--- Log opened Tue Feb 16 23:35:23 2016 23:35 -!- JonnyH [~jonny@s2.jonnyh.net] has joined #OpenApoc 23:35 -!- Irssi: #OpenApoc: Total of 7 nicks [0 ops, 0 halfops, 0 voices, 7 normal] 23:35 -!- Irssi: Join to #OpenApoc was synced in 10 secs 23:36 -!- drtic [~drtic@88.103.85.52] has quit [Ping timeout: 250 seconds] 23:37 -!- Netsplit *.net <-> *.split quits: JonnyH`Work 23:37 -!- You're now known as JonnyH`Work --- Day changed Wed Feb 17 2016 00:55 -!- Pawlac_1 [~Pawlac@x5f73bf0b.dyn.telefonica.de] has quit [Remote host closed the connection] 01:02 -!- pagurus [~user@p548CAB5A.dip0.t-ipconnect.de] has joined #OpenApoc 01:23 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:25 -!- You're now known as JonnyH`Away 02:30 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 05:17 -!- pagurus [~user@p548CAB5A.dip0.t-ipconnect.de] has quit [Ping timeout: 260 seconds] 06:58 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 08:15 -!- kkmic [~chatzilla@unaffiliated/kkmic] has joined #OpenApoc 08:42 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Read error: Connection reset by peer] 09:31 -!- Pawlac [~Pawlac@x5f73bf0b.dyn.telefonica.de] has joined #OpenApoc 09:54 -!- Pawlac_1 [~Pawlac@x5d840c38.dyn.telefonica.de] has joined #OpenApoc 09:58 -!- Pawlac [~Pawlac@x5f73bf0b.dyn.telefonica.de] has quit [Ping timeout: 248 seconds] 11:04 -!- Netsplit *.net <-> *.split quits: Kaljakoppa_off 11:05 -!- Kaljakoppa_off [kaljis@gateway/shell/bnc4free/x-zpybqdiqxgmbdlti] has joined #OpenApoc 11:28 -!- pagurus [~user@p548CA0E3.dip0.t-ipconnect.de] has joined #OpenApoc 11:40 < Pawlac_1> https://i.sli.mg/hxBNVw.png #truth, fam. --- Log closed Wed Feb 17 11:50:19 2016 --- Log opened Wed Feb 17 12:00:26 2016 12:00 -!- JonnyH`Away [~jonny@s2.jonnyh.net] has joined #OpenApoc 12:00 -!- Irssi: #OpenApoc: Total of 6 nicks [0 ops, 0 halfops, 0 voices, 6 normal] 12:00 -!- Irssi: Join to #OpenApoc was synced in 11 secs 12:25 -!- Netsplit *.net <-> *.split quits: pagurus 12:27 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:32 -!- Netsplit *.net <-> *.split quits: kkmic 12:33 -!- kkmic [~chatzilla@193.105.64.1] has joined #OpenApoc 12:33 -!- kkmic [~chatzilla@193.105.64.1] has quit [Changing host] 12:33 -!- kkmic [~chatzilla@unaffiliated/kkmic] has joined #OpenApoc 12:58 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 13:17 -!- pagurus [~user@p548CA0E3.dip0.t-ipconnect.de] has joined #OpenApoc 15:39 -!- You're now known as JonnyH 16:02 -!- kkmic is now known as kkmic|afk 16:13 -!- Kaljakoppa_off is now known as Kaljakoppa 16:36 < JonnyH> Pawlac_1: Smack talk there :P 16:37 < Pawlac_1> huehueheuhu 16:38 < JonnyH> OpenGL: http://assets.aspyr.com.s3.amazonaws.com/uploads/screenshot/image/273/RAGE_SS5.jpg 16:38 < JonnyH> Directx: http://i46.tinypic.com/2rzz1gn.jpg 16:38 < JonnyH> :P 16:41 -!- You're now known as JonnyH`Work 16:41 < Pawlac_1> too bad that DirectX is not enough to make pixel "art" indie games more beautiful looking, hueheuheu 18:18 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 18:19 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 19:01 -!- pagurus [~user@p548CA0E3.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 19:17 -!- mode/#OpenApoc [+o JonnyH`Work] by ChanServ 20:23 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 20:43 -!- Kaljakoppa is now known as Kaljakoppa_off 20:48 -!- pagurus [~user@p548CA966.dip0.t-ipconnect.de] has joined #OpenApoc 21:46 -!- pagurus [~user@p548CA966.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:52 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 22:51 -!- pagurus [~user@p548CA966.dip0.t-ipconnect.de] has joined #OpenApoc 23:01 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 250 seconds] 23:18 -!- pagurus [~user@p548CA966.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 23:34 -!- pagurus [~user@p548CA966.dip0.t-ipconnect.de] has joined #OpenApoc --- Day changed Thu Feb 18 2016 00:13 -!- pagurus [~user@p548CA966.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 00:13 -!- pagurus [~user@p548CA966.dip0.t-ipconnect.de] has joined #OpenApoc 00:58 -!- You're now known as JonnyH`Away 01:11 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:27 -!- Pawlac_1 [~Pawlac@x5d840c38.dyn.telefonica.de] has quit [Remote host closed the connection] 02:32 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 05:02 -!- pagurus [~user@p548CA966.dip0.t-ipconnect.de] has quit [Ping timeout: 250 seconds] 05:14 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 07:34 -!- kkmic|afk is now known as kkmic 08:43 -!- Pawlac [~Pawlac@x5d840c38.dyn.telefonica.de] has joined #OpenApoc 09:53 -!- Pawlac_1 [~Pawlac@x5f73b478.dyn.telefonica.de] has joined #OpenApoc 09:57 -!- Pawlac [~Pawlac@x5d840c38.dyn.telefonica.de] has quit [Ping timeout: 248 seconds] 10:20 -!- pagurus [~user@pD950D4BB.dip0.t-ipconnect.de] has joined #OpenApoc 10:36 -!- pagurus [~user@pD950D4BB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 10:36 -!- pagurus [~user@pD950D4BB.dip0.t-ipconnect.de] has joined #OpenApoc 10:48 -!- pagurus [~user@pD950D4BB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 10:48 -!- pagurus [~user@pD950D4BB.dip0.t-ipconnect.de] has joined #OpenApoc 12:25 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Remote host closed the connection] 12:26 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 13:48 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 14:33 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 15:28 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 16:14 -!- You're now known as JonnyH 16:14 -!- Skin36 [~Skin36000@5.138.50.177] has joined #OpenApoc 16:15 -!- Kaljakoppa_off is now known as Kaljakoppa 16:15 < Skin36> Oh, how many people) 16:18 <@JonnyH> All we need is some activity and it's almost as if openapoc is actually alive :P 16:22 <@JonnyH> At least the reason I've been too busy the last month or so is finally done 16:22 <@JonnyH> So hopefully have more progress soonish :) 16:23 -!- You're now known as JonnyH`Work 16:40 < Skin36> openapoc alive as long as we have not lost interest in him 16:42 < Kaljakoppa> And I'm competing against you, and hope you do the same 16:42 < Kaljakoppa> Hope to finish the race together :) 16:42 < Kaljakoppa> Referring to our OpenKeeper project 16:44 < Skin36> OpenKeeper ? 16:46 <@JonnyH`Work> dk2 remake? 16:50 < Kaljakoppa> Yes 16:50 < Kaljakoppa> https://www.youtube.com/watch?v=pOKXlO-n114 16:50 < Kaljakoppa> Getting ready for video #4, propably this weekend 16:51 < Kaljakoppa> I've finally implemented creature slapping, which is the most important feature 16:52 < Kaljakoppa> If you finish up before OpenKeeper does, OpenKeeper will be postponed until I once again show those aliens how is the boss 16:52 < Kaljakoppa> That would be a tragic blow 16:59 < Skin36> I do not think that it will be fast, that is really engaged in the development of a single person 17:01 <@JonnyH`Work> Kaljakoppa: And if you finish first playing dk2 again would probably interrupt my work :) 17:03 < Skin36> :) 17:11 < Kaljakoppa> :) 17:11 <@JonnyH`Work> (: 18:56 -!- Skin36 [~Skin36000@5.138.50.177] has quit [Ping timeout: 250 seconds] 19:53 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:59 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 20:07 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 20:12 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 255 seconds] 20:12 -!- kkmic [~chatzilla@unaffiliated/kkmic] has quit [Ping timeout: 255 seconds] 20:12 -!- kkmic [~chatzilla@193.105.64.1] has joined #OpenApoc 20:12 -!- kkmic 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now known as Kaljakoppa 16:02 -!- mak_ [2539b18f@gateway/web/freenode/ip.37.57.177.143] has joined #OpenApoc 16:02 < mak_> hey ho 16:02 -!- mak_ is now known as Guest70464 16:03 -!- You're now known as JonnyH 16:21 -!- Skin36- [~Skin36000@5.138.88.125] has joined #OpenApoc 16:26 -!- You're now known as JonnyH`Work 16:32 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Ping timeout: 255 seconds] 16:44 -!- Guest70464 [2539b18f@gateway/web/freenode/ip.37.57.177.143] has quit [Quit: Page closed] 16:51 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 18:02 -!- Skin36- [~Skin36000@5.138.88.125] has left #OpenApoc [] 18:50 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 19:53 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:19 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 20:36 -!- domsson [~julien@x5ce7db7a.dyn.telefonica.de] has joined #OpenApoc 20:37 < domsson> Yohey, how's it gooooing? 20:41 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 20:45 <@JonnyH`Work> hey domsson 20:46 <@JonnyH`Work> It's gooooing... slowly :) 20:50 < SupSuper> every once in a while someone still posts a comment here: http://openxcom.org/2014/07/a-new-apocalypse-remake-on-the-horizon/ 20:50 < SupSuper> i wonder if it's the first google result or something :p 20:52 <@JonnyH`Work> The only google result? :P 20:53 < SupSuper> looks like it: https://www.google.com/search?q=apocalypse+remake 20:53 < SupSuper> you need to up your street cred :P 20:54 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 20:56 <@JonnyH`Work> It probably doesn't help that the 'official' forum takes ~10 seconds to load 20:56 <@JonnyH`Work> which probably means the google bot exludes it from searches 20:58 <@JonnyH`Work> I have no idea what he's running on 20:59 <@JonnyH`Work> Probably a potato and a bit of twine he found in a bin somewhere 21:01 * domsson watches the latest video 21:01 < domsson> holy shieeet, a base! 21:01 < domsson> a list of vehicles! with equipment slots! 21:01 < domsson> i'm almost aroused 21:01 < domsson> almost. 21:02 < domsson> just looking at that.. with the background music.. sends me back in time. :) 21:02 <@JonnyH`Work> You can move your vehicles around too 21:02 <@JonnyH`Work> Just don't try to launch a ground one 21:03 < SupSuper> https://www.youtube.com/watch?v=pusZXECS0mM 21:03 < domsson> you might call that slow progress, but for an opensource hobby project like this, i think its looking real good! 21:04 <@JonnyH`Work> But to me it feels like I haven't done anything in at least a month... 21:04 <@JonnyH`Work> Possibly 'caus I haven't really done anything for over a month :P 21:07 < domsson> are u still working with two repos? 21:09 <@JonnyH`Work> I still use mine as a local staging/whatever 21:09 <@JonnyH`Work> but anything I want to 'keep 21:09 <@JonnyH`Work> is merged into pmprog's 21:14 <@JonnyH`Work> Heh, youtube analytics is weird 21:14 <@JonnyH`Work> I can see why people care, it's like a little game 21:15 <@JonnyH`Work> The other week a website in south korea linked a video causing a burst in traffic from there... 21:15 < Pawlac_1> ching chong 21:15 < domsson> stats can be addictive, its horrible 21:16 <@JonnyH`Work> nearly FIVE THOUSAND PEOPLE have wasted their time watching me wave a mouse towards a valkyre interceptor icon 21:16 < SupSuper> most bursts of activity come from someone linking you, but in general search results are your regular visitors. kinda surprises me how much people are still randomly finding stuff out there instead of being linked 21:17 <@JonnyH`Work> Sometimes you get people arrive through 'related videos' from... weird stuff 21:17 < SupSuper> lol 21:18 <@JonnyH`Work> Meh, I have no plans this weekend, what should I work on next... 21:18 <@JonnyH`Work> It's, been long enough I forgot what I was doing 21:18 < SupSuper> probably something involving vehicles :p 21:18 < SupSuper> or vulkan 21:19 < SupSuper> it's kinda funny how *any* xcom-related activity feeds into our projects. you'd expect xcom2 to have sucked up the hits but: http://puu.sh/ne59f/a1a06a1130.png 21:19 <@JonnyH`Work> I'm waiting for a driver that'll not crash on my prototype :P 21:20 <@JonnyH`Work> Telling people to buy a nexus player to run openapoc feels... weird 22:02 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 22:34 -!- Kaljakoppa is now known as Kaljakoppa_off --- Day changed Sat Feb 20 2016 00:30 -!- You're now known as JonnyH`Away 01:30 -!- Pawlac_1 [~Pawlac@x5f73a8d5.dyn.telefonica.de] has quit [Remote host closed the connection] 02:24 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 03:13 -!- domdom [~julien@x5ce7f1a8.dyn.telefonica.de] has joined #OpenApoc 03:17 -!- domsson [~julien@x5ce7db7a.dyn.telefonica.de] has quit [Ping timeout: 276 seconds] 03:34 -!- domdom 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host closed the connection] 13:53 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 14:06 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 15:09 -!- pagurus [~user@HSI-KBW-046-005-017-032.hsi8.kabel-badenwuerttemberg.de] has quit [Ping timeout: 240 seconds] 16:08 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 16:10 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 16:48 -!- Skin36- [~Skin36000@46.63.220.213] has joined #OpenApoc 16:49 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has joined #OpenApoc 16:52 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Ping timeout: 240 seconds] 17:29 -!- Skin36- [~Skin36000@46.63.220.213] has quit [Ping timeout: 248 seconds] 17:30 -!- Skin36- [~Skin36000@46.63.220.213] has joined #OpenApoc 17:33 -!- Skin36- is now known as Skin36 18:04 -!- pagurus [~user@95.208.250.199] has joined #OpenApoc 18:08 -!- pagurus [~user@95.208.250.199] has quit [Remote host closed the connection] 18:09 -!- pagurus [~user@HSI-KBW-095-208-250-199.hsi5.kabel-badenwuerttemberg.de] has joined #OpenApoc 19:50 -!- Skin36 [~Skin36000@46.63.220.213] has left #OpenApoc [] 20:29 -!- You're now known as JonnyH 20:29 <@JonnyH> Hey 20:42 < SupSuper_> hey 20:44 <@JonnyH> I feel like working on fancy features again instead of 'infrastructure'.... 20:46 <@JonnyH> Maybe show the battlescape maps? 20:46 < Kaljakoppa> :P 20:46 < Kaljakoppa> Yes please :) 20:47 <@JonnyH> Showing them would be 'easy'... interacting less so 20:47 < Kaljakoppa> https://www.facebook.com/openkeeper/ 20:47 < Kaljakoppa> We're getting ready for video #4 20:47 <@JonnyH> nice :D 20:48 < Kaljakoppa> Originally put an DK II pic as cover, but I was afraid that EA would sue us straight 20:48 <@JonnyH> Yeah, this whole thing is kinda legally grey -_- 20:49 < Kaljakoppa> EA is the worst 20:49 <@JonnyH> best not to poke the sleeping bear 20:49 < Kaljakoppa> Yep 20:49 < SupSuper_> ohhhh, are you remaking dk1 or dk2? 20:50 <@JonnyH> dk2 by the look of it? 20:50 < Kaljakoppa> DK II 20:51 < Kaljakoppa> KeeperFX is for DK I 20:51 < SupSuper_> nice 20:51 < SupSuper_> yeah it's easy enough to run dk1 but dk2 is in that annoying "00s windows" era 20:52 <@JonnyH> It's just as things started using the 'proper' APIs 20:52 <@JonnyH> rather than thunking down to dos calls etc 20:53 < Kaljakoppa> DK II runs quite ok with GOG patches, Good old games made a graphics patch of some sort 20:53 <@JonnyH> is it dx based? 20:53 < Kaljakoppa> It runs ok, but the age shows, menus are super slow 20:53 < Kaljakoppa> I guess it, I'd say it is 20:53 < SupSuper_> yeah w95 was already around when dk1 was out, so dk2 is just well into directx 20:54 < Kaljakoppa> Hidden in the engine is supposedly a start of OpenGL support 20:54 < SupSuper_> it's just in that "old enough to cause problems but not old enough to emulate" era 20:54 < SupSuper_> hell i remember they still made a directx patch for dk1 20:55 <@JonnyH> Heh, I remember the massive clusterfuck direct3d was before 7 20:55 < SupSuper_> and now anything before 9 is unsupported 20:55 <@JonnyH> which was released in 1999, so probably not available for dk2 20:56 <@JonnyH> IIRC some people were using wine's direct3d-translation layer to fixup 'older' games 20:56 <@JonnyH> and people had more luck with that than running in 'real' windows :P 20:56 < SupSuper_> yeah that's more necessary than ever now. windows10 still emulates directdraw, but any old direct3d are just gone 20:57 < SupSuper_> windows8-10 technically 20:57 < SupSuper_> i'm not sure why it's easier to emulate old directdraw than old direct3d but :p 20:57 <@JonnyH> Interestingly d3d started with a retained-style rendering API, which probably is more similar to vulkan/dx12 than dx7-11 :P 20:58 <@JonnyH> Clearly ahead of the time 20:59 < SupSuper_> directx goals have shifted a lot 20:59 <@JonnyH> Yeah, the retained mode worked well for sw rasterisers, which like a nice deep queue they can sort/play around with 21:00 < SupSuper_> first it was "there's too much crazy different hardware, let's just abstract it all and give them free reign" 21:00 <@JonnyH> Then dx6+ started supporting graphics accelerators, which started as dumb "draw a triangle at x/y/z" rasterisers 21:00 <@JonnyH> and now the GPUs are big complex processors again that like a deep queue 21:00 < SupSuper_> then it was "there's only this hardware now, let's just be more focused and particular" 21:00 < SupSuper_> and now it's back to "free reign" and "to the metal" :p 21:01 <@JonnyH> Our DX driver is a mess 21:01 <@JonnyH> 'caus it pretty much defines stuff like "how shaders are run" etc. 21:01 <@JonnyH> which isn't really true in a tile-based architecture 21:01 < SupSuper_> lol 21:02 <@JonnyH> their whql tests are extensive though 21:02 < SupSuper_> it's also funny how directx was basically an "everything layer" and now it's pretty much just graphics 21:02 <@JonnyH> but the bugs you see even today in gfx drivers shows "lots of tests" and "good tests" aren't necessarily related :P 21:02 < SupSuper_> audio, input, etc, all just became mundane and standardized into the os level 21:03 <@JonnyH> Audio is a good example of that, all those accelerators etc. 21:03 < SupSuper_> the death of eax :p 21:03 <@JonnyH> and now it's 'simple' enough just to put on a cpu core and never think of it again 21:03 <@JonnyH> creative killed eax by not licensing the standard... 21:04 < SupSuper_> and openal is on its way :p 21:04 <@JonnyH> audio isn't interesting anymore... 21:05 < SupSuper_> windows will probably carry its one software midi driver into perpetuity though 21:07 <@JonnyH> Just fire up timidity daemon 21:07 <@JonnyH> no need to have os support as a 'driver'... 21:08 < SupSuper_> timidity sounds like farts :p 21:09 <@JonnyH> The default patches sounds like farts... 21:09 <@JonnyH> 'caus they don't want the download to be ~300mb :P 21:09 < Kaljakoppa> Was Apocalypse music MIDis? 21:10 <@JonnyH> Naa, it's all pcm in apoc 21:10 <@JonnyH> only 22050 hz though (half the samplerate of redbook) 21:10 < SupSuper_> yeah the advantage of windows is their driver is basically a licensed yamaha chip 21:11 < SupSuper_> no fuss, no farts :P 21:11 <@JonnyH> that's not general midi then, it'll be a fm-synthesiser 21:12 <@JonnyH> but probably the artists focused on that at the time, as everyone (and their dog) had a soundblaster 21:12 <@JonnyH> the OPL2 was in everythig then IIRC 21:12 < SupSuper_> yeah i'm pretty sure they just got it off creative 21:12 < SupSuper_> it's not an actual opl but close enough 21:14 < SupSuper_> of course it's not good enough for afficionados though :p http://donyaquick.com/midi-on-windows/#x1-70002.2.1 21:14 <@JonnyH> They're probably the sort of person who has valves in their hi-fi... 21:15 <@JonnyH> though 100ms audio delay is criminal 21:15 <@JonnyH> *whistles nonchalantly while avoiding looking at the current sfx start delay in openapoc* 21:15 < SupSuper_> i guess i'm the criminal here :p 21:16 < SupSuper_> oh it's actually a soundcanvas (which was like a low-budget soundblaster): http://impossible-music.wikia.com/wiki/Microsoft_GS_Wavetable_Synth 21:17 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:17 < SupSuper_> kernel-mode midi! 21:17 <@JonnyH> welcome to windows 21:17 <@JonnyH> Kernel-mode 3d driver too 21:17 <@JonnyH> (until vista? Or win7? One of the wddm revisions at least) 21:18 < SupSuper_> probably vista, the major revisions were in vista and 8 21:18 <@JonnyH> now it's a weird clusterfuck of a bit in kernel, a bit in user that keep passing data back and forth through a MS-provided interface we have to backdoor all the time to do anything useful 21:18 < SupSuper_> woo! 21:19 <@JonnyH> They sold it well, "Look at all this code MS provide so you don't have to write it yourself" 21:19 <@JonnyH> but it doesn't work in the same way our hw does, so we have to fight against it if anything... 21:19 <@JonnyH> We have some 5x people working on the dx driver than the opengles 21:20 <@JonnyH> and it's still slower, and windows-on-arm hasn't gone anywhere 21:20 <@JonnyH> and the atoms has a awful intel-'tweaked' driver that just crashed all the time... 21:20 <@JonnyH> *rant over* 21:20 < SupSuper_> so why bother? 21:20 <@JonnyH> Good question :P 22:35 -!- Skin36 [~Skin36000@46.63.208.250] has joined #OpenApoc 22:36 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 23:12 -!- Skin36 [~Skin36000@46.63.208.250] has quit [Ping timeout: 240 seconds] 23:26 -!- Skin36 [~Skin36000@46.45.197.247] has joined #OpenApoc 23:47 -!- Skin36 [~Skin36000@46.45.197.247] has quit [Ping timeout: 255 seconds] --- Day changed Sun Feb 21 2016 00:25 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 00:26 < Kaljakoppa> https://youtu.be/xXvigR4XlEI 00:58 -!- Pawlac_1 [~Pawlac@x5f739b8e.dyn.telefonica.de] has quit [Remote host closed the connection] 01:01 -!- Kaljakoppa is now known as Kaljakoppa_off 01:04 -!- pagurus [~user@HSI-KBW-095-208-250-199.hsi5.kabel-badenwuerttemberg.de] has quit [Ping timeout: 240 seconds] 01:16 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 01:50 -!- You're now known as JonnyH`Away 02:15 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has quit [Quit: Rip] 04:19 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 04:20 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 06:05 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 08:35 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 08:39 -!- Pawlac [~Pawlac@x5f739b8e.dyn.telefonica.de] has joined #OpenApoc 08:51 -!- Pawlac [~Pawlac@x5f739b8e.dyn.telefonica.de] has quit [Remote host closed the connection] 08:53 -!- Pawlac [~Pawlac@x5f739b8e.dyn.telefonica.de] has joined #OpenApoc 08:55 -!- Kaljakoppa_off is now known as Kaljakoppa 09:49 -!- Pawlac_1 [~Pawlac@x5f7096d1.dyn.telefonica.de] has joined #OpenApoc 09:53 -!- Pawlac [~Pawlac@x5f739b8e.dyn.telefonica.de] has quit [Ping timeout: 248 seconds] 10:02 -!- pagurus [~user@HSI-KBW-095-208-250-108.hsi5.kabel-badenwuerttemberg.de] has joined #OpenApoc 10:04 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 10:29 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 10:35 -!- pagurus [~user@HSI-KBW-095-208-250-108.hsi5.kabel-badenwuerttemberg.de] has quit [Ping timeout: 244 seconds] 11:03 -!- pagurus [~user@HSI-KBW-095-208-250-108.hsi5.kabel-badenwuerttemberg.de] has joined #OpenApoc 14:33 -!- Skin36 [~Skin36000@212.96.109.110] has joined #OpenApoc 15:03 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 15:11 -!- pagurus [~user@HSI-KBW-095-208-250-108.hsi5.kabel-badenwuerttemberg.de] has quit [Remote host closed the connection] 16:24 -!- pagurus [~user@82.113.98.122] has joined #OpenApoc 16:34 -!- pagurus [~user@82.113.98.122] has quit [Ping timeout: 250 seconds] 16:42 -!- You're now known as JonnyH 16:43 -!- Skin36 [~Skin36000@212.96.109.110] has quit [Ping timeout: 252 seconds] 17:06 -!- Skin36 [~Skin36000@178.34.162.64] has joined #OpenApoc 17:32 -!- Skin36 [~Skin36000@178.34.162.64] has left #OpenApoc [] 17:41 -!- pagurus [~user@89.204.138.214] has joined #OpenApoc 18:10 -!- smoke_fumus|2 [~smoke_fum@188.35.176.90] has joined #OpenApoc 18:12 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Ping timeout: 252 seconds] 18:13 <@JonnyH> Hmm, all our vehicle 'turning' banking sprites are messed up... 18:34 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:53 -!- Skin36 [~Skin36000@178.34.162.64] has joined #OpenApoc 19:05 -!- pagurus [~user@89.204.138.214] has quit [Ping timeout: 248 seconds] 19:20 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:24 -!- pagurus [~user@89.204.138.214] has joined #OpenApoc 20:16 -!- pagurus [~user@89.204.138.214] has quit [Ping timeout: 255 seconds] 20:24 -!- pagurus [~user@82.113.121.254] has joined #OpenApoc 20:35 -!- Pawlac_1 [~Pawlac@x5f7096d1.dyn.telefonica.de] has quit [Remote host closed the connection] 20:38 < SupSuper> well that was fast: https://www.youtube.com/watch?v=lIdNoSB69PI&feature=youtu.be 20:39 <@JonnyH> the epic guys were quite involved in the spec 20:39 <@JonnyH> I expect that's a running prototype they developed during that 20:39 < SupSuper> shame they don't mention the hardware :p 20:41 <@JonnyH> They never say anywhere that video is run on real sw or realtime or whatever :P 20:43 < SupSuper> well they don't have to with the source available to everyone 20:43 <@JonnyH> I don't think there are any public vulkan drivers with astc support out there? 20:43 <@JonnyH> the desktop versions don't have astc, the nexus player we ship doesn't have astc (it's a slightly older core) 20:43 <@JonnyH> and I don't think any other mobile vendor has released a prototype driver? 20:44 -!- pagurus [~user@82.113.121.254] has quit [Ping timeout: 276 seconds] 20:46 < SupSuper> found the deets: https://www.unrealengine.com/blog/epic-games-unveils-protostar-at-samsung-galaxy-unpacked 20:47 -!- pagurus [~user@82.113.121.167] has joined #OpenApoc 20:48 < SupSuper> so definitely not public to everyone :p 20:48 <@JonnyH> I think all the major players have submitted conformance passes 20:48 <@JonnyH> so 'all' vendors have a driver (no claims WRT performance / stability though :) 20:50 < SupSuper> looks like it's this one: http://www.prnewswire.com/news-releases/qualcomm-announces-vulkan-api-support-on-the-adreno-530-gpu-300221252.html 21:05 -!- Skin36 [~Skin36000@178.34.162.64] has quit [Ping timeout: 240 seconds] 21:12 -!- pagurus [~user@82.113.121.167] has quit [Ping timeout: 248 seconds] 21:39 -!- pagurus [~user@82.113.121.167] has joined #OpenApoc 22:03 -!- pagurus [~user@82.113.121.167] has quit [Ping timeout: 252 seconds] 22:03 -!- Kaljakoppa is now known as Kaljakoppa_off 22:38 -!- pagurus [~user@pD950E95A.dip0.t-ipconnect.de] has joined #OpenApoc 23:13 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 23:44 -!- smoke_fumus|2 [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 23:44 -!- You're now known as JonnyH`Away --- Day changed Mon Feb 22 2016 00:53 -!- SupSuper 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[5315b12a@gateway/web/cgi-irc/kiwiirc.com/ip.83.21.177.42] has quit [Quit: http://www.kiwiirc.com/ - A hand crafted IRC client] 16:00 -!- You're now known as JonnyH 16:02 < sf{bad_alloc}> hey JonnyH 16:02 <@JonnyH> hey sf{bad_alloc} 16:02 < sf{bad_alloc}> (late) congrats with the vulkan release! 16:02 <@JonnyH> Thanks : 16:02 <@JonnyH> ..) 16:02 <@JonnyH> Now I hopefully have a bit more time for openapoc :) 16:02 < sf{bad_alloc}> yay! :> 16:03 <@JonnyH> But the github issues & comments and whatnot started pouring in for vk 16:03 <@JonnyH> I guess that's what we asked for :P 16:05 < sf{bad_alloc}> I couldn't really stay away from the renderers, thought about more efficient (aggressive?) caching for drawn images 16:05 < sf{bad_alloc}> like ttp://www.blackpawn.com/texts/lightmaps/ 16:06 < sf{bad_alloc}> will hopefully have a more-or-less working version soon-ish, but will probably rewrite half of gles2 renderer in the process 16:06 <@JonnyH> Like I said, I'm probably going to rejig the renderer - at least the gles3+ version :) 16:06 <@JonnyH> I'm not sure if there will be any hw that will actually run openapoc 'well' and only be gles2 16:07 <@JonnyH> It might be a 'fun' project, but possibly less useful... 16:07 < sf{bad_alloc}> well, there are always "extensions"... 16:07 < sf{bad_alloc}> tegra3 actually has texture arrays 16:07 <@JonnyH> If it has integer texture too 16:07 <@JonnyH> we could just run with that 16:08 <@JonnyH> I already have a rect packing function somewhere or other... 16:08 <@JonnyH> errm... 16:09 < sf{bad_alloc}> https://www.khronos.org/registry/gles/extensions/NV/NV_texture_array.txt is the NV-specific extension, though the device itself refers to https://www.opengl.org/registry/specs/EXT/texture_array.txt 16:10 <@JonnyH> It's possible NV proposed the NV version, then it was made 'generic' in a v2 for the EXT version 16:10 <@JonnyH> That's a common path these extensions take 16:10 <@JonnyH> My god I have lots of branches... 16:10 <@JonnyH> I'm sure I have some rect packing code around somwhere... 16:12 <@JonnyH> https://github.com/JonnyH/OpenApoc/tree/WIP/renderer2 16:12 <@JonnyH> I was also thinking of tweaking the renderer api ^^ 16:12 <@JonnyH> effectively, push the context creation to the backend 16:12 <@JonnyH> and add a swap() 16:13 <@JonnyH> hopefully insulate us from having #ifdef (EGLCONTEXT) or whatever 16:13 < sf{bad_alloc}> thing is, the EXT seems to be written against desktop GL20. Seems to be using a float coord for layer: "layer = max (0, min(d - 1, floor (coord.p + 0.5))" 16:14 <@JonnyH> gpu_shader4 might say 'interacts with... EXT_texture_array' and say how that changes it for integer's being usable in glsl 16:14 <@JonnyH> One issue with extensions is a complex web of 'this affects that' 16:15 <@JonnyH> yeah, gpu_shader4 defines integer texture_array 16:15 < sf{bad_alloc}> there's also the thing about most devices supporting 3d textures instead 16:17 < sf{bad_alloc}> also, texture arrays are core in 3.0, but I couldn't find an ext in the n4 extensions list for gles2? 16:17 < sf{bad_alloc}> so, we're creating context in the renderer now? Makes sense 16:23 < sf{bad_alloc}> also, I've been toying with the khronos' GL header generators, made myself some "compact" gles(+extensions) loaders (like in https://hg.libsdl.org/SDL/file/cd34aa8b624c/test/testgles2.c) 16:26 <@JonnyH> glloadgen (the script I used for the loaders initially) allows you to choose specific extensions 16:27 <@JonnyH> and I hacked it to remove functions we don't use... 16:28 <@JonnyH> https://github.com/JonnyH/OpenApoc/blob/WIP/gofasterrenderer/framework/spritepacker.cpp 16:28 <@JonnyH> spritepacker :) 16:28 < sf{bad_alloc}> but it didn't support gles at the time (and rightly so, because you'd link to libGLESv2.so on any sane platform) 16:28 <@JonnyH> https://github.com/JonnyH/OpenApoc/tree/EXPERIMENTAL/remove-unused-glcalls 16:28 <@JonnyH> hacked glloadgen results 16:29 <@JonnyH> back in a bit 16:29 -!- You're now known as JonnyH`Work 16:41 < sf{bad_alloc}> well, right now I'm generating pretty much the same interface as glloadgen: https://github.com/sfalexrog/OpenApoc/commit/a703e08ebcbec2c6b5cdaefaf939b461a3d2a717 16:41 < sf{bad_alloc}> but with less lua code and more macro magics 16:56 < sf{bad_alloc}> https://github.com/sfalexrog/sdl_packer_visualizer/blob/master/sdl_packer_visualizer/Packer.cpp yeah, looks like we're doing similar things 17:19 -!- Kaljakoppa_off is now known as Kaljakoppa 17:24 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 17:24 -!- sf{bad_alloc} [~Alexey@46.39.228.76] has quit [Ping timeout: 244 seconds] 17:30 -!- sf{bad_alloc} [~Alexey@46.39.228.76] has joined #OpenApoc 17:31 <@JonnyH`Work> there's always the stb libs - common in a lot of gamedev stuff: 17:31 <@JonnyH`Work> https://github.com/nothings/stb/blob/master/stb_rect_pack.h 17:37 < sf{bad_alloc}> well, the blackpawn's packer seems to work quite nicely for arbitrary-sized images, skyline might be easier to implement/faster, but I'm somewhat concerned about packing density - I don't know how many 2048x2048 layers I'm going to get 17:41 <@JonnyH`Work> I tried mine on the actual city sprite sizes 17:42 <@JonnyH`Work> and it "fit" within a factor of 2 optimal (it only expanded textures by doubling if neededd) 17:42 < sf{bad_alloc}> but some of the sprites contain transparent vertical/horizontal lines? 17:43 <@JonnyH`Work> I left the transparent 'border' around the sprite itself, which you *could* trim off 17:43 <@JonnyH`Work> but meh, close enough ;) 17:56 < sf{bad_alloc}> huh, glTexImage* calls generally aren't required to set an error if the texture won't fit in memory :/ 18:03 -!- pagurus [~user@pD950D8CA.dip0.t-ipconnect.de] has joined #OpenApoc 18:04 <@JonnyH`Work> You should be using glTexStorage :P 18:04 <@JonnyH`Work> as glTexImage2D allows re-sizing textures, so it's nearly impossible to tell if it will 'fit' or not 18:04 <@JonnyH`Work> as you may never use the texture at the current size (so it's never uploaded to the gpu) 18:05 <@JonnyH`Work> or might end up using 2x the memory you thought temporarially if the texture is currently in use (so can't re-use the 'current' allocation) 18:08 < sf{bad_alloc}> now if only it worked for es2 devices :p 18:09 <@JonnyH`Work> Like I said, I don't think we'll support es2 devices outside of internal dev :P 18:09 <@JonnyH`Work> I'll buy you a nice fancy gles3 tablet if you must :P 18:10 < sf{bad_alloc}> I guess you're right, it's about time to move on to a saner/more powerful API 18:10 <@JonnyH`Work> I doubt there's any gles-2 only devices that'll actualy be able to play it anyway... 18:11 <@JonnyH`Work> without rather targetted optimised implementations 18:11 <@JonnyH`Work> which would be a post-1.0 features I'd guess 18:15 < sf{bad_alloc}> huh, texStroage3D doesn't seem to specify an out-of-memory error as well :/ 18:18 < sf{bad_alloc}> the "Develop for Android" button on the khronos' Vulkan page actually redirects to the Android NDK page, which has no mention of any Vulkan :p 18:18 < sf{bad_alloc}> they still haven't released an updated ndk as well... 18:24 <@JonnyH`Work> There is currently no version of Android released that supports vulkan 18:24 <@JonnyH`Work> On android, all platform libs go through system-provided wrappers, so you can't just *add* vulkan without a platform update 18:25 <@JonnyH`Work> and google don't add (big) features in versions after release 18:25 <@JonnyH`Work> so don't expect it until marshmallow+1 is released 18:26 <@JonnyH`Work> we kinda hacked it in for out public fugu build, but that's not technically *android* (it doesn't pass the CTS, so it can't use GMS/play store etc.) offically 18:27 < sf{bad_alloc}> huh, samsung did something like that by the looks of it (looks like they've presented a device with vulkan capabilities) 18:29 <@JonnyH`Work> Yeah, there is currently no google-supported android vulkan support 18:29 <@JonnyH`Work> I believe they've announced their intention to do so Soon though ;) 18:31 <@JonnyH`Work> But don't expect to run vulkan on android on any devices that don't get Marshmallow+1 at least 18:32 <@JonnyH`Work> as a 'new gpu driver' requires recertification & testing etc. 18:32 < sf{bad_alloc}> yeah, and eventually vendors will decide to include the support in their devices :p (seriously, though, how old is marshmallow? and how many non-nexus devices are there that have official mm support?) 18:32 <@JonnyH`Work> so even if the hw is capable there are things in the way of just doing a sw update 18:38 <@JonnyH`Work> Ifyou ever do any dev work on android, just get nexus devices.... 18:40 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:58 < Pawlac_1> https://developer.nvidia.com/vulkan-driver oh so here it is 18:58 < Pawlac_1> https://community.amd.com/community/gaming/blog/2016/02/16/radeon-gpus-are-ready-for-the-vulkan-graphics-api and for AMD 18:59 < Pawlac_1> oh man 18:59 < Pawlac_1> my GPU is too old for it :/ 19:02 <@JonnyH`Work> 4 years is pretty good for a 'new' api :P 19:02 < Pawlac_1> well I have a Gefore 500 series 19:02 < Pawlac_1> GeForce* 19:03 <@JonnyH`Work> aah, nvidia... poor you 19:03 < Pawlac_1> why, is AMD better, especially under linux? 19:03 <@JonnyH`Work> I use the oss drivers 19:03 <@JonnyH`Work> where the nvidia ones are not helped by nvidia at all, purely reverse engineered 19:04 <@JonnyH`Work> and never had any luck with them... 19:05 < Pawlac_1> heh I am forced to use the proprietary drivers because the libre driver doesn't fully support my GPU series 19:06 < Pawlac_1> eh, isn't OSS a sound driver? 19:06 < Pawlac_1> http://www.opensound.com/oss.html 19:12 <@JonnyH`Work> Open Source Software 19:13 <@JonnyH`Work> AKA mesa drivers 19:13 < Pawlac_1> oh 19:13 <@JonnyH`Work> Developing graphics apps where you have the full driver code & can debug into it is crazy nice :) 19:13 <@JonnyH`Work> even if you don't quite get the same performance as the closed drivers 19:14 < Pawlac_1> eh as long the performance gain is sufficient enough that justifies the additional work, well I guess why not 19:14 < Pawlac_1> better then no gain at all 19:15 < Pawlac_1> + ReactOS,Wine and Linux have anyway additional performance or is in par compared to Windows itself 19:16 < Pawlac_1> probably due to getting rid of all the old bugs and other crap that slows the whole process down 19:19 <@JonnyH`Work> Normally graphics stuff is less performant on linux than windows 19:19 <@JonnyH`Work> just because engineer time trade off 19:23 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:25 < Pawlac_1> but the difference is not too large, is it? 19:25 <@JonnyH`Work> depends, normallt 50-80%? 19:25 <@JonnyH`Work> Some things are actually faster :P 19:25 <@JonnyH`Work> but *games* are often silly-optimised 19:28 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:28 <@JonnyH`Work> like the reason the nvidia driver is 150mb *compressed* 19:29 < Pawlac_1> damn thats alot 19:29 <@JonnyH`Work> if they have completely new code paths that do " if(program == "Doom3") { do something non-speci compliant but we know works here } else if (program == "Assasin's creed II") etc etc etc 19:30 <@JonnyH`Work> while the full mesa driver is like 2mb uncompressed :P 19:32 < Pawlac_1> I guess it is going to take quite a few decades till the mesa/nouveau etc devs can start doing optimization 19:32 < Pawlac_1> or if it will ever happen, a sudden influx of additional developers 19:32 <@JonnyH`Work> They're not interested 19:33 < Pawlac_1> oh 19:33 <@JonnyH`Work> Unless they get like 10x the resources, they're happy doing a "spec compliant" instead of "targetted optimisations" driver 19:33 < SupSuper> JonnyH`Work: i thought 100mb was the .net framework and geforce experience :p 19:33 < Pawlac_1> makes sense, targeted optimization would take quite alot of time since there is bazillion of games and thousand of engines 19:34 <@JonnyH`Work> Still the acutal .dll on my example system is ~50mb 19:34 <@JonnyH`Work> a factor of 25x the mesa equivalent P 19:38 < Pawlac_1> Ye, they can afford doing that obviously, after all they are such a xbox huge firm compared to those small time open source developers 19:39 <@JonnyH`Work> vulkan changes that, as it puts a lot of that level of stuff into the hands of the gamedev themselves 19:39 <@JonnyH`Work> which is good & bad - the gamedevs know exactly what they want to do, and do it, instead of hoping to hit a driver "fast path" 19:40 <@JonnyH`Work> or wait for "game ready" drivers (I think is the nvidia terms) for a update driver including hacks for their game 19:40 <@JonnyH`Work> but it's clearly more work for the gamedev 19:40 <@JonnyH`Work> and hopefully you won't 'accidently' hit a non-spec compliant heuristic unintentionally 19:40 <@JonnyH`Work> which I suspect is what's happening with the "openapoc is upside-down on some nvidia drivers" bug :P 19:41 < SupSuper> time to rename it to doom3.exe :P 19:41 < Pawlac_1> kek 19:41 <@JonnyH`Work> I tried quake3.exe and apparently that works 19:41 <@JonnyH`Work> don't have an nvidia card to test with anymore though 19:41 < SupSuper> although i imagine most "game ready" drivers these days aren't so much "hacks" as "these are the best settings for running this game on this hardware" 19:41 < Pawlac_1> time to rebrand openapoc as quake3 mod :P 19:41 < SupSuper> because devs can't afford to test on every hardware variety 19:42 < SupSuper> and gamers will always try to turn it up to 11 :P 19:42 <@JonnyH`Work> Most of these hacks are selectable in a config now, not actually different codepaths 19:42 <@JonnyH`Work> "profiles" or whatever they call them 19:43 < Pawlac_1> ye, in windows that is easily done 19:43 < SupSuper> i imagine they got a solution similar to windows compatibility shims 19:43 <@JonnyH`Work> I think you can switch them 19:44 < Pawlac_1> under linux one needs to look up what all those damn variable means 19:44 <@JonnyH`Work> and it's sometimes fun to see what weird and wonderful things break when you do :P 19:44 < Pawlac_1> +it doesn't seem to offer all the options what windows driver one does 19:44 < SupSuper> because pretty much anything hardware-accelerated gets a "profile", even stuff like browsers and ides 19:44 <@JonnyH`Work> Don't know anything about the nvidia drivers 19:45 <@JonnyH`Work> but there's .so symbol versioning in Linux so if nvidia provide differently versioned entrypoints they can link to the ones that they know work... 19:45 <@JonnyH`Work> so if they change the behaviour after testing it'll keep the 'old' version too 19:45 <@JonnyH`Work> but again that relies on the dev actually enabling that and nvidia exporting the versions... 19:45 <@JonnyH`Work> which I doubt they'll do 19:46 < Pawlac_1> gotta get dem macrosoft gibsmedat programs :P 19:47 < SupSuper> the fact they filter by exe is not very accurate though: http://puu.sh/nhAZa/f886681017.png 19:47 < SupSuper> so they've started adding folder names :p 19:47 <@JonnyH`Work> yup ;P 19:47 <@JonnyH`Work> Though it's not like wolf3d "uses" the gpu driver 19:48 <@JonnyH`Work> It might be a generic "dosbox" optimisation after all 19:48 <@JonnyH`Work> (Or the way their fb emulation interacts with the gpu driver) 19:48 < SupSuper> yeah i imagine most of these are just for dual-gpu scenarios 19:48 < SupSuper> so they can decide what uses integrated and what uses gpu 19:48 <@JonnyH`Work> All the sli stuff is another level of hacks 19:48 < SupSuper> even if that means basically profiling *every program ever* :p 19:48 < SupSuper> time to enable all the GPU on excel.exe! 19:49 <@JonnyH`Work> where a driver engineer says "This render can be put on GPU2 efficiently, so try to recognise it's dependencies and push that there instead" 19:49 <@JonnyH`Work> it's those necessary spy hunter optimisations, clearly :P 19:49 <@JonnyH`Work> Unless excel uses opencl now? 19:49 <@JonnyH`Work> devenv.exe 19:49 <@JonnyH`Work> Does that mean anything run under the msvc debugger gets that profile?? 19:50 < SupSuper> nah that's the ide itself 19:50 < SupSuper> which, yes, it's hardware-accelerated, you can even stream it :p 19:50 <@JonnyH`Work> which clearly needs a different gpu driver path :P 19:50 <@JonnyH`Work> Or do they add one for *everything* 19:50 <@JonnyH`Work> and most just link to some default profile 20:02 < SupSuper> well... https://dl.dropboxusercontent.com/u/1949448/nvidia.gif 20:02 < SupSuper> they're probably mostly the same. i don't know if to a dev there's any significant difference between reusing profiles or copy-pasting bools each time :p 20:04 < SupSuper> they have, however, managed to make a combobox so big it needs its own thread 20:05 <@JonnyH`Work> https://cgit.freedesktop.org/mesa/mesa/tree/src/mesa/drivers/dri/common/drirc 20:05 <@JonnyH`Work> and they're app bugs :P 20:06 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has joined #OpenApoc 20:06 -!- mode/#OpenApoc [+o pmprog] by ChanServ 20:06 <@JonnyH`Work> hola pmprog 20:06 <@pmprog> Morning 20:06 <@pmprog> How are we? 20:06 < SupSuper> JonnyH`Work: not that many linux games huh 20:06 <@JonnyH`Work> it's 12:07 here, you're too late for that "morning" stuff 20:06 < SupSuper> wow haven't seen savage 2 in forever 20:07 <@pmprog> It's 8pm here, but still close enough to "a" morning ;) 20:07 <@JonnyH`Work> SupSuper: Most are benchmarks, so probably just the ones the devs actually tested and could be bothered to track down 20:07 <@JonnyH`Work> It's after 6pm somewhere 20:07 <@JonnyH`Work> *opens beer* 20:07 <@pmprog> Hmmm, beer, sounds good 20:08 <@JonnyH`Work> Does anyone really hate exceptions here? 20:08 <@JonnyH`Work> Like in "actual errors" exceptions? 20:08 <@pmprog> I hate that they occur ;-) 20:08 <@JonnyH`Work> It just seems easier to abort serialization with an exception than returned-errored 20:08 < Pawlac_1> I hate when the crash.log spouts meaningless error, nigh impossible to debug 20:08 <@pmprog> Never used them in anything other than .NET though 20:09 <@JonnyH`Work> Or implement the std::expected proposal... 20:09 <@JonnyH`Work> Boost probably has that somewhere :P 20:11 <@pmprog> How's OpenApoc coming along? 20:11 <@JonnyH`Work> Alright 20:11 <@JonnyH`Work> Tried to get the 'banking' & non-instant turning working this last weekend 20:11 <@JonnyH`Work> Only to realise the sprite defintions are all wrong... 20:11 <@pmprog> :( 20:11 <@JonnyH`Work> there's actually 16 of each direction, not 8 20:11 <@JonnyH`Work> so everything is offet wrong... 20:11 <@pmprog> Oh? 20:12 <@pmprog> Boo 20:12 <@JonnyH`Work> I assumed everything started at 'North' (positive X, zero Y) - true for the non-banking 20:12 <@JonnyH`Work> but they look like they start somewhere like West (zero X, negative Y) 20:12 <@JonnyH`Work> because Reasons 20:13 <@JonnyH`Work> I'll just have to update OpenApoc_Data extractor 20:13 <@JonnyH`Work> and re-generate the xml 20:13 <@JonnyH`Work> which isn't too hard 20:13 <@JonnyH`Work> I'll probably pull the extractor into the 'main' openapoc repo sometime too 20:13 <@JonnyH`Work> as keeping the versions in sync is annoying with 2 different streams 20:14 <@JonnyH`Work> e.g. if we add a new data file / record / change the format they both need an update anyway... 20:15 <@pmprog> Makes sense... That's kinda why I put the PCK extractor in the debug menus ;) 20:16 <@JonnyH`Work> Then I'll rework the serialization for save games 20:16 <@JonnyH`Work> and maybe use the same technique to load the initial data too 20:16 <@JonnyH`Work> then it'll be some magic future world where you can include 'patches' or mode into the serialization tree... 20:17 < SupSuper> JonnyH`Work: here's openxcom's serialization: try { save() } catch (yaml::exception) { print("your save's fucked") } :p 20:18 <@pmprog> lol 20:18 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/WIP/savegame/framework/serialize.cpp#L25 20:19 <@JonnyH`Work> So "Your save's fucked at node in file is a step up then? :P 20:19 <@pmprog> :) 20:20 < SupSuper> sure, saving to a file is probably the most error-prone piece of code anyways, as long as you let them try again :p 20:20 -!- Netsplit *.net <-> *.split quits: Pawlac_1 20:21 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has joined #OpenApoc 20:21 < SupSuper> everything from "no permissions to save" to "you were overwriting a save but the new save failed but you don't actually wanna lose your old save so we actually save to a temp location first and overwrite afterwards but that just adds more steps that can fail" 20:22 <@JonnyH`Work> "Failed to read the .zip" is a different error, same with "Failed to parse the .xml file" 20:23 <@JonnyH`Work> though a lot of that won't be /known/ to be invalid until after serializing in and cross-referencing (I'm going to add a GameState::isValid() call for that - similar to & extending the current Rules ones) 20:42 <@pmprog> http://www.theregister.co.uk/2016/02/21/linux_mint_hacked_malwareinfected_isos_linked_from_official_site/ 20:44 < SupSuper> huh that's an odd target 20:44 < SupSuper> i guess nobody will suspect an iso? 20:44 <@JonnyH`Work> Wordpress running on the same machine as the isos? As a user with write access? With no signed checksum? 20:44 <@JonnyH`Work> easy target 20:45 <@pmprog> http://www.theregister.co.uk/2016/02/22/linux_mint_forums_hacked/ 20:45 <@pmprog> Says the forums too - though I've had no email about resetting my password 20:52 < SupSuper> oh sure, i just mean the audience that regularly downloads linux mint isos probably isn't that juicy :p 20:52 <@JonnyH`Work> But probably have access to more infrastructure that is juicy 20:52 <@JonnyH`Work> Imagine pulling everyone's ssh keys off their linux workstations 20:52 <@JonnyH`Work> I bet that's quite juicy :P 20:53 < SupSuper> i'm sure the fact that openxcom runs on wordpress will eventually screw us over, but i trust ninex to keep the server safe ;) 20:53 <@JonnyH`Work> If you really want to, publish an openxcom gpg public key 20:53 <@JonnyH`Work> and sign checksums with that 20:54 < SupSuper> granted it's much easier for someone to just go on the forums post a "totally cool openxcom modded version" 20:54 < SupSuper> uh... hope nobody's listening :p 20:54 <@JonnyH`Work> The forum you say? 20:54 * JonnyH`Work takes notes 20:56 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has quit [Remote host closed the connection] 20:57 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has joined #OpenApoc 21:04 < SupSuper> well anything i'd sign with would have to be on the server for the builder, rendering it moot :p 21:05 <@JonnyH`Work> Keep the private key only readable by the builder user? 21:05 <@JonnyH`Work> Have a build machine that does as little as possible for fewer holes? 21:06 <@JonnyH`Work> Only sign released after you've checked them manually? 21:06 < SupSuper> give up and dehumanize yourself? 21:06 <@JonnyH`Work> Add a signing pass anyway to make it look more secure even if it doesn't make any different? (This one seems popular) 21:09 <@JonnyH`Work> Anyway, I've decided to tackle the saved game / serialization this week 21:10 <@JonnyH`Work> I keep 'starting' it, then thinking of a different possible implementation and play around with that instead 21:10 <@JonnyH`Work> I'll run with what I've got so far, if it's imperfect we can always tweak it later :P 21:10 <@JonnyH`Work> but as this will likely affect a lot of the GameState definition, better get it over with sooner rather than later... 21:12 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has quit [Remote host closed the connection] 21:12 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has joined #OpenApoc 21:21 -!- pagurus [~user@pD950D8CA.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:22 -!- Kaljakoppa is now known as Kaljakoppa_off 21:25 <@pmprog> I'm off, catch you later 21:25 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has quit [Remote host closed the connection] 21:25 <@JonnyH`Work> bye pmprog 21:38 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has quit [Remote host closed the connection] 21:39 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has joined #OpenApoc 21:46 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has quit [Remote host closed the connection] 21:47 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has joined #OpenApoc 21:47 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 21:56 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has quit [Remote host closed the connection] 21:57 -!- pagurus [~user@pD950D8CA.dip0.t-ipconnect.de] has joined #OpenApoc 21:57 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has joined #OpenApoc 22:42 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has quit [Remote host closed the connection] 22:43 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has joined #OpenApoc 22:46 -!- You're now known as SteveB`Work 22:49 -!- You're now known as JonnyH`Work 22:57 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has quit [Remote host closed the connection] 22:58 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has joined #OpenApoc 23:35 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has quit [Remote host closed the connection] 23:36 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has joined #OpenApoc --- Day changed Tue Feb 23 2016 00:56 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:10 -!- You're now known as JonnyH`Away 01:27 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has quit [Remote host closed the connection] 03:45 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 04:38 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:04 -!- pagurus [~user@pD950D8CA.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 06:07 -!- Kaljakoppa_off [kaljis@gateway/shell/bnc4free/x-zpybqdiqxgmbdlti] has quit [Ping timeout: 248 seconds] 09:12 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has joined #OpenApoc 09:57 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:16 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 10:26 -!- domsson [~Julien@mail.rotec-berlin.de] has joined #OpenApoc 12:08 -!- domdom [~Julien@mail.rotec-berlin.de] has joined #OpenApoc 12:11 -!- domsson [~Julien@mail.rotec-berlin.de] has quit [Ping timeout: 248 seconds] 15:01 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 15:17 -!- You're now known as JonnyH 16:20 -!- domdom [~Julien@mail.rotec-berlin.de] has quit [Quit: Leaving] 17:04 -!- pagurus [~user@pD950E0F8.dip0.t-ipconnect.de] has joined #OpenApoc 18:27 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:45 -!