04 |
cherez | Alright. | 21:05 |
alanp | in scheme can i reference another property as a variable? | 21:08 |
alanp | say, MissileCost | 21:08 |
llnz | alanp: where abouts? | 21:15 |
alanp | in another property | 21:15 |
alanp | in the same component | 21:15 |
llnz | yes it is possible, the referencing property must have a higher rank than the referenced property (and it the value is the total for the design) | 21:18 |
alanp | hmm | 21:25 |
alanp | not working properly for me | 21:26 |
alanp | unbounded variable error | 21:26 |
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CIA-23 | alanp tpserver-cpp-mtsec * r31c55ac2c79b /modules/games/mtsec/ (mtsec.cpp mtsec.h): Fixed the need for compMax, which was incredibly annoying requiring recompilation on addition/subtraction of components from the XML file. | 21:39 |
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* alanp running into design problems | 23:52 |
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