- Skin36 [~Skin36000@178.34.162.198] has joined #OpenApoc 19:03 -!- Skin36 [~Skin36000@178.34.162.198] has quit [Ping timeout: 255 seconds] 19:22 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:33 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 22:22 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 22:22 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/v2ZDp 22:22 < openapoc-git> OpenApoc/master 8f3aa92 Jonathan Hamilton: Format 22:22 < openapoc-git> OpenApoc/master e98f5e8 Jonathan Hamilton: Update physfs to remove 'pfad ...' printf messages 22:22 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 22:38 < SupSuper> a commit? say it isn't so 22:38 <@JonnyH> :O 22:38 <@JonnyH> I'm currently doing weird fancy c++ things 22:39 <@JonnyH> so expect to go cross eyed soon all for the name of saved games! 22:39 < SupSuper> :O 22:39 < SupSuper> 8O 22:39 <@JonnyH> template errors are fun 22:40 <@JonnyH> By fun I mean "trying to figure out where in 500 lines of error spew the actual error is" 22:58 -!- Netsplit *.net <-> *.split quits: pagurus, Pawlac, NoBrain 22:58 -!- Netsplit *.net <-> *.split quits: SupSuper 22:59 -!- Netsplit *.net <-> *.split quits: sf{bad_alloc} 23:00 -!- Netsplit *.net <-> *.split quits: smoke_fumus 23:03 -!- Netsplit over, joins: NoBrain, pagurus, Pawlac, sf{bad_alloc}, SupSuper 23:04 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc --- Day changed Wed Feb 24 2016 00:39 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 01:09 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:11 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 01:15 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 02:01 -!- Pawlac [~Pawlac@x5d840e7b.dyn.telefonica.de] has quit [Remote host closed the connection] 03:29 -!- You're now known as JonnyH`Away 04:36 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:06 -!- pagurus [~user@pD950E0F8.dip0.t-ipconnect.de] has quit [Ping timeout: 252 seconds] 05:16 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 05:22 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 250 seconds] 07:45 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 10:19 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 10:21 -!- Pawlac [~Pawlac@x5f73a511.dyn.telefonica.de] has joined #OpenApoc 11:59 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:03 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 13:05 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 15:54 -!- Skin36 [~Skin36000@212.96.109.9] has joined #OpenApoc 16:47 -!- You're now known as JOnnyH 16:47 -!- You're now known as JonnyH`Work 17:17 -!- Kaljakoppa [Kaljakoppa@gateway/shell/bnc4free/x-crwbzqegclkhasep] has joined #OpenApoc 17:25 -!- Skin36 [~Skin36000@212.96.109.9] has left #OpenApoc [] 17:41 -!- Kaljakoppa is now known as Kaljakoppa_off 17:44 -!- Kaljakoppa_off is now known as Kaljakoppa 18:16 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 18:43 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:22 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:16 -!- pagurus [~user@p4FD6C2A5.dip0.t-ipconnect.de] has joined #OpenApoc 21:02 -!- Kaljakoppa is now known as Kaljakoppa_off 21:06 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 21:26 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 21:27 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 22:04 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 22:31 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 23:10 -!- Pawlac [~Pawlac@x5f73a511.dyn.telefonica.de] has quit [Remote host closed the connection] 23:58 -!- Pawlac [~Pawlac@x5f73a511.dyn.telefonica.de] has joined #OpenApoc --- Day changed Thu Feb 25 2016 00:04 -!- Pawlac [~Pawlac@x5f73a511.dyn.telefonica.de] has quit [Remote host closed the connection] 00:31 -!- Pawlac [~Pawlac@x5f73a511.dyn.telefonica.de] has joined #OpenApoc 00:40 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:41 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 00:54 <@JonnyH`Work> Hmm.. Maybe a ~5 minutes saved game load time is a little excessive 00:58 -!- Pawlac [~Pawlac@x5f73a511.dyn.telefonica.de] has quit [Remote host closed the connection] 00:58 -!- Pawlac [~Pawlac@x5f73a511.dyn.telefonica.de] has joined #OpenApoc 00:59 -!- Pawlac [~Pawlac@x5f73a511.dyn.telefonica.de] has quit [Remote host closed the connection] 01:08 <@JonnyH`Work> there we go, 100x faster with one weird trick (Programmers hate this!) 01:09 <@JonnyH`Work> not copying the string every bit you read from it is probably for the best :) 01:20 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 03:19 -!- You're now known as JonnyH`Away 04:43 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:05 -!- pagurus [~user@p4FD6C2A5.dip0.t-ipconnect.de] has quit [Ping timeout: 250 seconds] 08:16 -!- Pawlac [~Pawlac@x5f73a511.dyn.telefonica.de] has joined #OpenApoc 08:16 -!- Pawlac [~Pawlac@x5f73a511.dyn.telefonica.de] has quit [Remote host closed the connection] 08:17 -!- Pawlac [~Pawlac@x5f73a511.dyn.telefonica.de] has joined #OpenApoc 09:45 -!- Pawlac_1 [~Pawlac@x5d8436ee.dyn.telefonica.de] has joined #OpenApoc 09:45 -!- Pawlac [~Pawlac@x5f73a511.dyn.telefonica.de] has quit [Read error: Connection reset by peer] 10:30 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:28 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 16:31 -!- Kaljakoppa_off is now known as Kaljakoppa 17:03 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 17:12 -!- You're now known as JonnyH 17:31 -!- Kaljakoppa is now known as Kaljakoppa_off 18:07 -!- Kaljakoppa_off is now known as Kaljakoppa 18:30 -!- pagurus [~user@p548CA15D.dip0.t-ipconnect.de] has joined #OpenApoc 18:32 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:40 -!- domsson [~julien@x5ce7f1c2.dyn.telefonica.de] has joined #OpenApoc 18:49 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:22 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:26 -!- Kaljakoppa [Kaljakoppa@gateway/shell/bnc4free/x-crwbzqegclkhasep] has quit [Ping timeout: 250 seconds] 19:28 -!- Kaljakoppa [Kaljakoppa@gateway/shell/bnc4free/x-ebjolruxpdwjqzfw] has joined #OpenApoc 19:32 -!- Kaljakoppa [Kaljakoppa@gateway/shell/bnc4free/x-ebjolruxpdwjqzfw] has quit [Ping timeout: 240 seconds] 19:39 -!- Kaljakoppa [Kaljakoppa@gateway/shell/bnc4free/x-nqqakjlyubppuyve] has joined #OpenApoc 21:05 -!- Kaljakoppa is now known as Kaljakoppa_off 21:25 -!- sf{bad_alloc} [~Alexey@46.39.228.76] has quit [Ping timeout: 244 seconds] 21:25 -!- pagurus [~user@p548CA15D.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:16 -!- sf{bad_alloc} [~Alexey@46.39.228.102] has joined #OpenApoc 22:21 -!- sf{bad_alloc} [~Alexey@46.39.228.102] has quit [Ping timeout: 240 seconds] 22:21 -!- sf{bad_alloc} [~Alexey@46.39.228.102] has joined #OpenApoc 22:29 -!- Pawlac_1 [~Pawlac@x5d8436ee.dyn.telefonica.de] has quit [Remote host closed the connection] 22:53 -!- domsson [~julien@x5ce7f1c2.dyn.telefonica.de] has quit [Ping timeout: 240 seconds] 23:06 -!- domsson [~julien@x5ce7e536.dyn.telefonica.de] has joined #OpenApoc --- Day changed Fri Feb 26 2016 00:19 -!- pagurus [~user@p548CA15D.dip0.t-ipconnect.de] has joined #OpenApoc 00:40 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 00:50 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 01:47 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 02:04 -!- domsson [~julien@x5ce7e536.dyn.telefonica.de] has quit [Remote host closed the connection] 04:12 -!- You're now known as JonnyH`Away 04:28 -!- sf{bad_alloc} [~Alexey@46.39.228.102] has quit [Ping timeout: 240 seconds] 04:36 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:06 -!- pagurus [~user@p548CA15D.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 08:03 -!- Pawlac [~Pawlac@x5d8436ee.dyn.telefonica.de] has joined #OpenApoc 08:16 -!- Pawlac [~Pawlac@x5d8436ee.dyn.telefonica.de] has quit [Remote host closed the connection] 09:35 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:28 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 13:13 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 15:18 -!- makus [2539b18f@gateway/web/freenode/ip.37.57.177.143] has joined #OpenApoc 15:19 < makus> Hi 2 all 15:35 -!- You're now known as JonnyH 15:35 <@JonnyH> Hi 15:51 < makus> im write to Joshua and dont get answer ( so mb im can buy domain and create all from scrach 15:52 <@JonnyH> sorry, what's the context? Which domain? 16:15 < makus> buy some domain net or com 16:15 <@JonnyH> I own openapoc.org... 16:15 < makus> or mb pmprog buy domain nad write my host dns 16:16 -!- domsson [~julien@x5ce7e536.dyn.telefonica.de] has joined #OpenApoc 16:17 < makus> and i can give everyone access to ftp nad msql 16:18 <@JonnyH> I have plenty of server capacity, domains and dns are not a problem 16:18 <@JonnyH> The issue is actually getting someone to administer it :P 16:19 < makus> because pmprog he can not give the right to the nature of the hosting 16:19 <@JonnyH> The forums are kinda slow, but other than that it seems fine to me 16:19 < makus> so openapoc.org its you buy? 16:20 <@JonnyH> Yes, openapoc.org was bought by me (so I can change where it points to etc.) 16:20 <@JonnyH> pmprog.co.uk is (obviously) pmprog's 16:20 < makus> we can also convert forum to other more cool engine 16:20 <@JonnyH> 'cool' doesn't interest 16:21 <@JonnyH> I want to make sure 1) we don't lose any posts and 2) it's as simple as possible to setup and administer 16:21 < makus> LOL then why you did not say that when we talked wich pmprog here?????????????? 16:21 <@JonnyH> If it's not the best looking website in the world I don't really care :) 16:21 <@JonnyH> I was mostly whining about the speed of loading the forums 16:22 <@JonnyH> which can be very slow (not really sure what the problem is with that, not really looked into it) 16:22 <@JonnyH> though putting it all on the same domain (openapoc.org) probably makes sense - it's a bit weird to be redirected to pmprog.co.uk for the forum link :) 16:23 < makus> so you do not want to give me access to? 16:23 < makus> hosting? 16:23 <@JonnyH> I don't have access to pmprog's hosting myself 16:23 < makus> why you did not say that when we talked wich pmprog here 16:24 <@JonnyH> and Jo5hua owns the openapoc.org webserver IIRC 16:24 < makus> that its your domain 16:24 < makus> hw own host 16:24 <@JonnyH> I only have the openapoc.org domain, and that just points at Jo5hua's dns 16:24 < makus> and you own domain and can change dns? 16:25 <@JonnyH> yes, but it currently forwards to DNS servers under Jo5hua's control 16:25 -!- Kaljakoppa_off is now known as Kaljakoppa 16:25 < makus> then if you have other host and domain then we can make all iwn right now 16:25 <@JonnyH> If I want to change where it points I'lll have to change that, which will probably break the current site 16:25 <@JonnyH> Yeah, I can setup a new vps pretty quickly and fire up a webserver on it and point openapoc.org at that 16:25 <@JonnyH> but I'm not interested in maintaining a webserver myself 16:26 <@JonnyH> I don't really do *web* stuff :P 16:26 < makus> if you have admin right on wordpress engine on openapoc you can 16:26 < makus> export news in admin cp 16:26 <@JonnyH> IT's not wordpress it's Jo5shua's custom CMS IIRC 16:27 < makus> i have my own host and i can host all 16:27 <@JonnyH> TBH the current openapoc.org site (the blog) isn't as important as the forum posts to keep 16:27 < makus> but if you say that you have own 16:27 < makus> ... 16:27 <@JonnyH> If we lose the ~5 posts on there when moving it's not the end of the world 16:27 < makus> but its really simple man) 16:28 < makus> just 2 clicks to export news) 16:29 < makus> hm and also http://openapoc.org/ dont work but http://www.openapoc.org/ work 16:29 <@JonnyH> IT redirects to www. here... 16:29 <@JonnyH> but that might be my browser 16:30 <@JonnyH> yeah, it is, dig doesn't resolve it... 16:30 < makus> hm mb its not wordpress 16:30 <@JonnyH> Talk to Jo5hua - it currently points to his DNS server (which does some excessively complex load balancing/local server stuff) 16:30 <@JonnyH> so he's the one that'll need to add the A record for openapoc.org 16:31 <@JonnyH> it's a bit of a weird setup, I own the domain but just point the resolving servers at Jo5hua's 16:32 < makus> so you cant change dns? 16:32 <@JonnyH> I can take back the dns servers, but that will lose the current setup 16:33 <@JonnyH> As I said, it's kinda overly complex for what we use it for :P 16:33 <@JonnyH> I think Jo5hua was using us as a test for 'larger' websites that actually need all this cache/load balancing/whatever stuff 16:35 < makus> Joshua just dissaper 16:35 < makus> and dont answer 16:36 <@JonnyH> Yeah, he does that quite often :P 16:36 < makus> so if you can change dns i can backup all news and repost it in new blog 16:36 <@JonnyH> It's not blocking us right now 16:36 <@JonnyH> And I'd want to run it past Jo5hua if possible first 16:36 < makus> ? what it mean 16:37 <@JonnyH> so it kinda works right now, it's not stopping me doing anything, I don't really care :P 16:37 < makus> but he dissapea so it will be an excuse for Joshua 16:38 <@JonnyH> If it breaks when he's not around then yes we would probably change it without asking (as we can't ask him if he's away) 16:38 <@JonnyH> but it's not 'broken' right now :P 16:40 <@JonnyH> And if it's not broken, and it's not stopping me from doing anything right now 16:40 <@JonnyH> I don't really see a whole lot of need to change it 16:41 <@JonnyH> As I said the 'most annoying' part is the forum speed, and that's pmprog's site not Jo5hua's 16:41 < makus> We are all adult man and all dont enough time and I propose to do is completely all that is needed for the development of the project 16:41 < makus> but instead we are doing here is not clear what 16:41 <@JonnyH> Yeah, we probably need a 'community manager' or something to do all this stuff 16:42 <@JonnyH> As I'm just a code monkey, not really interested in anything but writing weird c++ code for fun :P 16:42 < makus> EXACTLYYYYYY MANNNNN ))))) 16:42 < makus> Yeah, we probably need a 'community manager' or something to do all this stuff 16:43 < makus> but my host mb not really fast 16:44 < makus> and also i can give access all needed peaple so if iwn i was busy somebudy else can do work 16:44 < makus> people 16:45 <@JonnyH> having access isn't really too useful if I have no idea how it works to 'fix' things :P 16:46 < makus> we can find more ppl to carry all needed proceses 16:48 <@JonnyH> anyway, gotta earn money ;) 16:48 -!- You're now known as JonnyH`Work 16:49 < makus> omg 16:49 < makus> and next year nothing change 16:50 <@JonnyH`Work> If we want to change the websites etc. we'll at least need to talk to pmprog and supsuper too, I'm sure they would have an opinion better than my 'I don't really care' 16:53 < makus> good blog and good forum will attract people not blog and forum that not attractive and not integrated in social netw 16:53 <@JonnyH`Work> I would say our content needs to be better 16:53 <@JonnyH`Work> More technical blog posts might be interesting... 16:53 <@JonnyH`Work> I was planning to do a progress video once/month etc. 16:53 <@JonnyH`Work> but not managed this month yet... 16:54 < makus> phprog he does not mind 16:55 < makus> phprog he does not mind but he think that Joshua have all include domain so he think that we should wait when Joshua uppears 16:56 < makus> but if you have domain we can do all that iw offer 16:56 <@JonnyH`Work> Yeah, I can change the domain to a different server 16:56 < makus> make new blog move forum to openapoc.org and make new design 16:57 < makus> make new blog, move forum to openapoc.org and make new design 16:57 <@JonnyH`Work> but I can't change some subdomains and keep Jo5hua's site working, his setup doesn't work if I take back the canon dns servers 16:57 <@JonnyH`Work> Just having forum.openapoc.org as the forum domain would be nice 16:58 < makus> if blog was wordpress we can bridge forum and blog accounts 16:58 < makus> but its if forum in openapoc.org/forum 16:58 <@JonnyH`Work> Yeah, it was nice of Jo5hua to offer his own blog sw etc. 16:58 <@JonnyH`Work> but there's disadvantages to using your own 'custom' solution... 16:58 < makus> yes BIG 17:00 < makus> if its not some secure needed thing 17:14 -!- JonnyH`Work [~jonny@s2.jonnyh.net] has quit [Ping timeout: 248 seconds] --- Log closed Fri Feb 26 17:14:14 2016 --- Log opened Fri Feb 26 17:14:30 2016 17:14 -!- JonnyH`W1rk [~jonny@s2.jonnyh.net] has joined #OpenApoc 17:14 -!- Irssi: #OpenApoc: Total of 7 nicks [1 ops, 0 halfops, 0 voices, 6 normal] 17:14 -!- Irssi: Join to #OpenApoc was synced in 16 secs 17:20 -!- Netsplit *.net <-> *.split quits: @JonnyH`Work 17:32 -!- You're now known as JonnyH`Work 17:33 -!- mode/#OpenApoc [+o JonnyH`Work] by ChanServ 18:43 -!- makus [2539b18f@gateway/web/freenode/ip.37.57.177.143] has quit [Quit: Page closed] 19:02 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:03 <@JonnyH`Work> Hey SupSuper 19:04 <@JonnyH`Work> makus was badgering me this morning to try to make our websites more fancier and all that jazz 19:05 < SupSuper> how so? 19:05 <@JonnyH`Work> Not sure really, I think he just thinks newer == better 19:05 <@JonnyH`Work> generally I said "It doesn't seem broke, and if it ain't broke..." 19:05 <@JonnyH`Work> and really, I don't care about web stuff, I just want to write weird c++ templates all day long :) 19:07 <@JonnyH`Work> Oh, and my serialization stuff: 19:07 <@JonnyH`Work> I've enabled you to pull in 'patches' that modify the GameState tree 19:07 <@JonnyH`Work> useful for fixing 'wrong' data, stuff we can't extract outselves (or don't know how) 19:07 <@JonnyH`Work> or 'openapoc-specific' implementation data 19:07 <@JonnyH`Work> and in the future, mods :) 19:07 < SupSuper> cool 19:08 < SupSuper> so mcd patches ;p 19:08 <@JonnyH`Work> Yeah, but weird-ass xml zips instead 19:08 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/tree/WIP/savegame 19:08 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/WIP/savegame/data/common_patch.zip 19:08 < SupSuper> my god 19:08 <@JonnyH`Work> has a couple of examples of stuff that's changed 19:09 <@JonnyH`Work> adding the doodads (no idea how the data for that sort of stuff is stored in the original) 19:09 <@JonnyH`Work> and the 'fixed' attribute for Facilities 19:09 <@JonnyH`Work> and their capacity type 19:09 <@JonnyH`Work> everything else (so far) is extractable 19:09 <@JonnyH`Work> and when I've finished the extractors I intend to check-in the .zip result of that 19:10 <@JonnyH`Work> http://s2.jonnyh.net/pub/difficulty1.zip 19:10 <@JonnyH`Work> That's a work-in-progress of the 'base' file that will patch 19:10 < SupSuper> do we have to work in zips though :p 19:10 <@JonnyH`Work> still not complete (no city, no 'live' vehicles, no bases) 19:11 <@JonnyH`Work> No, I just found it easier to package together 19:11 <@JonnyH`Work> If you have a dir of the same name (minus '.zip') it'll behave the same 19:11 <@JonnyH`Work> eventually... 19:12 < SupSuper> ok so what does this mean for me? did all my stuff break since it was all done manually? :p 19:12 < SupSuper> although extracting the base layouts would probably be less error-prone... 19:12 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/WIP/savegame/tools/extractors/extract_facilities.cpp 19:12 <@JonnyH`Work> that replaces most of your manual xml work 19:13 <@JonnyH`Work> but as I said, I expect to check-in the 'result' of those extractors (when they're finished) 19:13 < SupSuper> no i mean the corridor stuff 19:13 <@JonnyH`Work> so they won't be part of the 'normal user' build 19:13 < SupSuper> also remember some facilities are unused ;) 19:13 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc_Data/blob/master/extractors/extract_baselayout.cpp 19:13 <@JonnyH`Work> Not yet pulled forward to my serialization branch, but the data is accessible 19:14 < SupSuper> alrighty then, looks like you got everything covered :) 19:14 <@JonnyH`Work> You'll have a patch that matches up building->/which/ of the layouts it is though 19:15 <@JonnyH`Work> like BUILDING_SOMEONES_TOWERBASELAYOUT_5 19:20 -!- Pawlac [~Pawlac@x5f70b4ac.dyn.telefonica.de] has joined #OpenApoc 19:31 < SupSuper> i forget what i was doing with apoc. do you remember? 19:31 <@JonnyH`Work> not really -_- 19:32 < SupSuper> welp 19:32 < SupSuper> the less i can do the more i wanna do 19:32 < SupSuper> i play xcom2 and i keep going "man there's so many quality of life mods i could do if i had the time to get into it" 19:33 <@JonnyH`Work> I'm happy with the caps-lock-magic-skip-loading 'fix' :P 19:34 <@JonnyH`Work> Hopefully I'll finish my state re-work this weekend 19:35 < SupSuper> it just freezes the game for me :< i wish i could put it on my SSD 19:35 <@JonnyH`Work> and them move onto the next shiny 19:35 <@JonnyH`Work> My branch doesn't actually worht without passing cmdline arguments at the moment :) 19:36 <@JonnyH`Work> --extract-data should pull out the data, create the 'initial' state .zips, then quit 19:36 <@JonnyH`Work> but currently the 'game' itself isn't working 19:46 -!- Pawlac [~Pawlac@x5f70b4ac.dyn.telefonica.de] has quit [Remote host closed the connection] 19:49 <@JonnyH`Work> hmm... msvc 2013 doesn't like my templates... 19:49 <@JonnyH`Work> 2015 seems to have fixed it... maybe time to updatE? 19:49 < SupSuper> sure why not :p 19:50 < SupSuper> then you can have... uh... binary literals!? 19:50 <@JonnyH`Work> constexpr, better SFINAE template substitution, noexcept 19:51 <@JonnyH`Work> I probably could fixup my crc and serialize tree to help, but meh... 19:55 < SupSuper> why do a compiler's work :p 19:57 <@JonnyH`Work> bah, the sdl2 nuget package doesn't work... 19:57 <@JonnyH`Work> damned binary dependencies... 19:57 <@JonnyH`Work> But it compiles at least, just fails to link that 19:59 < SupSuper> i guess it hasn't updated yet? 19:59 < SupSuper> this is why i don't like package managers :p 20:00 < SupSuper> granted the nuget package is basically just sdl2-win32.zip 20:01 < SupSuper> so you can just grab that and update it while this is basically a one-man team 20:02 <@JonnyH`Work> nuget for boost adds the .cpp and the required steps to build, which is nice 20:03 <@JonnyH`Work> and being integrated into msvc clearly they could have a "COMPILER_VERSION=msvc2013only" in the package metadata somehwere or something... 20:28 <@JonnyH`Work> Right, so that crashes... 20:28 <@JonnyH`Work> as sp = nullptr; 20:28 <@JonnyH`Work> then if (ptr) returns /true/... 20:29 < SupSuper> lolwut 20:29 <@JonnyH`Work> the debugger says sp is 'empty' 20:30 <@JonnyH`Work> that calls a function that takes 'const sp &ptr' 20:30 <@JonnyH`Work> the debugger in /that/ stack sys the ptr is non-empty but has crazy values 20:30 < SupSuper> oh did you try building a facility? that's broken :p 20:31 < SupSuper> or is it just some const goofiness 20:31 <@JonnyH`Work> No, this is just a test that does "state = loadGame(); saveGame(state);" 20:31 <@JonnyH`Work> not even ran a Stage yet :P 20:31 <@JonnyH`Work> hooked straight into main() 20:54 <@JonnyH`Work> Move some stuff around and it magically stops breaking... 21:00 < SupSuper> memory! 21:02 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:03 <@JonnyH`Work> It works 110%$ on gcc with -fsanitize 21:03 <@JonnyH`Work> That's the gold standard as far as I'm concerned... 21:27 < SupSuper> https://lists.debian.org/debian-apache/2016/02/msg00004.html i wonder if this is for real 21:28 < SupSuper> everyone involved seems to have very broken english :p 21:28 <@JonnyH`Work> Well, it's to the wrong list... 21:31 <@JonnyH`Work> And to be honest, they already have a number of package managers (msi, nuget) 21:31 <@JonnyH`Work> surely fixing them would be more sane than starting again again? 21:32 < SupSuper> yeah it's more of a maintainer problem than a manager problem 21:33 <@JonnyH`Work> though I would say having to have a differently named version for a different compiler in nuget is kinda broken 21:33 <@JonnyH`Work> Having the 'current compiler toolchain' in the metadata and autoselected would solve that pretty easily, right? 21:34 <@JonnyH`Work> OR a way of adding multiple different libs to the same package and selecting which is used on the version... 21:35 < SupSuper> i guess it comes from nuget being born with .net where none of that is an issue and it works splendidly :p 21:35 <@JonnyH`Work> Possibly solved going forward by c++ modules? 21:36 <@JonnyH`Work> And it broke from 1.1 to 2.0 IIRC, but since then it's been good 21:36 < SupSuper> that's like pretending java before 5 existed :p 21:37 <@JonnyH`Work> When it clearly didn't - java was started at version 1.6 (for some weird reason) 21:37 <@JonnyH`Work> which clearly shows how sun copied c# 21:38 < SupSuper> i wonder when did 1.x become unappealing 21:39 < SupSuper> now things go from 1 to 20 in a month 21:39 <@JonnyH`Work> Chrome started the whole 'version 40! Clearly better than version 2.3!' trend 21:40 <@JonnyH`Work> and for java's perspective I see how 1.x could be considered a 'minor, compatible' update, which they clearly were not 21:40 < SupSuper> when was the last time an update was compatible :p 21:41 <@JonnyH`Work> I think I once successfully loaded a document created in office 2008 in office 2010 21:44 < SupSuper> :o 21:44 < SupSuper> was it blank? 21:44 <@JonnyH`Work> I know, I was surprised too 21:44 <@JonnyH`Work> Normally you get at least one diagram that decides to explode 21:44 <@JonnyH`Work> Or expands the font to fit a single letter each page or something... 21:46 < SupSuper> it's a wonder embedded office content worked at all given its history 21:46 <@JonnyH`Work> Especially as the office 'format' is just a memcpy() of the structs out of memory :P 21:50 <@JonnyH`Work> my CI builds seem to have exploded too... 22:03 -!- Kaljakoppa is now known as Kaljakoppa_off 22:04 -!- Pawlac [~Pawlac@x5f70b4ac.dyn.telefonica.de] has joined #OpenApoc 22:17 <@JonnyH`Work> FFS appveyor... 22:17 <@JonnyH`Work> MSBuild auto-detection: using msbuild version '14.0' from 'C:\Program Files (x86)\MSBuild\14.0\bin'. 22:17 <@JonnyH`Work> C:\Program Files (x86)\MSBuild\12.0\Bin\MSBuild.exe" 22:20 < SupSuper> lol 22:20 < SupSuper> they did say it's beta! 22:20 <@JonnyH`Work> beta != won't even try to work 22:21 < SupSuper> != more like := 22:50 -!- domdom [~julien@x5ce7f09a.dyn.telefonica.de] has joined #OpenApoc 22:54 -!- domsson [~julien@x5ce7e536.dyn.telefonica.de] has quit [Ping timeout: 250 seconds] 23:55 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] --- Day changed Sat Feb 27 2016 00:33 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 00:37 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 00:56 <@JonnyH`Work> hmm, with the sanitize options on it takes ~23gb ram to run a full serialize in/patch/out/in/out/diff for all difficulties 00:56 <@JonnyH`Work> or ~20mb with sanitize off... 00:58 -!- You're now known as JonnyH`Away 01:07 -!- Pawlac [~Pawlac@x5f70b4ac.dyn.telefonica.de] has quit [Remote host closed the connection] 02:17 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 02:21 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 03:11 -!- domdom [~julien@x5ce7f09a.dyn.telefonica.de] has quit [Remote host closed the connection] 07:36 -!- Kaljakoppa_off is now known as Kaljakoppa 08:07 -!- Pawlac [~Pawlac@x5f70b4ac.dyn.telefonica.de] has joined #OpenApoc 09:05 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 10:12 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:34 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:28 < Kaljakoppa> XCOM 2 completed 12:28 < Kaljakoppa> Now waiting for OpenApoc more inpatiently again :) 13:14 < Pawlac> did you made the earth great again 13:38 < Kaljakoppa> Saved it 15:31 -!- makusss [2539b18f@gateway/web/freenode/ip.37.57.177.143] has joined #OpenApoc 15:31 < makusss> huhu 15:32 < makusss> Hi Jonny so what we deside?) 15:39 < makusss> im add domain on my host and have dns 15:52 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 16:27 -!- You're now known as JonnyH 16:27 <@JonnyH> Hey 16:27 < SupSuper> heya 16:59 < makusss> hi all 16:59 < makusss> i write before : Hi Jonny so what we deside?) 17:00 <@JonnyH> About the web stuff? I haven't really thought or discussed it 17:01 < makusss> so mb we just spend some little time ? and then process will be strated 17:01 < makusss> started 17:02 < makusss> bether organization of web stuff bring some traffic thats for sure 17:03 < makusss> and I did not always have time for this 17:04 < makusss> now i have so that why I'm in a hurry 17:10 <@JonnyH> I'm sorry, but I'm not in a position to go one way or the other 17:10 <@JonnyH> and likely won't have time to look it into soon either 17:12 < makusss> in short all do not care 17:13 <@JonnyH> Yes, from that point of view I don't really care enough to put something aside to make time 17:13 < makusss> ok i heard you 17:13 < makusss> ии 17:13 < makusss> bb 17:13 < makusss> n gl all 17:13 -!- makusss [2539b18f@gateway/web/freenode/ip.37.57.177.143] has quit [Quit: Page closed] 17:13 <@JonnyH> Whelp... 17:16 < SupSuper> marketers :p 17:18 < SupSuper> but you're right, that's more pmprog's business anyways as it's his host 17:18 <@JonnyH> And, nicest will in the world, if there's a limit to his time today, it'll likely be limited tomorrow when we need something fixed :P 17:18 < SupSuper> usually when i got people like that i went "sure, go ahead!" and then they lost interest and never heard from them again 17:38 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has joined #OpenApoc 17:39 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Ping timeout: 244 seconds] 18:54 -!- You're now known as JonnyH`Away 19:43 -!- Solarius [c0a6ca1c@gateway/web/freenode/ip.192.166.202.28] has joined #OpenApoc 21:07 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:38 -!- JonnyH`Away [~jonny@s2.jonnyh.net] has quit [Ping timeout: 250 seconds] --- Log closed Sat Feb 27 21:38:46 2016 --- Log opened Sat Feb 27 21:38:53 2016 21:38 -!- JonnyH`Away [~jonny@s2.jonnyh.net] has joined #OpenApoc 21:38 -!- Irssi: #OpenApoc: Total of 8 nicks [0 ops, 0 halfops, 0 voices, 8 normal] 21:38 -!- Irssi: Join to 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connection] 11:51 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:57 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 12:58 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:03 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 13:04 < smoke_fumus> gonna stream some x-com apocalypse https://www.twitch.tv/smoke_th 13:05 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Excess Flood] 13:06 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 15:11 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 15:21 -!- Skin36 [~Skin36000@46.63.207.238] has joined #OpenApoc 16:32 -!- Skin36 [~Skin36000@46.63.207.238] has left #OpenApoc [] 18:31 -!- Skin36 [~Skin36000@46.63.207.238] has joined #OpenApoc 18:58 -!- You're now known as JonnyH 19:00 -!- Skin36 [~Skin36000@46.63.207.238] has quit [Ping timeout: 268 seconds] 19:08 -!- Colombo [~colombo@124.197.25.143] has joined #OpenApoc 19:24 -!- 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-!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:33 -!- pagurus [~user@p4FD6DF4A.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:08 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 20:18 -!- Solarius_Scorch [~Solar@159-205-22-25.adsl.inetia.pl] has quit [Quit: Leaving] 20:19 -!- Solarius [~Solar@159-205-22-25.adsl.inetia.pl] has joined #OpenApoc 20:23 -!- SolariusScorch [~Solar@159-205-22-25.adsl.inetia.pl] has joined #OpenApoc 20:24 -!- Solarius [~Solar@159-205-22-25.adsl.inetia.pl] has quit [Client Quit] 22:52 -!- Kaljakoppa is now known as Kaljakoppa_off 22:54 -!- pagurus [~user@p4FD6DF4A.dip0.t-ipconnect.de] has joined #OpenApoc 23:40 -!- SolariusScorch [~Solar@159-205-22-25.adsl.inetia.pl] has quit [Quit: Leaving] --- Day changed Tue Mar 01 2016 00:19 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 00:53 -!- Pawlac [~Pawlac@x5d843666.dyn.telefonica.de] has quit [Remote host closed the connection] 01:00 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 03:02 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 04:39 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:08 -!- pagurus [~user@p4FD6DF4A.dip0.t-ipconnect.de] has quit [Ping timeout: 250 seconds] 09:05 -!- Kaljakoppa_off is now known as Kaljakoppa 10:15 -!- Pawlac [~Pawlac@x5d8406ff.dyn.telefonica.de] has joined #OpenApoc 10:20 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:35 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:00 -!- pagurus [~user@pD950D6C2.dip0.t-ipconnect.de] has joined #OpenApoc 16:06 < Pawlac> wew 16:06 < JonnyH`Work> ? 16:10 < Pawlac> nuffin 16:45 -!- Solarius [~Solar@77-255-96-67.adsl.inetia.pl] has joined #OpenApoc 17:03 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 18:15 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:22 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:23 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:48 -!- Kaljakoppa is now known as Kaljakoppa_off 19:51 -!- Kaljakoppa_off is now known as Kaljakoppa 22:18 -!- Solarius [~Solar@77-255-96-67.adsl.inetia.pl] has left #OpenApoc ["Leaving"] 23:11 -!- Kaljakoppa is now known as Kaljakoppa_off --- Day changed Wed Mar 02 2016 00:24 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-ujejuuefkrxpbhec] has quit [Ping timeout: 260 seconds] 00:26 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-kyqirjboirukvmom] has joined #OpenApoc 00:37 -!- You're now known as JonnyH`Away 01:15 -!- Pawlac [~Pawlac@x5d8406ff.dyn.telefonica.de] has quit [Remote host closed the connection] 01:22 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 02:38 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 03:26 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 04:37 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:09 -!- pagurus [~user@pD950D6C2.dip0.t-ipconnect.de] has quit [Ping timeout: 260 seconds] 08:32 -!- Pawlac [~Pawlac@x5d8406ff.dyn.telefonica.de] has joined #OpenApoc 09:11 -!- Kaljakoppa_off is now known as Kaljakoppa 10:39 -!- Colombo1 [~colombo@124.197.25.143] has quit [Ping timeout: 246 seconds] 11:24 < Pawlac> hmm 11:24 < Pawlac> was it even possible at all on regular make (not cmake) to change the install directory? 11:25 < Pawlac> on Cmake there is -DCMAKE_INSTALL_PREFIX 11:51 -!- domsson [~Julien@mail.rotec-berlin.de] has joined #OpenApoc 11:53 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:12 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 13:31 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 13:53 -!- domsson [~Julien@mail.rotec-berlin.de] has quit [Read error: Connection reset by peer] 15:21 < JonnyH`Away> Pawlac: 'make' is lower level, it doesn't have the concept of an 'install' step 15:21 -!- You're now known as JonnyH 15:22 < JonnyH> it's up to the creator of the makefile to add an 'install' target themselves, and whatever options they gave it would be set by them 15:22 < JonnyH> So no, no standard way 15:24 < Pawlac> oh, alright 18:16 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:33 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has joined #OpenApoc 18:33 -!- mode/#OpenApoc [+o pmprog] by ChanServ 18:33 -!- mode/#OpenApoc [+o JonnyH] by pmprog 18:34 <@pmprog> Morning 18:34 < Pawlac> hi 18:35 <@JonnyH> Hola 18:35 <@JonnyH> How's things? 18:36 <@pmprog> Hi Pawlac and JonnyH 18:36 <@pmprog> Not bad, thanks. Been a busy week. How's things with you? 18:37 <@JonnyH> kinda weird, doing 'restructuring' at work... 18:37 <@JonnyH> But personally pretty good :) 18:38 <@JonnyH> Booking holiday back to the UK as it seems half my uni friends are getting married - probably about the 'right' age for that... 18:38 <@pmprog> Hope work works out 18:39 <@JonnyH> I'm alright, but it's not particularly pleasant for some though.. 18:39 <@pmprog> Glad to hear... Over the last couple of years we've have several rounds of redundancies, so know what it's like 18:40 <@JonnyH> Anyway, I also manged to get some openapoc time last weekend 18:40 <@pmprog> Nice 18:40 <@JonnyH> I've been redoing a lot of the state data storage for saved games & serialization 18:40 <@JonnyH> and pulling the 'data importers' into the main tree 18:40 <@JonnyH> https://github.com/JonnyH/OpenApoc/tree/WIP/savegame 18:40 <@JonnyH> work in progress there 18:40 <@JonnyH> Hopefully 'finish' that this weekend? MAybe? 18:41 <@pmprog> Cool 18:41 <@JonnyH> and I've tried to make the 'initial state' rules backend onto the same thing 18:41 <@JonnyH> so a 'new game' is like loading a 'golden' saved game 18:42 <@JonnyH> then an extra pass to add the initial random state etc . 18:42 <@JonnyH> and it also allows you to overlay 'patches' into the same state 18:42 <@JonnyH> (IE mods :D) 18:43 <@JonnyH> I'm currently using it for 'patches' on top of the generated data too 18:43 <@JonnyH> for stuff we don't extract, or fix (like there are a couple of 'wrong' tiles, like grass in the middle of the wall, or a sewerage works being marked as owned by 'xcom') in the original 18:44 <@JonnyH> Though being busy with the vk release I didn't managed to do a feb progress video like I said I would... 18:47 <@pmprog> You want to allow adding mods to a save game? Seems the opposite of what you'd want to do IMO 18:47 <@JonnyH> I mean a 'mod' is like a sparse 'savegame' 18:47 <@JonnyH> just modifying some values 18:49 <@pmprog> Well, one of the things I thought was off about openXcom is that if you installed a mod, any savegame you load also has that mod - but this can totally alter the game. So I was thinking if mods were tied to the save game, you can then start two different games using different mods without them interfering with each other 18:50 <@JonnyH> that should work with this sytem 18:50 <@JonnyH> my 'initial' gamestate is the union of the (initial state, patches, mods) 18:50 <@JonnyH> and the *whole* gamestate is serialized out as a savegame, so implicitly includes the mod state 18:50 <@JonnyH> so the 'mod' is only used to alter the inital GameState 18:50 <@pmprog> Ah, sounds good then 18:51 <@JonnyH> So 'mods' like adding a vehicle or item would be pretty simple 18:51 <@pmprog> Right, need to go pick up the wife and child. I'll be back soon 18:51 <@JonnyH> o7 18:55 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:03 -!- Skin36_ [~Skin36000@94.255.26.221] has joined #OpenApoc 19:04 < Skin36_> HI 19:04 <@JonnyH> Hi Skin36_ 19:05 < Skin36_> finished translation into Portuguese, it is necessary to add it to the release 19:07 < SupSuper> it better be good :p 19:07 < Skin36_> the problem is that not all glyphs present in the original font, it is necessary to draw a universal font, I think 19:09 -!- pagurus [~user@pD950E7A2.dip0.t-ipconnect.de] has joined #OpenApoc 19:14 <@JonnyH> *hopefully* if you add it to the transifex project 19:14 <@JonnyH> I can re-run the msgfmt make target (if you don't have a linux pc with cmake & gettext installed) and it should Just Work (tm)? 19:15 < Skin36_> Portuguese translation already added 19:17 <@JonnyH> pt_BR - sorry SupSuper 19:20 <@JonnyH> looks like 'pt_BR' and 'uk' have been added? 19:20 < SupSuper> :< 19:21 <@JonnyH> SupSuper: It's OK, I die a little each time every time I click a US flag for 'english' 19:22 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 19:22 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/v2Ddd 19:22 < openapoc-git> OpenApoc/master 261c2d9 Jonathan Hamilton: Add 'uk' and 'pt_BR' translations 19:22 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 19:22 < SupSuper> aren't you in the US? :p 19:22 <@JonnyH> Only in body 19:23 -!- You're now known as JonnyH`Work 19:23 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:24 -!- Skin36_ [~Skin36000@94.255.26.221] has quit [Ping timeout: 244 seconds] 19:26 < SupSuper> so your spirit lives on? 19:28 -!- Skin36_ [~Skin36000@185.3.34.246] has joined #OpenApoc 19:28 < Skin36_> pt_BR yep 19:29 <@JonnyH`Work> Anyway, thanks for managing the translations Skin36_ , it's really helpful 19:29 < Skin36_> Anyway we need font ) 19:29 <@JonnyH`Work> (As part of my savegame work, I'll be tagging 'translateable' strings in the xml, so hopefully we'll have a way of 'extracting' the sources soon(ish)) 19:30 <@JonnyH`Work> Oh, fonts from different sources was on my todo list too... Too many things to do! 19:31 <@pmprog> SupSuper: It's OK, I die a little each time every time I click a US flag for 'english' --- Same here 19:31 <@JonnyH`Work> One of my housemates once went on a 2 hour long rant once, as he was french and apparently had to click a *canadian* flag 19:35 < Skin36_> JonnyH`Work I'm talking about how to draw the font with extra characters (such as Ãá, Ââ, Ãã, Àà, Çç, Éé, Êê, Ãí, Óó, Ôô, Õõ, Úú) 19:35 <@JonnyH`Work> Currently, you'll have to append the bitmap to the end of the font .dat file 19:36 <@JonnyH`Work> and add a corresponding entry to the data/languagages/FONTNAME.xml file 19:36 <@JonnyH`Work> currently all font characters must be in the same file 19:36 <@JonnyH`Work> I'll probably change that at somepoint 19:36 < SupSuper> you can probably ttf everything but the bigfont 19:37 < Skin36_> I know we have made the same font for Russian language 19:37 <@JonnyH`Work> If it's a superset of the original font file (IE not replacing any chars, just adding new ones at the end) 19:37 <@JonnyH`Work> we could import that today 19:37 <@JonnyH`Work> OTherwise it'll take (some) work 19:38 <@JonnyH`Work> SupSuper: Yes, I believe the BIGFONT is the only one with more than a 'single' colour 19:39 <@JonnyH`Work> so an altialiased ttf would be a good replacement 19:39 <@pmprog> Got to go... laters 19:39 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has quit [Remote host closed the connection] 19:39 <@JonnyH`Work> Not sure if ttf supports stuff like multiple colours... 19:39 <@JonnyH`Work> Can't see anything in the sdl_ttf api at least 19:39 <@JonnyH`Work> (which we'll probably use for rendering) 19:40 < SupSuper> not out of the box no, you'd have to use the text as a mask for a texture or something 19:40 <@JonnyH`Work> OR have 2 fonts 'overlayed' or something equally nasty :P 19:41 <@JonnyH`Work> brb lunch 19:41 < Skin36_> kk 19:42 -!- Pawlac [~Pawlac@x5d8406ff.dyn.telefonica.de] has quit [Remote host closed the connection] 19:42 -!- Pawlac [~Pawlac@x5d8406ff.dyn.telefonica.de] has joined #OpenApoc 20:57 -!- Skin36_ [~Skin36000@185.3.34.246] has left #OpenApoc [] 21:34 <@JonnyH`Work> :( At least one of my mates is being made redundent at work 21:34 <@JonnyH`Work> It's kinda weird being around a load of people worrying about their job having been told I'm explicitly OK... 21:36 < Pawlac> huehuehuehue 21:38 < Pawlac> because soon the company will do some serious job offshoring... or instead hiring a few indians where you get told to either train them for a few months (with payment) leave the job entirely 21:38 < Pawlac> top cuck 21:39 <@JonnyH`Work> We're having inshoring - we're shrinking our non-core office :) 23:38 -!- Kaljakoppa is now known as Kaljakoppa_off --- Day changed Thu Mar 03 2016 00:06 -!- pagurus [~user@pD950E7A2.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 00:58 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:57 -!- Pawlac [~Pawlac@x5d8406ff.dyn.telefonica.de] has 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connection] 22:12 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 22:33 -!- Kaljakoppa is now known as Kaljakoppa_off 23:43 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Fri Mar 04 2016 00:31 -!- pagurus [~user@pD950C368.dip0.t-ipconnect.de] has joined #OpenApoc 00:49 -!- You're now known as JonnyH`Away 00:51 -!- Pawlac_1 [~Pawlac@x5f73a0b5.dyn.telefonica.de] has quit [Remote host closed the connection] 03:07 -!- pagurus [~user@pD950C368.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 04:42 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:16 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 05:16 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 06:49 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 06:49 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 07:34 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 07:37 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 252 seconds] 08:15 -!- Pawlac [~Pawlac@x5f73a0b5.dyn.telefonica.de] has joined #OpenApoc 09:36 -!- Pawlac_1 [~Pawlac@x5f709459.dyn.telefonica.de] has joined #OpenApoc 09:39 -!- Pawlac [~Pawlac@x5f73a0b5.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 11:01 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:31 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 11:48 -!- pagurus [~user@pD950DE8D.dip0.t-ipconnect.de] has joined #OpenApoc 13:28 -!- domsson [~julien@x5ce7db67.dyn.telefonica.de] has joined #OpenApoc 16:19 -!- You're now known as JonnyH 16:40 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 16:47 -!- Skin36_ [~Skin36000@178.34.162.184] has joined #OpenApoc 16:49 < Skin36_> hi 16:49 <@JonnyH> hey 16:54 < Skin36_> we want to draw the extended Latin, Cyrillic extended, the Greek language, as in the OXC 16:54 < Skin36_> font* 16:54 -!- Skin36_ is now known as Skin36 16:59 <@JonnyH> OK? How do you want to draw them? 17:00 <@JonnyH> As in what's the 'easiest' format for you? 17:00 <@JonnyH> a image file? 17:01 < Skin36> like in original,binary 17:01 <@JonnyH> OK, you should be able to do that today 17:01 <@JonnyH> e.g. in 'smallfont' each glyph is 15x14 17:02 <@JonnyH> and each pixel is a single byte, so adding the new char should be as simple as assing the 210 bytes to the end of the file 17:03 <@JonnyH> and adding a 17:03 <@JonnyH> to data/language/SMALFONT.XML 17:03 < Skin36> because the font in the game changes color blue, turquoise, green. So it will be easier to do so. 17:04 <@JonnyH> Yeah, even if you do it as an 'image' file 17:04 <@JonnyH> it'll probably re-colour it anyway, so the only look if a pixel is 'transparent' or not, and ignore the actual colour in the file... 17:07 <@JonnyH> Though I expect it'll be easier for an artist to use a 'normal' image editor to draw the fonts, instead of having to write bytes in a hex editor... 17:07 -!- You're now known as JonnyH`Work 17:07 < Skin36> you can change the color, if it is 'image' file ?then maybe it makes sense to just make a normal image? 17:08 < Skin36> we think the same))) 17:29 < Skin36> In fact, raw format open as a image, and working with them is no different than any other image 17:36 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 17:36 < Think> Hello, anyone here? 17:37 < Skin36> yep 17:37 < Think> Hello Skin 17:37 < Skin36> hi Think 17:41 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] 18:04 <@JonnyH`Work> You could make it so the image is only 2 colours (black & white) 18:04 <@JonnyH`Work> andything between them would just be clamped to whichever is closest 18:25 -!- domsson [~julien@x5ce7db67.dyn.telefonica.de] has quit [Remote host closed the connection] 18:27 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 18:28 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 18:28 < Think> You still here Skin? 18:30 <@JonnyH`Work> Not sure Think 18:32 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] 18:46 < Skin36> im here always ) 18:55 -!- SolariusScorch [~Solar@192.166.202.28] has joined #OpenApoc 18:56 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 18:57 < Think> Two Solarius' at once? I can't handle this many modders! 18:57 -!- pagurus [~user@pD950DE8D.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:57 <@JonnyH`Work> I know, one is bad enough ;) 18:58 < Think> Exactly :3 How's work going Jonny ol' boy? 18:58 <@JonnyH`Work> Alright 18:58 <@JonnyH`Work> Unfortunately don't get paid to work on openapoc, so not perfect 18:58 -!- Solarius [~Solar@192.166.202.28] has quit [Ping timeout: 240 seconds] 18:59 < Think> Yeah, that is too bad. 18:59 < Think> I wonder if there would be a large enough Apocalypse community to fund you guys... 18:59 <@JonnyH`Work> Naa, I'm not interested in funding, both from a legal perspective (making money suddenly makes it less 'amateur') 18:59 < Think> I mean, you could be your own X-Com project, scrapping money off the boots of nations world wide 19:00 < Think> That's true 19:00 <@JonnyH`Work> and It's my "fun" project with no deadlines, having people putting money in would change that 19:00 < Think> Hey look, one Solarius! 19:00 < Think> I understand that, pressure can be hard 19:00 < Think> I appreciate you just taking some time to talk and type with me. 19:02 <@JonnyH`Work> Plus an IRC client is easier to have in the corner at work than a half-completed computer game :P 19:02 < Think> If I knew how to code or do anything remotely that technical, I would be onboard with you guys 19:02 < Think> xD That's true too 19:04 < Think> Just seeing you actively communicating instills confidence I think 19:05 <@JonnyH`Work> Yeah, the last couple of months have been rather busy at work 19:05 <@JonnyH`Work> and the 'current' project is saved game & serialization 19:06 <@JonnyH`Work> which is a lot of 'structural' work without much 'shiny' visible changes :P 19:07 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:09 < Think> Well, you can't have your shiny's without your structure 19:09 <@JonnyH`Work> Yeah, being able to save a game is kinda big deal :P 19:09 <@JonnyH`Work> brb 19:12 -!- Think_ [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 19:12 <@JonnyH`Work> Just rebooted with a bit more ram :D 19:13 < Think_> And I mispelled my name, great 19:13 < Think_> We now have "Think" and "Think_" 19:13 <@JonnyH`Work> Naa, you're in the same thing SolariusScorch was earlier 19:14 <@JonnyH`Work> you'll have to wait for your old username to timeout before the server realises you closed that web browser window before you can use the same name 19:14 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] 19:14 < SupSuper> if you registered that wouldn't be an issue :p 19:15 <@JonnyH`Work> Same issue, but you can 'kick' the old name :) 19:15 < SupSuper> exactly! 80s solutions! 19:15 <@JonnyH`Work> IRC was designed for systems where having a constantly 'alive' connection was Very Wasteful 19:16 < Think_> Quite... 19:17 < Think_> Nice to see you here too SupSuper! 19:21 -!- Skin36 [~Skin36000@178.34.162.184] has left #OpenApoc [] 19:21 < SupSuper> oh hey a new face :) 19:23 <@JonnyH`Work> "The Think Tank" on the forums? 19:23 < Think_> I guess so, I have been a ghost (*whoooooo*) on OpenXcom, and heavily modified the game to suit my needs :3 19:23 < Think_> Yep, that's me... 19:24 < SupSuper> spooky 19:24 < Think_> Very 19:25 < Think_> I love the Original X-Com 19:25 < Think_> and X-Com: Apocalypse 19:31 < SupSuper> sounds like an ideal candidate to me 19:33 < SupSuper> apoc got brought up in a recent interview with jake solomon: https://www.rockpapershotgun.com/2016/02/25/making-of-xcom-2/3/ 19:33 < Think_> I remember that, actually 19:34 < Think_> I loved Apocalypse more than the original, an impossible feat considering I grew up on the original 19:34 < Think_> I have been experimenting a lot with modding the Vanilla version of the game 19:35 < SupSuper> it's funny seeing how differently people can feel over tftd/apoc 19:35 <@JonnyH`Work> My first xcom was tftd :P 19:35 < Think_> Yeah... 19:35 <@JonnyH`Work> I didn't play the original until ~5 years ago or so 19:36 <@JonnyH`Work> The 'early-mid' game of apoc is probably my favourite 19:36 < Think_> I played the original when I 4 years old, no joke 19:36 <@JonnyH`Work> but after that is gets quickly kinda dull and same-y... 19:37 < Think_> of course, I quit the game at first cause I couldn't read anything it said 19:37 <@JonnyH`Work> I completed tftd on medium when I was ~10 19:37 <@JonnyH`Work> Probably skewed my perspective of 'game difficulty' permanantly 19:37 < Think_> Yeah, no doubt 19:38 < Think_> I played TFTD, got rekt and was like "welp, I'm done" 19:38 < Think_> Don't get me wrong, I enjoyed TFTD 19:38 < Think_> but I liked the original take on the series Apocalypse put forth 19:38 <@JonnyH`Work> I feel the tone of apoc was kinda haphazard 19:39 <@JonnyH`Work> like there were 2 different ideas that conflicted and they tried to go for both... 19:39 < Think_> Yeah, that is true 19:39 < SupSuper> i'll admit i hold alec's opinion that tftd's setting sold me more than ufo's 19:39 < SupSuper> but i also played tftd first so i'm forever tainted :p 19:39 < Think_> As am I 19:39 <@JonnyH`Work> Like 50's white picket fences aesthetic with Dystopian Near-Future Megacity 19:39 < Think_> But to each their own, right? 19:39 <@JonnyH`Work> I feel to 'get' ufo's setting you need to be a B-movie buff 19:40 <@JonnyH`Work> while 'creepy things from under the sea' seems a bit more universal 19:40 < Think_> Well, that's why it was 2nd to Apocalypse for me 19:40 < Think_> but mods put it back at a tie 19:41 < SupSuper> well ufo's aliens are definitely more memorable. and pronouncable :p 19:41 < SupSuper> but the maps, the music, the graphics, were much more varied and resonated with me better, even if they were often to the detriment of the gameplay 19:41 < Think_> I liked Apocalypse because... 1. Retro-future style 2. RTS/TBS combat 3. Improved vehicle combat with greater diversity 4. Factions 5. Destruction 6. Politics 7. Music 19:41 < Think_> I can see 19:41 < Think_> that 19:42 < SupSuper> apocalypse was just... ok. it's different. i'm ok with that. hell i kinda liked interceptor :p i'm very easy-going 19:42 < Think_> I enjoyed Interceptor as well 19:42 < Think_> I feel like I am the only one though :P 19:42 <@JonnyH`Work> Yeah, I don't get the hate interceptor seems to get 19:42 < Think_> Disliked Enforcer 19:42 <@JonnyH`Work> It was very average, but fun enough 19:42 < SupSuper> well it came out next to freespace 19:42 <@JonnyH`Work> Enforcer was Bad though... 19:42 < SupSuper> so uh 19:43 < SupSuper> rip 19:43 < SupSuper> also cheesy humour falls flat for a lot of people 19:43 < Think_> I personally think Apocalypse's early game was really, really good. But that's my opinion. :L 19:43 < SupSuper> but i wasn't a big space buff so i enjoyed it for being "x-com with spaceships" 19:43 < Think_> Yes, Zee Germanz Scientizt! 19:44 < SupSuper> and reading the interviews and development histories make me really sympathize with them 19:44 < Think_> He was like a Dr. Stranglove rip-off :P 19:44 < Think_> Yeah, not playing any other space sims I found Interceptor quite fun 19:44 < SupSuper> it was all very intentional: https://www.youtube.com/watch?v=OYMdqkvO3wE 19:44 < SupSuper> though if you had pirated copies you probably missed out :p 19:45 < Think_> Nah, I got the Steam version 19:45 < Think_> I got the entire series on Steam for pre-ordering XCOM: Enemy Unknown 19:45 < Think_> Nice deal, in my opinion 19:46 < SupSuper> also still the best game credits: https://www.youtube.com/watch?v=1MHyqpWWYgA 19:46 < SupSuper> you can tell they had fun at least, shame that sort of stuff doesn't fly anymore 19:47 < Think_> Well, there are at least some original credits left... 19:47 < Think_> But they are few and far in between 19:48 < SupSuper> second best https://www.youtube.com/watch?v=_9nYt1U2qWY 19:49 < Think_> Nah 19:49 < Think_> https://www.youtube.com/watch?v=WJK_oB6Wm8U 19:49 < Think_> This is better IMO :3 19:49 < SupSuper> ohhhhhhhhh 19:49 < SupSuper> totally forgot 19:50 < Think_> You played SC II?! 19:50 < Think_> That game, along with X-Com 1 & 3 was my childhood :3 19:50 < SupSuper> of course 19:50 < SupSuper> can't remember if i ever beat it though :p damn those probes were annoying 19:50 < Think_> They were 19:51 < Think_> But you could disable them 19:51 < Think_> if you went to the Slylandro 19:51 < Think_> I did that ASAP 19:51 < SupSuper> yeah but by then you pretty much had a super ship 19:51 < Think_> Eh, I just got a ton of fuel and went there 19:51 < SupSuper> also played the free remake, the voice acting is top notch :3 19:51 < SupSuper> dat fwiffo 19:52 < Think_> Sometimes I would let the Kohr-Ah come to earth and I would defend it with my decked out Vindicator 19:52 < Think_> I know! 19:52 < Think_> I played that, and the HD version 19:52 < Think_> I also got accepted into the Founder's program for the new Star Control coming in 2017 19:52 < Think_> :3 19:52 < SupSuper> nice, that's still happening? 19:52 < Think_> Yes, Star Dock is doing it 19:52 < Think_> and progress is being made 19:53 < Think_> the Early Access is this coming month 19:53 < SupSuper> stardock is such a hush-hush developer 19:53 < Think_> True 19:53 < SupSuper> i'm kinda worried 19:53 < Think_> but I have hope 19:53 < SupSuper> their stuff is usually technically ok but not really noteworthy 19:53 < Think_> expectations low but hopes high 19:53 < Think_> They have made some really good games lately 19:53 < Think_> Well, I will talk with you in about an hour. 19:53 < Think_> Talk to you all later, thanks for this opportunity. 19:58 -!- Think_ [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] 20:00 < SupSuper> will we actually get another coder? :o 20:07 <@JonnyH`Work> We can hope 20:09 < Pawlac_1> for only 1,000 credits 20:09 < Pawlac_1> trust me 20:43 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 20:51 < Think> And I think I may be back. 20:52 < Think> I am brain dead, so I cannot tell 20:52 < Think> How's work going JonnyH? 21:11 <@JonnyH`Work> work-like I guess... 21:12 <@JonnyH`Work> Hopefuly be able to be more active on openapoc this weekend 21:12 <@JonnyH`Work> Then maybe soonish do another progress video 21:12 <@JonnyH`Work> I've been meaning to do voice-overs etc. for them too... 21:14 < Think> voice overs? 21:14 < Think> for what? 21:15 < Think> And I cannot wait for your next progress report :3 Best of luck to you! 21:16 <@JonnyH`Work> Yeah, with the progress report videos I think it would benefit from an explanation of what's new and what I'm trying to show 21:16 < Think> Ah! Got it! Of course, you could always do subtitles. 21:16 < Think> It doesn't matter much either way 21:26 < Think> Well Mr. JonnyH, I wish you the best of luck on your future endeavours! And thanks for taking all this time to talk with me, a no-name/no-face, it means a lot. :) I should be on here for another hour so if you want to discuss anything, just talk away. 21:28 <@JonnyH`Work> Thanks :D 21:28 <@JonnyH`Work> Support generally is appreciated :) 21:28 <@JonnyH`Work> helps with the motivation 21:29 <@JonnyH`Work> (Plus you can bug your coder friends to help out :) 21:36 < Think> Yeah, that is true, and a bug I am. Anything to help a team that has brought my dreams to truth about a moddable X-Com warrants every compliment they can get! 21:37 -!- Skin36 [~Skin36000@185.3.33.207] has joined #OpenApoc 21:44 < Think> Heya Skin! 21:54 <@JonnyH`Work> Ha, that's SupSuper and Warboy, I can't take /any/ credit for openxcom... 21:58 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 22:01 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] 22:22 < Skin36> who is Think ? Troll ? or so 22:52 -!- Skin36 [~Skin36000@185.3.33.207] has left #OpenApoc [] 22:54 -!- SolariusScorch [~Solar@192.166.202.28] has quit [Read error: Connection reset by peer] 22:57 -!- Pawlac_1 [~Pawlac@x5f709459.dyn.telefonica.de] has quit [Remote host closed the connection] 23:42 -!- pagurus [~user@pD950DE8D.dip0.t-ipconnect.de] has joined #OpenApoc 23:42 -!- pagurus [~user@pD950DE8D.dip0.t-ipconnect.de] has quit [Remote host closed the connection] --- Day changed Sat Mar 05 2016 00:04 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 00:13 -!- Pawlac [~Pawlac@x5f709459.dyn.telefonica.de] has joined #OpenApoc 00:38 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:48 -!- You're now known as JonnyH`Away 01:28 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 09:34 -!- Pawlac_1 [~Pawlac@x5f70840e.dyn.telefonica.de] has joined #OpenApoc 09:38 -!- Pawlac [~Pawlac@x5f709459.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 11:24 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:57 -!- Skin36 [~Skin36000@178.34.161.224] has joined #OpenApoc 12:59 -!- Skin36 [~Skin36000@178.34.161.224] has left #OpenApoc [] 13:23 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 14:21 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 14:33 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 15:24 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 15:41 -!- Skin36 [~Skin36000@178.34.160.93] has joined #OpenApoc 16:17 -!- Skin36 [~Skin36000@178.34.160.93] has left #OpenApoc [] 16:26 -!- Skin36 [~Skin36000@178.34.160.93] has joined #OpenApoc 19:03 -!- You're now known as JonnyH 19:25 -!- Solarius [~Solar@192.166.202.28] has left #OpenApoc ["Leaving"] 20:10 -!- Skin36 [~Skin36000@178.34.160.93] has quit [Ping timeout: 276 seconds] 20:20 -!- Skin36 [~Skin36000@85.26.183.24] has joined #OpenApoc 20:40 -!- Skin36 [~Skin36000@85.26.183.24] has quit [Read error: Connection reset by peer] 20:49 -!- You're now known as JonnyH`Away 21:44 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:44 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 22:51 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc --- Day changed Sun Mar 06 2016 00:04 < SupSuper> oh hey it's apoc day: http://www.twitch.tv/inmemorium 00:04 < SupSuper> for anyone that forgot how it works :p 01:07 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 01:14 -!- Pawlac_1 [~Pawlac@x5f70840e.dyn.telefonica.de] has quit [Remote host closed the connection] 01:43 -!- Think_Tank [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has joined #OpenApoc 01:44 < Think_Tank> Sup, Sup 01:46 < Think_Tank> Super, you there? 01:47 < SupSuper> yeah just watching a stream 01:49 < Think_Tank> From who? 01:51 < SupSuper> http://www.twitch.tv/inmemorium he was playing apoc earlier, now he's playing a 40k game 02:01 < Colombo1> man that guy is terrible in apoc 02:01 < Colombo1> Although I never really liked turn-base so I played on realtime 02:01 < Colombo1> because of brainsuckers 02:02 -!- Think_Tank [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has quit [Ping timeout: 252 seconds] 02:06 < SupSuper> same 02:49 -!- Thinker_Tanker [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has joined #OpenApoc 02:55 < Thinker_Tanker> Well, I am back, what's new 02:55 < Thinker_Tanker> ?* 02:56 < SupSuper> he's playing enforcer now 02:56 < SupSuper> rip our sanity 02:58 < Thinker_Tanker> *shudder* 02:58 < Thinker_Tanker> Never even got it working on my PC :P 02:58 < Thinker_Tanker> Who is this Streamer though? 02:59 < SupSuper> just... a guy? randomly found him on twitch 03:10 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 03:18 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 03:22 -!- Thinker_Tanker [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has quit [Ping timeout: 252 seconds] 09:23 -!- pagurus [~user@p5DC9B9F9.dip0.t-ipconnect.de] has joined #OpenApoc 09:33 -!- pagurus [~user@p5DC9B9F9.dip0.t-ipconnect.de] has quit [Ping timeout: 252 seconds] 09:43 -!- pagurus [~user@p5DC9B9F9.dip0.t-ipconnect.de] has joined #OpenApoc 10:00 -!- Pawlac [~Pawlac@x5f708956.dyn.telefonica.de] has joined #OpenApoc 10:23 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 10:27 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 12:38 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 15:13 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 15:16 -!- pagurus [~user@p5DC9B9F9.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:01 -!- You're now known as JonnyH 18:30 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:47 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 18:56 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] 19:22 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:51 -!- Skin36 [~Skin36000@178.34.160.41] has joined #OpenApoc 20:04 -!- Skin36 [~Skin36000@178.34.160.41] has quit [Ping timeout: 244 seconds] 20:21 -!- Skin36 [~Skin36000@185.3.32.122] has joined #OpenApoc 20:39 -!- pagurus [~user@ppp-46-244-251-120.dynamic.mnet-online.de] has joined #OpenApoc 21:26 -!- Skin36 [~Skin36000@185.3.32.122] has left #OpenApoc [] 23:18 -!- pagurus [~user@ppp-46-244-251-120.dynamic.mnet-online.de] has quit [Remote host closed the connection] --- Day changed Mon Mar 07 2016 01:20 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:56 -!- Pawlac [~Pawlac@x5f708956.dyn.telefonica.de] has quit [Remote host closed the connection] 02:29 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 02:57 -!- Think [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has joined #OpenApoc 02:57 < Think> Hello Jonny! 03:25 < Think> How is everyone? 03:29 -!- Think [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has quit [Ping timeout: 252 seconds] 03:44 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 04:06 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 09:29 -!- Pawlac [~Pawlac@x5f708956.dyn.telefonica.de] has joined #OpenApoc 09:32 -!- Pawlac_1 [~Pawlac@x5f738454.dyn.telefonica.de] has joined #OpenApoc 09:36 -!- Pawlac [~Pawlac@x5f708956.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 10:32 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:21 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 12:26 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 15:44 -!- Skin36 [~Skin36000@178.34.161.81] has joined #OpenApoc 15:46 -!- You're now known as JonnyH`Work 15:48 < Skin36> hi 15:50 <@JonnyH`Work> Hey 15:51 <@JonnyH`Work> BTW I tried to look in how facility data is stored in apooc: 15:51 <@JonnyH`Work> my current code is here: https://github.com/JonnyH/OpenApoc/blob/WIP/savegame/tools/extractors/common/facilities.h 15:52 <@JonnyH`Work> And I found the xcom starting funds at ufo2p.exe 0x0141470 15:52 <@JonnyH`Work> but the stuff afterwards doesn't seem to map to 'other organisation' starting funds directly 15:53 < Skin36> We started work on font. When ready, it will be possible to include it in the release 15:53 <@JonnyH`Work> cool :D 15:53 <@JonnyH`Work> If you give me either black & white images or the 'binary' format 15:53 <@JonnyH`Work> so long as it's the right size I can convert it if necessary 15:54 < Skin36> https://freeapoc.slack.com/files/kammerer/F0QQVQNR0/bigfont_extended.png 15:54 <@JonnyH`Work> apparently need to sign into slack to see that? :( 15:54 < Skin36> format like in original 15:55 <@JonnyH`Work> Converting the font files isn't hard, so don't worry about it, do whatever is easiest for you right now 15:56 < Skin36> http://f3.s.qip.ru/tfn6TLNr.png 15:56 <@JonnyH`Work> Looks good 15:58 < Skin36> Of course, it is good to do it a professional artist in the style of the apocalypse 15:58 <@JonnyH`Work> Yeah, but 'professional' doesn't describe anything else I do 15:58 <@JonnyH`Work> Something is better than nothing right now 16:00 < Skin36> in any case, it will be tested, if something is wrong, we can correct 16:01 <@JonnyH`Work> I'll change it now to allow fonts from multiple sources 16:01 <@JonnyH`Work> that might make it easier 16:01 <@JonnyH`Work> (e.g. 'a-z' use bigfont.dat, 'extra chars' use extrabigfont.dat or something) 16:07 < Skin36> FACILITY_DATA ? I'll try to look at it 16:08 <@JonnyH`Work> Yeah, the header above describes the position in ufo2p.exe and what I think the struct values do 16:08 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/WIP/savegame/tools/extractors/extract_facilities.cpp 16:08 <@JonnyH`Work> that then reads that into openapoc's internal format 16:14 < Skin36> http://f5.s.qip.ru/tfn6TLNs.png 16:14 < Skin36> starting funds 16:15 <@JonnyH`Work> Yeah, but the [2] fields don't look like the senate starting funds 16:15 <@JonnyH`Work> assuming [1] is aliens (and therefore zero is ok) 16:16 <@JonnyH`Work> It looks a lot closer if you shift it by 8 bits though 16:16 <@JonnyH`Work> which is really weird 16:17 < Skin36> http://f3.s.qip.ru/tfn6TLNt.png 16:17 < Skin36> though here it is possible that something is wrong 16:18 <@JonnyH`Work> Dunno, but it certainly doesn't seem 'simple' for the other non-xcom organisations 16:18 < Skin36> I took the data from the Apocd, it seems 16:21 <@JonnyH`Work> If you shift it by 1 byte it could be an income for the other orgs 16:21 < Skin36> http://f6.s.qip.ru/tfn6TLNu.png 16:21 <@JonnyH`Work> then there's a 'random?' extra on top? As each game start the starting funds for non-xcom are slightly different 16:21 <@JonnyH`Work> But what does that say about the other orgs? 16:22 < Skin36> http://f4.s.qip.ru/tfn6TLNv.png 16:23 < Skin36> http://f1.s.qip.ru/tfn6TLNw.png 16:24 <@JonnyH`Work> Yeah, the coovernment have a lot more than 20k starting runds 16:24 < Skin36> http://f3.s.qip.ru/tfn6TLNx.png 16:24 <@JonnyH`Work> And I believe 'funding' is related to buildings they own too 16:24 <@JonnyH`Work> If you make a building 'larger' it increases the funding 16:25 <@JonnyH`Work> Maybe based on the building 'type'? Like a warehouse 'earns' less than the senate building? 16:25 < Skin36> Maybe 16:26 <@JonnyH`Work> It's probably worth spending a bit of time modifying a value, starting a 'new game' and trying to figure out the results 16:26 <@JonnyH`Work> If you can't find a nice bit of asm with ida that does everything we're trying to find here :) 16:27 < Skin36> :) 16:29 < Skin36> im need some a few bytes for the search FACILITY_DATA 16:30 < Skin36> I have not found it in hexa.txt 16:33 <@JonnyH`Work> My ufo2p.exe: size 1702206 bytes 16:33 <@JonnyH`Work> md5sum: 2345cd4d39807fadaff36792f622466d 16:34 < Skin36> I use another exe 16:35 <@JonnyH`Work> The first couple of entries are mostly zeros, so kinda hard to search for 16:35 <@JonnyH`Work> but it's: 16:36 <@JonnyH`Work> 00 00 00 00 11 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 12 01 16:36 <@JonnyH`Work> in hgex 16:36 <@JonnyH`Work> that only finds one place in my exe, hopefully the same for you 16:37 < Skin36> about funds: they are used only 2 functions, I think you can understand 16:41 < Skin36> http://f5.s.qip.ru/tfn6TLNz.png 16:42 < Skin36> and 2 16:42 < Skin36> http://f4.s.qip.ru/tfn6TLNA.png 16:52 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 16:53 < Skin36> 00 00 00 00 11 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 12 01 its wrong offset 16:53 < Skin36> there are no links 16:53 <@JonnyH`Work> Yeah, there's at least one record in the same struct before that 16:53 < Skin36> http://f3.s.qip.ru/tfn6TLNB.png 16:53 <@JonnyH`Work> but it's just "empty tile" and "dirt" 16:54 <@JonnyH`Work> and the first 4 bytes may be the 'end' of the previous struct 16:54 <@JonnyH`Work> instead of the 'start' of this one 16:54 < Skin36> structure beginning slightly higher 17:00 < Skin36> its start: 17:00 < Skin36> http://f1.s.qip.ru/tfn6TLNC.png 17:01 <@JonnyH`Work> That makes sense 17:05 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 17:05 < Think> Well hello again JonnyH 17:05 <@JonnyH`Work> Multi-font incoming Skin36 17:05 < Think> How was your weekend? 17:05 <@JonnyH`Work> hey there Think 17:05 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 17:05 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/v2hAZ 17:05 < openapoc-git> OpenApoc/master 1ae2220 Jonathan Hamilton: Allow glyphs sources from multiple sources in a single Font definition 17:05 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 17:07 < Think> How was your weekend? Productive, I hope, both personally and in your work. 17:09 <@JonnyH`Work> The past couple of weeks I've been slowly changing how all the game state is stored 17:09 <@JonnyH`Work> Big infrastructure changes, not much visible stuff... 17:09 <@JonnyH`Work> I'm starting to get to the point where I can finish that and move on though, which is nice :) 17:14 < Think> That sounds great, foundation work is usually the hardest 17:14 < Think> because that's where everything is sitting on top, a single mistake and the entire house of cards comes crumbling down 17:21 <@JonnyH`Work> Meh, we're still 'early' enough we're still building parts of the foundation 17:21 <@JonnyH`Work> then realising some old bit doesn't fit with something new... 17:34 < Think> That makes sense... 17:34 < Think> Well, best of luck 17:34 <@JonnyH`Work> thanks, we'll probably need it... 17:35 < Think> Yeah, even I ran into some puzzling dilemmas when I was modding the surface of the game 17:35 <@JonnyH`Work> We also just need more coders 17:35 <@JonnyH`Work> currently it seems to be pretty much me w/some help from SupSuper 17:36 <@JonnyH`Work> and I'm kinda stuck on how to 'recruit' more... 17:38 < Think> Hmmm...I may be no coder but I am a decent marketing man, so maybe I can try my hand at recruiting some coders... 17:39 < Think> I will let you know if I can get anything 17:39 <@JonnyH`Work> cheers 17:39 <@JonnyH`Work> I've said before I want to be a code monkey, not a 'community' guy... 17:40 <@JonnyH`Work> I feel there was a burst of interest when we started and got some progress 17:40 <@JonnyH`Work> then people realised it would be $YEARS before it's finished at this rate, and it petered off 17:41 < Think> I am perfectly fine with the time it takes, I mean, look at OpenXcom, people seem to be interested as soon as a playable Beta enters 17:41 < Think> But remember, don't be deterred 17:42 < Think> I remember when there was another Open-Source X-Com: Apocalypse project that got discontinued a few years back 17:42 <@JonnyH`Work> there's been a couple over the years 17:42 <@JonnyH`Work> But I think we've already surpassed all of them 17:43 < Think> So it seems 17:43 < Think> Keep it up, you guys are doing great 17:43 < Think> and by guys I mean you and a bit of Super 17:43 <@JonnyH`Work> Wel, pmprog actually started this 17:43 < Think> True 17:43 <@JonnyH`Work> But he's been busy recently IRL, so less active 17:44 < Think> Yeah, I saw his Kickstarter post though 17:44 < Think> so it seems he isn't entirely absent 17:45 <@JonnyH`Work> He sometimes sticks his head into IRC 17:45 <@JonnyH`Work> even gets the code editor out sometimes :) 17:45 <@JonnyH`Work> but understandably less than he used to 17:45 < Think> Yep, I hope he is doing well. 17:46 < Think> My suggestion, make your project as public as possible, and ask for assistance wherever you can, it might seem vulgar at first, but trust me when I say it almost always pays off. 17:47 < Think> This is one thing I don't entirely despise Social Media for, it can take even the smallest projects and project them into the public's eye 17:48 <@JonnyH`Work> Yeah, I should sit on the strategyfirst forums and all that 17:48 <@JonnyH`Work> if only to make it 'visible' 17:48 <@JonnyH`Work> ...but I find myself putting that sort of thing off in favour or crazy code ideas :P 17:49 < Think> Hmm...maybe I could help you in that regard 17:49 <@JonnyH`Work> Maybe 17:49 < Think> I could make a discussion thread/advertisement for OpenApoc on StrategyCore, that seems quite active 17:49 <@JonnyH`Work> I was going to make a monthy 'progress report' video 17:49 <@JonnyH`Work> but was so busy the last couple I didn't have a chance 17:49 <@JonnyH`Work> Should have more time now though 17:50 <@JonnyH`Work> so when I do that I'll probably like it if people could spread links around 17:50 < Think> I would be glad to help in any way I can. 17:50 <@JonnyH`Work> Cheers 17:51 <@JonnyH`Work> I'll post on the forums when I have something interesting 17:51 < Think> I may not be a coder (but who knows, I could be one in the near future) but I can spread stuff around well enough. 17:51 <@JonnyH`Work> I've gotta run off to a meeting at work 17:51 <@JonnyH`Work> I'm more than willing to help tutor people in code... :) 17:51 <@JonnyH`Work> Maybe 'Learn Code with OpenApoc' would be a decent sales pitch 17:52 < Think> Sounds catchy, let me work on that... 17:52 < Think> "Coding with OpenApoc" 17:53 <@JonnyH`Work> I was treating it as a "Learn crazy new c++11 features" 17:53 < Think> Yeah... 17:53 < Skin36> http://f4.s.qip.ru/tfn6TLNE.png 17:53 <@JonnyH`Work> so I kinda worry it's not as transparent a codebase as I would have hoped 17:53 <@JonnyH`Work> as I'm using stuff I'm still in the progress of understanding myself... 17:53 < Think> I think you could draw in a ton of people if you made it like "From Coding to Videogames" kind of pitch 17:53 < Think> Is that Apoc'd? 17:54 < Skin36> yep 17:54 < Think> Neat, I love that thing 17:54 < Think> Now, I will have to be going soon, but I will try to develop a decent pitch for you Jonny 17:55 <@JonnyH`Work> Cheers Think 17:55 < Think> thanks for the chat mate 17:55 < Think> I will also try to create a SC account, and create some publicity. 17:55 < Think> No promises, but I can try to do my little part 18:00 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] 18:08 < Skin36> http://f5.s.qip.ru/tfn6TLNz.png 18:08 < Skin36> its seems like loud in memory 18:09 <@JonnyH`Work> That for (k = 0;... stuff appears to be going over the building list? 18:09 < Skin36> in 438 struc 18:10 <@JonnyH`Work> And adding a number to the income for all owned buildings? 18:10 <@JonnyH`Work> 226 was the building struct size, right? 18:10 < Skin36> yes 18:13 <@JonnyH`Work> I guess orgization_struc + 0x10 is "number of owned buildings" 18:13 < Skin36> orgization_struc + 2 this is funds 18:13 < Skin36> exemple: 18:13 <@JonnyH`Work> sorry, 10 decimal, not 0x10 hex -_- 18:13 < Skin36> http://f3.s.qip.ru/tfn6TLNF.png 18:14 <@JonnyH`Work> himm, it sets (v22 + 2) to struc_funds[].field2 18:14 <@JonnyH`Work> then replace it with struc_funds[].start_funds 18:14 <@JonnyH`Work> Seems pointless? 18:14 <@JonnyH`Work> oh no, wait, it's (_DWord*)(v22 + 2) 18:15 <@JonnyH`Work> not ((DWORD*)V22)+2 18:15 <@JonnyH`Work> so the +2 is in chars not dwords... 18:15 < Skin36> hm 18:16 < Skin36> Yes, these dwords so deceptive ) 18:16 <@JonnyH`Work> and the (WORD*)organization_struc + 219 18:16 <@JonnyH`Work> is the same as (CHAR*)organisation_struc + 438 :P 18:17 <@JonnyH`Work> as sizeof(word) == 2, sizeof(char) == 1 18:17 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 18:17 < Skin36> its so big struct 438 ) 18:17 <@JonnyH`Work> I guess that includes the 'live' state of the organisation 18:17 <@JonnyH`Work> like current relations, current alien infiltation etc. 18:18 <@JonnyH`Work> that's probably in the save game, but not in the initial data 18:20 < Skin36> yes 18:21 < Skin36> http://f1.s.qip.ru/tfn6TLNG.png 18:21 < Skin36> this load game 18:21 < Skin36> hm why 11826 ? 18:22 < Skin36> its all organiz ? 18:23 < Skin36> 11826/438=27 18:24 < Skin36> right 18:27 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:41 < Skin36> how much facility_data_t? 17 ? 18:44 <@JonnyH`Work> 21? 18:45 <@JonnyH`Work> Earth, Corridor, Access Lift, Living Quarters, Stored, Cells (unused), Medical Bay, Training Area, Psi-Gym, Security Station, Advanced Security Station, Vehicle Repair Bay, Biochemistry Lab, Advanced Biochemistry Lab, Quantum Physics Lab, Advanced Quantum Physics Lab, Alien Containment, Advanced Alien Containment (ununsed), Workshop, Advanced Workshop 18:46 <@JonnyH`Work> The first 2 are handled differently in openapoc as they're not really buildable 18:46 <@JonnyH`Work> 20 sorry 18:46 <@JonnyH`Work> so we only load 18 from the file, and the start offset starts at struct[2] 18:47 < Skin36> hm 18:47 < Skin36> http://f1.s.qip.ru/tfn6TLNK.png 18:48 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 18:48 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/v2j8H 18:48 < openapoc-git> OpenApoc/master ea60c90 Jonathan Hamilton: Fix LogError() - pointString here is a string, not a char* string 18:48 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 18:48 <@JonnyH`Work> It might be that 'access list' is handled differently too (as you can't build /that/ either) 18:48 <@JonnyH`Work> so 17 'normal' buildings 18:48 <@JonnyH`Work> 2 of which are unused? 18:54 -!- Skin36 [~Skin36000@178.34.161.81] has quit [Ping timeout: 260 seconds] 19:10 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 19:20 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] 19:23 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:27 -!- Skin36 [~Skin36000@31.180.199.24] has joined #OpenApoc 19:32 -!- Skin36 [~Skin36000@31.180.199.24] has quit [Ping timeout: 268 seconds] 19:33 -!- Skin36 [~Skin36000@85.26.186.31] has joined #OpenApoc 19:35 < Skin36> what mean 15 and 200 19:35 < Skin36> http://f1.s.qip.ru/tfn6TLNU.png 19:39 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:41 < Skin36> hi SupSuper 19:43 < SupSuper> hey 19:45 <@JonnyH`Work> hi SupSuper 19:45 < Skin36> I found something 19:45 < Skin36> http://f3.s.qip.ru/tfn6TLNW.png 19:46 <@JonnyH`Work> I just changed it so you can source glyphs for fonts from any independant "image" path string 19:46 < Skin36> unknown1 seems like byte 19:46 < Skin36> image offset 19:48 < Skin36> +72 19:51 < Skin36> 72/4=18 image offset 20:00 -!- Skin36_ [~Skin36000@185.3.32.96] has joined #OpenApoc 20:00 < Skin36_> image_offset-0...18 This offset for corridors ? 20:01 < Skin36_> http://f3.s.qip.ru/tfn6TLNY.png 20:02 < Skin36_> unknown1 This follows after offset 18 20:03 -!- Skin36 [~Skin36000@85.26.186.31] has quit [Ping timeout: 260 seconds] 20:04 -!- Skin36_ is now known as Skin36 20:09 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 20:10 < Think> looks like the whole crowd is here 20:16 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] 20:35 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 20:36 < Think> Hello JonnyH and SupSuper 20:36 < Think> Hello to all you other peoples too! 20:37 < SupSuper> hey 20:37 < Think> How are you Super? 20:43 < Think> Doing well, I hope 20:50 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Quit: Page closed] 21:25 < SupSuper> Skin36: i'm not sure what those would be used for, the baseview is pretty straightforward 23:43 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 23:44 < Skin36> JonnyH`Work ? 23:44 < Think> Heya chaps, have you all seen Robin's Apocalypse mod? It seems somewhat playable right now, although I am mostly using it for resource extraction 23:44 < Think> Robin's mod is for OpenXcom btw 23:44 < Think> Heya Skin 23:45 < Skin36> hi 23:45 < Think> How are you doing? 23:45 < Skin36> nice 23:45 < SupSuper> Think: yeah Robin does some crazy work 23:47 < Think> That is no doubt 23:47 < Think> I love his armor sprites 23:47 < Think> I do wish I could sprite/mod/code...agh! It feels so bad to be so useless :p 23:51 -!- Skin36 [~Skin36000@185.3.32.96] has left #OpenApoc [] 23:53 < Think> So how are you doing 23:53 < Think> SupSuper? 23:53 < SupSuper> alright 23:55 < Think> Well, it is nice to hear from you again, got any more awesome credit scenes? 23:56 < Think> MY contribution was SC IIs ending, your's was the X-Com: Interceptor one, I think. 23:57 <@JonnyH`Work> Sorry, missed Skin's ping, any idea what he wanted? Don't see a direct question in the log... 23:59 <@JonnyH`Work> Meh, anyway I'm off for the evening, have a good day 23:59 -!- You're now known as JonnyH`Away --- Day changed Tue Mar 08 2016 00:05 < SupSuper> Think: can't think of any 00:06 < Think> I cannot either, a different random topic 00:06 < Think> ?* 00:07 < Think> Hmm...what about your favorite "new" (2010+) franchise 00:08 < SupSuper> xcom? :p 00:08 < SupSuper> let me think. new shadowrun games were cool 00:08 < Think> Uhm...entirely new IP? 00:08 < Think> Okay...hmmm... 00:11 < Think> Personally, I love the Wargame franchise, Wargame: European Escalation, Air Land Battle, and Red Dragon. They were all very fun 00:11 < SupSuper> i didn't like them as much as i expected 00:12 < Think> Which one did you play? 00:13 < Think> They are difficult to get into, because of their high learning curve, but once you get the hang of them, they are superb 00:14 < Think> Steel Panthers is also very fun, although that isn't a new IP from 2010+ 00:15 < Think> What about you? 00:16 < SupSuper> i played the first wargame, not really my kind of strategy (aka i'm bad :p), more of a command&conquer sorta guy 00:17 < SupSuper> oh invisible inc, that was really good 00:17 < SupSuper> and darkest dungeon 00:18 < SupSuper> that's my scoop of turn-based strategy :p 00:27 < Think> Yeah, those are fun 00:27 < Think> And trust me, Wargame is super fun when you learn the units, stats and how to play well. 00:27 < Think> There is a new one, Wargame Red Dragon, and it still has a pretty active player base 00:28 < Think> It is worth the time I have spent on it working stuff out, if I am honest. 00:32 < Think> Any other games you like? What about some non-strategy games? 00:32 < SupSuper> platformers are good. freedom planet is cool 00:32 < Think> I personally enjoy the Early Access game Space Engineers, it is like Minecraft meets Kerbal Space Program. 00:33 < Think> I have spent more time on it then I would like to admit 00:34 < Think> Tell me about Freedom Planet 00:37 < SupSuper> it's a very sonic-like platformer 00:37 < SupSuper> gotta go fast 00:38 < Think> Hmm... 00:38 < Think> Well, hopefully its track record is better than Sonic's 00:40 < Think> Now, barring X-Com, what is your favorite series of games? 00:41 < SupSuper> sorry but i gotta go to bed, talk to you later 00:42 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:45 < Think> See you later SupSuper 00:45 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Quit: Page closed] 00:59 -!- Pawlac_1 [~Pawlac@x5f738454.dyn.telefonica.de] has quit [Quit: ---] 03:53 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 04:42 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 09:09 -!- Skin36 [~Skin36000@5.138.61.216] has joined #OpenApoc 09:09 -!- Skin36 [~Skin36000@5.138.61.216] has left #OpenApoc [] 09:34 -!- Pawlac [~Pawlac@x5f70fe41.dyn.telefonica.de] has joined #OpenApoc 10:10 -!- domsson [~Julien@mail.rotec-berlin.de] has joined #OpenApoc 10:52 -!- Colombo1 [~colombo@124.197.25.143] has quit [Quit: Leaving.] 14:59 -!- domsson [~Julien@mail.rotec-berlin.de] has quit [Quit: Leaving] 14:59 -!- Skin36 [~Skin36000@109.168.182.166] has joined #OpenApoc 15:44 -!- You're now known as JonnyH 15:57 -!- pagurus [~user@pD950D053.dip0.t-ipconnect.de] has joined #OpenApoc 15:57 -!- pagurus [~user@pD950D053.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 16:01 < Skin36> hi 16:01 <@JonnyH> hey Skin36 16:02 < Skin36> I deal with the facility data 16:03 <@JonnyH> Oh? You decoded some of the unknowns? 16:03 < Skin36> eys 16:03 < Skin36> yes 16:03 <@JonnyH> cool :D 16:04 < Skin36> http://f2.s.qip.ru/tfn6TLO9.png 16:04 < Skin36> Wait, I have not finished 16:17 -!- You're now known as JonnyH`Work 16:36 < Skin36> JonnyH`Work ? 16:38 < Skin36> where u ? ( 16:38 <@JonnyH`Work> I'm technically working :) 16:39 <@JonnyH`Work> but I'm still around, it just means I'll be slower responding 16:39 < Skin36> http://f5.s.qip.ru/tfn6TLOc.png 16:39 < Skin36> struct 16:40 < Skin36> I'm sorry, if distracting 16:42 <@JonnyH`Work> huh, research_flag? 16:42 <@JonnyH`Work> Naa, it's useful not distracting :) 16:43 < Skin36> yes flag 16:43 < Skin36> or availability of the construction 16:53 <@JonnyH`Work> Does it map to anything in the research section? Like an ID of the required topic? 17:16 < Skin36> No, maybe it was the availability of construction? 17:17 < Skin36> in start 17:18 < Skin36> usage: 17:18 < Skin36> http://f5.s.qip.ru/tfn6TLOd.png 17:19 < Skin36> its 0 or 1 17:20 < Skin36> http://f2.s.qip.ru/tfn6TLOe.png 17:25 < Skin36> facilitys to 0 is not available at launch 18:01 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 18:12 <@JonnyH`Work> ok, so it's a flag that says "This needs some special processing" 18:12 <@JonnyH`Work> but doesn't define the processing 18:12 < Skin36> maybe 18:13 < Skin36> I just do not understand how to use image_? 18:15 < Skin36> its use image 19-22 in http://f1.s.qip.ru/tfn6TLOa.png or image 23-26 in http://f6.s.qip.ru/tfn6TLOb.png 18:16 < Skin36> http://f4.s.qip.ru/tfn6TLOh.png 18:16 <@JonnyH`Work> Maybe they have a different 'under construction' circle thing? 18:18 < Skin36> maybe, but I do not understand what these image 18:20 < Skin36> http://f3.s.qip.ru/tfn6TLOi.png 18:20 < Skin36> what mean image 19-22 or image 23-26 18:21 < Skin36> a point on the base of the scheme? 18:21 <@JonnyH`Work> 25 and 26 are behind the 'number of days left' number when facilities are still under construction 18:22 <@JonnyH`Work> for 1x1 and 2x2 sized facilities 18:24 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:25 < Skin36> 23 and 24 question mark 18:26 < Skin36> 'under construction' circle thing - yes 18:27 < Skin36> We assume that we figured out? :) 18:29 <@JonnyH`Work> No idea about the question mark... 18:30 < Skin36> hm 18:30 < Skin36> why 18:30 < Skin36> 'under construction' circle thing 18:32 < Skin36> index image 1-4 18:42 <@JonnyH`Work> 4 is only used for the 2x2 'large' facilities? 18:45 < Skin36> yes 18:45 < Skin36> http://f1.s.qip.ru/tfn6TLOj.png 18:46 < Skin36> image 22 or image 26 19:00 -!- pagurus [~user@pD950D053.dip0.t-ipconnect.de] has joined #OpenApoc 19:01 -!- pagurus [~user@pD950D053.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 19:01 -!- pagurus [~user@pD950D053.dip0.t-ipconnect.de] has joined #OpenApoc 19:22 -!- Skin36 [~Skin36000@109.168.182.166] has quit [Ping timeout: 276 seconds] 19:24 -!- Colombo1 [~colombo@124.197.25.143] has quit [Quit: Leaving.] 19:38 -!- Skin36 [~Skin36000@185.3.32.96] has joined #OpenApoc 19:48 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 20:08 <@JonnyH`Work> hey SupSuper 20:16 < SupSuper> hey 20:16 < SupSuper> looks like nvidia's first drivers with vulkan have gone public 20:16 < SupSuper> as in, consumer drivers 20:16 <@JonnyH`Work> They shipped a 'beta' version the day of announcement right? 20:17 < SupSuper> yeah 20:17 <@JonnyH`Work> Or is this 'normal' driver package, instead of finding the 'vulkan beta' manually? 20:17 < SupSuper> but now it's rolled out with 364.47 20:17 < SupSuper> standard driver update 20:17 <@JonnyH`Work> I can't wait to see how nvidia have broken a new api :P 20:18 < SupSuper> good thing nothing uses it yet :p 20:20 < SupSuper> apparently this is my vulkan: http://pastebin.com/raw/JLNSXbEg 20:21 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 20:22 <@JonnyH`Work> 1.0.3? Positively ancient - we're on 1.0.5 now! 20:22 <@JonnyH`Work> That's nearly a week old! 20:24 < SupSuper> :p 20:55 -!- Skin36 [~Skin36000@185.3.32.96] has left #OpenApoc [] 21:00 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 21:00 < Think> Freenode uses so much battery it isn't even funny 21:00 < Think> Hello everyone! 21:01 <@JonnyH`Work> irssi seems pretty easy on the battery here :P 21:01 <@JonnyH`Work> But I suppose that's what I get for thinking "high graphics" is ncurses... 21:01 < Think> Hmm...this laptop isn't ideal, but it drains 1% a minute 21:01 < Think> which is absurd 21:02 < Think> How has your day been JonnyH? Enjoying work? (woop-dee-doo) 21:02 <@JonnyH`Work> Yeah :P 21:02 <@JonnyH`Work> 'working'... 21:03 <@JonnyH`Work> (actually trying to cleanup the VehicleMission stuff to allow it to be saved out) 21:03 < Think> Shhhh...I won't tell a soul 21:04 <@JonnyH`Work> Well, it is lunch... 21:04 < Think> Okay, that makes it a bit better 21:05 < Think> Enjoy your lunch! And best of luck on the coding 21:05 <@JonnyH`Work> IT's not luck, it's skill 21:05 <@JonnyH`Work> *looks at the current mess* 21:06 <@JonnyH`Work> not a lot of skill though... 21:06 < Think> Guess you're right, maybe one day I could help you on that *mess* 21:15 <@JonnyH`Work> http://abstrusegoose.com/249 21:22 < Think> Hmm 21:23 < Think> That's... 21:23 < Think> Interesting...? 21:23 < Think> I don't know how I feel about that... 21:24 < Think> Murder...murder everywhere 21:30 <@JonnyH`Work> The real question is if you go back in time to kill yourself, who would go back in time to kill yourself? 21:33 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] 22:19 < SupSuper> http://www.destructoid.com/don-t-install-the-newest-nvidia-driver-it-s-breaking-pcs-347362.phtml well that was fast :p 22:22 <@JonnyH`Work> Pff, that'll never happen to me 22:23 * JonnyH`Work looks at code I pushed yesterday that broke suspend/resume 22:23 <@JonnyH`Work> Naa, never 22:34 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 22:34 < Think> And I may be back 22:36 < Pawlac> hon hon hon 22:37 < Pawlac> how the fuck can nvidia fuck up so badly 22:39 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] 22:39 < Pawlac> this is like the 2nd time it happend 22:46 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] 23:01 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 23:06 <@JonnyH`Work> I won't start laughing until there's a bit more info, some people do *weird* stuff and expect it to work 23:07 <@JonnyH`Work> Like we've had bugreports where someone took a driver from one device and somehow managed to get it to run on another 23:08 <@JonnyH`Work> (despite our drivers always being built for a _single_ GPU revision, which is pretty much always different for every chip we do, even if they have the same marketing name) 23:08 <@JonnyH`Work> they actually hexedited out the check that tested that and rejected it 23:08 <@JonnyH`Work> and somehow expected it to work... 23:08 < SupSuper> sometimes you just gotta be BLEEDIN EDGE 23:08 <@JonnyH`Work> I mean it was for a different GPU 23:09 <@JonnyH`Work> really... 23:09 <@JonnyH`Work> It's amazing anything worked at all 23:09 < Think> *slow claps* 23:19 < Think> and then everyone went silent 23:24 < SupSuper> irc is a very quiet channel 23:24 <@JonnyH`Work> There tends to be more 'chat' in #openxcom 23:24 <@JonnyH`Work> This channel ends up pretty much me whining about how code is hard 23:27 < Think> Eh 23:27 < Think> But it is fun to listen to you whining 23:29 <@JonnyH`Work> 'More chat' apparently doesn't include right now... 23:34 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] --- Day changed Wed Mar 09 2016 00:31 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:21 -!- Think [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has joined #OpenApoc 01:21 -!- Think_ [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has joined #OpenApoc 01:21 -!- You're now known as JonnyH`Away 01:21 < Think> JonnyH, are you still at work? 01:21 -!- Think_ [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has quit [Client Quit] 01:25 < Think> Is anyone else here or is it just me? 01:32 -!- Pawlac [~Pawlac@x5f70fe41.dyn.telefonica.de] has quit [Quit: ---] 01:48 -!- Think [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has quit [Quit: Page closed] 01:56 -!- You're now known as JonnyH 02:39 -!- You're now known as JonnyH`Away 03:10 -!- pagurus [~user@pD950D053.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 04:35 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 04:39 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:32 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 09:52 -!- Pawlac [~Pawlac@x5d840560.dyn.telefonica.de] has joined #OpenApoc 11:19 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Read error: Connection reset by peer] 11:40 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 14:28 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 14:28 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 16:35 -!- Skin36 [~Skin36000@46.63.231.25] has joined #OpenApoc 16:50 -!- Skin36 [~Skin36000@46.63.231.25] has quit [Ping timeout: 240 seconds] 17:05 -!- Skin36 [~Skin36000@46.63.216.16] has joined #OpenApoc 17:09 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 17:13 -!- Skin36 [~Skin36000@46.63.216.16] has quit [Ping timeout: 264 seconds] 17:16 -!- Skin36 [~Skin36000@109.168.171.144] has joined #OpenApoc 17:26 -!- Skin36 [~Skin36000@109.168.171.144] has quit [Ping timeout: 248 seconds] 17:45 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has joined #OpenApoc 17:45 -!- mode/#OpenApoc [+o pmprog] by ChanServ 17:48 -!- pagurus [~user@pD950CF48.dip0.t-ipconnect.de] has joined #OpenApoc 17:50 -!- Skin36 [~Skin36000@212.96.109.252] has joined #OpenApoc 17:51 < Skin36> hi pmprog 17:51 <@pmprog> Hi Skin36. How's things? 17:51 < Skin36> nice ) 17:51 <@pmprog> Good stuff 17:51 < Skin36> ) 17:54 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 17:55 -!- SolariusScorch [~Solar@192.166.202.28] has joined #OpenApoc 17:55 -!- SolariusScorch [~Solar@192.166.202.28] has quit [Client Quit] 17:55 -!- Solarius [~Solar@192.166.202.28] has quit [Client Quit] 17:55 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 18:10 -!- You're now known as JonnyH 18:12 < Skin36> hi JonnyH 18:12 <@JonnyH> Hey Skin36 18:14 < Skin36> im find base layout, if it need 18:15 <@JonnyH> I found the layouts 18:15 <@JonnyH> But I haven't found the map of layouts->which buildings they're in 18:16 <@JonnyH> https://github.com/JonnyH/OpenApoc/blob/WIP/savegame/tools/extractors/common/baselayout.h 18:16 <@JonnyH> that's on my ufo2p.exe 18:16 < Skin36> http://f6.s.qip.ru/tfn6TLPz.png this ? 18:16 <@JonnyH> Yes, that 18:17 <@pmprog> Hi JonnyH 18:17 <@JonnyH> But I don't know how buildings are marked 'buyable', or how it decides which of those base layouts each uses 18:17 <@JonnyH> Hey pmprog! 18:17 <@JonnyH> Hows things? 18:17 <@pmprog> Meh, so-so. How's you? 18:17 <@JonnyH> Meh, so-so - still a bit weird at work 18:19 <@JonnyH> some..rather difficult things WRT my current visa too 18:19 <@JonnyH> not great then :( 18:21 <@pmprog> Oh dear :( What's happening with the visa? 18:21 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:21 <@JonnyH> Effectively my contract says they'll apply for a slightly different one 18:21 <@JonnyH> and they haven't 18:21 <@JonnyH> and my current one expires next wear 18:21 <@JonnyH> *year 18:22 <@JonnyH> and it's nearing the time it takes to process a visa / green card chance before my current one expires 18:26 <@pmprog> :( 18:33 -!- Skin36 [~Skin36000@212.96.109.252] has quit [Ping timeout: 244 seconds] 18:33 -!- Skin36 [~Skin36000@5.138.33.214] has joined #OpenApoc 18:34 < Skin36> I found something interesting 18:36 < Skin36> im found this map: 18:36 < Skin36> http://f1.s.qip.ru/tfn6TLPB.png 18:45 -!- Skin36 [~Skin36000@5.138.33.214] has quit [Ping timeout: 240 seconds] 18:46 -!- Skin36 [~Skin36000@5.138.35.59] has joined #OpenApoc 18:47 <@JonnyH> Skin36: You found the colours that uses or something? 18:48 <@JonnyH> I think supsuper was looking at that but not sure how far he got... 18:50 < Skin36> yes 18:50 < Skin36> im mark it in zero 18:50 < Skin36> http://f6.s.qip.ru/tfn6TLPC.png 18:51 < Skin36> not all 18:52 <@JonnyH> hmm... Not sure what I'm looking at there? 18:52 < Skin36> black minimap 18:52 <@JonnyH> waht did you 'set to zero' to get that? 18:54 < Skin36> http://f4.s.qip.ru/tfn6TLPD.png 18:54 < Skin36> after facility_data_t 18:55 <@JonnyH> So that's the chunk after the facility table? Interesting :) 18:55 <@JonnyH> Right, I've gotta go for a bit, sorry 18:55 -!- You're now known as JonnyH`Away 18:56 < Skin36> ( 19:24 -!- Skin36 [~Skin36000@5.138.35.59] has quit [Ping timeout: 276 seconds] 19:25 -!- Skin36 [~Skin36000@85.26.183.185] has joined #OpenApoc 19:26 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:26 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 19:27 < Think> Hello pmprog and JonnyH! 19:28 -!- You're now known as JonnyH`Work 19:28 <@JonnyH`Work> Hi Think 19:29 < Think> You just got to work Jonny? 19:30 < Skin36> he return ! 19:30 <@JonnyH`Work> Yeah :P 19:31 < Think> Well, hopefully it goes by fast, nothing is worse than a long work day :p 19:31 < Skin36> yes im find it ! 19:31 <@JonnyH`Work> It's alright if you're doing fun stuff :D 19:31 < Skin36> 957 like city tiles 19:31 < Think> That's true! 19:31 <@JonnyH`Work> Skin36: 957 entries in the minimap-colour table you mean? 19:31 <@JonnyH`Work> Makes sense 19:32 <@JonnyH`Work> I assume there isn't an equivalent for the alien dimension tiles 19:32 <@JonnyH`Work> (as there's no base screen there to see a minimap on :) 19:32 < Skin36> http://f2.s.qip.ru/tfn6TLPE.png 19:32 < Think> Huh... 19:32 < Think> That is most peculiar... 19:33 < Skin36> yes 957 for minimap 19:33 < Think> But as always it is nice to hear from you again, Jonny :D 19:33 < Think> and you too Skin :) 19:33 < Skin36> ) 19:35 < Skin36> and im have formula? if need 19:37 -!- nadir [uid134094@gateway/web/irccloud.com/x-tmztirkubzaxgxbx] has joined #OpenApoc 19:38 < Think> Hey Nadir! 19:38 < Think> Jumping over already? 19:38 < nadir> \o 19:38 < nadir> Back to work 19:39 < Think> "work"? 19:46 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Quit: Page closed] 19:46 -!- pagurus [~user@pD950CF48.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:56 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 21:02 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 21:02 < Think> Hello again! 21:03 < Think> Super, JonnyH and pmprog, oh my! The whole gang is here! 21:04 < SupSuper> it probably won't last 21:04 < Think> Probably... 21:05 < Think> But we are all here for the moment 21:05 < Think> So how has your day been going SupSuper? 21:05 < SupSuper> tiring 21:06 < SupSuper> JonnyH`Work: "Added Steam Overlay support for games using the Vulkan graphics API" what games are these :> 21:07 < Think> Uhm... 21:07 < Think> I haven't a clue 21:08 < Think> Looks like The Division uses the Vulkan Graphics API 21:08 < Think> but I wouldn't bet on that... 21:10 < Pawlac> nice line simulator game 21:11 <@pmprog> Hi Think 21:11 <@pmprog> Hi SupSuper 21:11 <@pmprog> Yeah, it's past my bed time 21:11 < Think> The pmprog is awake! 21:11 <@pmprog> Barely 21:11 < Think> True... 21:11 < Think> It is nice to finally meet you 21:12 < Think> even if it is over a cruddy chat box 21:12 <@pmprog> :-) 21:12 < Think> How late is it for you? 21:12 <@pmprog> I'm sure it's not really that exciting to meet me really... 21:13 <@pmprog> It's 9:15pm 21:13 < Think> Truth be told, while SupSuper and JonnyH have argued with me I too think that X-Com: Apocalypse is my favorite in the series 21:14 < Think> So to see someone with a passion to bring it back has my 110% support 21:15 < Think> But let me just let you know, there is an entire community of people (tons that I know) who love what you are doing, but lack the skills or time to help. 21:15 <@pmprog> Not sure I'm really that guy any more 21:16 < Think> You were the guy who initialized the entire project. 21:16 < Think> That is warrant enough if there ever was need for any 21:16 <@pmprog> True, but I've barely touched it in the past year 21:17 < Think> Life gets in the way, that is known, but still keeping to it and talking to the community even if on a rare occurrence shows dedication to the community, and I thank you for that, 21:17 <@JonnyH`Work> SupSuper: IIRC the talos principle has a beta version on steam with a vk backend 21:17 < Think> I think that is true... 21:17 < Pawlac> https://www.youtube.com/watch?v=BSSkz6iDPvM huehuehue 21:18 < Think> Ubisoft kept on "inviting" me into their Beta because I beta'd for a lot of other games but truth be told I really am not interested in The Division 21:19 < Pawlac> do it anyway and tell them how ubisoft is a stinking pile of garbage 21:19 < Think> Eh...it costs money though 21:19 < Pawlac> What a shame. 21:19 < Think> Money I am saving for a Founders Program 21:19 < Skin36> hi SupSuper 21:20 <@pmprog> I installed that uPlay so I could buy/play one of the Trials games... Next thing I know there's fraud on my credit card... I no longer use uPlay... I miss Trials, but that's the price I pay 21:20 -!- Skin36 [~Skin36000@85.26.183.185] has left #OpenApoc [] 21:20 -!- Skin36 [~Skin36000@85.26.183.185] has joined #OpenApoc 21:21 < Think> Hello Skin! Back with us again? 21:21 < Skin36> hi SupSuper 21:21 < Think> Yeah, I have had a bad experience with uPlay 21:21 < Skin36> hello Think 21:22 < Think> It is nice to see everyone here! 21:24 < Think> I have had a decent experience with Betas so far... 21:24 < Think> But I have dealt with some bad ones too... 21:25 <@JonnyH`Work> Bah, we have to pay our testers... 21:26 < Think> Who needs money? I just test in my cardboard home with my 1997 PC! 21:27 -!- Skin36 [~Skin36000@85.26.183.185] has left #OpenApoc [] 21:30 <@pmprog> Right, I'm off to bed. Good night 21:30 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has quit [Remote host closed the connection] 21:30 <@JonnyH`Work> night 21:31 < Think> Good night! 21:36 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Quit: Page closed] 23:01 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has joined #OpenApoc 23:03 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Ping timeout: 268 seconds] 23:44 -!- Think_ [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 23:44 < Think_> Hello SupSuper! 23:45 < Think_> and JonnyH...(but no one likes him, am I right?) 23:58 -!- Think_ [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] --- Day changed Thu Mar 10 2016 00:20 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] 00:37 -!- Think [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has joined #OpenApoc 00:37 -!- Think_ [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has joined #OpenApoc 00:37 < Think> Hello everyone. 00:37 <@JonnyH`Work> hey again 00:37 -!- Think_ [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has quit [Client Quit] 00:37 <@JonnyH`Work> About an hour ago someone linked me to tvtropes... 00:37 < Think> How are you Jonny? 00:37 <@JonnyH`Work> That website is like a virus 00:38 < Think> Which one? 00:38 < Think> Ah 00:38 < Think> I see 00:38 <@JonnyH`Work> tvtropes - you end up reading all kinda of crazy stuff :) 00:38 < Think> I must be blind, sorry 00:38 <@JonnyH`Work> Today's lesson is on 'zeerust' :P 00:38 < Think> Uh-oh 00:39 < Think> Hey! I could give a lesson on Cold War armor if anyone...is...interested? No? No one is interested? Not even a little? Okay 00:40 < nadir> Armour lecture pls 00:40 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has quit [Quit: Rip] 00:41 < Think> Do you really want an armor lecture? 00:41 <@JonnyH`Work> Look up composite 'chobham' armour for an interesting education on energy transfer 00:41 < nadir> I'll pretend to listen while playing Stars 00:42 < Think> I know all about Chobham, which really is a modified Burlington composite 00:43 -!- smoke_fumus|2 [~smoke_fum@188.35.176.90] has joined #OpenApoc 00:44 < Think> So, what's today's topic? 00:44 < Think> Cold War? 00:45 <@JonnyH`Work> IIRC 'Burlington' was just a nickname for the smae thing? 00:46 -!- nadir_ [uid134094@gateway/web/irccloud.com/x-puyopoqatcqbrrby] has joined #OpenApoc 00:47 < Think> Not really 00:47 < Think> Burlington was the original composite 00:47 < Pawlac> remove mechas from premise 00:47 < Think> was formed from the lessons learned from Steelbrew 00:48 < Think> Which was a composite of sorts on the Chieftain Mk. 5 tank 00:48 < Think> So should I give my lesson? 00:48 <@JonnyH`Work> Clearly my knowledge of 1970s tank developments is lacking :P 00:48 < Pawlac> whats the best way to destroy a mech? 00:48 <@JonnyH`Work> Not sure how much attention I can give though 00:49 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Ping timeout: 248 seconds] 00:49 -!- nadir [uid134094@gateway/web/irccloud.com/x-tmztirkubzaxgxbx] has quit [Ping timeout: 248 seconds] 00:49 -!- nadir_ is now known as nadir 00:49 <@JonnyH`Work> Pawlac: Nearly anything, mechs aren't a 'good' design 00:49 < Think> Shoot the leg 00:49 <@JonnyH`Work> Doesn't stop them being cool though 00:49 < Think> boom 00:49 < Think> it ded 00:49 < Think> Okay, here we go... 00:49 < Pawlac> alright, great. Let's bring in some baneblades then 00:50 < Think> After WWII the primary tanks that were available to the allied forces were the M26, the Centurion and the T-34-85 00:50 < Think> But during the 50s there was a great change in the kind of tanks that were fielded 00:50 <@JonnyH`Work> Naa, baneblades are too big to be useful too, a pile of MBTs for the same cost would be more effective 00:51 < Pawlac> What a shame. Let's bring then Bolo MK33 instead. 00:52 < Think> first there was the M46/M47 Patton, an American tank armed with a 90mm cannon and decent armor and mobility. The next tank was the Centurion, still used by the British and many Scandi nations it was armed with a 90-ish mm gun as well, and the West-Germans at this point got their hands on some American M46s due to exports. But the USSR had the most advanced tank of the time, the T-54/T-55 tank, which had superior armor, mobility and 00:53 < Pawlac> firepower? 00:53 <@JonnyH`Work> Strategic vodka reserves? 00:53 < Pawlac> and sausages 00:53 <@JonnyH`Work> naa, that's the western german refitted M46s 00:56 < Think> In the 1960s we see many interesting design changes, first off we have the Americans with their slightly modified-I mean brand new M48 Patton, armed with the same 90mm cannon, the French at this time developed their own AMX-30 series tank, but that was more of a light tank than anything else, the Germans still had their modified M46s and M48s (specifically the M48A3G1) but they had also developed their very own Leopard 1, armed with 00:57 < Think> their Chieftain Mk. 2, which was armed with a 120mm cannon and had the best armor out of all the tanks of its period, it really did strike fear in USSR's cold heart, the USSR themselves still had their T-55s but had developed the new T-62 to counter the Chieftain series, this led to the USA designing the M60 and M48A5 Pattons, both armed with a Royal Ordinance L7 (M68 in America) and had good mobility, armor and the best FCS of any 00:58 <@JonnyH`Work> Think: I don't know if youre aware irc cuts off lines over ~435 chars 00:58 < Think> Chars? 00:58 <@JonnyH`Work> characters 00:58 < Think> I know :P 00:58 < Pawlac> so the leopard had a 10mm gun? huehueheu 00:58 < Think> 105mm 00:59 <@JonnyH`Work> and the Leopard 1 was awmed with a Chiefain Mk.2 00:59 < Think> >:-( 00:59 < Think> AGH 00:59 <@JonnyH`Work> Firing tanks at things is a bit audatious 00:59 < Pawlac> well it has atleast sufficient dakka 01:00 < Pawlac> no wait, there is never enough dakka 01:00 <@JonnyH`Work> THen that fires MORE TANKS 01:00 <@JonnyH`Work> it's tanks all the way down 01:00 < Think> Due to the complete failure that was the T-62 (had terrible mobility, low rate of fire and terrible space) the USSR developed the T-64, which was superior to anything NATO had at the time, bar maybe the latter Chieftain Mk. 5 and Mk. 10 01:01 < Think> The T-64 had a 125mm 2A46 cannon which could fire HEAT, HE, APFSDS and even GLATGM rounds 01:01 < Think> It also used composite materials 01:01 < Think> giving it superior protection to all NATO tanks 01:01 < Think> In response West-Germany and the USA developed the MBT-70/KPz. 70 project 01:01 < Think> an attempt to create a new MBT superior to anything the USSR could field 01:02 < Think> But almost immediately there were debates over what the tank should be armed with, what engine it should use and other absurd points 01:02 < Think> So the USA and Germans developed their own tanks under the same program 01:03 < Think> The MBT-70 was similar to the KPz. 70 in most regards except it had a whopping 152mm gun/launcher that could fire missiles and traditional rounds 01:03 < Think> The Germans used the more reliable L/44 120mm cannon 01:03 <@JonnyH`Work> Yeah, that's how they end up with BS like the bradley, Politics... 01:03 < Think> But eventually both nations realized the project was simply too expensive 01:04 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-kyqirjboirukvmom] has quit [Ping timeout: 246 seconds] 01:04 < Pawlac> http://b.1339.cf/yqzkjok.jpeg found the picture of this rare prototype 01:04 < Think> and both nations eventually pulled out 01:04 < Think> That isn't even a Chieftain it is firing 01:04 < Think> that is a Vikers 01:04 < Think> anyways 01:04 < Pawlac> oh fuck 01:05 < Think> Anyways 01:05 < Think> The MBT-70 project wasn't a complete failure though 01:06 < Think> The USA used the lessons learned in it to develop the M1 Abrams, and the Germans used the lessons learned to make the Leopard 2 01:06 < Think> The British were still pretty happy with their Chieftain but they had proposed several replacements for it 01:06 < Think> Such as the Aluminium Chieftain 01:06 < Think> and the MBT-80 01:07 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-wzegykmlkuusqkjw] has joined #OpenApoc 01:07 < Think> Eventually the USA developed the M1 Abrams, equipped with a 105mm M68 cannon, and utilizing a massive 1500 hp turbine engine, the Germans made their Leopard 2 with the L/44 120mm cannon and a diesel 1500 hp engine 01:08 < Think> The British eventually developed the Challenger 1, armed with a rifled 120mm cannon and using a 1350 hp diesel engine 01:09 < Think> In response to these weapons the USSR needed a T-64 that they could produce on a massive scale 01:09 < Think> and hence, the T-72 was born 01:10 < Pawlac> well, what was the rational to equip the M1 Abrams a Turbine Engine instead of a Diesel one? 01:10 < Think> The Americans soon realized that a 105mm cannon was no longer adequate to defeat a T-64/T-72 01:10 < Think> Turbine engines allowed for the Abrams to accelerate quicker 01:10 < Think> and allowed for a higher unrestricted top-speed 01:10 < Think> both on and off-road 01:11 < Think> Anyways, the Americans eventually developed their M1A1 Abrams, which incorporated the armor improvements on the M1IP and a 120mm gun (the M256) which was a modification of the German L/44 01:12 < Think> Now NATO armor was qualitatively superior to their PACT foes 01:12 < Think> but they still lacked numbers 01:12 < Think> Thus, the British developed the Challenger 1 Mk. 2, which had improved armor and newer ammunition 01:13 < Think> The Germans developed the Leopard 2A4, which had better armor and a newer FCS 01:13 < Think> The Americans then developed the M1A1[HA], literally a M1A1 with DU armor on the front hull and turret 01:13 < Think> The M1A1[HA] was the best armored tank in the world when it entered service 01:14 < Think> and no Soviet tank could penetrate it from the front, unless they got within 500m of it 01:14 < Think> In response the Soviets developed the T-80, an improved T-64 with a turbine engine of its own, a newer FCS and autoloader 01:15 < Think> The T-80 was initially weaker than the T-64B, but future upgrades made the T-80 a fearsome weapon 01:15 < Think> The British in the meantime had widely fielded their CHARM 3 APFSDS round and had upgraded their Challenger to a Mk. 3 standard, which had a superior FCS and a higher rate of fire thanks to a larger turret 01:17 < Think> Before the Cold War ended the Americans developed their M829A1 APFSDS round, which proved to be superior to anything the Soviets had at the time, and only today with the Russian's most modern APFSDS round can it match the power of the M829A1 "Silver bullet" 01:17 < Think> After the Cold War collapsed the T-90, Challenger 2, M1A2 and Leopard 2A5 all came out of its remains to form the modern day tank lines 01:18 < Think> And that's kind of it... 01:18 < Think> It would be so much easier to talk about this than to type it 01:18 < Think> Oh yeah, and there were some IFVs developed too 01:18 < Think> like the Warrior, Marder, Bradley and BMP 01:19 < Pawlac> heh I like the WW2 era tanks the most, all those varieties and stuff 01:19 < Think> Plenty of variety left, look at the Sheridan 01:20 < Think> http://www.military-today.com/tanks/m551_sheridan.jpg 01:20 <@JonnyH`Work> Pretty interesting :D 01:20 < Think> I am sorry for my rough summary 01:20 < Think> if I was talking I could of gone into deeper detail 01:21 <@JonnyH`Work> Kinda reminds me of going home - my dad used to work on optics used in some of the british systems 01:21 <@JonnyH`Work> anyway, I'm off now, have a good evening 01:21 < Think> See you later! 01:21 -!- You're now known as JonnyH`Away 01:22 < Pawlac> wew 01:23 -!- Pawlac [~Pawlac@x5d840560.dyn.telefonica.de] has quit [Quit: ---] 01:23 -!- Think [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has quit [Quit: Page closed] 01:41 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 01:50 -!- pagurus [~user@pD950CF48.dip0.t-ipconnect.de] has joined #OpenApoc 02:54 -!- smoke_fumus|2 [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 02:54 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 03:09 -!- pagurus [~user@pD950CF48.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:47 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 04:31 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 05:32 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 07:14 -!- Pawlac [~Pawlac@x5d840560.dyn.telefonica.de] has joined #OpenApoc 08:58 -!- nadir [uid134094@gateway/web/irccloud.com/x-puyopoqatcqbrrby] has quit [Quit: Connection closed for inactivity] 09:29 -!- Pawlac_1 [~Pawlac@x5d843bb0.dyn.telefonica.de] has joined #OpenApoc 09:32 -!- Pawlac [~Pawlac@x5d840560.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 09:56 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 10:55 -!- kkmic [~chatzilla@unaffiliated/kkmic] has joined #OpenApoc 11:06 < kkmic> How can I fix this: 'Font "SMALFONT" has glyph with missing string attribute' 11:36 -!- pagurus [~user@pD950D0D8.dip0.t-ipconnect.de] has joined #OpenApoc 12:18 -!- nadir [uid134094@gateway/web/irccloud.com/x-axdlecyffgxcsadh] has joined #OpenApoc 13:23 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 14:50 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 17:34 -!- Skin36_ [~Skin36000@178.34.160.47] has joined #OpenApoc 17:50 -!- You're now known as JonnyH`Work 17:50 <@JonnyH`Work> kkmic: Are you adding new fonts? 17:51 <@JonnyH`Work> Actually, it might be that your data directory is out of date, it changed this area a couple of days ago 18:08 -!- Skin36_ [~Skin36000@178.34.160.47] has quit [Ping timeout: 244 seconds] 18:15 -!- Skin36_ [~Skin36000@46.63.163.177] has joined #OpenApoc 18:16 < Skin36_> hi 18:16 < Skin36_> what about new font ? 18:17 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/commit/1ae2220665b6cad91befabbf329d5e0e29220388 18:17 <@JonnyH`Work> that changed the format of the font description xml 18:17 <@JonnyH`Work> and allowed you to pull in characters from different files into the 'same' font 18:21 -!- Skin36_ [~Skin36000@46.63.163.177] has quit [Ping timeout: 260 seconds] 18:22 -!- Skin36_ [~Skin36000@109.168.222.189] has joined #OpenApoc 18:28 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:30 -!- Skin36_ [~Skin36000@109.168.222.189] has quit [Ping timeout: 246 seconds] 18:35 -!- Skin36_ [~Skin36000@85.26.183.68] has joined #OpenApoc 18:37 < Skin36_> everything is clear from the drawing minimap? 18:41 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 18:42 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 18:42 < Think> Hello Jonny and Nadir! 18:42 < Think> Solarius too (but who likes that guy?) 18:43 < Solarius> I do! *ba-dum-tssss* 18:43 < Think> I ship it 18:43 < Think> Nice to meet you Solarius! 18:43 < Solarius> Yo! 18:44 < Solarius> I wonder who you're shipping me with! 18:44 < Solarius> So exciting! 18:44 < Think> Yourself! 18:44 < Think> By the way, love your mods man, keep up the great work! 18:45 < Solarius> Thanks! That's the most important thing. 18:45 < Think> I ship you with yourself because "Solarius too (but who likes that guy?)" then you said "I do! *ba-dum-tssss*" :3 18:45 < Solarius> Yeah, I get it. 18:45 < Solarius> And I promise my next mod will be spectacular. (Justn ot sure if a spectacular success, or a spectacular flop. But it'll be spectacular nonetheless.) 18:46 < Think> I have seen that... 18:46 < Think> On the forum 18:46 < Think> I may be on and off here at random, beware. 18:46 < Solarius> Yeah. Though truth be told, I haven't really revealed much. 18:47 < Solarius> BTW the #x-piratez channel is doing well, so everyone's invited. 18:47 < Think> Awesome! 18:48 < Think> You know, I would love it if one day someone made template for mod vehicles, weapons, and stuff, I cannot seem to make a working mod 18:49 < Solarius> It's not really that simple, since there would have to be many templates for weapons alone. Weapons with clips, no clips, with melee attack, various damage types... 18:50 < Think> True... 18:50 < Solarius> It's more straightforward to just check the ruleset reference, and ask on forums/IRC if needed. 18:50 < Solarius> I'm totally helping when asked. 18:52 < Solarius> And Warboy and SupSuper are also very helpful. 18:53 < Solarius> this Sunday, Warboy spent 2 hours debugging my mod, and it really was crazy shit. 18:53 < Solarius> Respect. 18:54 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] 18:58 < Solarius> https://s-media-cache-ak0.pinimg.com/564x/6c/f4/ef/6cf4ef4b1ebce15e7fe4310574580c78.jpg Bug reports. 18:59 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] 19:00 < Pawlac_1> oy vey you just triggered my feelings 19:00 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 19:02 < Skin36_> everything is clear from the drawing minimap? 19:11 <@JonnyH`Work> I think so, we just need to implement it 19:12 <@JonnyH`Work> I assume that colour table you found matches the 'top' non-zero tile in each x/y coord 19:18 < Skin36_> its like this 19:18 < Skin36_> http://f6.s.qip.ru/tfn6TLQ4.png 19:21 <@JonnyH`Work> Yeah, so it starts at z=9 19:21 <@JonnyH`Work> and keeps going down until it finds one with a colour 19:22 < Skin36_> yes 19:22 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 19:23 < Think> Well hello again! 19:23 < Skin36_> what remains unclear to the facility ? 19:23 <@JonnyH`Work> We have the 'contents size' 19:24 <@JonnyH`Work> like how many people a lab contains 19:24 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:24 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:24 <@JonnyH`Work> but I don't know if there's a flag anywhere that says /what/ it contains 19:24 <@JonnyH`Work> We currently add that manually, so it's not really an issue... 19:26 < Skin36_> I try to figure it out 19:26 <@JonnyH`Work> There's probably better things to look at first though 19:27 <@JonnyH`Work> I really want to get the vehicle stuff sorted 19:27 <@JonnyH`Work> like the 'firing arc' values etc. 19:27 < Think> What about the firing arcs? 19:27 <@JonnyH`Work> We have a number, but I don't know what it /means/ 19:28 < Think> It is the degree I am quite certain 19:28 < Skin36_> You saw function. I thought we were finished with it) 19:28 < Think> 15 = 15 degree arc 19:28 < Think> off of the nose 19:29 <@JonnyH`Work> in x/y? 19:29 <@JonnyH`Work> Is there a z? 19:30 <@JonnyH`Work> And the missile tracking value 19:30 <@JonnyH`Work> Is that a turn radius? 19:30 < Think> Hold on, let me pull up Apoc'd 19:30 < Skin36_> well, try to find out more detail 19:30 <@JonnyH`Work> Anyway, Skin36_ _please_ write this stuff up somewhere 19:31 <@JonnyH`Work> I'm at work a lot of the time I'm on the chat 19:31 <@JonnyH`Work> and don't have the ability to record it myself 19:31 <@JonnyH`Work> So you may have explained it to me here, but if it's not written down somewhere (ufopadia.org, forums) it'll be forgotten by the end of the hour 19:32 < Think> Okay, so it seems there is a vertical and horizontal firing arc, measured in degrees 19:32 < Skin36_> as it has already happened with the change of day and night? :D 19:33 <@JonnyH`Work> Yup :P 19:33 < Skin36_> ( 19:34 < Think> Arcs seem to allow the weapon to be fired at a target of a certain angle on the craft and the turn rate allows it to turn quicker to engage that target 19:34 < Think> The firing arcs have no impact after a weapon is fired 19:34 <@JonnyH`Work> So apoc vehicle 'turning' 19:34 <@JonnyH`Work> Is that just a visual effect? Or does it change the acceleration? 19:35 <@JonnyH`Work> If you're facing the 'wrong way' and stopped and move to the next tile 19:35 <@JonnyH`Work> is that slower to get there than if you started pointing in the right direction? (but also stopped) 19:35 <@JonnyH`Work> 'caus you clearly start moving that way, even if 'facing' the wrong way 19:36 <@JonnyH`Work> and the turn rate - we know there are 36 'ticks' per second 19:36 <@JonnyH`Work> How does the turn rate relate to that? Is it 'number of degrees it can turn in one tick' or something 19:37 <@JonnyH`Work> this is for homing missiles 19:37 < Think> I am pretty certain that your vehicle orients itself to the correct direction, which will take however long to turn that direction, and then move in the roughly correct direction. Ships do not move in perfect diagonals, hence their somewhat choppy diagonal motion 19:37 <@JonnyH`Work> If you have a 'still' vehicle then tell it to move to the tile 'behind' it 19:38 < Think> I am not 100% certain about turn rate, but for missiles it allows it to turn sharper to engage a target that is either closer or more maneuverable. 19:38 <@JonnyH`Work> to my eyes it looks like it starts moving towards the vehicle instantly, appearing to go 'backwards' as it is still turning 19:38 <@JonnyH`Work> so higher = "faster turns" 19:38 <@JonnyH`Work> not "slower"? 19:38 < Think> That's what I have experienced 19:39 < Think> The code is weird, it may be an equation but it is difficult to tell based on visual changes 19:39 < Think> I will test this out a little 19:39 < Think> I can give you some results in an hour or so 19:39 <@JonnyH`Work> I've gotta run to a meeting 19:39 <@JonnyH`Work> then lunch 19:40 <@JonnyH`Work> so probably afk myself a while 19:43 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] 19:49 -!- You're now known as JonnyH`Away 20:05 -!- Skin36_ [~Skin36000@85.26.183.68] has left #OpenApoc [] 20:28 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 20:28 -!- Think_ [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 20:28 < Think> Well, how was the meeting? 20:28 -!- Think_ [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Client Quit] 20:31 < Think> Anyone still here? 20:36 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Quit: Page closed] 20:38 -!- Pawlac_1 [~Pawlac@x5d843bb0.dyn.telefonica.de] has quit [Remote host closed the connection] 20:40 -!- Pawlac [~Pawlac@x5d843bb0.dyn.telefonica.de] has joined #OpenApoc 21:06 -!- Pawlac [~Pawlac@x5d843bb0.dyn.telefonica.de] has quit [Remote host closed the connection] 21:08 -!- Pawlac [~Pawlac@x5d843bb0.dyn.telefonica.de] has joined #OpenApoc 22:37 -!- pagurus [~user@pD950D0D8.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:37 -!- pagurus [~user@pD950D0D8.dip0.t-ipconnect.de] has joined #OpenApoc 22:38 -!- pagurus [~user@pD950D0D8.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 23:01 -!- pagurus [~user@pD950D0D8.dip0.t-ipconnect.de] has joined #OpenApoc --- Day changed Fri Mar 11 2016 00:44 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:13 -!- Pawlac [~Pawlac@x5d843bb0.dyn.telefonica.de] has quit [Remote host closed the connection] 03:11 -!- pagurus [~user@pD950D0D8.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:53 -!- Think [9281f902@gateway/web/freenode/ip.146.129.249.2] has joined #OpenApoc 03:57 -!- Think [9281f902@gateway/web/freenode/ip.146.129.249.2] has quit [Client Quit] 04:35 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 06:13 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] 09:08 -!- nadir [uid134094@gateway/web/irccloud.com/x-axdlecyffgxcsadh] has quit [Quit: Connection closed for inactivity] 11:03 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has joined #OpenApoc 11:03 -!- mode/#OpenApoc [+o pmprog] by ChanServ 11:11 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:12 < kkmic> JonnyH`Away: it works now, I have updated my data directory, thanks 11:12 < kkmic> I was not adding anything, I was just test-running openapoc 11:20 -!- Pawlac [~Pawlac@x5d8412da.dyn.telefonica.de] has joined #OpenApoc 11:47 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 11:55 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 12:05 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 260 seconds] 12:30 -!- pagurus [~user@pD950CF5C.dip0.t-ipconnect.de] has joined #OpenApoc 12:37 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 12:43 -!- nadir [uid134094@gateway/web/irccloud.com/x-uarsyfrrhswudcae] has joined #OpenApoc 13:12 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 15:02 -!- You're now known as JonnyH 15:46 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 16:13 -!- kkmic [~chatzilla@unaffiliated/kkmic] has quit [Quit: ChatZilla 0.9.92 [Firefox 45.0/20160304114926]] 16:34 -!- Skin36 [~Skin36000@185.3.34.3] has joined #OpenApoc 16:43 < Skin36> hi 16:43 <@JonnyH> hey 17:17 -!- Skin36 [~Skin36000@185.3.34.3] has quit [Read error: Connection reset by peer] 17:17 -!- Skin36 [~Skin36000@185.3.34.3] has joined #OpenApoc 17:19 -!- You're now known as JonnyH`Work 19:15 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:16 <@pmprog> Hi 19:17 < Skin36> hi 19:17 < SupSuper> hi 19:19 <@JonnyH`Work> Hi 19:19 <@JonnyH`Work> Glad I got that over, I can go back to being afk now :) 19:20 < Skin36> SupSuper we can draw minimap for facility screen now 19:21 < SupSuper> ? 19:22 <@JonnyH`Work> Skin36 found the table of "tile idx -> colour" used in the minimap in the base screen 19:22 < Skin36> http://f5.s.qip.ru/tfn6TLR0.png 19:22 < SupSuper> ohhhh 19:22 < SupSuper> so it's not pre-rendered after all? 19:23 <@JonnyH`Work> Nope, he also found the chunk of code that did "for each {x,y} cord: find the highest z that's not zero" 19:23 <@JonnyH`Work> I suspect we'll add the colour to the 'tile' definition 19:24 <@JonnyH`Work> No need to have a new data type or anything... 19:24 < SupSuper> we should probably pre-render it though. i doubt opengl will like blitting a few thousand 1x1 pixels... 19:24 <@JonnyH`Work> And I assume we'll do it in rgb space, as a palette lookup there seems silly :P 19:25 <@JonnyH`Work> SupSuper: Does it 'react' to city changes? We could just generate the 100x100 'Image' every time you open the city screen? 19:25 <@JonnyH`Work> ..base screen 19:25 <@JonnyH`Work> the 'current building' red box would then be drawn on top of that single Image? 19:25 < SupSuper> sure 19:25 < SupSuper> i couldn't figure out if it reacted to city changes 19:26 <@JonnyH`Work> Meh, do it in the BaseView constructor or something 19:26 <@JonnyH`Work> nothing can change in the city 19:26 <@JonnyH`Work> and taking a fraction of a second to generate & upload to the gpu there won't be a big deal 19:26 <@JonnyH`Work> Someone should take a screenshot ofthe original version 19:27 <@JonnyH`Work> try to knock down some buildings/blow up roads 19:27 <@JonnyH`Work> and see if it changes? 19:28 <@pmprog> Even if it does, surely you only need to blit a rectangle over where builds are destroyed 19:28 <@JonnyH`Work> re-generating the texture from scratch would probably be cheaper than figuring out which tiles are destroyed and blitting them 19:28 <@JonnyH`Work> 100x100 is pretty trivial :P 19:29 <@pmprog> Fair enough :) 19:29 <@pmprog> Whilst you're here (and I'm here)... I've got some issues with Allegro on Mint. I know OA isn't using Allegro, but I still use it 19:29 <@pmprog> https://www.allegro.cc/forums/thread/616113 19:30 <@pmprog> It wouldn't build the Native Dialog addon, so I installed some GTK libs and now I can't build the TTF addon 19:30 <@JonnyH`Work> It looks like you're linking against the static version of libfreetype 19:30 < SupSuper> JonnyH`Work: i did that but discerning pixels is completely non-conclusive 19:30 <@JonnyH`Work> Try the shared version? 19:30 < SupSuper> would be easier to check what the code does 19:31 <@JonnyH`Work> errm... (looks at log) 19:31 <@JonnyH`Work> http://f6.s.qip.ru/tfn6TLQ4.png 19:31 <@JonnyH`Work> is what skin posted 19:31 <@JonnyH`Work> as far as I can see 'v4' is the Z of the city 19:32 <@JonnyH`Work> it starts at 9 and decrements until the 'scenery' map (IE ignoring vehicles etc) has a non-zero colour 19:32 <@pmprog> Hmm, I don't have a .so for freetype. 19:33 <@pmprog> Ah, yes I do, just elsewhere 19:33 <@JonnyH`Work> I don't know how the cmake system allegro uses detects which freetype lib to use 19:35 <@JonnyH`Work> You might be able to change the variable from the .a to the .so and it'll 'work' :P 19:35 <@JonnyH`Work> Unless there's an option in the allegro cmake that says 'prefer shared/static' or something... 19:35 <@pmprog> It's built that now, but I still don't get the native_dialog addon :( 19:37 <@JonnyH`Work> is WANT_NATIVE_DIALOG enabled? 19:38 <@pmprog> Yep 19:38 <@pmprog> and WANT_X11 19:38 <@JonnyH`Work> huh.. 19:40 <@JonnyH`Work> and you re-configured and re-generated the makefiles after adding the libgtk stuff? 19:40 <@JonnyH`Work> Or wipe the build dir and start again... 19:40 <@JonnyH`Work> sometimes cmake doesn't like re-detecting things it's already disabled 19:41 <@pmprog> Yep 19:41 <@pmprog> I'll redo it though 19:42 <@JonnyH`Work> does 'make lib/liballegro_dialog.so' do anything? 19:45 <@pmprog> make: *** No rule to make target `lib/liballegro_dialog.so'. Stop. 19:46 <@pmprog> The cmake_install.cmake file in the folder is a lot smaller than the other addons 19:46 <@pmprog> It's kinda like a stub without any meat 19:52 <@pmprog> Bah! Sorted it... I'd installed GTK3, and not GTK2 dev files 19:54 -!- Kaljakoppa_off is now known as Kaljakoppa 19:58 -!- pagurus [~user@pD950CF5C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 19:59 <@pmprog> Hmm, when I try and run my program it says it can't find liballegro_dialog.so.5.1, yet it's clearly in /usr/local/lib; and that path is implied in /etc/ld.so.conf.d/ 20:02 <@JonnyH`Work> ldconfig? 20:02 <@JonnyH`Work> it reads from a cache that needs to be regenerated 20:04 <@pmprog> Awesome, thanks! I don't do this stuff enough to remember all this 20:05 <@JonnyH`Work> Normally the package manager does all this kind of stuff for you 20:05 <@JonnyH`Work> and 'LD_LIBRARY_PATH' and other 'local' library loading things don't use the cache 20:06 <@JonnyH`Work> MAybe explain how you 'Fixed the FreeType linking issue' 20:06 <@JonnyH`Work> otherwise you'll be that guy https://xkcd.com/979/ 20:08 <@pmprog> lol, that's me so many times... 20:09 <@JonnyH`Work> 'Thanks, but I found a solution' with nothing extra is the most frustrating thing :P 20:13 <@pmprog> Yeah, I always post mine when I do finally fix it 20:15 <@JonnyH`Work> I never do, gotta keep my job security by hording knowledge! 20:42 < SupSuper> this rings strangely true lately: http://xkcd.com/1654/ 20:48 <@JonnyH`Work> Look at all those different ways of installing things... https://xkcd.com/927/ 20:50 < SupSuper> i think it's less "standards" and more "every programmer likes rolling their own packages" 20:50 < SupSuper> it's just version checks, how bad can it be! 20:50 <@JonnyH`Work> Also "Some things behave differently - trying to pretend they don't doesn't always work" 21:30 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has quit [Remote host closed the connection] 21:34 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:48 -!- Skin36 [~Skin36000@185.3.34.3] has left #OpenApoc [] 22:34 -!- Solarius [~Solar@apn-46-76-42-227.dynamic.gprs.plus.pl] has joined #OpenApoc 22:35 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 22:40 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] 22:53 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 22:56 -!- Solarius [~Solar@apn-46-76-42-227.dynamic.gprs.plus.pl] has quit [Ping timeout: 244 seconds] 22:58 -!- Solarius [~Solar@188.146.133.153.nat.umts.dynamic.t-mobile.pl] has joined #OpenApoc 23:33 -!- Kaljakoppa is now known as Kaljakoppa_off 23:45 -!- SolariusScorch [~Solar@apn-5-60-167-18.dynamic.gprs.plus.pl] has joined #OpenApoc 23:49 -!- Solarius [~Solar@188.146.133.153.nat.umts.dynamic.t-mobile.pl] has quit [Ping timeout: 276 seconds] 23:52 -!- Cronin [49f5f9bb@gateway/web/freenode/ip.73.245.249.187] has joined #OpenApoc 23:52 -!- Cronin is now known as Guest18890 23:57 -!- Guest18890 [49f5f9bb@gateway/web/freenode/ip.73.245.249.187] has quit [Quit: Page closed] 23:58 -!- SolariusScorch [~Solar@apn-5-60-167-18.dynamic.gprs.plus.pl] has quit [Quit: Leaving] --- Day changed Sat Mar 12 2016 01:22 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Read error: Connection reset by peer] 01:48 -!- Solarius [~Solar@188.146.2.226.nat.umts.dynamic.t-mobile.pl] has joined #OpenApoc 01:51 -!- Pawlac [~Pawlac@x5d8412da.dyn.telefonica.de] has quit [Remote host closed the connection] 02:17 -!- You're now known as JonnyH`Away 03:19 -!- pagurus [~user@pD950CD0B.dip0.t-ipconnect.de] has joined #OpenApoc 03:25 -!- Solarius [~Solar@188.146.2.226.nat.umts.dynamic.t-mobile.pl] has quit [Quit: Leaving] 05:44 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 07:58 -!- nadir [uid134094@gateway/web/irccloud.com/x-uarsyfrrhswudcae] has quit [Quit: Connection closed for inactivity] 08:20 -!- Kaljakoppa_off is now known as Kaljakoppa 09:45 -!- Pawlac [~Pawlac@x5d842cd7.dyn.telefonica.de] has joined #OpenApoc 11:33 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:06 -!- pagurus [~user@pD950CD0B.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 13:46 -!- nadir [uid134094@gateway/web/irccloud.com/x-ggtzdcnwkzoqqfnd] has joined #OpenApoc 14:02 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 15:27 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 15:30 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 252 seconds] 16:54 -!- Skin36 [~Skin36000@178.34.161.193] has joined #OpenApoc 17:01 -!- Skin36 [~Skin36000@178.34.161.193] has quit [Ping timeout: 250 seconds] 17:07 -!- Skin36 [~Skin36000@178.34.161.193] has joined #OpenApoc 17:35 -!- You're now known as JonnyH 17:55 < Skin36> hi JonnyH 17:56 <@JonnyH> good morning Skin36 17:58 < Skin36> evening for me) 17:58 < Skin36> what's New ? 17:58 <@JonnyH> Not much, still working on save game stuff in openapoc 17:59 <@JonnyH> Watching the Rugby (six nations in the UK) 18:01 < Skin36> I play zero-k, as always) 18:04 < Skin36> in the original, saving function, it is simply a record of all the structures 18:05 <@JonnyH> Yeah, but we use different structures and different data flows 18:05 <@JonnyH> and I'm doing it as part of mods & all that 18:05 <@JonnyH> (so you can 'override' parts of the game from a file, to allow mods) 18:07 < Skin36> I, as the time will continue to understand the characteristics of weapons 18:11 <@JonnyH> https://github.com/JonnyH/OpenApoc/blob/WIP/savegame/tools/extractors/common/vequipment.h#L40 18:11 <@JonnyH> is what I read currently 18:12 <@JonnyH> see all the FIXME:s :P 18:12 <@JonnyH> I *think* the 'projectile image' looks up a different draw function 18:12 <@JonnyH> IE it's not an image or sprite 18:13 <@JonnyH> but I have the known values here: https://github.com/JonnyH/OpenApoc/blob/WIP/savegame/game/city/vweapon.cpp#L57 18:13 <@JonnyH> I'm currently just changing the colour, but that's clearly not correct (e.g. missiles and bullets are different shapes to the beams) 18:14 <@JonnyH> The 'idem' field is interesting, I have no idea what it's even related to 18:14 <@JonnyH> I just got that name from hexa.txt not looked into it myself 18:17 < Skin36> hm idem 18:18 <@JonnyH> I don't know what it means :P 18:18 <@JonnyH> It might be a typo of 'item' or something for all I know 18:19 < Skin36> tail_size what is 18:19 <@JonnyH> How long the 'beam' is for beam weapons 18:19 <@JonnyH> and I think it's also how long the 'rocket exhaust' for missiles is 18:20 <@JonnyH> I think it's just a visual effect, only the very front point of beams can 'hit' anything 18:28 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:29 < Skin36> http://f4.s.qip.ru/tfn6TLRd.png 18:29 < Skin36> firing_arc 18:32 <@JonnyH> O, it looks like v14 is the angle from origin in x/y plane (z=0) 18:32 <@JonnyH> it allows it to fire if abs(v14) < firing_arc_2 18:33 <@JonnyH> v15 I guess would then be the angle up/down? And comparing that against firing_arc_3? 18:33 <@JonnyH> so firing_arc_2 is how far left/right it can fire 18:33 <@JonnyH> and firing_arc_3 the elevation in z 18:33 < Skin36> http://f6.s.qip.ru/tfn6TLRe.png 18:34 < Skin36> they are almost the same 18:34 <@JonnyH> for most it seems firing_arc_2 == firing_arc_3 18:34 <@JonnyH> I guess it kinda makes sense, if a weapon is 'easy' to point at things it'll probably be the same in both dimensions 18:34 < Skin36> firing_arc_1 is not firing_arc 18:35 <@JonnyH> any idea what is actually is then? 18:35 < Skin36> seems like unuse 18:39 <@JonnyH> https://github.com/JonnyH/OpenApoc/commit/7cf721f78148d74d39a360deab9626f2fa27bfec 18:39 <@JonnyH> So that is correcft then? 18:50 < Skin36> http://f3.s.qip.ru/tfn6TLRf.png 18:52 < Skin36> I found a function for fire to vehicles 18:55 < Skin36> http://pastebin.com/fbiKFDVB 19:10 < Skin36> although there is, firing_arc1 seems to be used 19:10 < Skin36> http://f1.s.qip.ru/tfn6TLRg.png 19:32 < Skin36> oh no , its range/2 19:36 <@JonnyH> range /4? shifed by 2? 19:42 < Skin36> yes 19:43 < Skin36> shifed by 2 19:44 < Skin36> I think it is used in functions rendering shots 19:45 < Skin36> sub_42D28(v11, v12, (signed __int16)v5, 0xD3); 20:35 -!- You're now known as JonnyH`Away 20:38 -!- Skin36 [~Skin36000@178.34.161.193] has left #OpenApoc [] 22:24 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 23:58 -!- Kaljakoppa is now known as Kaljakoppa_off --- Day changed Sun Mar 13 2016 00:47 -!- SecretSam [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has joined #OpenApoc 00:47 < SecretSam> Hello 00:48 < SupSuper> hey 00:48 < SecretSam> How goes it? 00:50 < SupSuper> alright. you? 00:50 < SecretSam> Good :D 00:51 < SecretSam> Do you by chance know someone who goes by the name "Think"? 00:52 < SupSuper> yes, he's on #openxcom right now 00:52 < SecretSam> :D 00:53 < SecretSam> Okey Doke 00:53 < SecretSam> Thank you 00:53 -!- SecretSam [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has left #OpenApoc [] 00:56 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:56 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 01:05 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:06 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 01:46 -!- Pawlac [~Pawlac@x5d842cd7.dyn.telefonica.de] has quit [Remote host closed the connection] 02:01 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 02:02 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 02:08 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 03:35 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 09:09 -!- Kaljakoppa_off is now known as Kaljakoppa 10:19 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:41 -!- Pawlac [~Pawlac@x5d842cd7.dyn.telefonica.de] has joined #OpenApoc 12:44 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:18 -!- nadir [uid134094@gateway/web/irccloud.com/x-ggtzdcnwkzoqqfnd] has quit [Quit: Connection closed for inactivity] 14:07 -!- Pawlac [~Pawlac@x5d842cd7.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 14:08 -!- Pawlac [~Pawlac@x5f70f81c.dyn.telefonica.de] has joined #OpenApoc 14:11 < Pawlac> I wonder if Fireaxis would ever make a X-com based on Apoc 14:11 < Pawlac> make a new x-com game* 14:13 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 14:15 < Kaljakoppa> Apoc wasn't quite so popular as the first two as far as I know 14:16 < Kaljakoppa> Personally I found it to be the best :P Awesome to cause havoc in Cityscape 14:19 < SupSuper> you mean get everyone to hate you :P 14:23 < Kaljakoppa> Not on purpose but loved the game mechanics 14:27 < SupSuper> yeah, there's something soothing about mindless destruction :) 14:39 < Kaljakoppa> True dat 14:49 -!- Skin36 [~Skin36000@178.34.162.137] has joined #OpenApoc 15:09 -!- Skin36 [~Skin36000@178.34.162.137] has quit [Ping timeout: 250 seconds] 15:10 -!- Skin36 [~Skin36000@178.34.162.137] has joined #OpenApoc 16:44 -!- Skin36 [~Skin36000@178.34.162.137] has quit [Ping timeout: 244 seconds] 16:57 -!- Skin36 [~Skin36000@178.34.162.137] has joined #OpenApoc 17:10 -!- nadir [uid134094@gateway/web/irccloud.com/x-hhqnomjvqaxpphfo] has joined #OpenApoc 17:23 -!- pagurus [~user@pD950F1BB.dip0.t-ipconnect.de] has joined #OpenApoc 18:15 -!- You're now known as JonnyH 18:32 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:52 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 18:52 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 19:15 -!- Colombo1 [~colombo@124.197.25.143] has quit [Ping timeout: 240 seconds] 19:29 < Skin36> hi 19:48 -!- You're now known as JonnyH`Away 19:56 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 20:15 -!- Skin36 [~Skin36000@178.34.162.137] has left #OpenApoc [] 21:07 -!- pagurus [~user@pD950F1BB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:28 -!- Kaljakoppa is now known as Kaljakoppa_off 21:36 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 22:16 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] 22:22 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc --- Day changed Mon Mar 14 2016 00:01 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:30 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] 02:09 -!- Pawlac [~Pawlac@x5f70f81c.dyn.telefonica.de] has quit [Remote host closed the connection] 04:39 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:32 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 07:19 -!- Pawlac [~Pawlac@x5f70f81c.dyn.telefonica.de] has joined #OpenApoc 08:48 -!- nadir [uid134094@gateway/web/irccloud.com/x-hhqnomjvqaxpphfo] has quit [Ping timeout: 264 seconds] 09:01 -!- nadir [uid134094@gateway/web/irccloud.com/x-btstimtlglkgoaxg] has joined #OpenApoc 09:19 -!- Pawlac_1 [~Pawlac@x5f708a40.dyn.telefonica.de] has joined #OpenApoc 09:23 -!- Pawlac [~Pawlac@x5f70f81c.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 10:41 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:08 -!- nadir [uid134094@gateway/web/irccloud.com/x-btstimtlglkgoaxg] has quit [Quit: Connection closed for inactivity] 11:47 -!- nadir [uid134094@gateway/web/irccloud.com/x-hbwnyyfbcjvleskm] has joined #OpenApoc 12:23 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 14:29 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 15:15 -!- Kaljakoppa_off is now known as Kaljakoppa 15:43 -!- You're now known as JonnyH 16:17 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 17:28 -!- Skin36 [~Skin36000@46.63.163.245] has joined #OpenApoc 17:29 < Skin36> hi 17:49 <@JonnyH> hey Skin36 17:53 <@JonnyH> afk a bit, meeting... 17:53 -!- You're now known as JonnyH`Work 18:27 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:43 < Skin36> where the images are projectiles? 18:43 < Skin36> http://f6.s.qip.ru/tfn6TLSa.png 19:16 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:23 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:59 <@JonnyH`Work> Skin36: I don't think they use iamges 19:59 <@JonnyH`Work> but instead are actually drawn by 'code' 19:59 <@JonnyH`Work> Similar to how the previous xcom bullet sprites are drawn 20:00 <@JonnyH`Work> Otherwise youll have to have a very large number of sprites for all the directions they actually travel in 20:02 -!- Skin36 [~Skin36000@46.63.163.245] has quit [Ping timeout: 268 seconds] 20:04 <@JonnyH`Work> Or it's made of a line of small particle sprites or something... 20:04 < SupSuper> that *is* how xcom bullet sprites work :p 20:05 <@JonnyH`Work> But that's still "in code" - there's no lookup table in the data files that list the sprites? 20:05 <@JonnyH`Work> And are the sprites in .pck files? If so I haven't seenthe equivalent for apoc... 20:06 < SupSuper> they're just sets of particles that are "tilted" in code to create every which angle: https://github.com/SupSuper/OpenXcom/blob/master/bin/standard/xcom1/Resources/BulletSprites/BulletSprites.png 20:06 < SupSuper> but yeah they were hardcoded in the exe, we had to get them out 20:07 <@JonnyH`Work> TBH with a few image examples you could probably create the sprites yourself, if it uses the same logic as oxc 20:07 <@JonnyH`Work> currently my alpha-blended-lines are clearly 'incorrect' , but probably 'close enough' for the beams :P 20:08 <@JonnyH`Work> At least the larger plasma beams had a thicker 'head' though, and they faded towards the end of the beam... 20:08 <@JonnyH`Work> but gameplay > small gfx fixups at this time I'd say 20:14 <@JonnyH`Work> Oh my I haven't even thought about the apoc videos 20:14 <@JonnyH`Work> bink video IIRC... ffmpeg supports them (kinda - screwed up sound IIRC) 20:15 < SupSuper> smacker actually :p bink's predecessor 20:15 <@JonnyH`Work> It's still a dct block format right? 20:15 < SupSuper> presumably, just palette-based. sound is always messed up on those anyways, so can't tell if it's the decoder's fault or not :p 20:16 <@JonnyH`Work> heh, no the sound seems OK for my ffmpeg here :) 20:16 < SupSuper> any issues tend to arise from games dropping their own unofficial extensions onto standards :p 20:19 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 20:40 <@JonnyH`Work> My god I forgot how awful those videos were... 20:40 <@JonnyH`Work> http://s2.jonnyh.net/pub/list/xcom3/smk/lose1.smk.x265.mp4 20:40 <@JonnyH`Work> why'd they go through all that trouble infiltrating a city over weeks just to blow up the planet? 20:41 <@JonnyH`Work> http://s2.jonnyh.net/pub/list/xcom3/smk/wingame2.smk.x265.mp4 20:41 <@JonnyH`Work> "Let's just hang around here for a while and watch the pretty fireworks" 20:42 <@JonnyH`Work> Heh, that bloke got polygon'd 20:52 < SupSuper> still better than the ingame graphics :p 20:57 <@JonnyH`Work> Hey, maybe I like a weird mish-mash of conflicting styles... 21:06 -!- Kaljakoppa is now known as Kaljakoppa_off 22:24 -!- Pawlac_1 [~Pawlac@x5f708a40.dyn.telefonica.de] has quit [Remote host closed the connection] --- Day changed Tue Mar 15 2016 00:40 -!- You're now known as JonnyH`Away 00:51 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 04:45 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:19 -!- Pawlac [~Pawlac@x5f708a40.dyn.telefonica.de] has joined #OpenApoc 05:24 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 07:32 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: No route to host] 08:25 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 09:18 -!- Pawlac_1 [~Pawlac@x5f70c2e4.dyn.telefonica.de] has joined #OpenApoc 09:18 -!- nadir [uid134094@gateway/web/irccloud.com/x-hbwnyyfbcjvleskm] has quit [Quit: Connection closed for inactivity] 09:22 -!- Pawlac [~Pawlac@x5f708a40.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 09:27 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 09:40 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:28 -!- Pawlac_1 [~Pawlac@x5f70c2e4.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 11:33 -!- Pawlac [~Pawlac@x5d843441.dyn.telefonica.de] has joined #OpenApoc 11:37 -!- Pawlac [~Pawlac@x5d843441.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 11:39 -!- Pawlac [~Pawlac@x5f70b0a0.dyn.telefonica.de] has joined #OpenApoc 11:52 -!- domsson [~julien@x5ce7e47b.dyn.telefonica.de] has joined #OpenApoc 13:12 -!- nadir [uid134094@gateway/web/irccloud.com/x-mydytvvjkkcfxngd] has joined #OpenApoc 13:43 -!- domsson [~julien@x5ce7e47b.dyn.telefonica.de] has quit [Quit: Leaving] 14:29 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 14:58 -!- Kaljakoppa_off is now known as Kaljakoppa 15:15 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 16:08 -!- You're now known as JonnyH 16:57 -!- Skin36 [~Skin36000@5.138.45.46] has joined #OpenApoc 17:04 < Skin36> hi 17:08 <@JonnyH> hey 17:11 < Skin36> where there are pictures of projectiles? 17:11 < Skin36> http://f4.s.qip.ru/tfn6TLTH.png 17:11 <@JonnyH> Not sure 17:12 <@JonnyH> Possibly built up of some 'small' sprites in the .exe 17:12 <@JonnyH> In the original xcom they're a 'trail' of these sprites: https://github.com/SupSuper/OpenXcom/blob/master/bin/standard/xcom1/Resources/BulletSprites/BulletSprites.png 17:13 <@JonnyH> So probablly not a .pck image 17:15 < Skin36> whether it is necessary to look for them in apoc? 17:15 <@JonnyH> If you can find something related to that it would be useful 17:15 < Skin36> ok 17:15 <@JonnyH> I don't /know/ apoc does it the same way 17:15 <@JonnyH> but there's a good chance it does 17:19 < Skin36> we are faced with the problem that the text does not fit in many languages. Will we be able to implement the original algorithm of kerning, if necessary, for example, or scaling? 17:20 < Skin36> http://f4.s.qip.ru/tfn6TLTI.png 17:22 < Skin36> scaling 17:22 <@JonnyH> The issue is that the languages we're translating to weren't supported in the original apoc 17:23 < Skin36> http://f2.s.qip.ru/tfn6TLTJ.png 17:23 <@JonnyH> or have been re-translated to longer strings 17:23 <@JonnyH> We could scale down the text if it doesn't fit instead of line splitting 17:23 <@JonnyH> but then that would look really weird as you get non-pixel-aligned slightly-smaller lines in the middle of UI elements 17:24 <@JonnyH> I suspect a better fix would be to have a per-language 'UI layout' tweak 17:24 <@JonnyH> to re-flow the UI if needed... 17:24 < Skin36> in the German version of the game changed kerning, and long words fit 17:25 <@JonnyH> I only have the UK files to reference... 17:27 < Skin36> there are different only files kerning .cps 17:29 <@JonnyH> Yeah, we don't do proper kerning yet... 17:29 <@JonnyH> MAybe make that my next task after savegames? 17:30 <@JonnyH> I'm already changing a few of the font .xml things as part of that 17:30 < Skin36> it is not urgent, we are still working with the font 17:31 <@JonnyH> If we do 'import' the cps file 17:31 <@JonnyH> it's likely you'll have to make the equivalent for each of the new find glyphs you draw 17:32 < Skin36> it is not a problem, I realized it dynamically. 17:33 <@JonnyH> I suspect we'll have to do more than 'kerning changes' to make other languages fit anyway 17:33 <@JonnyH> so a better solution would probably be needed for them... 17:34 < Skin36> kerning will give up to 10%, but it will not save the situation 17:38 <@JonnyH> currently we have a fixed 2 pixel gap between the last 'used' pixel and the next character 17:38 <@JonnyH> You could reduce that to 1... 17:38 <@JonnyH> But it won't help with 'overlap' 17:44 -!- You're now known as JonnyH`Work 17:49 -!- Solarius_Scorch [~Solar@77-255-118-233.adsl.inetia.pl] has joined #OpenApoc 17:50 -!- Solarius_Scorch [~Solar@77-255-118-233.adsl.inetia.pl] has quit [Client Quit] 18:07 -!- Solarius [~Solar@77-255-118-233.adsl.inetia.pl] has joined #OpenApoc 18:15 -!- pagurus [~user@pD950D9E9.dip0.t-ipconnect.de] has joined #OpenApoc 18:18 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:30 -!- Skin36 [~Skin36000@5.138.45.46] has quit [Ping timeout: 244 seconds] 18:39 -!- Skin36 [~Skin36000@31.180.209.152] has joined #OpenApoc 19:09 -!- Solarius [~Solar@77-255-118-233.adsl.inetia.pl] has quit [Quit: Leaving] 19:10 -!- Skin36 [~Skin36000@31.180.209.152] has quit [Ping timeout: 260 seconds] 19:11 -!- Solarius_Scorch [~Solar@77-255-118-233.adsl.inetia.pl] has joined #OpenApoc 19:13 -!- Skin36 [~Skin36000@5.138.52.111] has joined #OpenApoc 19:16 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:21 -!- Skin36 [~Skin36000@5.138.52.111] has quit [Ping timeout: 244 seconds] 19:37 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:40 <@JonnyH`Work> hey sup 19:40 <@JonnyH`Work> llvm.org lies - the ubuntu repo it advertises for clang 3.8 doesn't exist :'( 19:40 < SupSuper> lol 19:41 < SupSuper> are you gonna be at gdc? :p i hear khronos will be there 19:41 <@JonnyH`Work> Naa, I'm not MARKETING enough to go 20:29 -!- Guest72588 [~Thunderbi@dynamic-adsl-78-13-69-210.clienti.tiscali.it] has joined #OpenApoc 20:31 < Guest72588> Hi guys 20:32 <@JonnyH`Work> hi 20:32 < Guest72588> why u chose c++ impementation insetad of java ? 20:33 <@JonnyH`Work> 1) I know c++, I don't know java 20:33 <@JonnyH`Work> 2) I'm treating it as a 'learn c++11' project 20:34 < Kaljakoppa> If you ever do convert to java, I'm in :) 20:34 <@JonnyH`Work> 3) Why u chose java impemtation insetad of c++ ? Or c#? Or ruby? Or haskell? Or lisp? Or... 20:34 <@JonnyH`Work> It's unlikelyat this point 20:35 < Guest72588> at least is more portable tahn c++ 20:35 < Guest72588> and btw 20:35 < Guest72588> it was just a question 20:35 <@JonnyH`Work> Naa, it's a good question 20:35 <@JonnyH`Work> It's just the answer is "It was already in c++.. and we saw no reason to change" 20:35 < Guest72588> actually c++ is better 4 performance 20:35 < Guest72588> but have some compatibility problems 20:36 < Guest72588> but xcom dosent need to be performant i think 20:37 <@JonnyH`Work> Unfortunately apoc does 20:37 < Kaljakoppa> Nowadays the performance stuff is quite irrelevant 20:37 <@JonnyH`Work> For example SKin has a python version of the city scape 20:37 < Kaljakoppa> The gap isn't that big, and they have different areas of excellence 20:37 <@JonnyH`Work> and he's really struggled to get it rendering at anywhere near full speed 20:38 < Kaljakoppa> So it is not straight forward to measure the performance 20:38 <@JonnyH`Work> We ended up writing an OpenGL renderer - you can do stuff like that in java (at least within a decent margin of performance even with java's possible inefficiencies) 20:38 <@JonnyH`Work> but you lost the 'portability' of java then 20:39 < Guest72588> it depends on how much the process its slowed down 20:40 <@JonnyH`Work> The opengl renderer was like a factor of 1000x speedup 20:40 < Kaljakoppa> I'd say these things are just matter of preference mostly 20:40 < Kaljakoppa> The choice of language, nowadays 20:40 <@JonnyH`Work> Yeah, if I knew java well I'd probably be using that 20:40 <@JonnyH`Work> and probably know enough to work around those bottlenecks :) 20:41 < Guest72588> wel btw i was just asking i know a lot of effort was put in the c++ version 20:41 <@JonnyH`Work> c++11 is a really nice language IMHO, you *can* shoot yourself in the foot, but most of the 'low level nitty gritty' java "saved" you from can be avoided in c++ too 20:41 < Kaljakoppa> Yeah, coding is always like that 20:42 < Guest72588> and is meaning less to restart it from the scratch 20:42 < Guest72588> in java 20:42 < Guest72588> i was just curious 20:42 <@JonnyH`Work> I believe it would be significantly more effort to start again in java 20:43 <@JonnyH`Work> c++11 gives you lots of features (smart pointers, cool language stuff like foreach loops, rich-enough standard library) 20:43 <@JonnyH`Work> that writing java isn't much more efficient than c++ 20:44 < Kaljakoppa> And SDL 2, does it provide OpenGL? 20:44 <@JonnyH`Work> It provides the 'setup' for opengl 20:44 <@JonnyH`Work> so we just call SDL_CreateWindoe(WITH_OPENGL) 20:44 <@JonnyH`Work> (or something) 20:45 <@JonnyH`Work> and it works on android/windows/linux/ios/amiga/s390/more platforms than java's graphics backend :P 20:46 <@JonnyH`Work> I suspect I'll end up using stuff like java and .net for 'tools' etc. 20:46 <@JonnyH`Work> as there's no 'standard' UI library for c++ 20:46 < Guest72588> where ? 20:46 <@JonnyH`Work> and it doesn't matter if they don't run on your phone :P 20:46 < Guest72588> neither in java 20:46 <@JonnyH`Work> Nothing yet 20:47 < Kaljakoppa> xwidgets etc.? 20:47 < Guest72588> and swing and awt suck balls 20:47 <@JonnyH`Work> They look nasty 20:47 <@JonnyH`Work> but for a "Modder's tool" good functionality is better than "looking nice" 20:47 < Kaljakoppa> JavaFX is the future in Java GUI stuff supposedly 20:48 <@JonnyH`Work> I dunno, not used java since uni :) 20:49 < Kaljakoppa> It is like CSS 20:49 <@JonnyH`Work> That doesn't help :P 20:49 <@JonnyH`Work> Not used css 20:49 <@JonnyH`Work> ...ever :P 20:49 < Kaljakoppa> I didn't quite get it, even with the builder 20:49 < Kaljakoppa> wysiqwyg builder 20:50 < Kaljakoppa> So OpenKeeper has a bit Swing on it 20:50 <@JonnyH`Work> There's a decent chance I'd still use c++ and something like qt though... 20:50 < Kaljakoppa> Oh yeah QT too 20:50 < Kaljakoppa> It looks good 20:50 <@JonnyH`Work> I /try/ to make sure I use the best tool for the job 20:50 <@JonnyH`Work> Or 'least worst' :P 20:51 <@JonnyH`Work> I don't think I get religious about languages/libraries 20:51 <@JonnyH`Work> But I will naturally lean towards stuff I "already know" 20:51 < Kaljakoppa> If you go with java, I suggest Netbeans, it still has the best GUI builder 20:51 < Kaljakoppa> Swing, but completely drag&drop&wysiwyg&etc 20:52 <@JonnyH`Work> And it's all open source 20:52 < Kaljakoppa> Or Lazarus, if you go Pascal :) 20:52 <@JonnyH`Work> I've tried to comment any reverse-engineered formats etc. 20:52 <@JonnyH`Work> feel free to write your own tools 20:52 <@JonnyH`Work> Or even openapoc competitor :P 20:52 < Kaljakoppa> That wouldn't make much sense :) 20:53 < Guest72588> nah actually i was thinking about contribute to the project 20:53 < Guest72588> in c++ 20:53 <@JonnyH`Work> cool :) 20:53 <@JonnyH`Work> My 'day job' is C and kernel stuff 20:53 <@JonnyH`Work> so this C++ is 'high level' to me 20:54 < Kaljakoppa> Ah :) 20:54 < Guest72588> day job ? 20:54 < Guest72588> your work ? 20:54 <@JonnyH`Work> What I do for money 20:54 <@JonnyH`Work> yup 20:54 < Guest72588> i got it 20:54 < Guest72588> i just graduated 20:54 < Guest72588> and im looking 4 something to improve my c++ skills 20:55 < Guest72588> 4 VG dev 20:55 <@JonnyH`Work> I'd used C++98 before 20:55 < Guest72588> and c++ its top notch 20:55 <@JonnyH`Work> I saw this as an opportunity to 'update' that to c++11 20:55 <@JonnyH`Work> wich is /very/ different 20:55 <@JonnyH`Work> so a lot of it is still 'learning' code :P 20:56 < Guest72588> and btw 20:56 < Guest72588> loved the original game 20:56 < Guest72588> :) 20:57 < Guest72588> update ? 20:58 <@JonnyH`Work> c++98 vs c++11 20:58 <@JonnyH`Work> there's a lot of differences 20:58 < Guest72588> ohhh 20:58 < Guest72588> are u long time programmer ? 20:59 < Guest72588> how old are u lol ? 20:59 <@JonnyH`Work> Long-ish - 5 years since leaving uni 20:59 <@JonnyH`Work> 27 21:01 < Guest72588> well than u are youger than me lol 21:02 < Guest72588> im 29 21:02 <@JonnyH`Work> Heh :D 21:02 <@JonnyH`Work> Good for me I guess 21:02 < Guest72588> and i graduated a couple of mntsh ago 21:02 < Guest72588> but im not american 21:02 <@JonnyH`Work> Neither am I (I'm from Englang) 21:02 <@JonnyH`Work> ...England :P 21:02 < Guest72588> im from italy 21:03 < Guest72588> well then 21:04 -!- Kaljakoppa is now known as Kaljakoppa_off 21:04 < Guest72588> lets start some shit 21:04 <@JonnyH`Work> I've gotta get back to work... 21:05 <@JonnyH`Work> If you have any questions either post them here anyway (I might check every now and then) 21:05 <@JonnyH`Work> or post on the forum and I can answer later 21:06 < Guest72588> ok 21:07 < Guest72588> im lu86 on the forum 21:07 < Guest72588> im just registered 21:24 -!- Lu86 [~Thunderbi@dynamic-adsl-78-13-69-210.clienti.tiscali.it] has joined #OpenApoc 21:24 -!- Lu86 [~Thunderbi@dynamic-adsl-78-13-69-210.clienti.tiscali.it] has left #OpenApoc [] 21:24 -!- Guest72588 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[uid134094@unaffiliated/znadir] has quit [Changing host] 14:46 -!- nadir [uid134094@gateway/web/irccloud.com/x-ohaylerumzcwtbls] has joined #OpenApoc 14:47 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 14:52 -!- You're now known as JonnyH 15:41 -!- You're now known as JonnyH`Work 15:45 -!- Kaljakoppa_off is now known as Kaljakoppa 15:46 -!- pagurus [~user@iget7.et.uni-magdeburg.de] has joined #OpenApoc 16:32 -!- Skin36_ [~Skin36000@212.96.109.139] has joined #OpenApoc 16:40 < Skin36_> hi 17:08 -!- Skin36_ [~Skin36000@212.96.109.139] has quit [Ping timeout: 264 seconds] 17:09 -!- Skin36_ [~Skin36000@178.34.162.189] has joined #OpenApoc 17:24 -!- pagurus [~user@iget7.et.uni-magdeburg.de] has quit [Remote host closed the connection] 17:25 -!- pagurus [~user@pD950D572.dip0.t-ipconnect.de] has joined #OpenApoc 17:50 -!- Skin36_ [~Skin36000@178.34.162.189] has quit [Ping timeout: 248 seconds] 17:53 -!- lou1 [~Thunderbi@dynamic-adsl-78-13-69-210.clienti.tiscali.it] has joined #OpenApoc 17:54 -!- lou1 [~Thunderbi@dynamic-adsl-78-13-69-210.clienti.tiscali.it] has quit [Quit: lou1] 18:22 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:39 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has joined #OpenApoc 18:39 -!- mode/#OpenApoc [+o pmprog] by ChanServ 18:43 <@JonnyH`Work> morning pmprog 18:53 -!- pagurus [~user@pD950D572.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:54 <@pmprog> Good morning. How's things? 19:13 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:17 <@JonnyH`Work> Alright 19:18 <@JonnyH`Work> clang 3.8 was released 19:18 <@JonnyH`Work> so I was going to actually start changing the code style to match 19:18 <@JonnyH`Work> and enforce it with a clang-tidy pass 19:19 < SupSuper> did it break everything 19:19 <@JonnyH`Work> It builds with clang-3.8 fine 19:19 <@JonnyH`Work> The difference is in some clang-format changes 19:19 <@JonnyH`Work> and you can enforce new checks (e.g. identifier-naming) in clang-tidy 19:20 <@JonnyH`Work> So the config would actually become the 'style guideline' I posted up a while back 19:21 <@JonnyH`Work> (it can also 'fix' identifier naming, but that doesn't work well across lots of .cpp files) 19:21 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:35 < SupSuper> i still don't believe it :p 19:40 <@JonnyH`Work> It's *magic* 19:40 <@JonnyH`Work> other than the fact that 'doesn't work well across lots of .cpp files' translates to 'useless for us' :P 19:41 <@JonnyH`Work> clang-format also sorts includes by default now too... 20:32 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has quit [Remote host closed the connection] 21:09 < SupSuper> oh is the miniminimap data extracted? 21:13 <@JonnyH`Work> not yet 21:13 <@JonnyH`Work> I can add it to my WIP/savegame branch extractors... 21:13 <@JonnyH`Work> but that's not usable yet... 21:17 < SupSuper> hmm 21:17 < SupSuper> maybe i should work on something that's not xcom 21:17 < SupSuper> wait what am i saying!! 21:29 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 21:33 <@JonnyH`Work> Yeah, "suspending the world" trying to re-work a lot of the GameState is turning out to be a Bad Idea... 21:35 <@JonnyH`Work> I keep saying I'll get it some some weekend 21:35 <@JonnyH`Work> then end up being unable to get any time to work on it... 23:15 -!- pagurus [~user@pD950D572.dip0.t-ipconnect.de] has joined #OpenApoc 23:21 -!- pagurus [~user@pD950D572.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 23:22 -!- pagurus [~user@pD950D572.dip0.t-ipconnect.de] has joined #OpenApoc 23:27 -!- Kaljakoppa is now known as Kaljakoppa_off 23:59 -!- You're now known as JonnyH`Away --- Day changed Thu Mar 17 2016 00:10 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:36 -!- Pawlac [~Pawlac@x5f70d3f0.dyn.telefonica.de] has quit [Remote host closed the connection] 02:10 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 264 seconds] 03:14 -!- pagurus [~user@pD950D572.dip0.t-ipconnect.de] has quit [Ping timeout: 260 seconds] 03:47 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:06 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 06:40 -!- sf{bad_alloc} [~Alexey@46.39.228.10] has joined #OpenApoc 06:41 < sf{bad_alloc}> Achievement unlocked: Make a renderer so buggy that it crashes RenderDoc! 06:43 < sf{bad_alloc}> along with two separate (i.e. not derived from each other) smart pointers managing the same object 06:45 < sf{bad_alloc}> also, the fact that OpenApoc re-creates label images from scratch on each frame (and destroys them immediately after rendering) makes me sad :< 06:46 < sf{bad_alloc}> (I'd rather have a bunch of calls to renderer, but then again, maybe I should make my renderer not output only blackness first) 07:04 -!- sf_user [~Alexey@46.39.228.10] has joined #OpenApoc 07:07 -!- sf{bad_alloc} [~Alexey@46.39.228.10] has quit [Ping timeout: 252 seconds] 07:17 -!- Kaljakoppa_off is now known as Kaljakoppa 07:45 -!- nadir [uid134094@gateway/web/irccloud.com/x-ohaylerumzcwtbls] has quit [Quit: EJECT! EJECT! EJECT!] 09:52 -!- sf_user [~Alexey@46.39.228.10] has quit [Ping timeout: 252 seconds] 10:02 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 10:12 -!- sf_user [~Alexey@46.39.228.10] has joined #OpenApoc 10:46 -!- Pawlac [~Pawlac@x5f739063.dyn.telefonica.de] has joined #OpenApoc 11:12 -!- nadir [uid134094@gateway/web/irccloud.com/x-iuwqmztbtsjlntex] has joined #OpenApoc 12:20 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 248 seconds] 12:32 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 13:01 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 240 seconds] 13:20 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 15:25 -!- You're now known as JonnyH 15:25 <@JonnyH> sf_user: I _think_ all the text controls were designed to be 'cached'.... 15:27 < sf_user> JonnyH: well, either there's enough labels in the main menu to fill up a 8192x8192 texture, or there's a mksp in the Label's OnRender (or something) 15:28 <@JonnyH> hmm... I guess that was part of allowing per-label 'palettes' 15:28 <@JonnyH> we should keep a list and re-use ones that happen to be exactly the same... 15:28 < sf_user> https://github.com/JonnyH/OpenApoc/blob/master/forms/label.cpp#L64 15:29 < sf_user> and iirc font->getString() returns a mksp<> thingy that gets destroyed, well, automatically 15:31 < sf_user> though I'm not sure if OnRender actually occurs each frame, to be honest 15:32 <@JonnyH> Huh, that caching I was thinking of was specific to textbuttons... 15:32 <@JonnyH> I guess labels will be re-rendered every frame 15:32 < sf_user> well, makes sense, since the contents can be updated each frame 15:33 <@JonnyH> We should have a cached image and a 'dirtyness' I guess? 15:34 < sf_user> by the way, how about font->getString() returning a Surface instead of PaletteImage? that way we could use the renderer to render text and have a font cache somewhere... 15:35 < sf_user> right now I try and cache PaletteImages and RGBImages that are "reasonably" sized (i.e. < 256 pixels on both sides) 15:35 < sf_user> but that would make more sense if my renderer could actually output _anything_ :p 15:36 < sf_user> (although maybe it's just a bug in the shaders, retrying now) 15:36 <@JonnyH> The Renderer could keep a map of weak GLPalette pointers 15:37 <@JonnyH> make a hash<> implementation on the palette contents so you don't have to search everything? 15:38 <@JonnyH> Then the Font could have a cache of string : weak PaletteImage refs? 15:38 < sf_user> how many palettes are we going to use, anyway? right now I just have a 256x1024 texture and shove a paletteIdx into each Palette->rendererPrivateData I encounter 15:39 <@JonnyH> Realistically? One for the 'city' (that's modified every frame when doing day->night transitionsa), one per UI screen (each of the background .pcx files has a different palette), one per font "colour" 15:39 <@JonnyH> Not many 15:40 < sf_user> hah! it _was_ a shader bug, after all! 15:40 <@JonnyH> whut? 15:41 < sf_user> context: against all reason I've decided to rewrite the renderer (using your WIP/renderer2 changes as a basis) 15:41 < sf_user> with caching and all that good stuff 15:41 < sf_user> and I _finally_ see some images! 15:41 <@JonnyH> cool 15:41 < sf_user> flickering like crazy, upside-down but still 15:42 <@JonnyH> Upside down? Nvidia card? :P 15:42 < sf_user> no, not setting the uniform :p 15:55 < sf_user> question: if I'm flushing mapped buffer ranges obtained through glMapBufferRange, do I specify offset relative to the buffer start, or to the start of the mapped range? (also, glMappedBufferRange returns pointer to the first byte of the range, offset by, uh, offset from the buffer start, right?) 16:05 <@JonnyH> Are you using persistent mappings then? 16:05 <@JonnyH> and glFlushMappedBufferRange offset is relative to thebeginning of the buffe 16:06 < sf_user> no (I'm sticking to gles3), but they seem _extremely_ interesting 16:06 < sf_user> iirc persistent mappings are 4.4+ 16:12 <@JonnyH> So does explicit flushing give you any advantages? 16:12 <@JonnyH> 'caus the implicit flush at unmap before draw probably does most of what you want anyway? 16:14 < sf_user> well, theoretically it should (since I might flush 4 records or 10000, depending on how lucky I was with caching), but I can't measure it right now because my renderer has much bigger problems right now 16:14 <@JonnyH> I wouldn't use explicit flushing unless it's shown to be an issue... 16:14 <@JonnyH> On our hw for example pretty much always ends up re-copying the whole buffer anyway 16:15 <@JonnyH> unless you internally double-buffer objects so you 'know' the buffer isn't in use by the hw when you're modifying it 16:16 < sf_user> I'm trying to implement this strategy: https://www.opengl.org/discussion_boards/showthread.php/170118-VBOs-strangely-slow?p=1197780#post1197780 16:18 < sf_user> I'm mapping the whole buffer, write to some part of it, flush this part, map the rest of the buffer, write, rinse, repeat (until the buffer is pretty much used), then I request a new buffer and repeat that stuff 16:18 <@JonnyH> I suspect that pipeline will bubble as you have to switch polygon modes & shaders for the vehicles vs projectiles vs scenery 16:18 < sf_user> why? aren't they mostly PaletteImages and RGBImages? 16:19 <@JonnyH> Each contiguous batch of the samy 'type' you can merge together will probably have very small VBO data (you could optimise this to a single vec2 size/vec2 position/ int imageIndex) and expand to a quad in a geometry shader 16:19 <@JonnyH> But a change of the bound texture will likely cause an implicit flush 16:19 <@JonnyH> and a RGB/Palette image uses a different shader, again likely a flush 16:20 <@JonnyH> and weapon projectiles use a non-image path (currently GL_LINES, though this may change to a 'set of images') 16:20 < sf_user> I'm trying to use a single shader for both, and with some caching (an array for PaletteImages and an array for RGBImages, and a palette index for vertices) 16:21 <@JonnyH> At least with our driver my testing shows each render pass pretty much always fits into the 'scratch' buffer command space 16:21 <@JonnyH> You might get away with some z-buffering kinda thing to batch more of the same type together too... 16:21 <@JonnyH> With clever use of alpha-discard 16:22 <@JonnyH> I really doubt you'd be vertex fetch limited in a massive-pile-of-points that sprites pretty much are 16:23 < sf_user> well, right now I'm trying to reduce the number of draw calls per frame, and I *think* I can batch small RGBImages and small PaletteImages together 16:24 <@JonnyH> I would look into having a z buffer 16:24 <@JonnyH> with an 'integer' z that's incremented every draw call 16:24 <@JonnyH> then you can draw all things with the same shader in a single call 16:25 <@JonnyH> IE no longer having to 'flush' between texture/shader change 16:25 < sf_user> ...provided they all fit into the same texture cache 16:25 <@JonnyH> you can collect up ALL the draws using a speciifc shader/texture pair and draw it in one go 16:25 <@JonnyH> reducing it to N draw calls, where N is the 'number of texture cache pages' would be a big step IMHO 16:27 < sf_user> https://yadi.sk/i/JMnI0b8GqGgpc 16:27 < sf_user> looks like I've screwed something up :p 16:28 <@JonnyH> FBOs having inverted y again? 16:29 < sf_user> pretty sure I'm not setting currentBoundFBO again 16:29 < sf_user> ...or not 16:31 < sf_user> yeah, looks like I've managed to get shader math wrong _again_ 16:32 <@JonnyH> I did a few 'weird' transforms in the shader to avoid calculating/uploading a mat4 every sprite 16:34 < sf_user> yeah, apparently I've managed to not copy/paste these properly 16:34 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 16:42 -!- Skin36_ [~Skin36000@5.138.69.158] has joined #OpenApoc 18:22 -!- Skin36_ [~Skin36000@5.138.69.158] has quit [Ping timeout: 244 seconds] 18:31 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:37 -!- Skin36_ [~Skin36000@46.63.236.118] has joined #OpenApoc 18:41 -!- Skin36_ [~Skin36000@46.63.236.118] has quit [Ping timeout: 252 seconds] 18:41 -!- Skin36_ [~Skin36000@109.168.135.162] has joined #OpenApoc 18:41 < Skin36_> hi 18:41 <@JonnyH> hey Skin36_ 18:43 < Skin36_> which is a simple function of breaking tiles 18:43 <@JonnyH> breaking? 18:43 <@JonnyH> You mean when they're hit by a projecftile? 18:43 < Skin36_> http://f5.s.qip.ru/tfn6TLVl.png 18:43 < Skin36_> this 18:43 <@JonnyH> Aah, interesting 18:44 <@JonnyH> I haven't implemented proper damage yet 18:44 <@JonnyH> so anything 'hit' instantly dies 18:49 < Skin36_> or so 18:49 < Skin36_> http://f2.s.qip.ru/tfn6TLVm.png 18:50 <@JonnyH> Anyway, as an aside I've got out save game stuff pretty much working now 18:50 <@JonnyH> So hopefully I'll be able to put more time into implementing some of the things we've discussed recently :D 18:50 < Skin36_> other functions related to weapons are huge, and require a lot of time for them to understand 19:08 < Skin36_> http://f2.s.qip.ru/tfn6TLVn.png 19:09 < Skin36_> These data are collected in other structures 19:10 <@JonnyH> huh, is that the save game reader or something? 19:12 < Skin36_> this data in memory and in Saved game 19:12 < Skin36_> 175 b struct 19:13 <@JonnyH> Might be a transitory state of the projectile 19:13 <@JonnyH> As the save needs to know the 'currently in the air' projectiles 19:13 < Skin36_> oh no 175 words 19:14 <@JonnyH> Pretty big :D 19:14 < Skin36_> maybe 19:15 < Skin36_> but what else can mean the numbers 19:15 < Skin36_> 316, 318.... 19:15 <@JonnyH> Not sure.... 19:15 <@JonnyH> I've 316, 316, 320, etc.. are clearly offsets into the struct 'v1' 19:16 < Skin36_> yes 19:16 <@JonnyH> Anyway, I've going to go for lunch in a minute 19:16 < Skin36_> its mad... struct,struct,struct, 19:23 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:35 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:36 -!- Skin36_ [~Skin36000@109.168.135.162] has quit [Ping timeout: 252 seconds] 20:03 <@JonnyH> Hey SupSuper 20:03 <@JonnyH> Saved games are actually working in my branch now 20:03 <@JonnyH> Might actually merge into master Soon 20:06 < SupSuper> :o 20:07 <@JonnyH> You can run it today! 20:07 <@JonnyH> IT's a bit of a pain to get working though, you have to run with --extract-data first then normally after it... 20:07 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 260 seconds] 20:07 <@JonnyH> And I need to re-add vehicle missions... 20:07 <@JonnyH> And building facilities no longer works... 20:08 <@JonnyH> And I need to re-add the base layouts... 20:08 <@JonnyH> And I need to move the ufopaedia outside the rules... 20:08 <@JonnyH> Actually, it's miles off, don't know what I was thinking ;) 20:08 < SupSuper> pffff that's just bugs to fix! :p 20:09 <@JonnyH> I will likely merge it 'slightly' buggy 20:09 <@JonnyH> as it's getting silly trying to keep it out of tree... 20:15 < sf_user> https://yadi.sk/i/Ga78UH-0qH2yr well, maybe I've still got some work to do on those palettes :p 20:15 <@JonnyH> Looks like the render order is wrog too? 20:15 <@JonnyH> Or is that just 'caus the transparent pixel isn't transparent 20:16 < Kaljakoppa> Even saved games.. Dudes, you rock 20:17 < sf_user> my money is on the tiles being drawn upside-down 20:17 <@JonnyH> This isn't an 'import original saves' 20:17 <@JonnyH> It's unlikely that would ever be implemented... 20:18 < sf_user> at least it doesn't crash... outright :p 20:18 <@JonnyH> A step up from my normal code then :D 20:19 < sf_user> at least from what I end up with :v 20:19 <@JonnyH> -fsanitize=address says we only leak ~6mb per new game 20:20 <@JonnyH> That's a step up :D 20:20 < sf_user> yeah, the map's being drawn upside-down (and for a while even has the "correct" palette!) 20:21 <@JonnyH> for a while? Not handling setPalette() correctly? :P 20:21 < sf_user> maaaaybe 20:21 <@JonnyH> It's a bit annoying to have 'some' state 20:21 <@JonnyH> but passing a palette into every draw got really ugly... 20:22 <@JonnyH> just in case my Image happened to be a PaletteImage 20:24 < sf_user> speaking of ugly: I've tried to reduce the number of dynamic casts in the renderer... now I've got quite a bunch of switches (and yes, I've already done a wrong cast or two, why do you ask?) 20:24 <@JonnyH> My profile suggested the dynamic casts were pretty trivial perf wise 20:25 <@JonnyH> though that was on a x86_64 beast w/bigger cache than you mum 20:25 <@JonnyH> so might be a different bottleneck on different arches 20:29 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 20:39 <@JonnyH> Hmm, I should probably put some signing system into saved games 20:39 <@JonnyH> Don't want users to modify them after all... 20:42 < SupSuper> why not? :p 20:47 <@JonnyH> huh, the original save files are ~3.5mb 20:47 <@JonnyH> I'm actually.. SLIGHTLY SMALLER THAN THEM :D 20:47 < sf_user> more state than OpenGL? :p 20:55 < sf_user> huh... changing palettes (evening/night) "fixed" the image, actually 20:55 <@JonnyH> Maybe it was never 'set' in the first place? :P 20:55 < sf_user> https://yadi.sk/i/BD377f7wqH5Sg 20:56 < sf_user> well, I'm getting _three_ palettes, but one of them gets destroyed in the process 20:56 < sf_user> and overwritten with another one 20:56 <@JonnyH> huh 20:57 < sf_user> well, C++'s smart pointers are way too smart for me (or, rather, I'm not smart enough to grasp them, but oh well) 21:01 < sf_user> okay, time to try and build it all for them mobiles! 21:01 <@JonnyH> It wont work 21:02 <@JonnyH> Mobile gpu drivers are a shitshow 21:04 < sf_user> well, that's gonna be fun to watch, at least (if it will even run - windows debug build happily ate up a gig of memory) 21:05 <@JonnyH> Yeah, for some reason running under the windows debugger seems to do weird stuff 21:05 <@JonnyH> Maybe it's doing mmap checks etc. 21:05 <@JonnyH> but the texture uploads specifically on my laptop take like 100x the time... 21:05 < sf_user> what's even more frustrating is that moment when you hit some assert 21:06 <@JonnyH> "Press retry to debug" WTF 21:06 < sf_user> it's "press retry to debug" for me 21:06 < sf_user> and then you're in msvcrt120d.dll and all of your stack is gone 21:06 <@JonnyH> stack: 21:06 <@JonnyH> __internal_symbol 21:07 <@JonnyH> ??? x 20 21:07 <@JonnyH> main() 21:07 < sf_user> thanks, visual studio, that was extremely helpful! 21:07 < sf_user> I don't even get to see main() 21:07 < sf_user> [external symbols] 21:07 < sf_user> [frames below may be missing] 21:07 <@JonnyH> honestly I was trying to use msvc the other day 21:07 < sf_user> [real men don't use asserts] 21:08 <@JonnyH> It's likely related to me 'knowing' the linux tools better 21:08 <@JonnyH> but it just doesn't compare to valgrind/gdb/-fsanitize 21:08 <@JonnyH> even rebuilding was like 10x faster :P 21:09 < sf_user> and it's not just visual studio either 21:09 < sf_user> I've tried using the "new and shiny" android studio 2.0 preview 21:09 < sf_user> on windows ndk support is broken (like "I can't even find my own standard headers!" broken) 21:10 <@JonnyH> TBH so is the linux ndk 21:10 < sf_user> on linux? it works perfectly, better than 1.5 21:10 <@JonnyH> libgcc.a exports a load of __internal functions (stuff like 64-bit integer divide, like internal-to-the-compiler functionality) 21:11 <@JonnyH> so if you build a .so _that_ exports those symbols 21:11 <@JonnyH> which bind to any sub-processes in preference 21:11 <@JonnyH> so (for example) if you build a gpu driver with it 21:11 <@JonnyH> all programs would end up using the version of those symbols that happened to be linked against the driver 21:12 <@JonnyH> even if they were built with a different compiler, and might have different behaviour 21:12 <@JonnyH> you know, broken :P 21:12 < sf_user> business as usual :p 21:12 <@JonnyH> Let's not even go into how the clang currently used in the M builds generates bad code on x86_64 21:13 < sf_user> they did update their ndk recently, marking gcc as deprecated and urging everyone to use their clang... 21:13 <@JonnyH> Yup 21:13 <@JonnyH> it's broken 21:13 < sf_user> (and there's a libvulkan.so in android-24! yay, I guess?) 21:14 <@JonnyH> It's just a wrapper, like libGLESv2.so on android 21:14 <@JonnyH> you still need a driver to implement it :P 21:14 < sf_user> but at least you can -lvulkan :v 21:15 <@JonnyH> and it'll return VK_ERROR_NOT_SUPPORTED for everything :P 21:16 < sf_user> or "unsatisfied link error" with higher probability :p 21:17 <@JonnyH> naa, the vulkan hal provides the symbols 21:17 <@JonnyH> but they don't do anything without a driver beneath it 21:17 <@JonnyH> That's kinda the point, so you don't have the getprocaddress-style crapshow on windows 21:18 <@JonnyH> you know the symbols are there, you just need to test if they do anything useful 21:18 < sf_user> but I guess the vulkan hal isn't there for all of the pre-6.0 devices and for most 6.0 devices out there 21:19 <@JonnyH> Yeah, you'll probably have a different apk anyway 21:20 <@JonnyH> No need to deliver astc assets to something that don't support it... 21:20 -!- Kaljakoppa is now known as Kaljakoppa_off 21:21 <@JonnyH> AFK, off to meeting @ google to whine about their broken ndk... 21:22 < sf_user> good luck with that :> 21:41 <@JonnyH> Well, that was quick... 21:50 -!- pagurus [~user@pD950C9D7.dip0.t-ipconnect.de] has joined #OpenApoc 21:51 < sf_user> was it something along the lines "yeah, we know everything is broken, serves you right for not writing in java"? 21:51 <@JonnyH> yeah, but that's broken too :P 21:52 <@JonnyH> and we are effectively a 'platform library' 21:53 < sf_user> well, openapoc logo and a spinning disk is a good start... 21:53 <@JonnyH> You have no idea the pain that damn spinning disc caused me... 21:53 <@JonnyH> Nothing else in the entire thing require rotations 21:57 < sf_user> well, it's pretty :v 21:57 <@JonnyH> It's useless it what it is 21:57 <@JonnyH> It's not even loading anything useful then... 21:58 < sf_user> okay, how did an unordered_map cause a division by zero? 21:58 <@JonnyH> bad std::hash? 21:59 <@JonnyH> Or the object you're referring to as an unordered_map isn't actually allocated? 22:00 < sf_user> http://en.cppreference.com/w/cpp/container/unordered_map/operator_at says it should silently insert the key... 22:00 <@JonnyH> Yeah, it shouild construct a default Value() if nothing maps to the key and return that 22:00 <@JonnyH> IS it not? 22:01 < sf_user> well, right now it's doing a SIGFPE :p 22:01 < sf_user> as for hash, well, it's basically a std::hash 22:01 < sf_user> so if that's broken, then what's not? 22:02 <@JonnyH> Key& refers to an invalid pointer? 22:02 <@JonnyH> Anything could be wrong if either the map or key are bad :P 22:02 <@JonnyH> -fsanitize=address,undefiend 22:02 <@JonnyH> s/undefiend/undefined/g 22:03 <@JonnyH> should tell you if you're doing something bad with free'd memory or something 22:03 < sf_user> https://github.com/sfalexrog/OpenApoc/commit/f91863435f85b2e3a7b92ab434a37f27f3c73033 22:04 < sf_user> maybe a .find() could be better, but hey 22:05 <@JonnyH> If you want to construct-on-failure it's good 22:05 <@JonnyH> emplace() should be used if you want to give it args IIRC 22:05 <@JonnyH> returning a std::pair of the object, and if it was created or not 22:06 < sf_user> an empty sp<> is fine 22:06 < sf_user> it'll get populated later anyway 22:06 <@JonnyH> if you do if(!sp) {create_and_insert_new_sp();} yeah 22:06 < sf_user> unless it gets a floating point exception (of all things) 22:07 <@JonnyH> make sure you don't use find or count to see if they exist though 22:07 <@JonnyH> as an 'empty' sp is still a valid entry :P 22:07 <@JonnyH> seems to run alright here... 22:07 <@JonnyH> slowly though :P 22:08 <@JonnyH> anything specific you did to trigger that? 22:08 < sf_user> run it? 22:08 <@JonnyH> I sat on the cityscape for ~20 secs and opened the base scren 22:08 <@JonnyH> no crashes or santitizer errors 22:09 < sf_user> looks like it's failing while trying to calculate bucket index 22:10 <@JonnyH> Looks fine to me... 22:11 <@JonnyH> You using cmake? 22:11 <@JonnyH> Maybe the dependency management is screwed up, and one of the place a BitmapFont is being constructed is using the old 'pre-map' constructor? As that's declared in the header it'll be generated in any referenced file 22:11 <@JonnyH> make clean;make 22:11 <@JonnyH> see if that fixes it 22:12 <@JonnyH> which renderer? GL30? 22:14 < sf_user> gradle (it's android build); maybe I have to explicitly initialize std::unordered_map? it works for me on the desktop the way it is, though... 22:14 < sf_user> gles30 (the one I'm trying to implement, that is) 22:15 <@JonnyH> Naa, it should be fine 22:15 < sf_user> https://github.com/sfalexrog/OpenApoc/commits/WIP/renderer2 (warning: this code is considered a health hazard, tread carefully) 22:15 <@JonnyH> It has a default constructor that should be run as part of the BitmapFont default construtor 22:15 <@JonnyH> That's what I'm running 22:16 <@JonnyH> Note: One possible issue 22:16 <@JonnyH> FBOData's 'GLuint fbo' construtor doesn't init depthBuffer 22:16 <@JonnyH> so the destructor gl::DelketeRenderbuffers() unset memory (might happen to match a buffer in use) 22:17 <@JonnyH> I think that's only used for the window surface though 22:17 <@JonnyH> so only destroyed at exit 22:17 <@JonnyH> so wouldn't cause this issue - maybe a crash on exit though 22:17 < sf_user> pretty much, it's taken from your ogl_3_0_renderer (among other stuff) 22:18 <@JonnyH> I don't think we ahve a depthBuffer though... Did I start adding that somewhere? 22:19 < sf_user> a framebuffer requires a depthbuffer iirc... 22:19 <@JonnyH> No, it's optional 22:19 <@JonnyH> can 22:19 <@JonnyH> ...can' 22:19 <@JonnyH> 't enable GL_DEPTH_TEST with it though 22:19 <@JonnyH> Well you can, but it don't do anything 22:19 < sf_user> by the way, is there a better way to do this: https://github.com/sfalexrog/OpenApoc/blob/WIP/renderer2/framework/render/gles30b/gles3renderer.cpp#L43 ? 22:20 < sf_user> proxy textures are gone (and they weren't a big help either: they were quite happy to tell me I can allocate a 16384x16384x32 RGBA8 texture on my integrated video) 22:21 <@JonnyH> https://www.opengl.org/registry/specs/ATI/meminfo.txt 22:21 <@JonnyH> That doesn't do anything useful IIRC 22:21 <@JonnyH> it just tests host memory, it's not necessarily allocated and uploaded to gpu memory at TexImage time... 22:22 <@JonnyH> GL_AMD_performance_monitor might also have a counter for 'memory' 22:22 <@JonnyH> but that's a freeform string and not really query-able... 22:23 <@JonnyH> OpenGL /my design/ abstracts out memory use 22:23 < sf_user> pretty sure I don't have that ext on my n4... 22:23 < sf_user> and a context that had OOM should be pretty much useless 22:24 <@JonnyH> GL_NVX_gpu_memory_info? 22:24 <@JonnyH> GL may happily accept larger textures than it can fit in it's vram 22:24 <@JonnyH> and just be 1000x slower as it pages in/out of main memory... 22:24 <@JonnyH> and it also depends on system dynamics - other apps using gpu memory etc. 22:25 <@JonnyH> IIRC every mobile soc is a unified arch anyway 22:25 <@JonnyH> so doing stuff like that risks overcommit and OOM killing 22:25 <@JonnyH> AKA - don't bother 22:25 <@JonnyH> Just assume textures will fit :P 22:25 < sf_user> ahhhahahaha 22:26 <@JonnyH> 4k x 4k @ 32bpp = 64mb 22:27 <@JonnyH> And if you upload a new texture while the one you're replacing is still 'in use' it may use up to 3x the space (1x for the old texture, 1x for the new GPU copy, 1x for the CPU copy) 22:27 <@JonnyH> AKA memory usage in opengl is impossible to nail down 22:27 <@JonnyH> You want that? Use vulkan :P 22:28 * sf_user just wants to put pixels on the screen :< 22:28 < sf_user> fast, preferably 22:29 <@JonnyH> Don't worry about texture memory then 22:29 <@JonnyH> Let the driver do it's thing 22:29 <@JonnyH> Double buffer pre-frame changing info 22:30 <@JonnyH> Batch draws 22:30 < sf_user> but how do I cache then? 22:30 < sf_user> I need a texture (preferably a large one) to put my batched pixels to 22:30 <@JonnyH> Fixed size fifo? Tune it to openapoc usage instead of the hw limitations 22:31 <@JonnyH> even if you had a cap on how much 'free' memory you are using 22:31 <@JonnyH> Another app could come in and try to allocate more and cause your context to be killed 22:32 <@JonnyH> for android add a TRIM_MEMORY_RUNNING_LOW callback? 22:32 <@JonnyH> Add a shrinker kernel module? :P 22:33 < sf_user> a kernel module to run an app? that's an interesting way to do things :p 22:34 <@JonnyH> Unfortunately 'memory use' is an extremely platform-specific issue 22:34 <@JonnyH> the memtrackhal can do per-process GPU stats on android too 22:34 <@JonnyH> (Though that's reliant on the driver actually filling it with useful info - which isn't something you can rely on -_-) 22:35 < sf_user> oh, it ran for a solid couple of seconds! and did it kinda fast! 22:36 < sf_user> crashed with oom pretty fast, though 22:36 <@JonnyH> :D 22:37 < sf_user> pretty sure it also screwed something up big time, so I won't be able to view videos until a reboot 22:37 <@JonnyH> huehuehue, nvidia driver :P 22:37 < sf_user> *qualcomm 22:38 < sf_user> nvidia is not gles3-capable, and is thus just used for books and videos and openxcom :p 22:43 < sf_user> yeah, it still OOMs fairly fast, and hiccups will occur each time there's something new on the screen, but it *seems* more fluid 22:47 -!- Pawlac [~Pawlac@x5f739063.dyn.telefonica.de] has quit [Remote host closed the connection] 22:50 < sf_user> anyway, it's about time I went to sleep. Still very happy that i could get the renderer to work, couldn't have done it without you :> 22:50 -!- sf_user is now known as sf{bed_alloc} 22:51 <@JonnyH> Night 23:24 -!- You're now known as JonnyH`Away 23:51 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Fri Mar 18 2016 00:11 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 03:14 -!- pagurus [~user@pD950C9D7.dip0.t-ipconnect.de] has quit [Ping timeout: 260 seconds] 03:48 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 04:27 -!- sf{bed_alloc} [~Alexey@46.39.228.10] has quit [Ping timeout: 240 seconds] 05:13 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 05:15 -!- Pawlac [~Pawlac@x5f739063.dyn.telefonica.de] has joined #OpenApoc 05:51 -!- sf{bed_alloc} [~Alexey@94.29.124.67] has joined #OpenApoc 06:35 -!- sf{bed_alloc} [~Alexey@94.29.124.67] has quit [Ping timeout: 240 seconds] 07:58 -!- nadir [uid134094@gateway/web/irccloud.com/x-iuwqmztbtsjlntex] has quit [Quit: Connection closed for inactivity] 08:25 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 276 seconds] 08:26 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 09:03 -!- Pawlac_1 [~Pawlac@x5d840db1.dyn.telefonica.de] has joined #OpenApoc 09:06 -!- Pawlac [~Pawlac@x5f739063.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 10:57 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:28 -!- kkmic [~chatzilla@unaffiliated/kkmic] has joined #OpenApoc 12:01 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:15 -!- nadir [uid134094@gateway/web/irccloud.com/x-akjoqobyjwlqprlo] has joined #OpenApoc 13:06 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 13:11 -!- pagurus [~user@pD950CFB9.dip0.t-ipconnect.de] has joined #OpenApoc 14:48 -!- You're now known as JonnyH 15:37 -!- Semi_ [5cef2bb3@gateway/web/freenode/ip.92.239.43.179] has joined #OpenApoc 15:37 -!- Semi_ [5cef2bb3@gateway/web/freenode/ip.92.239.43.179] has quit [Client Quit] 15:42 -!- Skin36_ [~Skin36000@212.96.109.150] has joined #OpenApoc 15:43 < Skin36_> hi JonnyH 15:43 -!- Skin36_ is now known as Skin36 15:43 <@JonnyH> hey 15:45 < Skin36> I think I found the projectiles images 15:47 <@JonnyH> Nice :D 15:52 < Skin36> there are two images in succession. Maybe it's the tail? 15:52 <@JonnyH> Maybe? 15:52 <@JonnyH> I wouldn't be surprised if there were more than 2 for some? 15:52 <@JonnyH> Like the missiles? 15:54 < Skin36> the first image is always 36 bytes, the second is always 9 bytes 15:54 <@JonnyH> huh, weird... 15:55 < Skin36> http://f6.s.qip.ru/tfn6TLW8.png 15:55 <@JonnyH> Those 255s look weird 15:55 <@JonnyH> for everything else 0 is transparent 15:56 < Skin36> http://f2.s.qip.ru/tfn6TLW9.png 15:56 -!- kkmic [~chatzilla@unaffiliated/kkmic] has quit [Quit: ChatZilla 0.9.92 [Firefox 45.0/20160304114926]] 15:56 <@JonnyH> Maybe it's not image pixels, but some kind of data describing how to draw the image? 15:57 < Skin36> need to think 15:57 <@JonnyH> Or some kind of LUT - like the 'shadow' images? 15:58 < Skin36> http://f1.s.qip.ru/tfn6TLWb.png 16:00 < Skin36> im seen rojectiles images, its 9x3 16:01 < Skin36> sorry 12x3=36 16:01 < Skin36> all right 16:02 <@JonnyH> Maybe 255 == transparent in this special case 16:02 < Skin36> http://f1.s.qip.ru/tfn6TLWd.png 16:02 <@JonnyH> and it does a screenspace rotation of the sprite? I guess ~36 pixels would be possible even on an old 486 16:02 < Skin36> Maybe 16:02 <@JonnyH> The tail there is ~4 pixels high in parts though? 16:03 <@JonnyH> Maybe translate the 3x12 numbers through a palette and see what colours you get? 16:03 <@JonnyH> See if it matches an expected projectile? 16:03 <@JonnyH> Sorry, but I've gotta go afk for a bit... 16:03 -!- You're now known as JonnyH`Work 16:19 -!- Kaljakoppa_off is now known as Kaljakoppa 17:53 < Skin36> I reported to this problem 17:53 < Skin36> http://f5.s.qip.ru/tfn6TLWj.png 17:53 < Skin36> text cutting 17:54 < Skin36> but in xml 400 pixel 17:57 <@JonnyH`Work> huh, it just stops at the V? 17:57 <@JonnyH`Work> no idea why... 17:57 <@JonnyH`Work> Maybe a bad character... 18:04 -!- Skin36_ [~Skin36000@46.63.147.30] has joined #OpenApoc 18:05 < Skin36_> http://f6.s.qip.ru/tfn6TLWk.png 18:05 < Skin36_> see on it 18:05 < Skin36_> bad character jast missing 18:05 -!- Skin36 [~Skin36000@212.96.109.150] has quit [Ping timeout: 260 seconds] 18:05 -!- Skin36_ is now known as Skin36 18:20 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has joined #OpenApoc 18:20 -!- mode/#OpenApoc [+o pmprog] by ChanServ 18:20 <@JonnyH`Work> I might actually merge in the savegame stuff in a bit... 18:21 <@JonnyH`Work> It's just missing the vehicle mission stuff 18:21 -!- pmprog is now known as pmprog_afk 18:21 <@JonnyH`Work> Wait, I'll need to fix the non-novice bases first... 18:22 <@JonnyH`Work> Hey pmprog_afk 18:36 -!- Skin36 [~Skin36000@46.63.147.30] has quit [Ping timeout: 244 seconds] 18:38 -!- Skin36 [~Skin36000@109.168.254.121] has joined #OpenApoc 19:02 <@pmprog_afk> Hey JonnyH`Work, hopefully will be back in a bit 20:10 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:16 -!- Skin36 [~Skin36000@109.168.254.121] has left #OpenApoc [] 20:21 -!- pmprog_afk is now known as pmprog 20:23 <@pmprog> JonnyH`Work: http://www.theregister.co.uk/2016/03/17/imagination_layoff/ Sounds grim, though the hike in share price sounds very confusing 20:23 <@JonnyH`Work> Public companies are weird :P 20:23 <@JonnyH`Work> This entire thing is a 'shareholder revolt' 20:24 <@JonnyH`Work> so of course if they get what they want they'll be more 'willing' to keep the shares and not sell 20:24 <@pmprog> That's a bit crazy 20:25 <@JonnyH`Work> Yeah, they're kinda pissed apple didn't buy us at the silly 7-pound share price a couple of years back 20:25 <@JonnyH`Work> And our recently-outed CEO had an obsession about ARM and wanted to be /exactly the same/ company 20:26 <@JonnyH`Work> which is surely a losing proposition as you don't 'beat' an incumbent by doing exactly the same things :P 20:26 <@pmprog> D'oh 20:26 <@JonnyH`Work> plus IMGWorks and IMGSystems (the majority of the people being 'reassigned') are at best vanity 20:27 <@JonnyH`Work> and at worst a joke - in PowerVR IMGWorks attempts are finishing a SoC are literally laughable 20:27 <@JonnyH`Work> as they keep getting ~50% of the way there and starting again... 20:27 <@JonnyH`Work> like there've been 4 'new' versions of the thing since I joined 20:27 <@JonnyH`Work> and not one has actually been 'finished' 20:27 <@pmprog> lol, sounds like my projects... Although 50% sounds too high for me ;-) 20:28 <@JonnyH`Work> Since IMGWorks has started their 'SoC' team ~7 years ago they have released... 20:28 * JonnyH`Work checks 20:28 <@JonnyH`Work> zero products 20:29 <@pmprog> Wow, that's bad 20:29 <@JonnyH`Work> Like I said, they became a joke to the other teams 20:29 <@JonnyH`Work> and that's like ~50% of the IMGWorks staff on that set of projects... 20:30 <@JonnyH`Work> (They also do boards and testchips stuff like that, which while aren't perfect and often 'late', they actually _do_ things) 20:31 <@pmprog> You'd have thought they'd at least release *a* SoC, so they can find some real flaws and then work off that 20:31 <@pmprog> Perhaps you should convince them to put together an FPGA-SoC :) 20:31 <@pmprog> "No design required" ;) 20:32 <@JonnyH`Work> That's one thing the 'boards' IMGWorks guys do, fpgas 20:32 <@JonnyH`Work> but GPUs are *massive*, only the smallest one we do fits on the biggest FPGA available 20:35 <@pmprog> Well glue two FPGAs together ;) 20:35 <@JonnyH`Work> We do 20:35 <@JonnyH`Work> We have yet to successfully get more than 2 working together 20:35 <@pmprog> Three then! Do I have to think of everything for you? :D 20:35 <@JonnyH`Work> without completely screwing up the timing 20:35 <@JonnyH`Work> ^^ 20:37 <@pmprog> I still look at my TurboChameleon and think I should have another go at FPGAs, but I always come back to the "what's the point when you can write software on a cheap RPi or somesuch" 20:37 <@pmprog> And considering none of the projects I tried to build for the Chameleon worked, and I don't know why, that doesn't help 20:39 <@JonnyH`Work> Whelp, on openapoc 20:39 <@JonnyH`Work> I can not actually save the game 20:39 <@JonnyH`Work> and restore it back to the same state on load :D 20:39 <@JonnyH`Work> which was the whole point of this massive exercise... 20:39 <@pmprog> Oh dear. Do you know why/ 20:39 <@pmprog> ? 20:39 <@JonnyH`Work> Wait..dumb error 20:40 <@JonnyH`Work> hehe, HEHE, IT WORKS 20:40 <@pmprog> Amazing, talking to me fixes everything 20:42 <@JonnyH`Work> It turns out 'save.zip' and 'save.zip.zip' are actually different files 20:42 <@JonnyH`Work> *the more you know* 20:42 <@JonnyH`Work> Right, I've broken vehicle missions 20:42 <@pmprog> :) 20:42 <@JonnyH`Work> and I need to re-add all the buildings with possibly base layouts in the 'new' format... 20:43 <@JonnyH`Work> and then merge into master... 20:43 <@JonnyH`Work> And push 20:43 <@JonnyH`Work> And probably break windows 20:43 < Pawlac_1> and add a secret loonix installer 20:44 <@JonnyH`Work> OpenApoc slowly grows to inclue it's own OS... 20:44 <@JonnyH`Work> It actualy works in msvc... :D 20:44 <@JonnyH`Work> debug is crazy slow though... but we knew that 20:44 < Pawlac_1> wew 21:23 <@JonnyH`Work> Bah, I can't buy a Make America Great Again Trump cap on my visa... 21:25 <@pmprog> Right, I'm off, catch you later 21:25 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has quit [Remote host closed the connection] 21:50 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 23:31 -!- Kaljakoppa is now known as Kaljakoppa_off 23:33 < Pawlac_1> what a shame 23:33 <@JonnyH`Work> huh? 23:34 < Pawlac_1> "Bah, I can't buy a Make America Great Again Trump cap on my visa.." 23:34 <@JonnyH`Work> Oh :) 23:35 <@JonnyH`Work> I was going to get one for my brother as a joke 23:41 <@JonnyH`Work> SupSuper: I might merge in my savegame & data rework into master 23:41 <@JonnyH`Work> it's not 100% (specifially, vehicle missions are stubbed out) 23:41 < Pawlac_1> is your brother a bernie supporter? huheuheuehue 23:41 < SupSuper> we have vehicle missions? 23:41 <@JonnyH`Work> Pawlac_1: No, he is most definately not :P 23:41 <@JonnyH`Work> SupSuper: We did :P 23:42 <@JonnyH`Work> You didn't notice you could tell your craft to do stuff? 23:42 < Pawlac_1> hue 23:42 <@JonnyH`Work> and the 'ai' missions (specifically 'goto random building' constantly :) 23:43 < SupSuper> not really the ui was too laggy last i checked :p 23:43 <@JonnyH`Work> it's silky smooth 60fps here on my laptop... 23:43 <@JonnyH`Work> except the msvc debug build? Which is awful 23:44 <@JonnyH`Work> So.. with no missions the only state you can actually change is building facilities 23:44 <@JonnyH`Work> but that is correctly persisted :D 23:45 < SupSuper> did i ever fix the pointer havoc with building facilities? :P 23:45 <@JonnyH`Work> errm...? 23:46 <@JonnyH`Work> I changed that a bit when I added the StateREf<> stuff? 23:48 < SupSuper> woo!? 23:58 <@JonnyH`Work> Anyway, I'm off for the day 23:58 <@JonnyH`Work> Have a good evening 23:58 -!- You're now known as JonnyH`Away --- Day changed Sat Mar 19 2016 01:13 -!- nadir [uid134094@gateway/web/irccloud.com/x-akjoqobyjwlqprlo] has quit [Disconnected by services] 01:14 -!- nadir__ [uid134094@gateway/web/irccloud.com/x-kdaknlwmiutbvovq] has joined #OpenApoc 01:14 -!- nadir__ [uid134094@gateway/web/irccloud.com/x-kdaknlwmiutbvovq] has quit [Disconnected by services] 01:14 -!- nadir__ [uid134094@gateway/web/irccloud.com/x-tpkrnaxzkdpctefd] has joined #OpenApoc 01:16 -!- nadir__ is now known as nadir 01:16 -!- nadir [uid134094@gateway/web/irccloud.com/x-tpkrnaxzkdpctefd] has quit [Changing host] 01:16 -!- nadir [uid134094@unaffiliated/znadir] has joined #OpenApoc 01:16 -!- nadir [uid134094@unaffiliated/znadir] has quit [Changing host] 01:16 -!- nadir [uid134094@gateway/web/irccloud.com/x-tpkrnaxzkdpctefd] has joined #OpenApoc 01:27 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:56 -!- Pawlac_1 [~Pawlac@x5d840db1.dyn.telefonica.de] has quit [Remote host closed the connection] 02:57 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 03:15 -!- pagurus [~user@pD950CFB9.dip0.t-ipconnect.de] has quit [Ping timeout: 248 seconds] 08:48 -!- nadir [uid134094@gateway/web/irccloud.com/x-tpkrnaxzkdpctefd] has quit [Quit: Connection closed for inactivity] 09:02 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 09:03 -!- Kaljakoppa_off is now known as Kaljakoppa 09:33 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] 09:35 -!- Pawlac [~Pawlac@x5f738e8e.dyn.telefonica.de] has joined #OpenApoc 09:59 -!- Pawlac_1 [~Pawlac@x5f738ace.dyn.telefonica.de] has joined #OpenApoc 10:03 -!- Pawlac [~Pawlac@x5f738e8e.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 10:45 < Pawlac_1> https://i.sli.mg/Zpildo.jpg 12:04 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:04 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 14:40 -!- nadir [uid134094@gateway/web/irccloud.com/x-srbszoojqxoqdxsa] has joined #OpenApoc 14:47 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 15:29 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Ping timeout: 244 seconds] 18:46 -!- Skin36 [~Skin36000@109.168.239.71] has joined #OpenApoc 18:51 < Skin36> hi SupSuper 18:51 < SupSuper> hey 18:52 < Skin36> whats news ? 18:52 < SupSuper> i think JonnyH`Away is getting ready to integrate the new save stuff 18:53 < Skin36> save stuff ? savegame ? 18:54 < SupSuper> yeah he's refactoring the game state so it can be easily loaded and saved 18:55 < SupSuper> i'll probably implement the base minimap after he's done with that 18:59 < Skin36> ok 18:59 < SupSuper> does the minimap actually update with the city state or is it always the same? 19:01 < Skin36> I think it is always the same 19:02 < Skin36> but you must check in the game 19:02 < SupSuper> i couldn't see any difference from testing 19:11 < Skin36> data maps seems to come from only with an initial map 19:11 < Skin36> http://f4.s.qip.ru/tfn6TLWJ.png 19:12 < Skin36> *minimap 19:13 < SupSuper> yeah that makes sense 19:13 < SupSuper> they keep the initial map around for when the city "repairs" right 19:31 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 20:38 < Pawlac_1> hmm out of curiosity, is it even possible to code a detection mechanism if the current save will be corrupt? 20:46 < SupSuper> checksum? 20:56 < Pawlac_1> well I mean ingame instead of when the player tries to load the save 20:57 < Pawlac_1> when the player tries to save the game it would eventually pop out a error that the save could be corrupt 21:25 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:55 -!- nadir [uid134094@gateway/web/irccloud.com/x-srbszoojqxoqdxsa] has quit [] 22:11 -!- Kaljakoppa is now known as Kaljakoppa_off 22:26 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] 22:40 -!- Skin36 [~Skin36000@109.168.239.71] has left #OpenApoc [] 23:17 -!- nadir [uid134094@gateway/web/irccloud.com/x-ozpevnqzjgsbekkz] has joined #OpenApoc --- Day changed Sun Mar 20 2016 01:55 -!- Pawlac_1 [~Pawlac@x5f738ace.dyn.telefonica.de] has quit [Remote host closed the connection] 02:26 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 08:15 -!- Kaljakoppa_off is now known as Kaljakoppa 08:42 -!- Skin36 [~Skin36000@5.138.66.109] has joined #OpenApoc 08:43 < Skin36> hi SupSuper 08:53 -!- Skin36 [~Skin36000@5.138.66.109] has quit [Ping timeout: 248 seconds] 09:02 -!- Skin36 [~Skin36000@212.96.109.37] has joined #OpenApoc 09:53 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 09:56 -!- Skin36 [~Skin36000@212.96.109.37] has quit [Ping timeout: 248 seconds] 10:11 -!- Skin36 [~Skin36000@178.34.162.83] has joined #OpenApoc 10:27 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 10:28 -!- nadir [uid134094@gateway/web/irccloud.com/x-ozpevnqzjgsbekkz] has quit [Quit: Connection closed for inactivity] 10:32 -!- Pawlac [~Pawlac@x5f70acac.dyn.telefonica.de] has joined #OpenApoc 10:38 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:31 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 11:31 < Solarius> join #neuromastur 11:42 < Kaljakoppa> Join failed 11:42 < Kaljakoppa> says the computer 11:42 < Solarius> Yeah, my typo. Sorry about the mess. 11:52 -!- Skin36 [~Skin36000@178.34.162.83] has quit [Ping timeout: 276 seconds] 12:26 -!- Kaljakoppa is now known as Kaljakoppa_off 12:51 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:55 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 14:42 -!- Solarius [~Solar@192.166.202.28] has quit [Ping timeout: 276 seconds] 14:42 -!- Kaljakoppa_off is now known as Kaljakoppa 15:10 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 15:28 -!- Skin36 [~Skin36000@178.34.162.83] has joined #OpenApoc 17:00 -!- nadir [uid134094@gateway/web/irccloud.com/x-ysavxbdxbvoqlnmp] has joined #OpenApoc 17:14 -!- Solarius [~Solar@159-205-193-108.adsl.inetia.pl] has joined #OpenApoc 18:03 -!- Skin36 [~Skin36000@178.34.162.83] has quit [Ping timeout: 276 seconds] 18:12 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 18:16 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 18:31 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:25 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:06 -!- Kaljakoppa is now known as Kaljakoppa_off 22:57 -!- pagurus [~user@p548CA2AB.dip0.t-ipconnect.de] has joined #OpenApoc 23:54 -!- Pawlac [~Pawlac@x5f70acac.dyn.telefonica.de] has quit [Remote host closed the connection] 23:56 -!- Pawlac [~Pawlac@x5f70acac.dyn.telefonica.de] has joined #OpenApoc 23:56 -!- Pawlac [~Pawlac@x5f70acac.dyn.telefonica.de] has quit [Remote host closed the connection] --- Day changed Mon Mar 21 2016 01:03 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:04 -!- Solarius [~Solar@159-205-193-108.adsl.inetia.pl] has quit [Quit: Leaving] 03:17 -!- pagurus [~user@p548CA2AB.dip0.t-ipconnect.de] has quit [Ping timeout: 260 seconds] 04:01 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 04:04 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 04:36 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 06:29 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 07:35 -!- nadir [uid134094@gateway/web/irccloud.com/x-ysavxbdxbvoqlnmp] has quit [Quit: \o/] 09:20 -!- Pawlac [~Pawlac@x5f70acac.dyn.telefonica.de] has joined #OpenApoc 09:57 -!- Pawlac_1 [~Pawlac@x5f70b879.dyn.telefonica.de] has joined #OpenApoc 10:01 -!- Pawlac [~Pawlac@x5f70acac.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 10:02 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:47 -!- nadir [uid134094@gateway/web/irccloud.com/x-bzukppqbnfbtkpjw] has joined #OpenApoc 11:56 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:48 -!- Solarius [530a9da9@gateway/web/freenode/ip.83.10.157.169] has joined #OpenApoc 12:52 -!- Solarius [530a9da9@gateway/web/freenode/ip.83.10.157.169] has quit [Quit: Page closed] 14:26 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 14:47 -!- You're now known as JonnyH 14:49 <@JonnyH> Pawlac_1: Yeah, I was thinking of adding a checksum and version to the save games 14:49 <@JonnyH> so it'll warn if either don't match (loading 'old' or corrupt saves) 14:49 <@JonnyH> I don't want to completely block it as otherwise you'll need a tool to re-compute the checksums if you want to edit your save 15:00 <@JonnyH> We already 'pack' saves into .zip files which have their own checksum.... 15:00 <@JonnyH> Not sure if we actually check them though :P 15:27 < Pawlac_1> ah very well 15:28 <@JonnyH> Currently 'saves' are a _complete_ store of all state 15:28 <@JonnyH> So they effecftively 'include' any mods / the initial apoc game information 15:28 <@JonnyH> I'm not sure if this is good (it's about ~300k per save, probably won't grow *too* much, maybe 2x that if you're in a battle) 15:29 <@JonnyH> Or if I should make them relative... IE 'to load this you much first install Mod_Something_version_whatever) 15:30 < Pawlac_1> so if the mods changed some values during a update, does the save take that into account? 15:30 <@JonnyH> No, all mods would be 'instant snapshots' from when you started a game 15:30 <@JonnyH> If you make them 'relative' you would probably need some versioning thing 15:31 <@JonnyH> which would be more work for the mod developer, to decide if a change would work for 'current' save games after an update or not 15:31 <@JonnyH> but it would be possible to pull saved games 'forward' 15:31 < Pawlac_1> well for the mods it could probably use something like a migration script 15:31 <@JonnyH> Remember, this is still 'version one' - I expect these things to be tweaked 15:32 <@JonnyH> Some limited things could be changes ('new' objects, deleting objects, changing object 'values') 15:32 < Pawlac_1> so that the saves still works and would still keep the old entity when the mod decided it to change its same for whatever reason 15:32 < Pawlac_1> name* 15:33 <@JonnyH> but more complex stuff (removing an object 'type' when it has instantiated versions, pretty much any change to the save format itself) wouldn't work 15:33 <@JonnyH> I'm probably going to run with what I've got at the minute (NO live changes for mods) 15:33 <@JonnyH> as that's simplist 15:34 <@JonnyH> and when we're closer to actually *making* mods I can canvas what people actually want to do with them 15:35 < Pawlac_1> yeah I've seen at the forum already you got already a "mods" forum 15:35 <@JonnyH> I think that's mostly "crazy mod ideas that probably won't help the game at all" :P 15:36 <@JonnyH> Things are changing too much to actually *start* writing mods at the minute... 15:36 <@JonnyH> We're still early on implementing the original apoc behaviour - so any design we have now will probably change before that's complete 15:36 < Pawlac_1> yeah you din't even added the battle stuff yet 15:36 <@JonnyH> Though a lot of that is pretty much the 'same' as the city 15:36 <@JonnyH> a lot isn't... 15:37 <@JonnyH> and even then a lot of current behaviour isn't 'accurate' 15:37 < Pawlac_1> too bad that the copyright holder of the apoc source code doesn't bother releasing it 15:38 <@JonnyH> We asked 15:38 < Pawlac_1> how did they replied? 15:38 <@JonnyH> It's easier for them to say 'no' - no risk to them 15:38 < Pawlac_1> oh lawdy 15:38 <@JonnyH> Sup asked 15:38 < Pawlac_1> welp I hope they change their mind in the future 15:39 <@JonnyH> I doubt it... 15:39 < Pawlac_1> after all the source code of Stalker COP is out there and Serious Sam Engine 1 as well 15:39 <@JonnyH> These companies are more into avoiding risk than helping projects like ours :P 15:39 <@JonnyH> and xcom ownership is a massive clusterfuck... 15:39 <@JonnyH> which always makes lawyers ansty 15:40 < Pawlac_1> so it is not even clear who owns the source code right of apoc? 15:40 <@JonnyH> not really 15:40 < Pawlac_1> damn 15:41 <@JonnyH> Mythos went bankrupt, I assume their assets were sold off then (if not before) 15:41 <@JonnyH> and I doubt 'old game sourcecode' actually had a value as part of that 15:42 <@JonnyH> they were more interested in series rights etc. 15:42 <@JonnyH> so the ownership may magically have disappeared then 15:42 <@JonnyH> (Assuming the code wasn't lost - code management in some of these companies sounds terrible, especially before availability of *good* free scm tools) 15:43 <@JonnyH> Interviews suggest apoc was developed by people passing found floppy disks after updating their code :P 15:43 < Pawlac_1> heh that reminds me, that according to a few stories monolith HQ got robbed which resulted also the loss of Blood 1 source code 15:47 < Pawlac_1> well for the save game I guess that has to work for now, till a better solution is found when the game is more "stable" so to speak. 15:59 <@JonnyH> you can already see some example 'mods' :P 15:59 <@JonnyH> I'm using the same system to correct/add data from the 'original binary' data extractors 16:00 <@JonnyH> https://github.com/JonnyH/OpenApoc/blob/WIP/savegame/data/difficulty1_patch.zip 16:00 <@JonnyH> for example 16:00 <@JonnyH> adds base layouts to buildings 16:00 <@JonnyH> It's not the most 'human readable' format though - it might be worth getting a tool to view and edit that... 16:05 < Pawlac_1> ye, it looks a bit "stuffy" in my opinion 16:16 -!- Kaljakoppa_off is now known as Kaljakoppa 16:28 <@JonnyH> It's a direct map of the internal data structures 16:29 <@JonnyH> We can't really do much 'better' without an order of magnitude more work 16:29 <@JonnyH> You don't actually 'need' to have different xml files, you can just replace the tags with the contents of the file 16:29 <@JonnyH> anyway, afk 16:29 -!- You're now known as JonnyH`Work 16:53 -!- Skin36 [~Skin36000@178.34.162.16] has joined #OpenApoc 17:01 -!- Kaljakoppa is now known as Kaljakoppa_off 17:54 < Skin36> hi 17:57 <@JonnyH`Work> hi Skin36 17:58 < Skin36> I'm a little understood with drawing projectiles 17:58 < Skin36> Airguard Anti-Air Cannon 17:58 <@JonnyH`Work> A little > no understandring 17:59 < Skin36> http://f4.s.qip.ru/tfn6TLXy.png 18:00 <@JonnyH`Work> So it's a list of coloured sprites? 18:00 <@JonnyH`Work> 0xff = no sprite 18:00 < Skin36> below a screenshot of the game, the top of the draw I According to the data 18:00 < Skin36> yes 18:01 <@JonnyH`Work> So there must be a list of the sprites in ordeR? 18:01 < Skin36> as shadows 18:01 <@JonnyH`Work> Or is the first one 'special' and all the others the same? 18:02 < Skin36> http://f4.s.qip.ru/tfn6TLXz.png 18:03 < Skin36> http://f5.s.qip.ru/tfn6TLXA.png 18:05 <@JonnyH`Work> So I can see how that's drawn from the 8th sprite onwards 18:05 <@JonnyH`Work> How does it know not to draw the first 7? Or are they just drawn differently somehow? 18:05 < Skin36> sprites overlap the top 18:06 <@JonnyH`Work> I've gotta go for a bit 18:06 <@JonnyH`Work> Remember to write this up :P 18:06 <@JonnyH`Work> I will try to look at this this weekend 18:06 <@JonnyH`Work> but probably won't be able to put in any time before that 18:07 < Skin36> in fact of the matter is that the offset is not the same 18:08 <@JonnyH`Work> ...does 'tail_length' actually say how many sprites there are or something? 18:08 < Skin36> but I'm sure that this is exactly projectiles data 18:08 < Skin36> yes 18:08 <@JonnyH`Work> cool... 18:08 <@JonnyH`Work> I think I can work with this... 18:09 <@JonnyH`Work> Can you list the offsets and bytes (so I can search for them in my .exe) 18:09 <@JonnyH`Work> maybe in the forum? 18:09 <@JonnyH`Work> Along with the struct definition for that? 18:09 < Skin36> depending on the direction, simply change the sequence of sprites 18:09 <@JonnyH`Work> So I can 'extract' the sprites 18:09 <@JonnyH`Work> Anyway, I've gotta run now 18:09 <@JonnyH`Work> Back in a couple of hours (if you're still around then) 18:09 < Skin36> kk 18:10 -!- You're now known as JonnyH`Away 18:10 < Skin36> ok 18:27 -!- pagurus [~user@pD950CD30.dip0.t-ipconnect.de] has joined #OpenApoc 18:34 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:06 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:24 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:41 -!- You're now known as JonnyH`Work 19:45 <@JonnyH`Work> Hey SupSuper 19:46 <@JonnyH`Work> BTW, possibly related to the discussion on #openxcom 19:46 < SupSuper> people are crazy? :p 19:47 <@JonnyH`Work> my 'current' save game (with the whole city state) is ~400k .zipped 19:47 <@JonnyH`Work> or 19mb decompressed 19:47 <@JonnyH`Work> The 'original' saves were 19:47 <@JonnyH`Work> ..~1.8 mb (390k for my example compressed for apple-to-apple comparison) 19:48 <@JonnyH`Work> or ~4mb in a tac game (~750 kb compressed, not yet got the equivalent for openapoc w/no tac game yet) 19:48 <@JonnyH`Work> AKA we're pretty much equally efficient as the original game 19:48 <@JonnyH`Work> Maybe a factor of 2 at most for the data we're currently missing 19:50 < SupSuper> nice 19:50 < SupSuper> and that's in xml i assume :p 19:50 <@JonnyH`Work> Yup 19:51 <@JonnyH`Work> ~19mb of evil xml 19:51 <@JonnyH`Work> and that's the 'full' state, it doesn't require the initial state to load games 19:51 <@JonnyH`Work> so probably half of that could be discarded if we require that as a reference.. but that's more work atm 20:00 -!- Skin36 [~Skin36000@178.34.162.16] has quit [Ping timeout: 268 seconds] 20:01 -!- Skin36 [~Skin36000@185.3.32.221] has joined #OpenApoc 20:01 < Skin36> I wrote a post on the forum 20:01 <@JonnyH`Work> great, thanks! 20:02 <@JonnyH`Work> Huh, the first two image links don't seem to work? 20:02 < Skin36> one parameter of the function. Maybe this direction? 20:02 <@JonnyH`Work> Oh, they have the '.' at the end - I guess that's not right :) 20:03 <@JonnyH`Work> Yeah, they work if you delete the '.' 20:03 <@JonnyH`Work> I think it might just use 'last position' for the sprites actually - I seem to remember the 'tail' curving as missiles turn? 20:04 <@JonnyH`Work> Maybe I'm mis-remembering though... 20:04 < Skin36> hm 20:05 < Skin36> sprites rather primitive 20:13 < Skin36> hm thes offset... 20:14 < Skin36> index = *(_DWORD *)(&projectile_image[*(_DWORD *)&v1->free_flag >> 16].field_0 20:14 < Skin36> + (*(_DWORD *)&v19[2] >> 16)) >> 24; 20:14 < Skin36> its offset+(*(_DWORD *)&v19[2] >> 16)) >> 24 20:14 <@JonnyH`Work> blerg, no idea what that is without context... 20:16 < Skin36> its array v19[6] 20:17 < Skin36> I can not understand what it 20:27 -!- Skin36 [~Skin36000@185.3.32.221] has left #OpenApoc [] 20:52 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 20:52 < Think> Well hello again! 20:52 <@JonnyH`Work> Hey there Think 20:52 < Think> Long time no type 21:00 <@JonnyH`Work> Brace yourselves 21:00 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 21:00 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vaS4N 21:00 < openapoc-git> OpenApoc/master 0731e7c Jonathan Hamilton: Big savegame state re-work... 21:00 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 21:02 <@JonnyH`Work> It's not 100% 21:02 <@JonnyH`Work> but it won't get better if it's just sitting in a branch :) 21:10 < SupSuper> says the guy with 100 branches 21:14 <@JonnyH`Work> Hey, now, it's only 97 21:14 <@JonnyH`Work> and most of them are merged 21:14 <@JonnyH`Work> or abandoned and replaced.... 21:14 <@JonnyH`Work> So, vehicle equipment & vehicle missions are still 'todo' for the serialization 21:14 < SupSuper> the branch whisperer 21:15 <@JonnyH`Work> I /think/ everything else should work... 21:25 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] 21:33 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 21:33 < Think> Gotta love that crappy Internet 21:37 <@JonnyH`Work> I have comcast... 21:38 < Think> I have never been pleased with Comcast 21:38 < Think> Don't know about you. 21:38 < Think> But good job on the Save Games! 21:41 <@JonnyH`Work> It actually regresses some stuff in the short-term... 21:41 <@JonnyH`Work> But it was getting annoying keeping it out of tree 21:41 <@JonnyH`Work> blocking people doing other stuff if they know everything's going to change... 21:42 < Think> Yep, well, it is a change for the better 21:42 < SupSuper> better do it now when you can count the dev team in one hand :p 21:43 <@JonnyH`Work> one finger :P 21:43 < SupSuper> well, you can also count openxcom's dev team in one hand... 21:43 <@JonnyH`Work> I'm clearly less than 1/2 a real dev 22:31 -!- Solarius [~Solar@user-46-113-58-149.play-internet.pl] has joined #OpenApoc 22:50 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 23:19 -!- Solarius [~Solar@user-46-113-58-149.play-internet.pl] has quit [Quit: Leaving] 23:25 -!- Pawlac_1 [~Pawlac@x5f70b879.dyn.telefonica.de] has quit [Remote host closed the connection] --- Day changed Tue Mar 22 2016 00:02 <@JonnyH`Work> Damn portuguese 00:02 <@JonnyH`Work> http://arstechnica.com/gaming/2016/03/game-dev-reveals-correlation-between-a-translation-and-a-regions-piracy/ 00:02 < SupSuper> :p 00:03 < SupSuper> what, no russia? 00:04 < SupSuper> oh it's the blue one 00:06 <@JonnyH`Work> From what I can see: If you want to make money, just translate it to german 00:06 < SupSuper> tbf, have they tried buying games in brazil? 00:06 < SupSuper> not fun 00:06 < SupSuper> i love how portugal is basically invisible though 00:08 <@JonnyH`Work> same with the UK... 00:08 <@JonnyH`Work> We take overall amount of activations minus legit sales per platform minus 10% (to offset for people who activated a legit copy on more than 1 device). 00:09 <@JonnyH`Work> Well, if I was on that I would have 'pirated' it twice - I have steam on 3 machines... 00:09 <@JonnyH`Work> and am constantly deleting and re-downloading stuff... 00:12 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Ping timeout: 252 seconds] 00:53 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:57 -!- You're now known as JonnyH`Away 01:37 -!- Think [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has joined #OpenApoc 01:45 -!- Think [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has quit [Ping timeout: 252 seconds] 01:47 -!- Think [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has joined #OpenApoc 03:16 -!- pagurus [~user@pD950CD30.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 04:30 -!- Think [47e7dce7@gateway/web/freenode/ip.71.231.220.231] has quit [Ping timeout: 252 seconds] 04:39 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:15 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 06:46 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 08:22 -!- Pawlac [~Pawlac@x5f70b879.dyn.telefonica.de] has joined #OpenApoc 08:37 -!- kkmic [~chatzilla@unaffiliated/kkmic] has joined #OpenApoc 09:38 -!- nadir [uid134094@gateway/web/irccloud.com/x-bzukppqbnfbtkpjw] has quit [Quit: Connection closed for inactivity] 09:56 -!- Pawlac_1 [~Pawlac@x5f708c96.dyn.telefonica.de] has joined #OpenApoc 10:00 -!- Pawlac [~Pawlac@x5f70b879.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 10:12 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:47 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 12:03 -!- nadir [uid134094@gateway/web/irccloud.com/x-lxblvarfnxvlerek] has joined #OpenApoc 12:13 -!- pagurus [~user@pD950FBE0.dip0.t-ipconnect.de] has joined #OpenApoc 14:32 -!- You're now known as JonnyH 14:41 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 15:01 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 15:01 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vaQfW 15:01 < openapoc-git> OpenApoc/master 82c7d8c Jonathan Hamilton: Update translations - pull all strings into one file 15:01 < openapoc-git> OpenApoc/master 99e70c5 Jonathan Hamilton: Remove unused file... 15:01 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 15:22 -!- You're now known as JonnyH`Work 15:59 -!- Kaljakoppa_off is now known as Kaljakoppa 16:42 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 16:42 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vaQub 16:42 < openapoc-git> OpenApoc/master 4dae271 Jonathan Hamilton: Remove travis 'make test' target... 16:42 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 16:51 -!- Solarius [~Solar@public-gprs359954.centertel.pl] has joined #OpenApoc 17:14 -!- Solarius [~Solar@public-gprs359954.centertel.pl] has quit [Read error: Connection reset by peer] 17:14 -!- Solarius [~Solar@public-gprs359954.centertel.pl] has joined #OpenApoc 17:18 -!- Skin36_ [~Skin36000@212.96.109.28] has joined #OpenApoc 17:18 < Skin36_> hi 17:27 -!- Skin36_ [~Skin36000@212.96.109.28] has quit [Ping timeout: 244 seconds] 17:32 -!- Skin36_ [~Skin36000@212.96.109.28] has joined #OpenApoc 17:32 < Skin36_> hi 17:33 <@JonnyH`Work> hi Skin36_ 17:34 < Skin36_> I was a little wrong with offsets 17:34 < Skin36_> the compiler did not link the beginning of array 17:35 < Skin36_> sprites 17:36 < Skin36_> http://f4.s.qip.ru/tfn6TLY7.png 17:36 < Skin36_> projectile with a tail 7 17:37 < Skin36_> http://f1.s.qip.ru/tfn6TLY6.png 17:37 < Skin36_> http://f4.s.qip.ru/tfn6TLY8.png 17:38 < Skin36_> all correct 18:29 -!- Colombo [~colombo@124.197.25.143] has joined #OpenApoc 18:31 -!- Solarius [~Solar@public-gprs359954.centertel.pl] has quit [Ping timeout: 244 seconds] 18:41 <@JonnyH`Work> Skin36_: Cool, make sure you update the forum 18:41 <@JonnyH`Work> I can't spare much time today myself 19:04 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:24 -!- Colombo [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:38 -!- Skin36_ [~Skin36000@212.96.109.28] has quit [Ping timeout: 244 seconds] 20:06 -!- Kaljakoppa is now known as Kaljakoppa_off 20:28 <@JonnyH`Work> I should throw some cjk/right-to-left languages at my i18n code and see what sticks... 20:29 <@JonnyH`Work> I'm thinking about shipping a unifont ttf or something as a glyph 'fallback', as the current solution (IE breaking if missing a glyph) isn't ideal 20:29 < SupSuper> cjk is easy. they don't even have spaces! 20:29 < SupSuper> rtl, on the other hand :p 20:29 <@JonnyH`Work> Or those weird unicode rtl switch codes... madness 20:30 < SupSuper> that's why you have ICU... oh right you threw it away 20:30 <@JonnyH`Work> #include seems to be the only point 20:30 <@JonnyH`Work> ICU doesn't do font _rendering_ 20:30 < SupSuper> it does the bidi algorithm though 20:30 < SupSuper> which comes down to "aaaaaaaaaaaaaaaaaaaaaa" 20:31 <@JonnyH`Work> It could be used for decomposition/normalization 20:31 <@JonnyH`Work> but we still did out own 'layout' - and not sure if we can (or should) do that with a lib 20:31 <@JonnyH`Work> as it'll probably start looking rather different from 'apoc' 20:36 < SupSuper> i don't think they do layout, just break strings into discrete segments and boundaries which you then handle on your own 20:37 < SupSuper> either way... even openxcom doesn't do rtl :p 20:37 <@JonnyH`Work> RTL for a 'whole' label wouldn't be bad 20:37 <@JonnyH`Work> but the switching codepoints? I don't even know what it should do... 20:39 < SupSuper> handling bidi isn't that hard. you get a bunch of words ("chunks") that you know the direction and px width of, then you then render each one, drawing its characters ltr or rtl accordingly 20:40 < SupSuper> the messy business is figuring out all those ltr/rtl chunks, what with special directional codepoints, direction-neutral characters, etc 20:41 < SupSuper> don't ask me how i know all this :p 20:41 <@JonnyH`Work> OK, I'll just be left in the dark 20:42 < SupSuper> basically what you want a lib for is this: https://en.wikipedia.org/wiki/Bi-directional_text 20:42 < SupSuper> because it's nuts 20:43 <@JonnyH`Work> I think that chunking is done in pango on linux... 21:02 <@JonnyH`Work> Bah, every time I look at languages I just want to touch it less 21:07 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 21:13 < SupSuper> i think it's pretty good for now. a ttf fallback would probably solve most issues 21:14 <@JonnyH`Work> sdl_ttf doesn't seem to have a nuget package? 21:14 <@JonnyH`Work> That makes me a sad panda... 21:14 <@JonnyH`Work> vc140 version only? 21:15 < SupSuper> *shrug* 21:15 <@JonnyH`Work> TBH the 'BitmapFont' class is really dumb 21:15 <@JonnyH`Work> that *should* use the boost::locale (or pango, or icu, or whatever) breaking stuff to flow lines and kerning needs looking at 21:16 <@JonnyH`Work> But first on my list is fixing the last couple of SaveGame state regressions 21:16 <@JonnyH`Work> Then maybe Skin36's work on projectile rendering 21:17 < SupSuper> so are they really hardcoded pixels? 21:17 <@JonnyH`Work> hardcoded sprite lists 21:18 <@JonnyH`Work> there's a table of sprites 21:18 < SupSuper> some things never change :p 21:18 <@JonnyH`Work> and (TAIL_LENGTH) entries per (PROJECTILE_IMAGE) 21:19 <@JonnyH`Work> I could probably re-use my line drawing iterator from the collision code in screenspace to select the pixel centers 21:19 <@JonnyH`Work> it should all magically work 21:53 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 21:53 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/va7ih 21:53 < openapoc-git> OpenApoc/master 1ec7172 Jonathan Hamilton: Serialize vehicle equipment 21:53 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 21:55 <@JonnyH`Work> Well, that's one off the todo list :) 21:59 < SupSuper> am i gonna recognize the code when you're done? :p 22:00 <@JonnyH`Work> Just wait for when I rewrite it in haskell 22:00 * SupSuper shudders 22:00 <@JonnyH`Work> I mean *hopefully* thje serialization stuff should be relatively obvious 22:01 <@JonnyH`Work> and I think the 'flattening' of the data structures is better than having weird inheritance 22:01 <@JonnyH`Work> and allows more flexibility (Want a 'weapon' that gives you shields? Sure, why not!) 22:14 < SupSuper> hurray for blob classes 22:24 -!- pagurus [~user@pD950FBE0.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:26 <@JonnyH`Work> :D 22:26 <@JonnyH`Work> it's the least worst way I can think of 22:30 < SupSuper> don't you just love it when you can write 100 lines and they work without a hitch, but write 10 lines and nothing works? 22:40 < SupSuper> i must be blind 22:40 < SupSuper> what am i doing wrong here: http://hastebin.com/yopezoguwo.cpp 22:40 < SupSuper> it's supposed to copy one image onto another, "tile by tile". but... it's not. at all 22:43 <@JonnyH`Work> What's going wrong? 22:43 <@JonnyH`Work> Looks like it'll copy one 'line' then stop? 22:45 < SupSuper> it's only copying the last row of the source image onto the first row of the destination image 22:45 < SupSuper> i don't even know where to begin :p 22:50 < SupSuper> nm figured it out 22:53 <@JonnyH`Work> oh? 22:53 <@JonnyH`Work> http://sprunge.us/HNUF 22:53 <@JonnyH`Work> I tried to simplyfy it and it seems to print out sane stuff? 22:54 < SupSuper> void nextRect(SDL_Rect *rect, int w) 22:54 < SupSuper> { 22:54 < SupSuper> rect->x += rect->w; 22:54 < SupSuper> if (rect->x >= w) 22:54 < SupSuper> { 22:54 < SupSuper> rect->x = 0; 22:54 < SupSuper> rect->y += rect->h; 22:54 < SupSuper> } 22:54 < SupSuper> } 22:55 < SupSuper> the previous version went out of bounds once each row, which messed up the maths :p 22:55 <@JonnyH`Work> Aah, yes, :) 23:03 < SupSuper> boy that's gonna leave a mark on the gpu: http://i.imgur.com/xq1tsSQ.png 23:05 <@JonnyH`Work> ~2mb in a u8 texture 23:05 <@JonnyH`Work> Not bad? 23:07 < SupSuper> that's only japanese 23:07 < SupSuper> i... think? god i have no idea what i'm doing --- Day changed Wed Mar 23 2016 00:18 -!- Pawlac_1 [~Pawlac@x5f708c96.dyn.telefonica.de] has quit [Remote host closed the connection] 00:51 -!- You're now known as JonnyH`Away 01:27 -!- pagurus [~user@pD950FBE0.dip0.t-ipconnect.de] has joined #OpenApoc 01:42 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 02:31 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 02:31 < openapoc-git> [OpenApoc] JonnyH pushed 4 new commits to master: https://git.io/va5nf 02:31 < openapoc-git> OpenApoc/master 0dda03c Jonathan Hamilton: WIP re-adding missions since SaveGame rework 02:31 < openapoc-git> OpenApoc/master 53646a3 Jonathan Hamilton: Fix extracted vehicle sprite directions... 02:31 < openapoc-git> OpenApoc/master f8388ac Jonathan Hamilton: Use Vehicle direction instead of having a TileObject copy... 02:31 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 03:16 -!- pagurus [~user@pD950FBE0.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 03:28 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 250 seconds] 04:35 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:34 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 05:34 < openapoc-git> [OpenApoc] JonnyH pushed 4 new commits to master: https://git.io/va5zr 05:34 < openapoc-git> OpenApoc/master ebf1de5 Jonathan Hamilton: Reserve correct TileMap 'tiles' size at construction... 05:34 < openapoc-git> OpenApoc/master 3f61a80 Jonathan Hamilton: Avoid copying quite so many UStrings in the serialization code... 05:34 < openapoc-git> OpenApoc/master b05e0c0 Jonathan Hamilton: Fix apocfont error print if multiple codepoints... 05:34 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 07:24 -!- Pawlac [~Pawlac@x5f708c96.dyn.telefonica.de] has joined #OpenApoc 07:57 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 08:28 -!- nadir [uid134094@gateway/web/irccloud.com/x-lxblvarfnxvlerek] has quit [Quit: Connection closed for inactivity] 09:36 < kkmic> 1k+ commits... yay! 10:20 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:21 < Skin36> yay! 11:40 -!- sf{bad_alloc} [~sf@46.39.228.10] has joined #OpenApoc 11:43 < sf{bad_alloc}> why do all these android devices tend to be so underpowered and/or have a really not nice OpenGL implementation? 11:45 < sf{bad_alloc}> looks like it takes me a nice 1 ms to unmap+unbind+draw+bind for two triangles 11:46 < sf{bad_alloc}> on the other hand, well, looks like drawing the whole city takes about 8ms... 11:48 < sf{bad_alloc}> (except that it happens during that unmap+unbind+draw+bind thingy, so there's a flush there somewhere) 11:49 < sf{bad_alloc}> at least it runs fairly fast even in visual studio with debug on my intel card... 12:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-xkrpynaxclqxsnvo] has joined #OpenApoc 12:21 < sf{bad_alloc}> ...still, looks like there's a lot of stuff going on during the frame rendering (I've tried only rendering the "cache-friendly" stuff - city, etc - and the trace looks somewhat weird) 12:47 -!- pagurus [~user@iget7.et.uni-magdeburg.de] has joined #OpenApoc 12:52 -!- sf{bad_alloc} [~sf@46.39.228.10] has quit [Quit: sf{bad_alloc}] 12:54 -!- pagurus [~user@iget7.et.uni-magdeburg.de] has quit [Remote host closed the connection] 12:55 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:31 -!- kkmic [~chatzilla@unaffiliated/kkmic] has quit [Quit: ChatZilla 0.9.92 [Firefox 45.0/20160304114926]] 14:35 -!- pagurus [~user@iget7.et.uni-magdeburg.de] has joined #OpenApoc 14:37 -!- You're now known as JonnyH 14:39 -!- nadir [uid134094@gateway/web/irccloud.com/x-xkrpynaxclqxsnvo] has quit [Quit: Connection closed for inactivity] 14:40 -!- pagurus [~user@iget7.et.uni-magdeburg.de] has quit [Remote host closed the connection] 14:40 -!- pagurus [~user@141.44.57.7] has joined #OpenApoc 14:47 -!- sf{bad_alloc} [~Alexey@46.39.228.10] has joined #OpenApoc 14:48 <@JonnyH> hi sf{bad_alloc} 14:49 <@JonnyH> Possibly related - a lot of the time for mobile gpus we're BW limited 14:49 <@JonnyH> so the 'cost' of doing a simple clear seems the same as a 'complex' shader 14:49 <@JonnyH> (Though reading textures etc. adds to this, depends on the tex cache too) 14:49 < sf{bad_alloc}> BW as in texture throughput? 14:50 <@JonnyH> BW as in textures in / pixels out 14:50 <@JonnyH> We 'share' the same memory bus to DDR as the cpu 14:50 <@JonnyH> and in the lpddr implementations that's often not much to get round 14:52 < sf{bad_alloc}> well, to be fair, if I disable *everything* but the cached drawing (so the map stays, but everything deemed "too large" is gone), I still get 120-140 ms per frame 14:53 < sf{bad_alloc}> and the draw call seems to take something like 8 ms 14:53 <@JonnyH> So that probably means it takees ~8ms for the cpu to generate the command buffers 14:53 <@JonnyH> the GPU probably starts working on it, but doesn't wait for that until the next weap? 14:54 <@JonnyH> s/wrap/swap/ 14:55 < sf{bad_alloc}> well, 8ms is from the "cached" -> "immediate" test: "cached" takes almost no time, then "immediate" takes 8ms to complete - because I'm switching programs and changing state, forcing a flush 14:55 <@JonnyH> My god windows is bad at memory allocation... 14:56 <@JonnyH> I wasn't looking at serializeIn performance, as it takes like ~1/10 of a second on linux, even on debug 14:56 <@JonnyH> but the _release_ windows version throughh msvc takes ~50 seconds! 14:56 <@JonnyH> wtf 14:56 < sf{bad_alloc}> at least it draws stuff fast on my pc :v 14:57 <@JonnyH> "If I throw a 95watt i7 at it I don't have the same problems as a 2watt mobile device" 14:58 <@JonnyH> now my big RewriteEverythingForSavedGames has finished I might hve a bit more time to look at other stuff again 14:58 <@JonnyH> *maybe* :P 14:58 <@JonnyH> If I don't just continue with 'more' stuff 14:58 < sf{bad_alloc}> well, to be fair, that same 2watt mobile device is almost as slow at loading stuff as windows release in msvc :v 14:58 <@JonnyH> The stuff I pushed last night sped it up by like ~2x on windows 14:59 < sf{bad_alloc}> time to rebase! 14:59 <@JonnyH> *just* the game loading 14:59 <@JonnyH> not drawing 15:02 < sf{bad_alloc}> still a nice boost, faster cityscape leads to faster traces 15:03 < sf{bad_alloc}> anyway, do we by any chance do anything "expensive" in the cityscape rendering (beside the actual rendering commands)? 15:03 <@JonnyH> Not the rendering 15:04 <@JonnyH> but often the update loop doing path finding & collision detection isn't trivial 15:04 <@JonnyH> still quite a bit less than the rendering in my tests, but non-zero 15:04 < sf{bad_alloc}> still, it's separated in the traces, and looks like about 15-20 ms 15:04 < sf{bad_alloc}> which looks manageable 15:05 <@JonnyH> And that's an extreme version - it's likely you won't have all vehicles out all the time constly firing guns :) 15:10 <@JonnyH> For now you could probably test with 'zero' vehicles 15:10 <@JonnyH> get the batching working well for the city tiles 15:10 <@JonnyH> as the batch switching is something that can be improved (sharing texture atlases etc.) 15:10 < sf{bad_alloc}> care for a trace? 15:11 <@JonnyH> but if ths HW _cannot_ draw 720p worth of citymap tiles... 15:11 <@JonnyH> We might be stuck, no matter how 'efficiently' we submit them 15:11 < sf{bad_alloc}> right now I'm caching/batching everything (EVERYTHING) that's the same image type and is coming sequentially 15:11 < sf{bad_alloc}> https://yadi.sk/d/e_SUVVHrqRG9a 15:12 < sf{bad_alloc}> so if there's a loop pumping out rgbimages, they're all going into one batch, with the same texture and everything 15:12 < sf{bad_alloc}> and are drawn with a single draw call 15:12 <@JonnyH> RGB or Palette images? 15:12 < sf{bad_alloc}> both, actually 15:12 <@JonnyH> Palette is qutie a bit more efficient IIRC 15:12 <@JonnyH> like 1/3 the bw (1/4 + palette) 15:12 < sf{bad_alloc}> yeah, meant palette 15:13 <@JonnyH> RGBImage should only be the UI? 15:13 < sf{bad_alloc}> but actually they are both batched in the same batch 15:13 < sf{bad_alloc}> and rendered with a single draw call 15:13 <@JonnyH> Maybe attach whatever qcomm trace tools and see if you're shader/texture/pixel write bound? 15:14 < sf{bad_alloc}> (so yeah, there's some branching in a shader) 15:14 <@JonnyH> branch == both are always run :) 15:14 < sf{bad_alloc}> no dynamic branching for me? 15:15 <@JonnyH> No, not on GPUs 15:16 <@JonnyH> the way they (mostly) work is a block of shaders (SMX for nvidia, CU for amd, USSE for us) *must* be running the same instruction 15:16 <@JonnyH> so for a block of 32/64 pixels must always run the same shader 15:16 <@JonnyH> and if any single one of those hits any branch all must 'take' the branch (then discard the result) 15:17 <@JonnyH> some architectures can 'optimise' it away if *none* hit the branch 15:17 <@JonnyH> many don't bother 15:21 -!- nadir [uid134094@gateway/web/irccloud.com/x-gjtdzvhkyakiackj] has joined #OpenApoc 15:23 <@JonnyH> Anyway, off to work 15:23 -!- You're now known as JonnyH`Work 15:24 < sf{bad_alloc}> looks like I'll have to reboot to get the actual profiling data... (decided to "update" the ndk package on windows -> stuck with some broken tools) 15:26 < sf{bad_alloc}> (seriously, it's like no one at google even bothers to look at the state of their own toolkit... do they even use their own stuff?) 15:27 -!- sf{bad_alloc} [~Alexey@46.39.228.10] has quit [Read error: Connection reset by peer] 15:27 <@JonnyH`Work> We're currently fighting a problem where the clang checked-in to the M codebase generates bad code on x86_64 15:27 <@JonnyH`Work> like grade-A braindead code... 15:28 -!- sf{bad_alloc} [~sf@46.39.228.10] has joined #OpenApoc 15:29 <@JonnyH`Work> Like their default compiler now sometimes just causes everything to explode, madness... 15:34 < sf{bad_alloc}> all of 64 bit architectures are now officially broken 15:34 < sf{bad_alloc}> (they fail on numeric.cpp from boost in clang-3.8) 15:35 <@JonnyH`Work> I meam come on Google... 15:35 < sf{bad_alloc}> (that's not to even mention that their "gradle-experimental" can't find a toolchain without a version number - just what they ship in the ndk) 15:35 < sf{bad_alloc}> and they deprecate gcc while they're at it 15:36 <@JonnyH`Work> GCC still generated *much* better code than clang in many situations 15:36 <@JonnyH`Work> It's devirtualisation support is insane 15:36 <@JonnyH`Work> along with -fprofile-generate/-fprofile-use 15:36 <@JonnyH`Work> and -flto *actually working* :P 15:37 <@JonnyH`Work> Like I build openapoc with clang and the draw loop is like 1/3 the speed 15:37 <@JonnyH`Work> (that's why I devirtualised the renderer in the WIP/renderer2 branch - to try to avoid having to 'fix' that) 15:38 < sf{bad_alloc}> I'm not even talking about an IDE that wants no less than 8gb of memory just for OpenApoc + dependencies and _still_ can't fucking handle #include_next 15:40 -!- Kaljakoppa_off is now known as Kaljakoppa 15:40 <@JonnyH`Work> ...vim? :P 15:41 <@JonnyH`Work> Recommending vim is like you asking for a table, and me giving you a saw and a tree :P 15:43 < sf{bad_alloc}> I'm seriously considering it actually, after all the bullshit in the android studio 15:43 <@JonnyH`Work> We internally use our own build system, even for 'apps' 15:43 <@JonnyH`Work> just because trying to integrate with android is such a pain 15:44 <@JonnyH`Work> Adding stuff to the android system build isn't too bad (the Android.mk is cool)( 15:44 <@JonnyH`Work> but no help if you're not rebuilding the whole platform every time you change a library 15:45 < sf{bad_alloc}> oh, they've deprecated .mk files some time ago (you can still use them, of course, but you're gonna be jumping through hoops to get there) 15:46 < sf{bad_alloc}> AND it makes the whole "ide" thing not much better than a notepad when dealing with native code 15:46 <@JonnyH`Work> They convert them to ninja files using kati atm 15:46 <@JonnyH`Work> the output of that is pretty much the same thing in a slightly different format, functionally the same from my view 15:48 <@JonnyH`Work> my vim currently is usig 40mb ram 15:48 <@JonnyH`Work> which is large if you think about it :P 15:48 <@JonnyH`Work> Probably youcompleteme and other scripts... 15:49 < sf{bad_alloc}> I'm somewhat afraid to look at the indices size AS has built for itself over the course of several hours (and several OOM errors) 15:51 < sf{bad_alloc}> (okay, MAYBE I should've put boost and icu in separate projects) 15:51 <@JonnyH`Work> so? youcompleteme has indexed my whole /usr/include in that 40mb :P 15:52 <@JonnyH`Work> (Well, it does the heavy lifting to a file, and that's a few hundred mb :) 15:52 -!- Skin36_ [~Skin36000@31.180.217.127] has joined #OpenApoc 15:54 < sf{bad_alloc}> so far android studio ate ~1.4 gb of storage for its caches (that of course DON'T include .o files, that's per-project stuff) and indices 15:54 < sf{bad_alloc}> guess they use vim/emacs there as well 15:55 < Skin36_> forum update 16:02 <@JonnyH`Work> thanks Skin36_ 16:02 <@JonnyH`Work> I also imported the translation changes you mentioned, thanks! 16:26 < Skin36_> algorithm motion of projectiles you yourself can implement? 16:27 -!- sf{bad_alloc} [~sf@46.39.228.10] has quit [Quit: sf{bad_alloc}] 16:27 <@JonnyH`Work> I think so 16:27 <@JonnyH`Work> I think the line drawing is done in screenspace 16:27 <@JonnyH`Work> and we can project a direction vector into screenspace and use my line-drawing iterator to find the 'center' of each sprite 16:28 <@JonnyH`Work> Not too hard, but non-zero either 16:50 -!- sf{bad_alloc} [~Alexey@46.39.228.10] has joined #OpenApoc 16:51 < Skin36_> we have a big problem with the text. In ufopedia any text other than English is cut. And it does not depend on the glyphs. 17:27 < sf{bad_alloc}> profiler shows some 180 mb/s texture BW, a lot of cache misses (well, that's kinda expected) 17:27 <@JonnyH`Work> per frame? 17:28 < sf{bad_alloc}> per second, I believe 17:28 < sf{bad_alloc}> so 18 mb/frame 17:28 <@JonnyH`Work> so it's reaching 10fps then? 17:28 <@JonnyH`Work> 18mb isn't too bad - what's the res? 720p? 17:29 < sf{bad_alloc}> yeah, close to it (minus the softkeys) 17:30 < sf{bad_alloc}> but that's only the cityscape, and without the vehicles 17:30 <@JonnyH`Work> the full screen is ~4mb 17:31 <@JonnyH`Work> having a 3-4x overdraw is pretty good 17:31 <@JonnyH`Work> I doubt that's texture bw limited 17:31 <@JonnyH`Work> Is the shader core on 100%? Or is it cpu limited? 17:35 <@JonnyH`Work> lpddr3 at 32bit (probably the smallest you'll see) is around 4 gigabytes/sec 17:35 <@JonnyH`Work> so that's clearly not the bottleneck :P 17:39 < sf{bad_alloc}> sequential or random? okay, somehow measuring shaders busy percentage instantly crashes the app 17:39 < sf{bad_alloc}> ~quality tools~ 17:42 <@JonnyH`Work> sf{bad_alloc}: worse case 17:42 <@JonnyH`Work> 'best case' would be more like 6.4gbps 17:43 <@JonnyH`Work> for lpddr3 800mhz 32-bit wide 17:43 <@JonnyH`Work> and graphics /tends/ to be quite good for reading data in blocks 18:07 < sf{bad_alloc}> putting trace_fn in hot functions does not do me any favors in terms of trace size 18:08 < sf{bad_alloc}> still, it *seems* to be more reliable than any profiler so far 18:09 < Skin36_> display projectiles slightly different, maybe it's something like animation? 18:11 < sf{bad_alloc}> https://yadi.sk/d/KzzKaY8xqRXha 18:13 <@JonnyH`Work> chrome supports gzipping the trace files 18:13 <@JonnyH`Work> you *might* be able to do something clever like a thread runs in the background outputting a double-buffered trace buffer to a file (while the other is being written to) 18:13 <@JonnyH`Work> I just *really* wanted to ensure the tracer wouldn't block the running thread in any way 18:15 < sf{bad_alloc}> it's good enough as it is (though it requires explicit flush on android, because the libraries never get properly unloaded, and any non-local variable will not get properly destroyed) 18:17 < sf{bad_alloc}> (that is actually a nice source of bugs in OpenXcom for android - there are some vectors with options that are assumed to be empty at "startup", whereas they actually might not be) 18:20 < sf{bad_alloc}> I *really* don't like the look of all these empty spaces between the cacheImage calls - should try tracing the draw()s as well 18:22 < sf{bad_alloc}> though maybe it's just that I'm trying to be "clever" and only render visible objects, but am not actually clever enough 18:22 <@JonnyH`Work> If you only ever use TRACE_FN (and thus LOGGER_PREFIX) 18:22 <@JonnyH`Work> the strings are statically allocated in the rodata seciton 18:22 <@JonnyH`Work> so we could keep a const char* to that in the TraceEvent 18:22 <@JonnyH`Work> instead of a copy of the string 18:22 <@JonnyH`Work> (which might save a lot) 18:24 <@JonnyH`Work> and you might be able to reduce the EventType enum to a single bit (though with nothing to pack it with it'll be a byte) 18:24 <@JonnyH`Work> maybe use the top bit of uint64_t timeNS? 18:25 <@JonnyH`Work> Won't stop the output json being huge though :) 18:25 -!- pagurus [~user@141.44.57.7] has quit [Remote host closed the connection] 18:25 < sf{bad_alloc}> memory-wise? It's eating up memory for sure, but not *extremely* fast, so I have quite enough time to gather some data and exit the game nicely 18:25 < sf{bad_alloc}> (as opposed to getting oom-killed) 18:26 < sf{bad_alloc}> up to a couple of minutes on a fresh device restart :v 18:27 <@JonnyH`Work> Right, that quarters the size of the in-memory trace size for me :) 18:27 < sf{bad_alloc}> so, 8 minutes then? :> 18:28 <@JonnyH`Work> Could save another 8 bytes (64-bit here so from 48->40 bytes) by doing the bit packing for the enum 18:28 <@JonnyH`Work> Maybe another 8 by making the 'args' optional.. 18:29 <@JonnyH`Work> so from ~120 bytes or so (72 + the string length) 18:29 <@JonnyH`Work> to 40 18:29 <@JonnyH`Work> minimum I guess on 32 bit would be 16 bytes? 2x pointers (name, args) + uint64_t time 18:30 <@JonnyH`Work> so maybe ~5x max? 18:30 <@JonnyH`Work> If it's the size of output file you care about 18:30 <@JonnyH`Work> make the ~TraceManager() ostream pipe through gzip 18:31 <@JonnyH`Work> it compresses _really_ well :P 18:32 < sf{bad_alloc}> well, to be honest right now I care about the contents of the file, which really don't look particularly inspiring (90-110 ms to render an empty city) 18:32 <@JonnyH`Work> IF you can do fancy multithreading & trace pool 'swapping' you could probably write it out(compressed) live easily enough 18:32 < sf{bad_alloc}> it still updates for 10 ms, but that I can probably live with 18:32 <@JonnyH`Work> TRy playing with thge tread pool? 18:33 <@JonnyH`Work> On some platforms threading was a big win 18:33 <@JonnyH`Work> some... less so :P 18:34 < sf{bad_alloc}> tracing shows threadpool being used only during the load phase... I guess threading isn't there for the rest of the code? 18:35 <@JonnyH`Work> The collision detection is threaded 18:35 < sf{bad_alloc}> oh, just not in the trace then? 18:35 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:35 <@JonnyH`Work> errm...? 18:35 <@JonnyH`Work> City::update::projectiles->update in the trace 18:37 < sf{bad_alloc}> uh... how do we spend ~8-10ms in City::update::vehicles->update with no one flying in the city? 18:38 <@JonnyH`Work> Do they not launch? 18:39 < sf{bad_alloc}> I just don't add them 18:39 <@JonnyH`Work> so there shouldn't be any vehicles to update? 18:40 <@JonnyH`Work> Raather than vehicles existing, but not yet launched? 18:40 <@JonnyH`Work> Depending on the VehicleMission they could keep /trying/ to launch 18:40 <@JonnyH`Work> which includes attempting to find paths 18:41 < sf{bad_alloc}> https://github.com/sfalexrog/OpenApoc/blob/master/game/gamestate.cpp#L52 <- is this the only loop where the vehicles get added? 18:43 < sf{bad_alloc}> this one I've disabled, maybe there's some another place with vehicles? 18:44 <@JonnyH`Work> Aah, that's all changed :P 18:45 <@JonnyH`Work> as the SaveGame rework now serialized in a 'base' state, then starts it up 18:45 <@JonnyH`Work> like 117 loop also adds some xcom vehicles 18:45 <@JonnyH`Work> but they should have no 'mission' unless you give them one 18:45 < sf{bad_alloc}> I'm still pre-savegame 18:46 <@JonnyH`Work> I need to think how that'll interact w/android 18:46 <@JonnyH`Work> where to keep saves etc. 18:46 <@JonnyH`Work> Should they be backed up? 18:47 -!- pagurus [~user@pD950CA23.dip0.t-ipconnect.de] has joined #OpenApoc 18:47 < sf{bad_alloc}> I'd say "screw it, just go the easy route" and put them in a folder on an sdcard 18:47 <@JonnyH`Work> so.. currently it writes to $(pwd)/save.zip 18:47 <@JonnyH`Work> no 'file selection' yet 18:48 < sf{bad_alloc}> why not localdatadir/save.zip? or something like that 18:49 < sf{bad_alloc}> or maybe just make a userdir with configs and saves 18:49 <@JonnyH`Work> simplicity for testing more than anything, as I know it's going to be replaced 18:49 <@JonnyH`Work> physfs already exports a 'user-writable' config dir 18:49 <@JonnyH`Work> ~/.local/share/openapoc on linux 18:49 < sf{bad_alloc}> (better check if that's the case on android...) 18:49 <@JonnyH`Work> %appdata%/roaming/openapoc on windoes 18:50 <@JonnyH`Work> probably something terribly wrong on android... 18:50 <@JonnyH`Work> It's where we write openapoc.cfg 18:53 < sf{bad_alloc}> theoretically it should be at /data/data/package.name.from.java for small files, /sdcard/Android/package.name.from.java for anything relatively large (like data and cd.iso?) 18:54 < sf{bad_alloc}> right now I just let the user decide where he wants to put his data, because I don't really believe in system-specified paths :p 18:55 < sf{bad_alloc}> (I kinda want to know where my stuff is, even though I really really don't need it) 18:55 <@JonnyH`Work> but having a 'sane default' makes sense 18:55 < sf{bad_alloc}> ENV_EXTERNAL_STORAGE_DIR/openapoc 18:56 <@JonnyH`Work> I would expect cd.iso to be the only 'large' file 18:56 <@JonnyH`Work> the data is a few mb at most 18:56 <@JonnyH`Work> and will be very tightly bound to the .exe version 18:56 <@JonnyH`Work> so probably should be packaged with that 18:57 < sf{bad_alloc}> you gotta specify the .iso path anyway, I'm not moving it anywhere, storing the path instead (and injecting it at boot time) 18:59 < sf{bad_alloc}> actually, at the first start you have to specify where you want to keep your data and where the iso is located, subsequent boots will skip the configuration stage entirely 18:59 < sf{bad_alloc}> (much like openxcom... I guess that should count as "sane"?) 19:01 <@JonnyH`Work> no comment :P 19:01 <@JonnyH`Work> Really it should integrate into play services for the saved game state 19:01 <@JonnyH`Work> all the data should be in the .apk other than the iso 19:02 <@JonnyH`Work> which is the only thing we don't "own" - otherwise it'll be a secondary download through the market 19:02 < sf{bad_alloc}> it already is, actually 19:02 < sf{bad_alloc}> I'm packing the data folder into the assets, then unpack it when you specify the folder 19:03 <@JonnyH`Work> Then the apk should be added as a data source for the physfs backend 19:03 <@JonnyH`Work> and we can load them without unpacking? 19:03 < sf{bad_alloc}> doesn't really work like that 19:03 <@JonnyH`Work> :'( 19:04 <@JonnyH`Work> I know some of the .apk is extraced into /data 19:04 < sf{bad_alloc}> the best you can get is a Java stream which is not random-access 19:04 <@JonnyH`Work> if we can read the .apk it's just a zip... 19:05 < sf{bad_alloc}> SDL technically lets you have an SDL_RWops for an asset 19:05 <@JonnyH`Work> same with physfs, could could wrap AssetManager in some jni code to access through that 19:06 <@JonnyH`Work> re-implement IFile (framework/fs.cpp) for android? 19:07 <@JonnyH`Work> SDL_rwops aren't needed as we just pass IFiles to lodepng? 19:07 < sf{bad_alloc}> but its fseek implementation is just what you'd expect: read the stream for the required amount of bytes, stop; if we need to rewind, close the stream, reopen the stream, read until at the right place 19:07 <@JonnyH`Work> We don't rewind in our data loading :P 19:07 <@JonnyH`Work> the only 'random' access is the data extraction 19:07 <@JonnyH`Work> and you would run that as part of the build, not on device 19:08 < sf{bad_alloc}> well, maybe that *can* work, though, again, AssetManager would only provide you an InputStream 19:09 <@JonnyH`Work> We'll need to abstract the write stuff too, nothing does much writing (yet?) so it's just a mishmash of stdlib 19:09 <@JonnyH`Work> if you can implement a c++ std::istream with that it'll work 19:10 <@JonnyH`Work> you don't need to implement the seek stuff or rewind for the istream 19:19 < sf{bad_alloc}> basically, SDL2 handles it already: https://hg.libsdl.org/SDL/file/e12c38730512/src/core/android/SDL_android.c#l852 19:20 < sf{bad_alloc}> (huh, looks like it works with file descriptors as well! that's nice to have, I guess) 19:21 -!- nadir [uid134094@gateway/web/irccloud.com/x-gjtdzvhkyakiackj] has quit [Ping timeout: 240 seconds] 19:22 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has joined #OpenApoc 19:22 -!- mode/#OpenApoc [+o pmprog] by ChanServ 19:22 < sf{bad_alloc}> creation seems to be transparent as well: https://hg.libsdl.org/SDL/file/e12c38730512/src/file/SDL_rwops.c#l466 19:23 -!- nadir [uid134094@gateway/web/irccloud.com/x-ggtoexugvrnjrocl] has joined #OpenApoc 19:23 <@JonnyH`Work> hey pmprog 19:23 <@pmprog> Morning JonnyH`Work, he's things? 19:23 <@pmprog> *how's 19:24 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:24 <@JonnyH`Work> Good 19:24 <@pmprog> Glad to hear 19:24 <@JonnyH`Work> Merged a whole load of crazy saved game stuff to master 19:25 <@JonnyH`Work> so now you can keep your state and show your friends! 19:25 <@JonnyH`Work> It even first on a single floppy to make sharing that much easier 19:25 <@pmprog> Brilliant! 19:25 <@JonnyH`Work> You can even test it today! 19:25 <@pmprog> Great work 19:26 <@JonnyH`Work> 'save' in the in game options menu outputs 'save.zip' (file selection still TODO :) 19:26 <@JonnyH`Work> and load from the main menu restores it 19:27 < sf{bad_alloc}> androids are still being slow though (but maybe it's just that my devices are crappy/outdated) 19:27 <@pmprog> Sounds like a v1.0 is just around the corner ;-) 19:27 <@JonnyH`Work> I just need to re-add the support stuff 19:27 <@JonnyH`Work> Not sure if I should re-add the 'not correct' old version 19:28 <@JonnyH`Work> or try to do it properly now we know more about the tile data format.. 19:28 <@JonnyH`Work> And Skin36_'s done a lot of work in figuring out how the 'real' projectiles are rendered 19:28 <@JonnyH`Work> enough so we can probably implement it today :D 19:29 <@pmprog> Nice work Skin36! 19:32 <@JonnyH`Work> I think that'll be a big thing, as it clearly doesn't look "right" 19:33 <@pmprog> The closest thing I've got to development was uploading a more recent video of my JANE game/engine, which I haven't even developed for months :) 19:33 <@JonnyH`Work> Ooh, videos, that's not something I've looked at in a while... 19:34 <@JonnyH`Work> I suppose saying "Now we can save! And it looks /exactly/ the same as before" doesn't sound too fancy 19:35 <@pmprog> :) But still progress... I'll post to facebook 19:37 <@JonnyH`Work> and looks like the trace buffer isn't always flushed on linux either.. 19:37 <@JonnyH`Work> I got truncated json 19:37 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 19:37 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vabLS 19:37 < openapoc-git> OpenApoc/master bb1f06d Jonathan Hamilton: Explicitly flush trace buffer on exit... 19:37 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 19:38 <@JonnyH`Work> (that also makes the output slightly smaller by removing the 'args' key if there are no args supplied) 19:38 <@pmprog> Wow, already got a like on the news post! 19:38 <@pmprog> Almost like they were waiting for it :D 19:39 <@JonnyH`Work> It hasn't even come up on my notifcations :P 19:39 <@JonnyH`Work> That's fast 19:39 <@JonnyH`Work> (or a bot :) 19:40 -!- Skin36_ [~Skin36000@31.180.217.127] has quit [Ping timeout: 240 seconds] 19:40 <@pmprog> I've also added you as an admin to the page 19:41 <@JonnyH`Work> Well, I *do* like abusing power... 19:41 <@pmprog> :D 19:41 <@pmprog> Don't wreck everything, I'll be back (hopefully) 19:41 -!- pmprog is now known as pmprog_afk 19:41 <@JonnyH`Work> oops... 19:41 <@JonnyH`Work> :P 19:45 * sf{bad_alloc} looks at the openapoc fb page, sees post about android port 19:46 < sf{bad_alloc}> well, that's gonna be playable in a couple of years, with much faster android devices :v 19:47 < sf{bad_alloc}> speaking of, maybe I should finally post on a forum (and eventually forget that the thread exists) 19:54 <@JonnyH`Work> The 'android device' on my desk is a intel i7 w/8gb ram 19:54 <@JonnyH`Work> and a plug in testchip 19:54 <@JonnyH`Work> I assume that'll run it ok :P 19:54 < sf{bad_alloc}> min sys requirements right here 19:55 <@JonnyH`Work> I dread to think what'll happen if you put an 84w i7 in a tablet body 19:55 <@JonnyH`Work> Last 10 seconds on battery 19:55 <@JonnyH`Work> and start glowing with heat by the end of that... 19:55 < sf{bad_alloc}> are there android devices that don't do that? :v 19:57 <@JonnyH`Work> the snapdragon 810? 19:57 <@JonnyH`Work> no... wait... 19:57 -!- pmprog_afk is now known as pmprog 19:58 <@pmprog> I've seen "gaming laptops" with desktop i7's in... Apparently they run for 20 minutes when not connected to the mains 19:59 < sf{bad_alloc}> also, intel's windows gl drivers are still weird: my current gles3 renderer can run with a gles3 or gl3.3 context (+TexStorage* extensions), and it produces images with different gamma values for gles and gl 20:00 <@JonnyH`Work> I have a 'laptop' a quad core i7 and radeon :P 20:00 <@JonnyH`Work> Lasts maybe ~2 hours actually doing stuff on it? 20:00 < sf{bad_alloc}> the only difference is a "primitive restart" thingy being fixed index on gles3, explicit on gl3.3 20:01 <@JonnyH`Work> Honestly, with the intel windows drivers *anything* could happen 20:01 < sf{bad_alloc}> even nvidia's drivers act much better 20:02 < sf{bad_alloc}> (not even flipping the image, surprisingly enough) 20:03 <@JonnyH`Work> naa, that's an attempt at a 'bug fix' for some games 20:03 <@JonnyH`Work> hence it being 'fixed' if you rename the exe to quake3.exe :P 20:04 <@JonnyH`Work> At least I assume so :P 20:04 <@pmprog> Surely the dev who managed to render his screen upside down must have got fired 20:04 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 20:04 <@pmprog> I'd be otherwise upset 20:04 <@JonnyH`Work> There's a non-zero chance that 'old' drivers did it wrong 20:04 <@JonnyH`Work> so when the games were being developed they looked right 20:05 <@pmprog> Oh, okay, as crazy as it sounds 20:05 <@pmprog> Getting a lot of feedback on the save post, must be a well enjoyed feature of XCOM games :-) 20:05 <@JonnyH`Work> driver engineer: "Looks fine to me!" http://i.imgur.com/kCXwgqA.jpg 20:06 < sf{bad_alloc}> fwif renaming openapoc.exe to quake3.exe just outright crashes the game 20:06 <@JonnyH`Work> hah, probably hits some other 'optimisation' for quake3 then 20:06 <@pmprog> try doom2.exe 20:06 <@JonnyH`Work> doom2 was pre-glquake right? 20:06 < sf{bad_alloc}> maybe it doesn't expect quake to create a gles3 context :p 20:07 < sf{bad_alloc}> pre-gl-for-simple-human-beings rather 20:07 <@JonnyH`Work> I normally use ID titles for those kinds of crazy-workarounds 20:07 <@JonnyH`Work> as they /tended/ to do things *right* 20:07 <@JonnyH`Work> and work with driver companies to fix them it not, instead of doing weird things in their app 20:07 < SupSuper> or rather they were the *only* ones that cared about gl :p 20:07 <@JonnyH`Work> I suppose :P 20:07 <@JonnyH`Work> Outside of mobile at least 20:08 <@JonnyH`Work> and those drivers are a clusterf**ck 20:13 < sf{bad_alloc}> mobiles are even more fun since they tend to not be updated - at least, not nearly as often and effortlessly as on desktops 20:14 < sf{bad_alloc}> sometimes my n4 would just flat-out refuse to draw *anything*, complaining about swapBuffers call 20:14 < sf{bad_alloc}> a couple of restarts later everything is fine 20:14 <@JonnyH`Work> Then again the number of times I see a post saying "Don't update your drivers - it break X,Y,Z!" on desktop... 20:14 <@pmprog> Has anyone looked at the Wileyfox phones? I was tempted in getting the Swift 20:15 <@JonnyH`Work> snapdragon410 - still beholden to qcomm for driver updates... 20:15 <@JonnyH`Work> Though see how the adreno reveng is working on mesa :P 20:16 < sf{bad_alloc}> swift the language? :p 20:16 <@JonnyH`Work> swift on android? 20:16 < sf{bad_alloc}> basically, the rule of thumb in the android world is "just use a nexus" 20:16 <@JonnyH`Work> My n5x keeps killing it's bluetooth... 20:16 <@pmprog> http://www.amazon.co.uk/Wileyfox-Swift-Dual-SIM-Free-Smartphone/dp/B014UUQUAO/ref=sr_1_2?ie=UTF8&qid=1458764198&sr=8-2&keywords=wileyfox+swift 20:17 <@pmprog> It runs CyanogenOS... 20:17 <@pmprog> which is kinda like Android :) 20:17 <@JonnyH`Work> so does my nexus :P 20:17 <@JonnyH`Work> well, aosp/cyanogenmod 20:17 < sf{bad_alloc}> "dual sim-free smartphone" 20:18 < sf{bad_alloc}> something in this phrasing seems odd 20:18 <@JonnyH`Work> is that even fewer sims than a single sim-free smartphone? 20:19 <@pmprog> :) It has two sim card slots, rather than one 20:19 < sf{bad_alloc}> right now adreno320 is running openapoc at about 8fps, maybe 10fps; I don't even want to think what would happen on 306 (which should be somewhat slower) 20:19 <@JonnyH`Work> And presumably they wanted to show it's not locked? 20:20 <@JonnyH`Work> sf{bad_alloc}: I'm still not sure it's GPU bound there... 20:20 <@JonnyH`Work> so an adreno 320 with a FOMGFAST_CPU may be better 20:20 < sf{bad_alloc}> right now it's everything-bound for me 20:22 <@JonnyH`Work> So what have we learned today about performance on mobile... 20:22 <@JonnyH`Work> We don't know what the bottleneck is 20:22 <@JonnyH`Work> and the profile tools are awful :P 20:22 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 20:22 < sf{bad_alloc}> so, nothing new? 20:23 <@JonnyH`Work> :) 20:23 <@JonnyH`Work> If you had a powervr system... You could discover how awful our tools are too! 20:24 <@JonnyH`Work> We integrate basic stats into systrace though, so you could at least see gpu vertex/fragment load at the same time as cpu load... 20:24 <@JonnyH`Work> anything fancier than that you have to use some crazy overdone GUI app that we in engineering avoid like the plague 20:25 < sf{bad_alloc}> oh, cpu load is easy :v 20:25 <@JonnyH`Work> But it'll be miuch more useful to map that to GPU load on a per-render basis 20:25 <@JonnyH`Work> if you replace the trace.h with systrace that'll appear too 20:26 <@JonnyH`Work> (IT's the same 'format' as systrace output actually, just internally managed :) 20:30 < sf{bad_alloc}> like that? https://yadi.sk/i/pKUEH1sBqRhKC 20:30 < sf{bad_alloc}> (actually, gpu looks majorly underutilized, with occasional 100% spikes) 20:31 <@JonnyH`Work> Yeah, that doesn't look gpu bound 20:31 < sf{bad_alloc}> cpu... probably accounts for all four cores, whereas it looks like we only use 1-2 at most 20:31 <@JonnyH`Work> Well, the renderer is single-threaded 20:32 <@JonnyH`Work> so if that's the bottleneck more cores won't help 20:32 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/tree/EXPERIMENTAL/threaded-renderer 20:32 <@JonnyH`Work> might help 20:32 <@JonnyH`Work> so the renderer is on a separate thread 20:32 <@JonnyH`Work> but that just means things other than rendering won't be blocked 20:32 <@JonnyH`Work> not that the render is faster :P 20:32 <@JonnyH`Work> goto vulkan 20:33 <@JonnyH`Work> More likely trying to figure out why the qcomm driver doesn't like the current batching primitives and try to find a use pattern it likes 20:34 <@JonnyH`Work> vulkan is like saying "my old 2cv won't go up this hill" so you replace it for a f1 car 20:34 <@JonnyH`Work> when a slightly more powerful car would have been fine 20:35 < sf{bad_alloc}> wonder how a "null" renderer would perform... 20:36 < sf{bad_alloc}> (finding the "exit" button would be a lot of fun!) 20:39 <@JonnyH`Work> just press esc? 20:39 <@JonnyH`Work> is that wired up on the android keyboard? 20:40 <@JonnyH`Work> If you wnat to be sneaky 20:40 <@JonnyH`Work> drawing the RGBImages 20:40 <@JonnyH`Work> but no palette images 20:40 <@JonnyH`Work> will draw the UI and no city :P 20:42 < sf{bad_alloc}> now where did I put my usb host cable... 20:45 < sf{bad_alloc}> damn, doesn't look like my n4 can see the keyboard (pretty sure I've ended up with a non-usb-host kernel) 20:45 <@JonnyH`Work> usb OTG is annoying... 20:45 <@JonnyH`Work> Tried a BT keyboard? 20:46 < sf{bad_alloc}> the one I have has a weird "home screen" button where the esc should have been (granted, I could just remap the button, but still) 20:47 <@JonnyH`Work> Setup another key too? like 'q' or something not otherwise used? 20:47 <@JonnyH`Work> Do we get SDL key events for 'back' etc.? 20:48 < sf{bad_alloc}> I believe we should, but probably some dark magic might be required (case in point: back button was used in OpenXcom for soldier turning before I did something and broke it) 20:48 <@JonnyH`Work> ..Does writing to /sys/kernel/debug/tracing/trace_marker show up in android systrace? 20:49 * JonnyH`Work wonders... 20:49 <@JonnyH`Work> soldier turning? Heh :P 20:49 <@JonnyH`Work> Add a 'hard mode' that randomises your key bindings and mouse mapping every start 20:51 < sf{bad_alloc}> actually, soldier turning was (in a way) what caused the OpenXcom port to crash - and what ultimately led me to work on it :p 20:51 <@JonnyH`Work> Seems like an odd thing to be platform specific... 20:51 < SupSuper> well it's a right-click... 20:52 < sf{bad_alloc}> long story short, page added handling finger events at some point, and was using those to detect swipes 20:53 < sf{bad_alloc}> if the origin of the swipe was the currently selected soldier, it'd be interpreted as a "look at" command 20:53 < sf{bad_alloc}> effectively "right-clicking" at the place where the swipe ended 20:54 < sf{bad_alloc}> except that if there was no selected soldier, the game would access a null pointer and crash 20:54 <@JonnyH`Work> man, realtime using an awkward touchscreen interface is going to suck... 20:55 < sf{bad_alloc}> so every openxcom run back then was a "no losing people to reaction fire challenge" thing 20:56 < sf{bad_alloc}> yeah, realtime stuff on touchscreens is something in a long list of what I don't believe in :v 20:56 <@JonnyH`Work> Bullet hell often works quite well :) 20:57 < sf{bad_alloc}> can't really imagine how: you're either blocking the hitbox with your finger, or "pushing" on-screen buttons, never sure enough if your touch is registered or not 20:58 <@JonnyH`Work> The 'best' ones I've seen is it acts as a relative things over whole screen 20:59 <@JonnyH`Work> there's normally a rather silly dead area with scores etc. you can use 20:59 <@JonnyH`Work> might be difficult on non-tablets though 20:59 < sf{bad_alloc}> like a "virtual joystick" where the origin point is where you originally pressed? 20:59 < sf{bad_alloc}> or a touchpad 21:00 <@JonnyH`Work> touchpad 21:00 <@JonnyH`Work> but you lift off and put down the finger somewhere else it doesn't move 21:00 <@JonnyH`Work> Like picking a mouse off a surface 21:01 <@JonnyH`Work> Actually I tried playing one on my nexus5 and the screen was kind a bit small to use dead areas properly... 21:03 <@pmprog> Right, I'm off. G'night 21:03 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has quit [Remote host closed the connection] 21:27 -!- sf{bad_alloc} [~Alexey@46.39.228.10] has quit [Read error: Connection reset by peer] 21:31 -!- sf{bad_alloc} [~sf@46.39.228.10] has joined #OpenApoc 21:33 -!- sf{bad_alloc} [~sf@46.39.228.10] has quit [Client Quit] 22:06 -!- sf{bad_alloc} [~sf@46.39.228.10] has joined #OpenApoc 22:14 -!- Kaljakoppa is now known as Kaljakoppa_off 22:21 < sf{bad_alloc}> Okay, no draw calls, return at once: STILL 60-70 ms! 22:22 < sf{bad_alloc}> (I mean, the draw consists literally of a "return" statement, it shouldn't do shit) 22:26 < sf{bad_alloc}> https://drive.google.com/file/d/0B-nEU5c76Peucl9nU3dmSHlqS2c/view?usp=sharing 22:38 < sf{bad_alloc}> okay, looks like I've found that one weird trick to cut that render time in half 22:39 < sf{bad_alloc}> https://github.com/pmprog/OpenApoc/blob/master/game/tileview/tileview.cpp#L246 <- should read "for (auto &obj : tile->drawnObjects[layer])" 22:47 < SupSuper> this is why i don't like auto :p 22:51 < sf{bad_alloc}> yeah, std::map > >::iterator is much better :p 23:13 -!- pagurus [~user@pD950CA23.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 23:20 < sf{bad_alloc}> down to 80ms per rendering pass with all graphics enabled, still some unstable frame times though 23:27 <@JonnyH`Work> Programmers Hate You! 23:29 <@JonnyH`Work> That should jsut be copying an sp<> 23:29 <@JonnyH`Work> not exactly heavyweight? 23:30 < sf{bad_alloc}> maybe arms don't like atomics? 23:30 <@JonnyH`Work> then I should be worried about the other 500 billionty places I copy sp<>... 23:31 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 23:31 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vabdz 23:31 < openapoc-git> OpenApoc/master fdb6d36 Jonathan Hamilton: Apparently copying the sp here is costly?... 23:31 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 23:34 < sf{bad_alloc}> my guess is that since there's a lot of iterations in the loop, you'll probably not want to do anything that's not completely essential inside 23:35 <@JonnyH`Work> but a single atomic CAS should be relatively small compared to a Vec2 constrction, 2 fadds and how ever many indirect humps 23:41 < SupSuper> well it's no raw pointer 23:41 < SupSuper> the way performance works out is always kinda bizarre :p 23:47 <@JonnyH`Work> but there are like LOTS of sp<> copies as part of the renderer draw? 23:48 < sf{bad_alloc}> ...maybe I should rewrite some (most?) of them as raw pointers? 23:49 <@JonnyH`Work> or &ref if you know the lifetime 23:49 < sf{bad_alloc}> though it does sound strange 23:50 < sf{bad_alloc}> well, we don't expect an image to be dereferenced mid-draw, do we? 23:50 <@JonnyH`Work> Naa, they should never be decremented to zero during draw 23:57 < sf{bad_alloc}> https://drive.google.com/file/d/0B-nEU5c76PeuQU9DSDM5RjRvLVU/view?usp=sharing - a bit more tweaks, tried actually turning on -Ofast (not sure if it worked, though), removed screenPos creation in the loop (probably should create it once, modify as requested) --- Day changed Thu Mar 24 2016 00:29 -!- pagurus [~user@pD950CA23.dip0.t-ipconnect.de] has joined #OpenApoc 00:33 < sf{bad_alloc}> so... about 60-70 ms per frame with an empty city, GCC and (hopefully) working -Ofast. Cityview (tileview?) submits all of its data in about 20ms, after that it's mostly waiting for the draws to finish. A threaded renderer is probably the way to go. 00:51 -!- Pawlac [~Pawlac@x5f708c96.dyn.telefonica.de] has quit [Remote host closed the connection] 01:32 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 02:36 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 03:19 -!- pagurus [~user@pD950CA23.dip0.t-ipconnect.de] has quit [Ping timeout: 264 seconds] 03:50 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 08:11 -!- kkmic [~chatzilla@unaffiliated/kkmic] has joined #OpenApoc 09:48 -!- Pawlac [~Pawlac@x5f708c96.dyn.telefonica.de] has joined #OpenApoc 09:54 -!- Pawlac_1 [~Pawlac@x5f70a9ef.dyn.telefonica.de] has joined #OpenApoc 09:57 -!- Pawlac [~Pawlac@x5f708c96.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 11:03 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:58 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:21 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 14:17 -!- sf{bad_alloc} [~sf@46.39.228.10] has quit [Quit: sf{bad_alloc}] 14:28 -!- Kaljakoppa_off is now known as Kaljakoppa 15:39 -!- Skin36_ [~Skin36000@212.96.109.110] has joined #OpenApoc 16:16 -!- sf{bad_alloc} [~sf@46.39.228.10] has joined #OpenApoc 16:17 < sf{bad_alloc}> ...so I've tried compiling from upstream and there's a bunch of stuff I'm concerned about 16:19 < sf{bad_alloc}> 1) do I _need_ to recreate the difficulty rulesets after checking out? 16:21 < sf{bad_alloc}> 2) game keeps complaining about placing stuff with (small) negative Z values (landing phase?) 16:23 < sf{bad_alloc}> and of course the rebased version crashes upon startup on androids, though that looks like something I should be able to fix 16:25 < sf{bad_alloc}> (just in case, testing on fc23, g++ 5.3.1, should be x86_64) 16:35 < sf{bad_alloc}> um... so they're all going into (0; 0; 0) for some reason 16:41 <@JonnyH`Work> sf{bad_alloc}: No, you don't need to regenerate the rules unless you change serialize_gamestate.cpp 16:42 <@JonnyH`Work> and that looks like a bug w/fp precision, sometimes (0.001 - 0.001) is less than zero :P 16:42 <@JonnyH`Work> I should clamp that before testing 16:42 < sf{bad_alloc}> somehow persists even if I clamp to 1e-7 16:43 < sf{bad_alloc}> ...I mean, set to zero if std::abs(value) < 1e-7 16:43 <@JonnyH`Work> It might also be on x/y in min/max for projectiles 'falling' out the side of the map 16:43 <@JonnyH`Work> on the same tick they're destroyed for being out of bounds, they might warn ... 16:43 < sf{bad_alloc}> anyway, what's more curious is why the hell do they all move to (0, 0, 0)? 16:44 <@JonnyH`Work> That was a testing mission I left in.. is it still doing that :$ 16:45 <@JonnyH`Work> they *should* go to random buildings... 16:45 <@JonnyH`Work> I'll look at that after work this evening 16:45 < sf{bad_alloc}> also, where are my sound effects? (maybe it's actually fedora doing stuff, looks like only music is playing at the moment) 16:46 < sf{bad_alloc}> although the buttons click fine 16:46 < sf{bad_alloc}> got tired of constant explosions? :v 16:48 < sf{bad_alloc}> okay, now some of them do fly around the city 16:49 < sf{bad_alloc}> time to test the savegame functionality, I guess? 16:53 <@JonnyH`Work> I'd be interested in how long the save game takes to save and load... 16:54 <@JonnyH`Work> And I've removed the sfx from the weapons 16:54 <@JonnyH`Work> (well, I haven't moved the definition to the 'new' format... so the same as removed :) 16:57 < sf{bad_alloc}> ...and now my unzipper fails because of a random ENOENT (well, not exactly "random", it can't seem to unzip the languages properly) 16:57 <@JonnyH`Work> we don't zip the languages? 16:57 < sf{bad_alloc}> even with the call to mkdirs() before creating the output stream 16:58 <@JonnyH`Work> If you're talking about unzipping the saved game 16:58 <@JonnyH`Work> I think I'm playing a bit loose with the zip spec 16:58 < sf{bad_alloc}> no, it's my java part 16:58 <@JonnyH`Work> heh :) 16:59 < sf{bad_alloc}> well, maybe I should stop zipping the whole data dir and just throw it into the assets (it's kinda redundant, since .apk is a zip archive anyway) 17:00 <@JonnyH`Work> zip the zips for MAXIMUM COMPRESSION 17:01 < sf{bad_alloc}> well, it kinda made sense at the time, since I thought I'd have to copy the assets somewhere anyway 17:01 < sf{bad_alloc}> might as well not fiddle with the AssetManager and just unzip the zip (which should be pretty straightforward, but apparently isn't) 17:06 < sf{bad_alloc}> okay, now I firmly believe there's something fishy going on 17:06 < sf{bad_alloc}> I can't even copy the data folder over mtp! 17:06 < sf{bad_alloc}> looks like it fails at about the same place 17:07 < sf{bad_alloc}> rip filesystem? :v 17:08 < sf{bad_alloc}> by the way, looks like vehicle positions are not saved 17:09 <@JonnyH`Work> hmm... they should be... 17:09 < sf{bad_alloc}> well, maybe they're not loaded then? :v 17:11 <@JonnyH`Work> "position" looks sane in gamestate/vehicles.xml 17:11 <@JonnyH`Work> Meh, I' 17:11 <@JonnyH`Work> ...I'll check it later too 17:13 < sf{bad_alloc}> https://drive.google.com/open?id=0B-nEU5c76PeuZFRJRkh1cW91UG8 17:13 < sf{bad_alloc}> my save.zip 17:14 < sf{bad_alloc}> (also, wow, 20 mb of XML files!) 17:14 <@JonnyH`Work> hmm.. have to 'request access' 17:14 <@JonnyH`Work> It's not the most efficient :) 17:14 <@JonnyH`Work> I could make it relative to the 'initial' state, which would save a lot 17:15 <@JonnyH`Work> but for a ~500kb zipped it's nice having it completely self-contained - you don't need the extracted data to load a save 17:15 < sf{bad_alloc}> https://drive.google.com/file/d/0B-nEU5c76PeuZFRJRkh1cW91UG8/view?usp=sharing (sorry, still not used to gdocs) 17:18 <@JonnyH`Work> still looks sane - everything outside a building at least has a position... 17:18 <@JonnyH`Work> hmm... might have something actually 17:19 <@JonnyH`Work> tileObject shouldn't have non-virtual getPosition() 17:19 <@JonnyH`Work> aah, yes, that's it, I'll try to fix it soon 17:20 < sf{bad_alloc}> android really IS the new windows: looks like a reboot fixed the error 17:21 <@JonnyH`Work> Honestly, that screams of bad hw drivers 17:21 <@JonnyH`Work> the linux kernel is *very* good at killing per-process resources etc. 17:22 < sf{bad_alloc}> probably should just start building aosp on my own at some point... 17:25 <@JonnyH`Work> It's easy enough to be honest 17:25 <@JonnyH`Work> We do it all the time :) 17:27 < sf{bad_alloc}> I've tried building android-x86 for a windows tablet (vivotab note 8), it _WAS_ kinda straightforward 17:28 < sf{bad_alloc}> didn't really get me too far though - couldn't manage to get i2c touchscreen to work, bay trail support for that sort of stuff was still under active development 17:29 < sf{bad_alloc}> also: looks like you're reading relative to the pwd... wonder if there's a way to patch mz to use physfs 17:30 < sf{bad_alloc}> (or maybe just compile physfs with zip support?) 17:30 <@JonnyH`Work> We already #include minizip for the saved game stuff 17:30 <@JonnyH`Work> We could enable the libz-compat api of that and avoid libz dependency for physfs' zip support... 17:31 <@JonnyH`Work> Not an issue on android though, as libz is part of the platform abi 17:31 <@JonnyH`Work> but windows was the reason I didn't just enable it by default... 17:32 < sf{bad_alloc}> it's just that you probably should prepend LocalDataPath to the path string 17:33 < sf{bad_alloc}> also, looks like physfs uses miniz? https://github.com/JonnyH/physfs-hg-import/blob/e0729cfa3fbb6c70c2e5a03793167f010405b786/src/archiver_zip.c#L18 17:35 < sf{bad_alloc}> though it opens zips as read-only 17:41 <@JonnyH`Work> IIRC physfs can't write to /any/ of it's packed formats 17:41 <@JonnyH`Work> that's why I did the save file zipping 'manually' 17:46 <@JonnyH`Work> hmm, I'm going to have to think about how to resolve that position issue 17:53 < sf{bad_alloc}> in other news: lto is still broken on androids (so no news, I guess?) 17:54 < sf{bad_alloc}> fails with "Selected processor does not support Thumb mode 'dmb ish'" 17:54 < sf{bad_alloc}> (as if I'm able to select thumb/arm with this "new and shiny" build system...) 17:57 <@JonnyH`Work> You should never need to specify thumb support manually - it's implied by it being armv7a 17:58 < sf{bad_alloc}> well, can I turn it off? 17:58 <@JonnyH`Work> Give -mno-thumb2? 17:58 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has joined #OpenApoc 17:58 -!- mode/#OpenApoc [+o pmprog] by ChanServ 17:58 <@JonnyH`Work> -marm? 17:58 <@JonnyH`Work> -march=cortex-a15 will probably work too 17:58 <@JonnyH`Work> as that says "Support everything that processor supports, and no more" 17:58 <@JonnyH`Work> hi pmprog :) 18:00 <@JonnyH`Work> maybe just restrict it to armv8 cores only... :P 18:02 <@pmprog> Morning 18:08 < sf{bad_alloc}> evenin'! 18:09 < sf{bad_alloc}> armv8 are broken for other reasons (mostly because of compilers not capable of proper 64-bit code generation) 18:10 < sf{bad_alloc}> ...and I don't have an armv8 near me anyway :p 19:04 <@pmprog> Bah, two hours wasted... Work today really killed all motivation for anything :( 19:17 <@JonnyH`Work> Bah, most of the last week 'wasted' 19:17 <@JonnyH`Work> I'm reverse engineering a customer platform because they refuse to give us the tools to use it properly -_- 19:19 <@pmprog> At least you're doing something... At work today, I think I wrote about 5 lines of code, enquired about more detail the next part and got a "I don't know"... 19:20 <@JonnyH`Work> One possible advantage to being in an office doing different stuff to everyone else 19:20 <@JonnyH`Work> For all they know I *should* be doing openapoc work :P 19:22 <@pmprog> :) 19:40 -!- Skin36_ [~Skin36000@212.96.109.110] has quit [Ping timeout: 248 seconds] 19:47 -!- pagurus [~user@pD950CD13.dip0.t-ipconnect.de] has joined #OpenApoc 19:48 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 20:08 < sf{bad_alloc}> tonight, in "how weird is really weird": getting crashes in Logger, of all places! 20:09 <@JonnyH`Work> The logger libunwind is a bit weird on some platforms 20:11 < sf{bad_alloc}> I still haven't done the libunwind thingy for android, unfortunately (had that thing in my bookmarks for months: http://blog.httrack.com/blog/2013/08/23/catching-posix-signals-on-android/) 20:12 < sf{bad_alloc}> but no, for some reason android didn't like LogInfo call at lines 129-130 at serialize.cpp 20:13 < sf{bad_alloc}> "didn't like" in a sense of "removing these lines allowed me to actually get to the cityscape screen" 20:17 < sf{bad_alloc}> it's not like I'm doing anything fancy there, either... I just pass the strings to __android_log_printf and __android_log_vprintf 20:18 < SupSuper> vargs shenanigans? 20:20 <@JonnyH`Work> 'caus stat.m_uncomp_size is a uint64 20:20 <@JonnyH`Work> and %u only expectes a 4-byte stack variable on 32-bit? :P 20:20 <@JonnyH`Work> Cast it to (unsigned int) first? 20:20 <@JonnyH`Work> TBH that'll probably kill any 32bit platform... oops :) 20:20 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:21 < sf{bad_alloc}> do I get banned for saying I liked the OpenXcom's iostream-like logs better? :v 20:22 <@JonnyH`Work> I would prefer some combination - IE boost's ::format 20:22 <@JonnyH`Work> where you still have format strings 20:22 <@JonnyH`Work> but the args are typesafe... 20:23 < SupSuper> sf{bad_alloc}: well that's only because i use streams everywhere 20:24 < SupSuper> it's not -like, it's literally a stream :p 20:24 < SupSuper> it can be ugly but at least i don't have to worry about vargs 20:24 <@JonnyH`Work> The real quesation is why did I remove __attribute((format)) in 2034328e? 20:25 <@JonnyH`Work> hnmmm.. probably doesn't work for non-const char * 20:26 < SupSuper> sf{bad_alloc}: btw how does android like "wstring"? i know some platforms don't like it, so i've been thinking of removing it from openxcom 20:26 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 20:26 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vapq1 20:26 < openapoc-git> OpenApoc/master 359efbf Jonathan Hamilton: Fix format string when sizeof(unsigned) != sizeof(uint64_t) 20:26 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 20:27 < sf{bad_alloc}> SupSuper: last time I've checked, worked just fine (better than wchar_t, anyway) 20:29 < SupSuper> it's kinda silly to be carrying 32-bit strings all over the place when i only really need it when *rendering* the text 20:29 < SupSuper> i dunno why that never occurred to me before :p 20:29 <@JonnyH`Work> sizeof(wchar_t) == 1 on non-windows 20:30 < sf{bad_alloc}> is it? 20:30 < SupSuper> i thought it was 16-bit on windows and 32-bit on linux? 20:30 < SupSuper> good thing we don't support emojis :p 20:32 <@JonnyH`Work> wait, no, it is 32bit :P 20:32 <@JonnyH`Work> on linux 20:32 < sf{bad_alloc}> yup, linux sizeof(wchar) == 4 20:32 <@JonnyH`Work> but still doesn't guarantee that a single codepoint is described by a single entry 20:32 < sf{bad_alloc}> android sizeof(wchar_t) == 1 on the other hand (but looks like it has something non-wchar_t-based for wstrings) 20:33 < SupSuper> in theory. but we've gotten all the way to CJK just with wchar's :p 20:33 <@JonnyH`Work> I might have been thinking of bionic :P 20:33 <@JonnyH`Work> It doesn't support any encoding but utf8 IIRC 20:33 < SupSuper> ucs-2 is good enough for anyone! 20:33 < sf{bad_alloc}> iirc bionic doesn't support anything but ascii :p 20:34 <@JonnyH`Work> Bionic just treats stuff as 'c-strings' - or null-terminated stream of bytes 20:34 < sf{bad_alloc}> (seriously, they didn't even have a sane locale.h until 21) 20:34 <@JonnyH`Work> which UTF8 complies with 20:34 <@JonnyH`Work> pff, they ship icu in the ndk 20:34 < sf{bad_alloc}> no they dont 20:34 < SupSuper> JonnyH`Work: i think that's linux's policy as well 20:34 < SupSuper> just assume every c-string is utf8 20:34 < SupSuper> since that's the default locale 20:35 <@JonnyH`Work> locale.h is so brain-dead that it's misleading to use it :P 20:35 < sf{bad_alloc}> at least I haven't seen it anywhere - it's in the system, but you can't link against it 20:35 < SupSuper> yeah we just roll our own 20:35 <@JonnyH`Work> Aah, we're a system lib... that's why we can use it I guess :P 20:35 <@JonnyH`Work> boost::locale backends into some weird win32 stuff on windows, icu on linux 20:36 <@JonnyH`Work> and while it uses c++ std::locale interface, the implementation is actually sane 20:36 < sf{bad_alloc}> yeah, and I'm building icu for boost::locale on Android :p 20:36 <@JonnyH`Work> in the way is actually implements something :) 20:36 < SupSuper> https://github.com/SupSuper/OpenXcom/blob/master/src/Engine/Language.cpp#L110 20:37 <@JonnyH`Work> but a wchar isn't a unicode codepoint :P 20:37 < SupSuper> shhhhhhhhhh 20:37 < sf{bad_alloc}> SupSuper: yeah, kinda familiar... I think I've tried using this when trying to build Python for Android (it actually uses/used some multibyte encodings somewhere) 20:37 < SupSuper> it is when we convert it :P 20:38 <@JonnyH`Work> SupSuper: it becomes /a/ unicode codepoint 20:38 <@JonnyH`Work> The /right/ one? That wasn't in the requirements... 20:38 < SupSuper> we just need it to match the font, which also goes through the same conversion so :P 20:38 <@JonnyH`Work> same here really, we just match a character stream against font strings 20:38 <@JonnyH`Work> If we did longest-first matching we could just treat them as bytes :P 20:39 < sf{bad_alloc}> ...and get empty buttons for russian locales :p 20:39 < SupSuper> but yeah i can probably just replace it with a uint32_t[] for rendering purposes 20:39 <@JonnyH`Work> Only 'caus you don't have a font setup! 20:39 < SupSuper> and not worry about what the particular platform defines 20:40 < SupSuper> the real fun part is when dealing with libs, because they all have their own ideas of what encoding is best 20:40 <@JonnyH`Work> I think I convert everything back to utf8 for sdl 20:40 <@JonnyH`Work> which then converts it back *again* to whatever the platform wants :P 20:41 < SupSuper> for example when dealing with system filepaths, they will be in the system encoding (utf8 in linux and latin-1 in windows) 20:41 <@JonnyH`Work> no, file paths in linux are not encoded 20:42 < SupSuper> unless you're using a win32 api which gives you whatever encoding you want, but means using win32 :P 20:42 <@JonnyH`Work> they are a stream of bytes where 0x00 and 0x2f are disallowed 20:42 < SupSuper> but then sdl decided "no, *all paths are utf8 always*" 20:42 < SupSuper> the end result is a random mishmash of encoding conversions, even when *avoiding* c's nasty locale stuff 20:42 < SupSuper> and somehow it all comes together 20:43 <@JonnyH`Work> You want a filename with a terminal bell control character? Sure! Vertical tab? Why not, makes sense. Backspace? I got you man 20:43 < sf{bad_alloc}> I *think* the only not-nice part about openxcom was https://github.com/sfalexrog/OpenXcom/blob/sdl2/src/Engine/CrossPlatform.cpp#L764 20:43 < SupSuper> and it's only used for logging :p 20:44 < sf{bad_alloc}> also for save/load screens :p 20:44 < SupSuper> well CrossPlatform.cpp is pretty much begging to be *not nice* 20:45 <@JonnyH`Work> we use localtime_r in our android hal... 20:45 <@JonnyH`Work> is there something we should know? 20:46 < SupSuper> it's probably the most precious piece of code in the whole game 20:46 < SupSuper> see i'll give win32 some credit there, you can do date/time in like 2 lines 20:46 < SupSuper> since vista anyways... 20:47 <@JonnyH`Work> maybe our strftime is ok ina way wcsftime isn't? 20:48 < sf{bad_alloc}> wcsftime on android is just a macro for strftime 20:49 < sf{bad_alloc}> strftime *should* work just fine, but you'd better always double-check all the structs 20:50 < sf{bad_alloc}> and the code that's commented out "kinda worked", I just had a bugreport for an older version and rewrote everything with wostrinstream anyway 20:51 < sf{bad_alloc}> also, copying ascii values to wchar_ts and hoping it's gonna be fine in the end :v 20:53 < SupSuper> always fun 20:54 < sf{bad_alloc}> I mean, these were just digits, right? right?.. 20:55 < sf{bad_alloc}> somehow the humanity tends to fail at a lot of stuff and requires all these failures to be preserved 20:58 < SupSuper> i love how win32's way of having 64-bit ints is a high/low 32-bit union 20:58 <@JonnyH`Work> *shudder* 20:58 < sf{bad_alloc}> shouldn't it break strict aliasing in some way? 20:59 < SupSuper> but ~~backwards compatiblity~~ 20:59 <@JonnyH`Work> Yup, but it's commonly done enough that a union is often treated specially in the aliasing opt passes 21:10 < sf{bad_alloc}> still wonder why enabling lto either outright fails to produce any code or produces a binary that fails with SIGILL... 21:11 <@JonnyH`Work> You using clang? 21:11 < sf{bad_alloc}> both gcc and clang fail 21:11 <@JonnyH`Work> hm... 21:11 < sf{bad_alloc}> clang produces a binary, but it's faulty 21:11 <@JonnyH`Work> good job ndk! 21:11 < sf{bad_alloc}> gcc fails with the "dmb ish" instruction 21:12 <@JonnyH`Work> That gcc failure is likely caused by the compiler being given different options to the linker 21:13 < sf{bad_alloc}> I'm passing -flto to both the compiler and the linker 21:13 <@JonnyH`Work> it has to have the same triple and any -m machine options the same too 21:13 < sf{bad_alloc}> but apparently there's still a bunch of options that I don't see 21:16 < sf{bad_alloc}> well, it's not like every google page mentioning ndk is plastered with "go away and use java instead" 21:16 <@JonnyH`Work> How do I build your android port anyway? 21:17 < sf{bad_alloc}> you _are_ getting https://github.com/sfalexrog/OpenApoc_android ? 21:19 <@JonnyH`Work> apparently building gradle requires gradle... 21:19 < sf{bad_alloc}> huh? it should download the version on its own 21:20 <@JonnyH`Work> Could not compile build file '/home/jonny/code/projects/OpenApoc_android/OpenApoc/build.gradle'. 21:20 <@JonnyH`Work> > startup failed: 21:20 <@JonnyH`Work> build file '/home/jonny/code/projects/OpenApoc_android/OpenApoc/build.gradle': 64: illegal rule @ line 64, column 5. 21:20 <@JonnyH`Work> def signingConf 21:20 <@JonnyH`Work> different version? 21:20 < sf{bad_alloc}> gradle-experimental plugin too new (I've been building against 0.4.0) 21:21 < sf{bad_alloc}> maybe it's about time to update... 21:23 <@JonnyH`Work> and it needs android-22 sdk? 21:23 < sf{bad_alloc}> yeah... and a weird version of support library 21:23 <@JonnyH`Work> cmake come back, all is forgiven! 21:25 <@JonnyH`Work> hmm. and android sdk updater fails to find some swt class 21:26 < sf{bad_alloc}> how did you manage that? 21:26 <@JonnyH`Work> >mfw http://simpsons.wikia.com/wiki/File:Cereal.gif 21:27 < sf{bad_alloc}> at least android studio is decent at that sort of stuff: it basically says something like "I can't do X! but press here and i'll fix it for you!" 21:28 < SupSuper> that's because jetbrains is awesome :p 21:28 <@JonnyH`Work> android studio appears to open a blank screen 21:28 < sf{bad_alloc}> beats me why they can't apply all these "fixes" (which are basically "download this part of the SDK") automagically 21:29 < sf{bad_alloc}> try using an oracle jdk, it sometime helps... 21:29 < sf{bad_alloc}> though openjdk works for me in fc23 (with some graphical glitches) 21:29 <@JonnyH`Work> with a splash that does that wonderful windows thing http://i.stack.imgur.com/1gveU.png 21:30 < SupSuper> is that xp? 21:30 <@JonnyH`Work> No, but the splash screen does the same thing over the 'blank' android-studio for me on linux :P 21:30 <@JonnyH`Work> using oracle-jdk8 21:32 < sf{bad_alloc}> okay, that's weird. DE? Window server? 21:32 < sf{bad_alloc}> any warnings/errors in the terminal? 21:32 < sf{bad_alloc}> Android Studio version? 21:32 <@JonnyH`Work> OpenJDK 64-Bit Server VM warning: ignoring option MaxPermSize=350m; support was removed in 8.0 21:32 <@JonnyH`Work> [ 14339] WARN - dea.updater.SdkComponentSource - Couldn't find existing SDK 21:32 <@JonnyH`Work> in the terminal 21:32 <@JonnyH`Work> xmonad wm 21:33 < sf{bad_alloc}> what's funny is that it worked just fine even on gnome+wayland 21:33 < sf{bad_alloc}> maybe something from gtk is missing? 21:34 <@JonnyH`Work> *shrug* everything else works fine... 21:34 <@JonnyH`Work> I did have to reset it's classpath though, it was looking in 'lib/x86_64' - which didn't exist 21:34 <@JonnyH`Work> 'lib64' did however, which is what I assume it meant... 21:44 -!- Netsplit *.net <-> *.split quits: sf{bad_alloc} 21:47 <@JonnyH`Work> Clearly I like in a bizarre mirror world where building the whole platform from scratch is significantly simpler than building a single app 21:51 -!- Netsplit over, joins: sf{bad_alloc} 21:52 <@JonnyH`Work> > Could not find com.android.support:appcompat-v7:22.2.1. 21:52 <@JonnyH`Work> Searched in the following locations: 21:52 <@JonnyH`Work> https://jcenter.bintray.com/com/android/support/appcompat-v7/22.2.1/appcompat-v7-22.2.1.pom 21:52 <@JonnyH`Work> so where do I get weird appcompat versions from? 21:56 < sf{bad_alloc}> weird stuff. Maybe try changing compile 'com.android.support:appcompat-v7:22.2.1' to compile 'com.android.support:appcompat-v7:+' in OpenApoc/build.gradle? 21:56 < sf{bad_alloc}> and compile 'com.android.support:support-v4:22.2.1' -> compile 'com.android.support:support-v4:+' as well 21:57 <@JonnyH`Work> Could not find any matches for com.android.support:appcompat-v7:+ as no versions of com.android.support:appcompat-v7 are available. 21:57 <@JonnyH`Work> :'( 21:57 < sf{bad_alloc}> sdk manager still not working? 21:58 <@JonnyH`Work> sdk-manager seemed to work 21:58 <@JonnyH`Work> and 'claimed' it installed the 22 sdk & build tools 21:58 < sf{bad_alloc}> you need to install "Android Support Repository" from extras 21:59 <@JonnyH`Work> it claims 23.2.1 is installed 21:59 <@JonnyH`Work> wait... is claims no sdk is installed now either... 22:00 < sf{bad_alloc}> try making a local.properties file in the project root 22:00 < sf{bad_alloc}> and put 22:00 < sf{bad_alloc}> sdk.dir=/path/to/android/sdk 22:00 < sf{bad_alloc}> ndk.dir=/path/to/android/ndk 22:00 <@JonnyH`Work> I've already had to set ANDROID_NDK_HOME 22:00 <@JonnyH`Work> it 'seemed' to detect the sdk 22:01 <@JonnyH`Work> as it whined it couldn't fine v22 22:01 <@JonnyH`Work> I installed it using the sdk-update-manager 22:01 <@JonnyH`Work> and it stopped whining about that 22:03 < sf{bad_alloc}> you could try changing appcompat-v7:22.2.1 to 23.2.1, but it's gonna complain about sdk version not high enough 22:04 <@JonnyH`Work> Could not find com.android.support:appcompat-v7:23.2.1. 22:04 <@JonnyH`Work> Or not :P 22:04 < sf{bad_alloc}> I'd still try and not rely on environment variables 22:04 <@JonnyH`Work> the sdk path seemed to be detected correctly 22:10 < sf{bad_alloc}> android list sdk --all ? 22:14 < sf{bad_alloc}> and then install "Local Maven repository for Support Libraries" 22:14 <@JonnyH`Work> does gradle use maven then? 22:14 < sf{bad_alloc}> as a package manager, I believe? 22:15 < sf{bad_alloc}> or, rather, a package repository 22:15 <@JonnyH`Work> it's doing stuff.. :) 22:15 <@JonnyH`Work> /home/jonny/code/projects/OpenApoc_android/OpenApoc/src/main/jni/SDL/src/main/android/SDL_android_main.c:62: undefined reference to `SDL_main' 22:15 <@JonnyH`Work> collect2: error: ld returned 1 exit status 22:15 <@JonnyH`Work> It's a start 22:16 < sf{bad_alloc}> did you init & update all of your submodules and their submodules? 22:17 <@JonnyH`Work> ...nope :) 22:18 <@JonnyH`Work> Right, so for some reason my sdk updater need to install everything twice to actually stick? 22:18 < sf{bad_alloc}> android territory 22:19 <@JonnyH`Work> /home/jonny/code/projects/OpenApoc_android/OpenApoc/src/main/jni/OpenApoc/framework/ignorecase.c:8:20: fatal error: physfs.h: No such file or directory 22:19 < sf{bad_alloc}> init & update openapoc's submodules 22:19 <@JonnyH`Work> just did 22:19 <@JonnyH`Work> they're all up to date 22:20 < sf{bad_alloc}> openapoc/src/main/jni/dependencies/physfs is empty? 22:20 <@JonnyH`Work> bah, _recursive_ submodules? 22:20 < sf{bad_alloc}> what else would you expect? :p 22:21 <@JonnyH`Work> At this point I clearly shouldn't expect anything 22:22 < sf{bad_alloc}> well, you're getting pretty close to getting a working binary, if that's any comfort :v 22:22 <@JonnyH`Work> well, it's actually running g++ now... 22:22 < SupSuper> this is a hell of an adventure 22:22 < sf{bad_alloc}> still simplier than msvc :p 22:22 * JonnyH`Work might just wrap this in ANativeActivity... 22:23 <@JonnyH`Work> sf{bad_alloc}: Hey now, I hate msvc as much as anyone, but that's a bit far... 22:23 < sf{bad_alloc}> noooo my preloader 22:24 < sf{bad_alloc}> yeah, sorry, should really try and make those instructions somewhat better. 22:24 < SupSuper> at least everyone has the same msvc :p 22:24 < sf{bad_alloc}> it's just that I'm kinda used to android studio doing a lot of this stuff for me 22:24 <@JonnyH`Work> SupSuper: It all fell apart when I installed msvc2013 on a new laptop 22:25 <@JonnyH`Work> and it was update 4, not update 5 22:25 < SupSuper> hahaha 22:25 < SupSuper> that bleeding edge c++11 :p 22:25 < sf{bad_alloc}> well, iirc the update is only about 12 gb :p 22:26 < SupSuper> a vs2015 update tried installing vs2013 for me once 22:26 <@JonnyH`Work> Mine seems to randomly choose between 2013 and 2015 at open time 22:27 < SupSuper> you probably have to reset the file associations 22:27 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has quit [Remote host closed the connection] 22:27 < SupSuper> i kinda need to keep both around anyways for openxcom. i'd be happier if i could just have the vs2013 compiler, but what can you do :p 22:27 < sf{bad_alloc}> and clean the registry 22:27 <@JonnyH`Work> apparently they're releasing a 'build' package, which is just the compiler, sdk & msbuild 22:28 < SupSuper> ohhhh 22:28 <@JonnyH`Work> which is nice, as that's pretty much all I use anyway :) 22:28 < SupSuper> that'd be nice, as i like having the latest ide but older compilers 22:28 < SupSuper> using msbuild manually sounds awful though... 22:29 <@JonnyH`Work> msbuild /p:Configuration=Release /p:Platform=x64 22:29 <@JonnyH`Work> what more do you need? 22:29 <@JonnyH`Work> https://blogs.msdn.microsoft.com/vcblog/2015/11/02/announcing-visual-c-build-tools-2015-standalone-c-tools-for-build-environments/ 22:31 <@JonnyH`Work> it's not quick building all of {armv7a, aarch64, mipsel, x86, x86_64} is it 22:32 < sf{bad_alloc}> huh? I probably managed to push after your checkout, I've got most of them commented out because reasons 22:33 < sf{bad_alloc}> (like breaking compilation somewhere in the process) 22:33 <@JonnyH`Work> :'( 22:33 <@JonnyH`Work> At least you're not trying to build for an ancient mips64 abi :P 22:33 < SupSuper> JonnyH`Work: that only works if you've already created the project with an ide :P 22:34 <@JonnyH`Work> SupSuper: You don't write your .vcxproj files in vim? 22:34 * SupSuper shudders 22:34 <@JonnyH`Work> Man, IDEs sound hard... 22:34 < SupSuper> they'd probably be a lot smaller though 22:34 <@JonnyH`Work> I often do just to add a file /remove a file :) 22:34 < SupSuper> since vs doesn't handle xml redudancy well 22:35 < SupSuper> every property is repeated for every configuration/platform even if it doesn't have to 22:35 <@JonnyH`Work> I have noticed that.... 22:35 <@JonnyH`Work> It's nearly as bad as our xml save format 22:35 < sf{bad_alloc}> my msvs won't save my filters :< 22:36 <@JonnyH`Work> that's in the .filters file right? 22:36 < sf{bad_alloc}> so I would set up a filter, save the project, reopen it and find half of the stuff that I've added missing from the filter 22:36 <@JonnyH`Work> :'( 22:37 < sf{bad_alloc}> why would they need a "filter" system instead of a simple view into the filesystem is beyond me 22:38 <@JonnyH`Work> I guess if I wanted to I could have everything in the same dir 22:38 <@JonnyH`Work> and stuff like 'framework'/'game' etc. would be filters... 22:38 <@JonnyH`Work> TBH we should be careful about filenames anyway 22:38 <@JonnyH`Work> as it seems to dump all the .o files in the same dir 22:38 <@JonnyH`Work> so I guess it'll break if we have 2 source files with the same basename.. 22:38 < sf{bad_alloc}> why would anyone do that (have all the files in the same folder) 22:39 < SupSuper> because includes :p 22:39 <@JonnyH`Work> sf{bad_alloc}: A quick look at the armv7a shows your're using -Os 22:39 <@JonnyH`Work> for some (older?) versions on gcc we found that had nearly a 4x slowdown over -O2 in shader compilation for our ddk 22:39 <@JonnyH`Work> the binary _was_ smaller though... 22:39 <@JonnyH`Work> by like 5% 22:39 < SupSuper> also build systems deal really badly with subfolders for some reason 22:40 <@JonnyH`Work> cmake seems alright, match the source folders 22:40 < sf{bad_alloc}> grep me a "-Os" in my build.gradle 22:40 < SupSuper> JonnyH`Work: originally openxcom was just one folder with filters 22:40 < sf{bad_alloc}> I'm actually trying to make it respect my -Ofast, but it wouldn't 22:41 < sf{bad_alloc}> SupSuper: good thing it's now neatly tucked into subfolders 22:42 <@JonnyH`Work> -Ofast is broke 22:42 <@JonnyH`Work> don't use it 22:42 <@JonnyH`Work> -O2 is the 'default' that people actually test with 22:42 < sf{bad_alloc}> everything is broken :< 22:42 -!- pagurus [~user@pD950CD13.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 22:42 <@JonnyH`Work> -O1/-Og is good for debugging 22:42 <@JonnyH`Work> -O3 rarely gives improvements (and less well tested) 22:43 <@JonnyH`Work> -Ofast means your floating point calculations are wrong 22:43 < SupSuper> sf{bad_alloc}: made for a messy history though :p 22:43 <@JonnyH`Work> git mv tracks history pretty well normally 22:45 <@JonnyH`Work> BUILD SUCCESSFUL 22:45 <@JonnyH`Work> well I'll be... 22:46 <@JonnyH`Work> It's also still using -mthumb despite your LOCAL_ARM_MODE := arm 22:47 < sf{bad_alloc}> JonnyH`Work: my cflags/ldflags are around here: https://github.com/sfalexrog/openapoc_android/blob/master/OpenApoc/build.gradle#L239 22:47 < sf{bad_alloc}> it doesn't look at the .mk files (probably could delete them already) 22:47 * JonnyH`Work just tries adding -marm and -O2 to the end 22:48 <@JonnyH`Work> the 'last one' wins according to gcc's command line 22:48 < sf{bad_alloc}> don't forget to removoe some of those: https://github.com/sfalexrog/openapoc_android/blob/master/OpenApoc/build.gradle#L29 22:48 < sf{bad_alloc}> thing is, I'm not exactly sure about the order 22:50 < sf{bad_alloc}> i.e. whether the "new and improved" gradle build system would just write its own stuff to the end 22:50 <@JonnyH`Work> seems to have picked up -O2... 22:50 <@JonnyH`Work> I probably should restrict that to release though :P 22:51 < sf{bad_alloc}> well, since signing is broken in the plugin at the moment... 22:51 < sf{bad_alloc}> and release requires signing 22:51 < sf{bad_alloc}> I wouldn't say it's unreasonable to enable -O2 for everyone :> 22:52 <@JonnyH`Work> I would go -O1 for release (or -Og if the gcc is new enough) 22:52 <@JonnyH`Work> and -O2 for release 22:52 <@JonnyH`Work> ...I meant debug for the first one 22:53 < sf{bad_alloc}> I'm all in, as soon as that gradle-experimental gets a non-broken debug/release switch + signing 22:53 <@JonnyH`Work> ..do real people use gradle 22:53 <@JonnyH`Work> As in for real apps? 22:54 < sf{bad_alloc}> gradle? or gradle-experimental? 22:54 <@JonnyH`Work> what's the difference? 22:54 < sf{bad_alloc}> first one is a bit older, well-documented, stable and stuff 22:54 < sf{bad_alloc}> and you're using it if you're using android studio 22:55 < sf{bad_alloc}> the only caveat is that its ndk support is "deprecated" 22:55 < SupSuper> gradle is bad but maven is worse so :v 22:55 < SupSuper> i mean every build system is bad so 22:56 < sf{bad_alloc}> (i.e. you're only building java apps with it, unless you do some gradle magic to invoke ndk-build in your build) 22:56 <@JonnyH`Work> at this point 'gcc *.cpp -o myapp' seems like a decent idea... 22:56 < sf{bad_alloc}> the second one is "bleeding edge", with "proper" (read: at least existent) NDK support 22:57 < sf{bad_alloc}> but is not documented (believe it or not, the best piece of documentation is actually an Intel engineer's blog) 22:57 < sf{bad_alloc}> but you have to use it to get all the nice stuff in android studio 22:58 < sf{bad_alloc}> like native code syntax highlight, automatic includes, code completion, code generation, that sort of stuff 22:58 < sf{bad_alloc}> and nice debugging as well 23:00 <@JonnyH`Work> ok.. so how do I install this mofo? 23:01 < sf{bad_alloc}> there should be an apk or three in OpenApoc/build/outputs/apk 23:01 <@JonnyH`Work> I guess I need to disable certificate checking? 23:01 < sf{bad_alloc}> you're probably out of luck trying to install a release-unsigned apk, though 23:02 < sf{bad_alloc}> or that 23:02 < sf{bad_alloc}> unless you manage to sign the apk on your own (which should be possible, actually...) 23:07 <@JonnyH`Work> worked if I sign it with the aosp test key :) 23:10 < sf{bad_alloc}> so... does it start? 23:10 <@JonnyH`Work> Came up with the select-options stuff :) 23:10 <@JonnyH`Work> just need to figure out where to put the data * cd.iso 23:10 < sf{bad_alloc}> just put it anywhere and navigate to it 23:11 < sf{bad_alloc}> right now only iso picking and local data folder choosing work 23:11 < sf{bad_alloc}> other options I've been too lazy to properly implement 23:15 < sf{bad_alloc}> if you're running it on one of those crazy high res mobiles, you might want to change scaling in https://github.com/sfalexrog/openapoc_android/blob/master/OpenApoc/src/main/java/org/sfalexrog/openapoc/config/Config.java#L34 23:15 < sf{bad_alloc}> though you'd have to uninstall+reinstall to clear out SharedPreferences 23:16 <@JonnyH`Work> in the cityscape :) 23:16 <@JonnyH`Work> maybe ~4fps in a n5x 23:17 < sf{bad_alloc}> niiiice :p 23:17 <@JonnyH`Work> errm... how do I change the scale? 23:17 <@JonnyH`Work> pressing the thing seems to do nothing 23:17 < sf{bad_alloc}> you don't - only in the code 23:17 < sf{bad_alloc}> (or in sharedPreferences) 23:18 < sf{bad_alloc}> let's just say I've been a bit lazy about actually adding stuff to this pre-launch thingy 23:19 <@JonnyH`Work> naa, it's all probably going to change soon anyway 23:20 < sf{bad_alloc}> so... yeah, we probably need a performance breakthrough 23:22 -!- sf{bad_alloc} is now known as sf{bed_alloc} 23:31 < SupSuper> i am constantly shocked that openxcom actually runs on android 23:32 < SupSuper> despite it being on 100% unoptimized cpu-bound last-decade-sdl :p 23:34 -!- Kaljakoppa is now known as Kaljakoppa_off 23:43 <@JonnyH`Work> pls fix rotation 23:47 <@JonnyH`Work> maybe 10fps at scale50? --- Day changed Fri Mar 25 2016 00:19 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 00:23 <@JonnyH`Work> and arm64 seems to crash... 00:25 <@JonnyH`Work> fails in the .pck loader - returns a 0 sized imageset? 00:27 <@JonnyH`Work> almost playable at 640x480 :D 00:35 <@JonnyH`Work> good work sf{bed_alloc} 00:35 <@JonnyH`Work> this android stuff seems harder than it looks.. 00:35 <@JonnyH`Work> Anyway, I'm off 00:35 -!- You're now known as JonnyH`Away 01:12 -!- Pawlac_1 [~Pawlac@x5f70a9ef.dyn.telefonica.de] has quit [Remote host closed the connection] 02:09 -!- pagurus [~user@pD950CD13.dip0.t-ipconnect.de] has joined #OpenApoc 03:04 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 03:04 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/vahkK 03:04 < openapoc-git> OpenApoc/master 6fba408 Jonathan Hamilton: Remove old rules code 03:04 < openapoc-git> OpenApoc/master 1f30868 Jonathan Hamilton: Clamp tile objects to map size instead of LogError()ing... 03:04 < openapoc-git> OpenApoc/master 68be818 Jonathan Hamilton: Why we got 2 logos?... 03:04 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 03:19 -!- pagurus [~user@pD950CD13.dip0.t-ipconnect.de] has quit [Ping timeout: 260 seconds] 03:34 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 04:18 -!- sf{bed_alloc} [~sf@46.39.228.10] has quit [Quit: sf{bed_alloc}] 09:11 -!- Kaljakoppa_off is now known as Kaljakoppa 09:28 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 09:44 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 10:00 -!- Pawlac [~Pawlac@x5f70dcf5.dyn.telefonica.de] has joined #OpenApoc 12:41 -!- pagurus [~user@pD950CACA.dip0.t-ipconnect.de] has joined #OpenApoc 12:57 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:07 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 14:31 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 14:51 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 15:18 -!- Kaljakoppa is now known as Kaljakoppa_off 15:55 -!- Skin36_ [~Skin36000@109.168.231.147] has joined #OpenApoc 15:56 -!- Skin36_ is now known as Skin36 16:03 -!- kkmic [~chatzilla@unaffiliated/kkmic] has quit [Quit: ChatZilla 0.9.92 [Firefox 45.0/20160304114926]] 16:07 -!- You're now known as JonnyH 16:32 < Skin36> hi 16:32 <@JonnyH> hi Skin36 16:33 < Skin36> how are you 16:33 <@JonnyH> I'm alright, thanks 16:33 < Skin36> news & 16:33 < Skin36> ? 16:34 <@JonnyH> Not much notable I guess 16:34 < Skin36> I wrote about the problems in the game display Unicode 16:35 <@JonnyH> Need to fix some things with the recent savegame rework (not saving 'current' vehicle positions correctly, pathfinding seems happy going 'through' buildings, UFOPaedia temporarily disabled) 16:35 <@JonnyH> Which language was that failing on? 16:36 < Skin36> all languages except English 16:36 <@JonnyH> Oh, I also got sfalexrog's android port building locally :D 16:36 <@JonnyH> Just the ufopaedia tesxt? 16:36 <@JonnyH> I'm reworking how they're loaded quite a bit at the moment, I'll finish that and see if it still breaks 16:37 <@JonnyH> then look into 'fixing' it, if it is a generic unicode/non-ascii font issue or whatever 16:37 <@JonnyH> It might be we're using a character that doesn't exist in the font 16:37 <@JonnyH> I know that is currently handed poorly.... 16:37 <@JonnyH> and I need to start using boost::locale's breaking for wrapping 16:38 <@JonnyH> as currently we only wrap on ascii-whitespace, which is wrong for many languages 16:38 <@JonnyH> so, yeah, a few 'known' unfinished parts around the translation stuff :) 17:05 < Skin36> I do think, on what structures still worked. Perhaps start equipment_layout 17:12 < Skin36> or even that it is not clear from the weapon? 17:15 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 17:18 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 17:33 <@JonnyH> equipment_layout should work fine 17:33 <@JonnyH> You should be able to equip vehicles and it'll persist over save game 17:34 < Skin36> http://f2.s.qip.ru/tfn6TM0d.png 17:34 < Skin36> this ? 17:44 <@JonnyH> Yup, I already have that decoded 17:44 <@JonnyH> and it's used in the vehicle equip screen 17:45 <@JonnyH> https://github.com/JonnyH/OpenApoc/blob/master/tools/extractors/extract_vehicles.cpp#L40 17:46 -!- You're now known as JonnyH`Work 17:56 <@JonnyH`Work> We need a better way of reporting defects/seeing what's a 'known issue' than asking me on irc... 17:59 < Skin36> cool 18:00 < Skin36> what mean Unknown 18:00 <@JonnyH`Work> it means I don't know 18:00 < Skin36> ) 18:00 < Skin36> http://f2.s.qip.ru/tfn6TM0g.png 18:01 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/master/tools/extractors/common/vehicle.h#L63 18:02 <@JonnyH`Work> I still don't know... 18:02 <@JonnyH`Work> Does it have any different values for some layouts? 18:03 < Skin36> yes 18:04 < Skin36> 0 or 1 18:05 < Skin36> I will try to understand this 18:05 <@JonnyH`Work> Any link between when it is? Like always for one 'type'? Or for different vehicles? 18:06 < Skin36> for different vehicles 18:08 < Skin36> http://f2.s.qip.ru/tfn6TM0h.png 18:09 < Skin36> http://f4.s.qip.ru/tfn6TM0i.png 18:10 <@JonnyH`Work> hmm, weird... 18:10 <@JonnyH`Work> It probably isn't needed though, as I've not noticed anything missing in the layout 18:10 <@JonnyH`Work> MAybe it's just saving something we're already assuming? 18:11 <@JonnyH`Work> (e.g. 'engine' and 'weapon' get 'merged' with adjacent slots, but 'general' doesn't) 18:11 <@JonnyH`Work> 'set to 1 for engine and weapon slots to be safe' is the comment... 18:11 <@JonnyH`Work> MAybe set some vehicle's weapon to '0' 18:11 <@JonnyH`Work> and see how it shows up in the equip screen in the original game? 18:12 < Skin36> ok 18:23 < Skin36> when 0 installed in the slot nothing can be set 18:25 < Skin36> with it you can remove the weapons, but you can not put back 18:30 <@JonnyH`Work> Are there any 'user' equipable vehicles with any zeros in any slots? 18:31 <@JonnyH`Work> Or is it a fit thing? If you mark the 'top' of a vehicle weapon slot as zero, can you still fit a smaller weapon in the rest that are still 1? 18:31 <@JonnyH`Work> but put a 'small' weapon on the new top bit? 18:41 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has joined #OpenApoc 18:41 -!- mode/#OpenApoc [+o pmprog] by ChanServ 18:55 -!- pmprog [~quassel@97e2adf1.skybroadband.com] has quit [Remote host closed the connection] 20:10 -!- Pawlac [~Pawlac@x5f70dcf5.dyn.telefonica.de] has quit [Remote host closed the connection] 21:42 -!- Skin36 [~Skin36000@109.168.231.147] has quit [Ping timeout: 244 seconds] 22:21 -!- Solarius [~Solar@91.202.195.196] has joined #OpenApoc 22:43 -!- pagurus [~user@pD950CACA.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 23:10 -!- pagurus [~user@pD950CACA.dip0.t-ipconnect.de] has joined #OpenApoc 23:52 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 23:52 -!- You're now known as JonnyH`Away 23:58 -!- Solarius [~Solar@91.202.195.196] has quit [Quit: Leaving] --- Day changed Sat Mar 26 2016 00:27 < SupSuper> JonnyH`Away: just tried running the game on windows, good news it still works, bad news the basescape is all kinds of messed up :p 02:42 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 03:19 -!- pagurus [~user@pD950CACA.dip0.t-ipconnect.de] has quit [Ping timeout: 252 seconds] 04:19 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 07:15 -!- Pawlac [~Pawlac@x5f70dcf5.dyn.telefonica.de] has joined #OpenApoc 09:00 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 09:46 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 09:48 -!- nadir [uid134094@gateway/web/irccloud.com/x-ggtoexugvrnjrocl] has quit [Quit: Connection closed for inactivity] 09:52 -!- Pawlac_1 [~Pawlac@x5f70cadb.dyn.telefonica.de] has joined #OpenApoc 09:56 -!- Pawlac [~Pawlac@x5f70dcf5.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 10:26 -!- pagurus [~user@pD950CCCC.dip0.t-ipconnect.de] has joined #OpenApoc 13:21 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 14:13 -!- Solarius [~Solar@91.202.195.196] has joined #OpenApoc 14:20 -!- nadir [uid134094@gateway/web/irccloud.com/x-oqejlbupdsyoozcf] has joined #OpenApoc 14:45 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 16:20 -!- Skin36 [~Skin36000@178.34.162.226] has joined #OpenApoc 17:05 -!- You're now known as JonnyH 17:06 <@JonnyH> SupSuper: What's wrong with the base scape? 17:12 <@JonnyH> Huh, if you 'hover' over a facility at the bottom 17:12 <@JonnyH> the first mousedown will start as if you were 'dragging' that 17:12 <@JonnyH> was that what you meant? 17:21 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 17:21 < openapoc-git> [OpenApoc] JonnyH pushed 4 new commits to master: https://git.io/vVvXn 17:21 < openapoc-git> OpenApoc/master e6c29f3 Jonathan Hamilton: re-add clang builds to travis 17:21 < openapoc-git> OpenApoc/master acb29cc Jonathan Hamilton: Declare FacilityType in base.h... 17:21 < openapoc-git> OpenApoc/master e46f3ae Jonathan Hamilton: format 17:21 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 17:26 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 17:26 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/vVvX1 17:26 < openapoc-git> OpenApoc/master cd06292 Jonathan Hamilton: Update clang-format config to 3.8.0... 17:26 < openapoc-git> OpenApoc/master 2456b15 Jonathan Hamilton: Reformat - Includes sorting headers 17:26 < openapoc-git> OpenApoc/master c1a298a Jonathan Hamilton: Remove unnecessary Warning every FlyingVehicleMover::update 17:26 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 17:28 -!- Skin36 [~Skin36000@178.34.162.226] has left #OpenApoc [] 17:47 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 17:47 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vVvMJ 17:47 < openapoc-git> OpenApoc/master 4fe4c4d Jonathan Hamilton: MSVC build fix - windows.h must be included before DbgHelp.h 17:47 < openapoc-git> OpenApoc/master 7c2d4e6 Jonathan Hamilton: Try to workaround windows.h name pollution 17:47 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 19:32 -!- Solarius is now known as Solarius-AFK 19:33 -!- Skin36 [~Skin36000@178.34.162.226] has joined #OpenApoc 19:44 -!- Skin36 [~Skin36000@178.34.162.226] has quit [Ping timeout: 244 seconds] 19:46 -!- Skin36 [~Skin36000@185.3.32.185] has joined #OpenApoc 19:52 -!- Skin36 [~Skin36000@185.3.32.185] has quit [Read error: Connection reset by peer] 19:52 <@JonnyH> And it looks like the 'everything slowly collecting at {0,0,0}' bug is caused by: 19:52 <@JonnyH> if gotobuilding fails to find even a partial path (which should never happen) 19:53 <@JonnyH> it'll start phasing through scenery to get to {0,0,0} :P 20:20 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 20:20 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vVvdQ 20:20 < openapoc-git> OpenApoc/master 4e324dc Jonathan Hamilton: Don't track 'position' in the TileObject, but the parent object... 20:20 < openapoc-git> OpenApoc/master 3302f7b Jonathan Hamilton: Fix building bounds... 20:20 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 20:21 -!- Skin36 [~Skin36000@185.3.34.71] has joined #OpenApoc 20:44 < Skin36> hi2all 20:44 <@JonnyH> hi 20:45 < Skin36> what news? 20:45 <@JonnyH> not much 20:45 <@JonnyH> Just been cleaning up small bugs and fallout from the savegame merge 20:46 < Skin36> Can I help you? 20:49 <@JonnyH> Sure 20:49 <@JonnyH> I'm just about to re-add the ufopaedia 20:52 <@JonnyH> and that will involve either 1) Extracting the UFOPaeida entries and categories from the .exe 20:52 <@JonnyH> or 2) Just adding them outselves in our XML 20:53 <@JonnyH> At this point I don't know which will be easiest... 20:54 -!- Solarius-AFK is now known as Solarius 20:55 <@JonnyH> I assume the data is in ufopaedi/paedia.mt and paedia.mti... 20:57 < Skin36> I thought we had already figured out with ufopaedi 20:58 <@JonnyH> I think we etracted the strings, but not the metadata? 20:58 <@JonnyH> and that was a 'manual' extraction? 21:00 <@JonnyH> (Unless I missed something) 21:01 <@JonnyH> Meh, I'll just put in our data xml again 21:01 <@JonnyH> There's no advantage to 'extracting' it :) 21:06 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:15 -!- Skin36 [~Skin36000@185.3.34.71] has left #OpenApoc [] 21:40 -!- Solarius [~Solar@91.202.195.196] has quit [Quit: Leaving] 23:45 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 23:45 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/vVfU2 23:45 < openapoc-git> OpenApoc/master 9dc11bc Jonathan Hamilton: Rework Control::WrapText to work on word- not byte-chunks... 23:45 < openapoc-git> OpenApoc/master 9e6d050 Jonathan Hamilton: Start re-adding the UFOPaedia in the GameState 23:45 < openapoc-git> OpenApoc/master 7062161 Jonathan Hamilton: Trivial -Wreorder warning fix 23:45 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] --- Day changed Sun Mar 27 2016 00:07 -!- You're now known as JonnyH`Away 00:22 -!- Pawlac_1 [~Pawlac@x5f70cadb.dyn.telefonica.de] has quit [Remote host closed the connection] 00:58 -!- nadir [uid134094@gateway/web/irccloud.com/x-oqejlbupdsyoozcf] has quit [Quit: Connection closed for inactivity] 01:10 -!- nadir [uid134094@gateway/web/irccloud.com/x-ccndslhgvkolpjnh] has joined #OpenApoc 02:19 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 03:19 -!- pagurus [~user@pD950CCCC.dip0.t-ipconnect.de] has quit [Ping timeout: 240 seconds] 05:49 -!- Raylex [bdd905ff@gateway/web/freenode/ip.189.217.5.255] has joined #OpenApoc 05:51 -!- Raylex [bdd905ff@gateway/web/freenode/ip.189.217.5.255] 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[~Skin36000@46.63.200.205] has left #OpenApoc [] 17:10 -!- nadir [uid134094@gateway/web/irccloud.com/x-iotslpgpojgegbkv] has joined #OpenApoc 17:19 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 17:59 -!- Skin36 [~Skin36000@46.63.200.205] has joined #OpenApoc 19:09 -!- Kaljakoppa_off is now known as Kaljakoppa 19:53 -!- Skin36 [~Skin36000@46.63.200.205] has left #OpenApoc [] 21:21 -!- You're now known as JonnyH 21:24 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:47 -!- Kaljakoppa is now known as Kaljakoppa_off 23:44 -!- Solarius [~Solar@91.202.195.196] has quit [Quit: Leaving] --- Day changed Mon Mar 28 2016 00:14 -!- You're now known as JonnyH`Away 00:30 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 01:13 -!- Pawlac_1 [~Pawlac@x5f709086.dyn.telefonica.de] has quit [Remote host closed the connection] 02:58 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 05:27 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 07:23 -!- Pawlac [~Pawlac@x5f709086.dyn.telefonica.de] has joined #OpenApoc 08:16 -!- Kaljakoppa_off is now known as Kaljakoppa 08:30 -!- Pawlac_1 [~Pawlac@x5d843eee.dyn.telefonica.de] has joined #OpenApoc 08:34 -!- Pawlac [~Pawlac@x5f709086.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 09:22 -!- Kaljakoppa is now known as Kaljakoppa_off 11:00 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:02 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 11:11 -!- kkmic [~chatzilla@unaffiliated/kkmic] has joined #OpenApoc 11:33 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:58 -!- nadir [uid134094@gateway/web/irccloud.com/x-iotslpgpojgegbkv] has quit [Quit: Connection closed for inactivity] 14:43 -!- You're now known as JonnyH 14:43 <@JonnyH> Hey SupSuper 14:43 <@JonnyH> You mentioned the other day the basescape was buggy? 14:43 <@JonnyH> I made a fix on Sat so it didn't start 'dragging' facilities from any click... 14:43 <@JonnyH> Was there anythign else? 14:44 < SupSuper> i think that was it. something messed up with the mouse down state i guess? i don't remember that bug happening before 14:44 < SupSuper> and the facility hover stats showing incorrectly 14:45 < SupSuper> also the vehicle screen no longer shows all the vehicles but you probably know about that 14:46 <@JonnyH> hmm.. the over seems to work for the 'build selection' list 14:46 <@JonnyH> but not for the ones actually in the base... 14:48 <@JonnyH> Not sure what happened to the vehicle select box, I'll have a look at that now... 14:50 < SupSuper> JonnyH: it seems to have a "dragged facility" stuck when you first enter the base selection 14:50 < SupSuper> stuff's weird :p 14:50 < SupSuper> i haven't looked at the code yet so i have no clue how the ui could've gotten so messed up 14:50 < SupSuper> possibly i was keeping some Rule pointers that are no longer valid? 14:51 <@JonnyH> IIRC the only change I made was instead of *ptr refs to the 'dragged' facility etc. 14:51 <@JonnyH> I changed them to StateREf<> 14:51 <@JonnyH> but the behaviour should be pretty much the same here... 14:56 <@JonnyH> Right, the lack of vehicles in the select box is because I've somehow lost the icons -_- 15:01 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 15:01 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVUQf 15:01 < openapoc-git> OpenApoc/master 22a5ec1 Jonathan Hamilton: Re-add equip_icon_{big,small} to extracted data... 15:01 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 15:15 <@JonnyH> The 'input' state in the basescreen could be cleaned up... 15:19 -!- Kaljakoppa_off is now known as Kaljakoppa 15:20 <@JonnyH> I suspect this may have been 'broken' by a form event change, not my savegame stuff :P 15:20 <@JonnyH> as I can't see how this would have been affected 15:21 <@JonnyH> Right, this seems better - it now 'correctly' clears the 'dragFacility' when you leave the graphic of the tile in the listbox 15:21 <@JonnyH> And it shows the correct info when mousing over stuff 15:23 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 15:23 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVUFQ 15:23 < openapoc-git> OpenApoc/master ae79b46 Jonathan Hamilton: Basescreen: Clear 'dragFacility' state when leaving the grahic bounds... 15:23 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 15:24 <@JonnyH> Cheers for pointing that out anyway :D 15:25 < SupSuper> yeah i dunno how that would be affected by the save stuff, but it's been a while anyways and i probably coded some nasty stuff in there :P 15:26 < SupSuper> at least building facilities doesn't seem to crash it anymore, woo! 15:26 <@JonnyH> I remember changing quite a bit about when Leave/Enter events were signalled a while ago 15:26 <@JonnyH> it might have been broken since then :P 15:26 < SupSuper> well i tried to avoid checking all the events all the time so i rely on Enter/Leave a lot 15:27 <@JonnyH> The only thing I might have done different is maybe make the state explicit 15:27 <@JonnyH> like an enum with "Normal, Dragging, ShowingInfo" 15:28 <@JonnyH> instead of "!drag && selFacility" style stuff 15:30 <@JonnyH> Then you can draw the transitions of the state maching in a comment w/ascii-art 15:30 <@JonnyH> and that always looks fancy - even if it doesn't actually help with any understanding :P 15:31 <@JonnyH> (At least it normally makes reviewers impressed here for code reviews :) 15:34 < SupSuper> possibly, but i was still coming to grasps with the widget system :P 15:35 <@JonnyH> Yeah, it's getting a little inconsistent as we randomly add stuff to it for $SPECIFIC_USE_CASE 15:36 < SupSuper> gamedev.txt 15:36 <@JonnyH> dev.txt 16:11 -!- You're now known as JonnyH`Work 16:16 < SupSuper> is the minimap tile data in yet? 16:17 < SupSuper> maybe i can just fake it :p 16:22 <@JonnyH`Work> errm.. I can add it in a second? 16:23 <@JonnyH`Work> If I could remember where it was in the .exe :P 16:23 <@JonnyH`Work> Just after the facility defs? 16:25 <@JonnyH`Work> Right, think i found it... 16:25 * JonnyH`Work loves irc logs :) 16:44 <@JonnyH`Work> I think that's it... 16:44 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 16:44 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVTLb 16:44 < openapoc-git> OpenApoc/master 9109fcc Jonathan Hamilton: Add city tile 'minimap colour' to the extractor & update saved state... 16:44 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 16:45 -!- nadir [uid134094@gateway/web/irccloud.com/x-jqyrlgrgtscpnvhq] has joined #OpenApoc 16:54 < SupSuper> btw JonnyH`Work do you understand anything about travis? 16:54 <@JonnyH`Work> I know *of* travis... 16:54 <@JonnyH`Work> and wrote the config in openapoc 16:55 <@JonnyH`Work> so yeah, I guess I do? 16:55 < SupSuper> we keep getting random timeouts from "brew" 16:55 < SupSuper> i don't know if the fix is to just add a travis_wait or something more deep and sinister :p 16:55 < SupSuper> like this: https://travis-ci.org/SupSuper/OpenXcom/jobs/118883158 16:56 <@JonnyH`Work> I guess that's more the issue of 'brew' itself? As doing nothing for 10 mins can't be right... 16:57 < SupSuper> well it happens once every month. and every google just says "oh just add 'travis_wait' and hope it goes away" :p 16:57 <@JonnyH`Work> I guess travis_wait extends the 10 minute time? 16:57 <@JonnyH`Work> If it would ahve continued at 10m01s then that's a decent 'workaround' I guess? 16:57 < SupSuper> yeah the timeout is just for "output", so travis_wait outputs something every minute for 30 min 16:58 <@JonnyH`Work> Is that the 'brew update' that's waiting? 16:58 < SupSuper> but i don't know brew so i don't know if there was supposed to be output there :p 16:58 <@JonnyH`Work> IE not the 'brew install'? 16:58 * JonnyH`Work doesn't know brew either 16:58 <@JonnyH`Work> It's like a half-assed attempt at an osx package manager IIRc... 16:58 <@JonnyH`Work> and my experience with osx is pretty much zero 16:59 < SupSuper> and half the time it'll happen after a whole bunch of output: https://travis-ci.org/SupSuper/OpenXcom/jobs/99847276 16:59 <@JonnyH`Work> I guess that 'updated formulae' stuff means that 'brew update' actually updated something in it's local package list? 17:00 <@JonnyH`Work> TBH it looks like 'brew' is just sometime srsly slow? If there's no single way to fix that I guess travis_wait before each brew command would help 17:01 <@JonnyH`Work> But if it's deadlocked and needs killing and restarting or something I dunno if travis can do that 17:01 <@JonnyH`Work> Maybe you can make it so that a failed 'brew' step doesn't fail the build, but sets it as 'skipped';? 17:12 -!- Skin36_ [~Skin36000@178.34.160.191] has joined #OpenApoc 17:19 < SupSuper> i think the build would probably fail then :p 17:19 < SupSuper> also i'm not sure what the point is of using "--with-flac --with-libmikmod --with-libvorbis --with-static-lib" on a test build 17:22 <@JonnyH`Work> No idea? 17:23 <@JonnyH`Work> Anyway, does that minimap colour change make sense you you? 17:23 <@JonnyH`Work> I added a Colour to the tile type 17:23 <@JonnyH`Work> a cursory glance at the data looks sane - not actually checked they're 100% correct, so let me know if the map looks wrong :P 17:24 <@JonnyH`Work> and I assume it's using the 'basescreen' .pcx palette (as with all other 'UI Screens') 18:01 < SupSuper> well i haven't even figured out how to put pixels on an image yet :p 18:03 <@JonnyH`Work> Through an ImageLock object 18:13 < SupSuper> ohhhh looks like the next vs update will bring more STL features and performance improvements: https://blogs.msdn.microsoft.com/vcblog/2016/01/22/vs-2015-update-2s-stl-is-c17-so-far-feature-complete/ 18:14 < SupSuper> although a bit weird that the STL can outpace the compiler :p 18:16 <@JonnyH`Work> /u/stl on reddit is often quite negative on their compiler speed :) 18:16 <@JonnyH`Work> and he's one of their stl maintainers (which is clearly perfect for his name) 18:17 < SupSuper> i guess the STL is technically a "library" and much less likely to get caught in weird-ass generation bugs :p 18:18 <@JonnyH`Work> NOt sure, he's whined about a lot of msvc compiler weirdness/workarounds in his stl work... 18:18 <@JonnyH`Work> Possibly just caus the stl tends to tickle weird corner-cases that aren't often used directly byt apps... 18:19 < SupSuper> true 18:19 < SupSuper> btw you've probably noticed you've unwittingly brought back the DO NOT USE base facilities :p 18:19 <@JonnyH`Work> indeed 18:19 <@JonnyH`Work> I was thinking of how to set them as DO_NOT_USE :P 18:20 <@JonnyH`Work> I was thinking of waiting until we have research dependencies, then they'll just have a never-satisfied one 18:20 <@JonnyH`Work> rather than adding a specific (if facility=="hardcoded list") facility->hide = true; 18:21 <@JonnyH`Work> or similar 18:22 < SupSuper> ah the ever popular STR_NOT_AVAILABLE requirement 18:22 < SupSuper> that's our official recommendation for when modders wanna stub stuff out without breaking saves :p 18:24 <@JonnyH`Work> I wonder how the original stopped displaying them, maybe something similar... 18:25 < SupSuper> yeah usually there is a list of "unlocked stuff" and any save editors easily made them show upagain 18:26 < SupSuper> hmmm seems the ufopaedia lost some features as well? 18:27 < SupSuper> and buildings no longer collapse? 18:27 < SupSuper> did we go back in time? 18:28 <@JonnyH`Work> UFOPaedia selection list and prev/next section are todo 18:28 <@JonnyH`Work> and I started removing my hack-y 'support' code (to replace it with the 'correct' version) 18:28 <@JonnyH`Work> but that's not finished yet 18:28 < SupSuper> ah. so you found the 'correct' version? 18:29 <@JonnyH`Work> I think so, as there were flags in the tile data that affect the support 18:31 < SupSuper> phew, this is the sort of stuff i couldn't get away with anymore 18:31 < SupSuper> "yeah we removed half of your features but we'll put them back soon *honest*" 18:31 <@JonnyH`Work> :P 18:31 < SupSuper> we're making them better! you won't notice the difference, that's how you can tell 18:32 < SupSuper> oh btw out of curiosity, where are you in the us? 18:33 <@JonnyH`Work> San Jose - south bay california 18:33 <@JonnyH`Work> And the old ufopaedia was in global, not 'game' state, which was clearly wrong :) 18:33 < SupSuper> ah so nowhere near east coast :p 18:34 <@JonnyH`Work> Nope, west coast :P 18:34 < SupSuper> i'm gonna be in phily this may for *sighs* work 18:34 <@JonnyH`Work> Another xcom-con? 18:34 < SupSuper> no, work work :p 18:34 < SupSuper> at least i'm not paying this time 18:35 <@JonnyH`Work> I was going over for the indy500, but that's not really convenient either :PO 18:35 <@JonnyH`Work> Time to start openxcom-con? 18:38 < SupSuper> i don't think founding a con on a free product will sustain itself :P 18:39 <@JonnyH`Work> If there aren't enough community members for a meetup after firaxis-con or whatever you'll have no chance, true 18:39 < SupSuper> also we're stupidly spread out 18:39 <@JonnyH`Work> OSS software in a nutshell I guess 19:04 < SupSuper> ok it's official 19:04 < SupSuper> i have totally forgotten how to code :p 19:04 <@JonnyH`Work> Monday morning, I know how that feels :) 19:05 < SupSuper> how do these magical StateRef's work 19:05 <@JonnyH`Work> *magic* 19:06 < SupSuper> i knew it! 19:06 <@JonnyH`Work> they call T::get() with a string ID at first deference 19:06 <@JonnyH`Work> then after that they're pretty much sp<> to that object 19:07 <@JonnyH`Work> It's just a way of keeping the "ID_STRING" for objects along side their sp<> 19:07 <@JonnyH`Work> so when serializing in/out we can use the ID_STRING not a void* pointer value 19:07 <@JonnyH`Work> there's a bit more validation (e.g. ID string of type "T" should start with T::getPrefix() 19:08 < SupSuper> ah 19:08 <@JonnyH`Work> 'T' in this case should inherit from StateObject, as that should insert the 'required' function declarations for all that 19:09 <@JonnyH`Work> I initally tried to do a ID lookup every derefence, IE so we 'only' store the ID, but my quick test showed that to be too slow to be useful 19:10 <@JonnyH`Work> StateRefs can be constructed from a {GameSTate, UString ID} or {GameState, sp} 19:11 <@JonnyH`Work> once constructed with a GameState*, you can assign them with just the sp<> or ID, and it assumed the GameState hasn't changed 19:15 < SupSuper> right 19:15 < SupSuper> now how the hell do i get from there 19:15 < SupSuper> to the minimap colors :p 19:16 <@JonnyH`Work> errm... 19:17 <@JonnyH`Work> find a TileObjectScenery in state->city->map->getTile(x, y, z)->ownedObjects 19:17 <@JonnyH`Work> and reref it's scenery->type->minimap_colour? 19:18 <@JonnyH`Work> operator* and operator-> work like apointer on StateRef<>s 19:18 -!- Skin36_ [~Skin36000@178.34.160.191] has quit [Ping timeout: 244 seconds] 19:18 <@JonnyH`Work> Or use state->city->initial_tiles if it doesn't chance when you blow up the city? 19:19 -!- Skin36_ [~Skin36000@5.138.86.221] has joined #OpenApoc 19:20 < Skin36_> hi 19:20 <@JonnyH`Work> HEy Skin36_ 19:20 <@JonnyH`Work> I think I fixed that truncated text for non-english ufopaedia entries 19:21 < Skin36_> and we have a dispute, on the one sentence 19:23 < Skin36_> http://f1.s.qip.ru/tfn6TM1Y.png 19:23 < Skin36_> what do you think, whether it is necessary to change? or leave as the original? 19:24 <@JonnyH`Work> Leave the english as the original for now I'd say 19:24 <@JonnyH`Work> SupSuper: What do you guys do in openxcom? Did you fix any 'bad grammar' strings? Or just leave everything as the original? 19:26 < SupSuper> some translators have wanted to improve the english overall but it's never materialized. some players are even nostalgic for the old/broken translations :p 19:27 < SupSuper> so we just left it as is and only fixed errors confusing to players (incorrect values or gameplay references) 19:27 <@JonnyH`Work> I agree "click on building" sounds awkward 19:27 <@JonnyH`Work> I would say "click on a building" 19:28 < SupSuper> x-com english has always been kinda funky, specially with us/uk studios working on it 19:28 <@JonnyH`Work> It might have been shortened to fit a control or something :P 19:28 <@JonnyH`Work> So, unless it's _wrong_, leave original en translations? 19:30 < SupSuper> well i'm more of a "if you're gonna revise it you might as well revise the *whole thing* mindset" 19:30 < Skin36_> I would leave 19:31 < SupSuper> even a spellchecker will probably find a bunch of interesting stuff :) 19:32 <@JonnyH`Work> REvising strings is in the domain of mods IMHO 19:33 < SupSuper> in practice, translators spend enough time fighting over their translations that they don't have time to point at the english :p 19:34 < Skin36_> what's with the colors minimap ? 19:37 <@JonnyH`Work> I've added the colour extraction fron ufo2p.exe 19:38 <@JonnyH`Work> and SupSuper was loooking at actually rendering the map and drawing in the base screen I think 19:41 < SupSuper> well, it compiles 19:41 < SupSuper> but that's about it :p 19:43 -!- Skin36_ [~Skin36000@5.138.86.221] has left #OpenApoc [] 19:44 < SupSuper> right, would help if i was actually calling the code... 19:52 <@JonnyH`Work> You're not having a good day today are you? 19:54 < SupSuper> i'm technically still with a flu, but there's only so much i can sleep 20:02 < SupSuper> oh hey: http://puu.sh/nXiox/c1f4f2887c.png 20:02 <@JonnyH`Work> XD 20:02 < SupSuper> that worked better than i expected 20:03 <@JonnyH`Work> auto minimap_image = mksp(Vec2{100, 100}); 20:03 <@JonnyH`Work> RGBImageLock l(this->minimap_image); 20:03 <@JonnyH`Work> std::map, int> minimap_image_z; 20:03 <@JonnyH`Work> for (auto &pair : state->cities["CITYMAP_HUMAN"]->initial_tiles) 20:03 <@JonnyH`Work> { 20:03 <@JonnyH`Work> auto &pos = pair.first; 20:03 <@JonnyH`Work> Vec2 pos2d = {pos.x, pos.y}; 20:03 <@JonnyH`Work> auto &tile = pair.second; 20:03 <@JonnyH`Work> auto it = minimap_image_z.find(pos2d); 20:03 <@JonnyH`Work> if (it == minimap_image_z.end() || it->second < pos.z) 20:03 <@JonnyH`Work> { 20:03 <@JonnyH`Work> minimap_image_z[pos2d] = pos.z; 20:03 <@JonnyH`Work> l.set(pos2d, tile->minimap_colour); 20:03 <@JonnyH`Work> } 20:04 <@JonnyH`Work> that would work, right? 20:04 < SupSuper> well right now i'm just for-looping through all the initial tiles and there aren't even any z-ordering issues :p 20:05 <@JonnyH`Work> That's 'caus operator< for a Vec3<> sorts by x/y/z in that order 20:05 < SupSuper> of course i'm also just calling drawRect for every single tile on every single tick as a proof of concept, so the fps police are gonna be knocking at my door soon 20:06 <@JonnyH`Work> Just render an RGBImage once in sw in Begin().... 20:06 < SupSuper> but hey, you can rest easy that the colors are correct ;) 20:06 <@JonnyH`Work> XD 20:06 <@JonnyH`Work> We can fix later stuff later 20:06 < SupSuper> uh oh, there it is 20:07 < SupSuper> --------------------------- 20:07 < SupSuper> NVIDIA OpenGL Driver 20:07 < SupSuper> --------------------------- 20:07 < SupSuper> A TDR has been detected. 20:07 < SupSuper> The application must close. 20:07 < SupSuper> Error code: 7 20:07 < SupSuper> Would you like to visit http://nvidia.custhelp.com/app/answers/detail/a_id/3633 for help? 20:07 < SupSuper> --------------------------- 20:07 < SupSuper> Yes No 20:07 < SupSuper> --------------------------- 20:10 < SupSuper> so a measly 100x100x5 rect commands every frame is a bit too much for next-gen hardware huh? :p 20:14 <@JonnyH`Work> Clearly :P 20:14 <@JonnyH`Work> "NVIDIA" 20:14 <@JonnyH`Work> Aah, there's your problem 20:16 < SupSuper> also you'll notice that minimap there is a bit fat out because drawing 1x1 rects doesn't work :p 20:23 <@JonnyH`Work> I'm not going to implement putPixel()... 20:35 -!- Kaljakoppa is now known as Kaljakoppa_off 20:59 <@JonnyH`Work> SupSuper: https://github.com/JonnyH/OpenApoc/commit/898ae880edb23e539f728e04598598fa99fee407 20:59 <@JonnyH`Work> ? 21:02 < SupSuper> well you could've said something sooner :p 21:03 <@JonnyH`Work> You snooze you lose :P 21:03 <@JonnyH`Work> Boring meetings make me do unnecessary work apparently... 21:05 < SupSuper> i was having some issues anyways: http://puu.sh/nXmX6/57f3ebcc21.png 21:10 <@JonnyH`Work> Mine's notright either, I think I should ignore 'a=0' colours... 21:11 < SupSuper> i guess putPixel doesn't do blending huh :p 21:11 <@JonnyH`Work> Ha :P 21:11 <@JonnyH`Work> Which blend mode? 21:12 <@JonnyH`Work> With alpha func? 21:12 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:12 < SupSuper> well i mean your imagelock thing 21:12 < SupSuper> since it was working fine with drawRect ;) 21:12 <@JonnyH`Work> naa, imageLock is just a dump set 21:13 <@JonnyH`Work> fixedf 21:16 -!- pagurus [~user@89.204.130.250] has joined #OpenApoc 21:23 < SupSuper> huh the minimap is actually interative 21:23 < SupSuper> man, multiple bases is gonna break everything :p 21:25 <@JonnyH`Work> StageCmd.Cmd = REPLACE; StateCmd.stage = mksp(BASE_2); 21:25 <@JonnyH`Work> that'll work, right? 21:25 <@JonnyH`Work> Re-run begin? 21:26 <@JonnyH`Work> Or do you mean you can click on it? 21:27 <@JonnyH`Work> Instead of the coloured square for the base, you could make it a GraphicButton? 21:28 < SupSuper> creating ui in runtime always feels like a mess 21:28 <@JonnyH`Work> We know we're a mess though 23:31 <@JonnyH`Work> Any idea how I should create dialog boxes? 23:32 <@JonnyH`Work> Or the 'select target' boxes that cover *most* (but not all) of the citymap UI? 23:32 <@JonnyH`Work> I think we set it so that all overlapping controls would get 'events' - so we can't just cover it with a control.. 23:33 <@JonnyH`Work> (Or is that such a bad design decision we should fix that?) 23:43 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 23:53 <@JonnyH`Work> Meh, still a few regressions to fix before I work on $NEXT_FEATURE 23:53 <@JonnyH`Work> I know of: - list / next section / previous section in ufopaedia 23:54 <@JonnyH`Work> - Vehicles are once again drawn a tile off (maybe lost the ImageOffset somewhere? Or my getPosition() doesn't do the +0.5,+0.5 it used to) 23:54 <@JonnyH`Work> - scenery 'support' (so stuff falls down again) 23:54 <@JonnyH`Work> Anyway, I'm off now, have a good evening 23:55 -!- You're now known as JonnyH`Away --- Day changed Tue Mar 29 2016 00:11 -!- Pawlac_1 [~Pawlac@x5d843eee.dyn.telefonica.de] has quit [Remote host closed the connection] 01:05 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 02:27 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 240 seconds] 05:01 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 05:55 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 07:00 -!- pagurus [~user@89.204.130.250] has quit [Ping timeout: 268 seconds] 07:33 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 09:09 -!- Pawlac [~Pawlac@x5f70b684.dyn.telefonica.de] has joined #OpenApoc 09:32 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 10:54 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:08 -!- nadir [uid134094@gateway/web/irccloud.com/x-jqyrlgrgtscpnvhq] has quit [Quit: Connection closed for inactivity] 11:50 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 13:10 -!- pagurus [~user@89.15.239.78] has joined #OpenApoc 13:26 -!- pagurus [~user@89.15.239.78] has quit [Remote host closed the connection] 14:17 -!- Kaljakoppa_off is now known as Kaljakoppa 14:19 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Remote host closed the connection] 14:46 -!- You're now known as JonnyH 15:02 -!- nadir [uid134094@gateway/web/irccloud.com/x-hladnlcanuwiwvck] has joined #OpenApoc 15:13 -!- pagurus [~user@p4FD6DC5E.dip0.t-ipconnect.de] has joined #OpenApoc 16:32 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 17:07 -!- pagurus [~user@p4FD6DC5E.dip0.t-ipconnect.de] has quit [Ping timeout: 268 seconds] 17:12 -!- Skin36_ [~Skin36000@212.96.109.104] has joined #OpenApoc 17:16 -!- Skin36_ [~Skin36000@212.96.109.104] has quit [Ping timeout: 250 seconds] 17:16 -!- pagurus [~user@p4FD6DC5E.dip0.t-ipconnect.de] has joined #OpenApoc 17:23 -!- Skin36_ [~Skin36000@185.3.33.112] has joined #OpenApoc 18:08 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 18:08 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVtC2 18:08 < openapoc-git> OpenApoc/master 7108a51 Jonathan Hamilton: Update physfs, change to new 'fix-iso' branch... 18:08 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 18:09 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 18:09 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vVtCM 18:09 < openapoc-git> OpenApoc/master dcd4843 Jonathan Hamilton: Add the city minimap in the base screen 18:09 < openapoc-git> OpenApoc/master 4202cf2 Jonathan Hamilton: Base minimap: Ignore tiles w/transparent minimap colours... 18:09 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 18:14 <@JonnyH> Balls, I guess having a CUE/BIN in gog kinda scuppers my plan of "Everyone will have the .iso" 18:14 <@JonnyH> physfs doesn't support that... :'( 18:15 < SupSuper> rip 18:15 < SupSuper> time to write your own iso/bin loaders! 18:15 < SupSuper> maybe you can ask gog very nicely to change it up :p 18:17 <@JonnyH> #include 18:20 < Skin36_> hi 18:20 -!- Skin36_ is now known as Skin36 18:21 <@JonnyH> hi Skin36 18:23 <@JonnyH> Thanks to your help we now have a city minimap :D 18:24 <@JonnyH> And Soon (tm) proper bullet sprites 18:25 <@JonnyH> BTW I rebased physfs on a slightly newer version, a quick test shows it still works, but let me know if any files fail to load 18:25 <@JonnyH> It's been rather... flakey in the past 18:35 < Skin36> I seem to understand that this is an unknown byte in veh_layout 18:35 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:45 < SupSuper> JonnyH: btw i've been thinking, what's the best way to associate the ufopaedia entries with their respective "item"? 18:46 < SupSuper> just take a wild guess based on the id? :p 18:47 <@JonnyH> I was thinking of an enum type to select if it's an agent weapon, vehicle weapon, whatever 18:47 <@JonnyH> then an ID related to that 18:48 <@JonnyH> rather than trying something like "if (ITEM_PREFIX == Weapon::getPrefix()) drawWeaponStats(); else if (ITEM_PREFIX == Vehicle::getPrefix().... 18:48 <@JonnyH> Just assume the ID refers to the type in the enum and error if not? 18:48 < SupSuper> makes sense 18:48 < SupSuper> how does that fit into your magical data extractor though? it gets patched in? 18:49 <@JonnyH> I don't think there's much point in trying to have some kind of generalised "Object" class, as some stuff (e.g. Facilities, Vehicles, Equipment) don't really share much in common... 18:49 <@JonnyH> Yeah, I guess it'll be patched in unless you find a table in the .exe :P 18:50 <@JonnyH> currently UfopaediaEntry::data_id is where I expect that to go 18:50 <@JonnyH> probably add a UfopaediaEntry::data_type of the enum 18:51 <@JonnyH> and you're golden 18:53 < SupSuper> i've pretty much lost track of the data ever since you zipped it up :p 18:55 <@JonnyH> I'm really tempted to make 'zip' part of the build process, so we can properly track it in text 18:55 <@JonnyH> but I don't think windows has the ability to do that from the cmdline? 18:56 <@JonnyH> Maybe some weird shell command to get the explorer zip to work? 18:56 <@JonnyH> In travis I _know_ I have 7zip in the PATH, but it's a rather weird dependency... 18:56 <@JonnyH> Maybe I should build minizip as a binary and use that 18:56 <@JonnyH> I agree that carrying .zip blobs is annoying... 18:57 < SupSuper> you can probably do it with powershell :p 18:59 <@JonnyH> Can you write powershell commands in the POSTBUILD section of .vcxproj? 19:01 < SupSuper> *shrug* you can probably call a shell from a shell and ouroboros your way to freedom 19:03 < SupSuper> can't you just load x.zip if it exists, otherwise load x folder? 19:03 <@JonnyH> %SYSTEM32%\WindowsPowershell\v1.0\powershell.exe -Command "Add-Type -Assembly "System.IO.Compression.FileSystem" ;[System.IO.Compression.ZipFile]::CreateFromDirectory(c:\path", "output.zip") ;" 19:04 <@JonnyH> heh, newer powershells haave a Compress-Archive cmdlet 19:06 < SupSuper> well powershell is just a .net wrapper 19:06 < SupSuper> a really ugly .net wrapper :p 19:07 < SupSuper> leagues better than the msdos wrapper though 19:07 <@JonnyH> COMMAND.COM 4lyfe 19:12 < Skin36> weapons slot always 1 , cargo slot always 0 ,egine slot always 1 19:13 <@JonnyH> I suspect it might therefore mean if a single item can overlap multiple slots 19:14 < Skin36> you also understand this? :) 19:16 <@JonnyH> MAybe set a whole vehicle's cargo hold to '1' you won't be able to fit more than a 1x1 item in each 19:16 <@JonnyH> as the larget items need to overlap multiple slots 19:23 < Skin36> and there is 19:25 < Skin36> you can already use it 19:25 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:25 <@JonnyH> Is that correct then? 19:25 <@JonnyH> What a guess :D 19:26 -!- You're now known as JonnyH`Work 19:27 < Skin36> this is the correct guess 19:33 -!- Skin36 [~Skin36000@185.3.33.112] has left #OpenApoc [] 19:41 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 19:41 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVtXO 19:41 < openapoc-git> OpenApoc/master bfced09 Jonathan Hamilton: Document vehicle equipment slot 'no_partial_equipment'... 19:41 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 20:01 <@JonnyH`Work> Apparently apoc needs a 1.4ghz processor, 512mb ram and a dx 9.0 gfx card 20:02 <@JonnyH`Work> Seems a bit much 20:25 < SupSuper> probably accurate for dosbox 20:27 <@JonnyH`Work> dx9? 20:27 <@JonnyH`Work> I would have thought enforcer & inteceptor would have been less, but they're all the same - maybe it's actually the minimum system of gog's installer 20:28 <@JonnyH`Work> or some catchall "lowest realistically we kinda even remotely can test on" 20:29 < SupSuper> probably 20:29 < SupSuper> and iirc dosbox software rendering wasn't great 20:29 < SupSuper> it's probably just sdl1.2 blits :p 20:41 -!- Kaljakoppa is now known as Kaljakoppa_off 21:51 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 22:07 -!- pagurus [~user@p4FD6DC5E.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:45 -!- kkmic [~chatzilla@unaffiliated/kkmic] has quit [Read error: No route to host] --- Day changed Wed Mar 30 2016 00:29 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 01:33 -!- Pawlac [~Pawlac@x5f70b684.dyn.telefonica.de] has quit [Remote host closed the connection] 02:00 -!- You're now known as JonnyH`Away 04:36 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 08:10 -!- Pawlac [~Pawlac@x5f70b684.dyn.telefonica.de] has joined #OpenApoc 09:53 -!- Solarius [b22b9ac6@gateway/web/freenode/ip.178.43.154.198] has joined #OpenApoc 09:54 -!- Solarius [b22b9ac6@gateway/web/freenode/ip.178.43.154.198] has left #OpenApoc [] 10:50 -!- kkmic [~chatzilla@unaffiliated/kkmic] has joined #OpenApoc 11:01 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-hladnlcanuwiwvck] has quit [Quit: Connection closed for inactivity] 15:09 -!- Kaljakoppa_off is now known as Kaljakoppa 16:43 -!- Skin36 [~Skin36000@212.96.109.167] has joined #OpenApoc 16:46 -!- You're now known as JonnyH 17:05 -!- pagurus [~user@p4FD6D920.dip0.t-ipconnect.de] has joined #OpenApoc 17:34 -!- nadir [uid134094@gateway/web/irccloud.com/x-hedhpfuafmhwddnu] has joined #OpenApoc 18:29 -!- You're now known as JonnyH`Work 18:33 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:38 -!- Skin36 [~Skin36000@212.96.109.167] has left #OpenApoc [] 19:24 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:10 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 20:15 <@JonnyH`Work> hey SupSuper 20:15 < SupSuper> hey 21:08 -!- Kaljakoppa is now known as Kaljakoppa_off 21:10 <@JonnyH`Work> BTW I'm adding an initial pass for research & ufopaedia dependencies 21:10 <@JonnyH`Work> I believe every UFOPAedia entry has a 1:1 relation to a research topic? 21:10 <@JonnyH`Work> IE each topic can only unlock one ufopaedia screen 21:11 <@JonnyH`Work> and a ufopedia entry can only depend on a single topic? 21:14 -!- pagurus [~user@p4FD6D920.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:15 -!- pagurus [~user@p4FD6D920.dip0.t-ipconnect.de] has joined #OpenApoc 21:18 < SupSuper> i'm the last person to know :p 21:18 < SupSuper> sounds sensible though 21:19 < SupSuper> my understanding of apoc research has always been "get enough ufos and eventually you'll win???" 21:19 <@JonnyH`Work> MY experience of apoc research was "Rush to toxiguns, then you win" 21:21 < SupSuper> well, "rush". you have to wait for the toxiguns to come to you 21:22 <@JonnyH`Work> You limp through the first 2 weeks waiting for those damn science guys... 21:22 <@JonnyH`Work> And sometimes it's worth leaving some aliens in the city so you can go pick up a corpse the second you finish the bio containment thing 21:22 <@JonnyH`Work> rather than waiting ~2 days for the next ufos 21:24 < SupSuper> it always pissed me off how early-game research is useless. you pretty much have to get a bio-module, and find room in a ship, and then wait for the ufos, and then wait for the right aliens with cool gear, so stuff *finally* starts getting good 21:25 <@JonnyH`Work> Any corpse and you just have to research until you get toxiguns 21:25 <@JonnyH`Work> Get the early lifecycle alive (egg, chryssalid, worms) and you get type b ammo 21:25 <@JonnyH`Work> then you win 21:25 <@JonnyH`Work> At least the ground battle :P 21:25 <@JonnyH`Work> They can still knock you out the sky 21:26 < SupSuper> hey, let's not forget swanky dimension shields :P 21:26 <@JonnyH`Work> But until they start doing bombing missions that's all you need, just try to mug one of each ufo type once to get the tech going 21:26 < SupSuper> and then it's sitting around until you finally get enough ufos to go to the other dimension 21:27 <@JonnyH`Work> then when you get shields & retaliators you can spend a day in the alien dimension separating out and mugging each ufo 21:27 <@JonnyH`Work> then you just have to slog through the endgame missions... 21:27 < SupSuper> that's always when i quit :P 21:27 <@JonnyH`Work> The 'flow' of the game in apoc is a bit poor :P 21:28 < SupSuper> also the brainsucker launcher is still king of most worthless research in a videogame ever 21:28 < SupSuper> even if they do stack up on stores like nobody's business 21:29 <@JonnyH`Work> Each is worth like $300 though 21:29 <@JonnyH`Work> That's nearly a grenade or something! 21:30 <@JonnyH`Work> If it was me I would change the alien dimension craft buildup 21:30 <@JonnyH`Work> Something like so the 'big' UFOs avoid the early mission buildings 21:30 <@JonnyH`Work> so you can start on them before having air superiority 21:31 <@JonnyH`Work> 'caus by the time you can clear the alien dimension you have 20+ super agents with shields and disruptor armor & dual toxiguns 21:31 < SupSuper> well throw enough bikes at a problem... 21:31 <@JonnyH`Work> making the ground combat a bit meh 21:31 <@JonnyH`Work> No bikes in the alien dimension :) 21:31 <@JonnyH`Work> Maybe make the probe REALLY cheap to counter that? 21:34 < SupSuper> i think i just played the long game of every ufo eventually coming to our dimension and getting really lucky 21:34 <@JonnyH`Work> Yeah, by the time you can get your agents into the alien building without getting shot down 21:35 <@JonnyH`Work> you can probably take out everything in the whole alien dimension (if you take you time, mug each group individually and let your sheilds rechange between) 21:40 < SupSuper> oh found my old save 21:43 < SupSuper> yeah by june i already had all the good stuff. toxiguns, disruptors, shields, crafts, etc 21:44 <@JonnyH`Work> What's the start date? 21:44 <@JonnyH`Work> It only takes ~4 weeks 21:44 <@JonnyH`Work> to get most things.. 21:45 <@JonnyH`Work> I seem to remember spending as much time waiting for the labs to build as using then :P 21:45 < SupSuper> march. like i said, i played the waiting game :p 21:45 <@JonnyH`Work> Yeah, if you do *too* well the aliens get new stuff quicker than you can research 21:45 <@JonnyH`Work> It makes sense to try to scale them accordingly 21:46 < SupSuper> at least i have plenty of late-game saves if you ever need 21:49 < SupSuper> watching the madness that goes on in openxcom makes me wanna work on openapoc while the feature set is still sane :P 21:54 < SupSuper> but the openapoc engine still has me beat 21:56 < SupSuper> in openxcom, if i wanna do a thing, i just do it. in openapoc, i have to rewrite half the code and it still only kinda works :P 21:59 <@JonnyH`Work> What engine? 21:59 <@JonnyH`Work> You mean our collection of almost working hacks? 22:01 < SupSuper> if it runs, it's an engine 22:04 < SupSuper> if it doesn't, it's someone else's code :P 22:10 -!- pagurus [~user@p4FD6D920.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:10 -!- pagurus [~user@p4FD6D920.dip0.t-ipconnect.de] has joined #OpenApoc 23:08 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc --- Day changed Thu Mar 31 2016 00:02 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 00:09 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:11 -!- You're now known as JonnyH`Away 00:20 -!- Pawlac [~Pawlac@x5f70b684.dyn.telefonica.de] has quit [Remote host closed the connection] 00:50 -!- You're now known as JonnyH 01:37 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 01:37 < openapoc-git> [OpenApoc] JonnyH pushed 6 new commits to master: https://git.io/vVsqG 01:37 < openapoc-git> OpenApoc/master 06f8dd2 Jonathan Hamilton: Add PAEDIACATEGORY_ and PAEDIAENTRY_ prefixes to ufopaedia IDs 01:37 < openapoc-git> OpenApoc/master d572bb7 Jonathan Hamilton: Initial research tracking & extraction... 01:37 < openapoc-git> OpenApoc/master 7e1d612 Jonathan Hamilton: Re-enable ufopaedia prev/next section buttons 01:37 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 03:23 -!- pagurus [~user@p4FD6D920.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:25 -!- nadir_ [uid134094@gateway/web/irccloud.com/x-gwwwfevpkxqmavys] has joined #OpenApoc 03:27 -!- nadir [uid134094@gateway/web/irccloud.com/x-hedhpfuafmhwddnu] has quit [Killed (adams.freenode.net (Nickname regained by services))] 03:27 -!- nadir_ is now known as nadir 03:46 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:08 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 05:08 < openapoc-git> [OpenApoc] JonnyH pushed 4 new commits to master: https://git.io/vVsuP 05:08 < openapoc-git> OpenApoc/master 90519ae Jonathan Hamilton: Add required_research to UFOPaedia & hide entries accordingly 05:08 < openapoc-git> OpenApoc/master 0d80941 Jonathan Hamilton: Try to load SerializationArchives from directory trees too... 05:08 < openapoc-git> OpenApoc/master ac8d25a Jonathan Hamilton: Add boost::filesystem to windows nuget imports 05:08 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 05:08 -!- You're now known as JonnyH`Away 05:17 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 05:17 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVsz0 05:17 < openapoc-git> OpenApoc/master 96787a9 Jonathan Hamilton: Explicitly init all members in VehicleType... 05:17 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 05:43 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 07:05 -!- Pawlac [~Pawlac@x5f70b684.dyn.telefonica.de] has joined #OpenApoc 08:27 -!- Pawlac_1 [~Pawlac@x5f708f0d.dyn.telefonica.de] has joined #OpenApoc 08:30 -!- Pawlac [~Pawlac@x5f70b684.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 08:57 -!- pagurus [~user@pD950C02E.dip0.t-ipconnect.de] has joined #OpenApoc 10:49 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:29 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:57 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 14:03 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 14:27 -!- Kaljakoppa_off is now known as Kaljakoppa 14:38 -!- nadir [uid134094@gateway/web/irccloud.com/x-gwwwfevpkxqmavys] has quit [Quit: Connection closed for inactivity] 16:53 -!- You're now known as JonnyH 17:52 -!- Skin36_ [~Skin36000@185.3.34.57] has joined #OpenApoc 17:52 < Skin36_> hi JonnyH 17:52 <@JonnyH> hi Skin36_ 17:53 < Skin36_> How is it going ? 17:53 <@JonnyH> I'm doing OK 17:53 <@JonnyH> I was looking at research yesterday 17:53 <@JonnyH> and was wondering - do we know how scientists/engineers stats are generated? 17:53 <@JonnyH> IIRC they all have a skill value from 60-100? 17:54 < Skin36_> Yes, I have already written about this, it is necessary to look at my record 17:55 <@JonnyH> It was just a linear distribution within that right? 17:55 < Skin36_> yes 17:56 <@JonnyH> and scientists get 'agent' stats too (time units, accuracy etc.) - just you can't see them in the lab ui 17:56 <@JonnyH> I guess they're used when your base gets attacked 17:57 <@JonnyH> (are there android & mutant scientists? I can't remember...) 17:58 < Skin36_> Yes, it is true, but they have just what that byte that sets them apart from the others 17:58 <@JonnyH> their stats are generated differently too, right? Like more psi stuff/less strength for mutants 17:58 <@JonnyH> Is that just a different min/max? 18:00 < Skin36_> you'll have to do the generation of units? 18:00 <@JonnyH> I'll probably at least have a prototype together to get the science screens working 18:00 <@JonnyH> Even if the non-science stats are just stubbed out for now 18:02 < Skin36_> see unit const 18:02 < Skin36_> http://f3.s.qip.ru/tfn6TM3X.png 18:02 <@JonnyH> I gues 4 is the base 18:03 <@JonnyH> and 6 is the "random addition" 18:03 <@JonnyH> like androids ahve health 70, + RAND(0,20) 18:03 < Skin36_> yes 18:03 <@JonnyH> cool 18:04 <@JonnyH> They might be uint16, so 5 is the high byte of 4 18:04 <@JonnyH> That would mean a secuity station actually has 500 health 18:04 < Skin36_> yes 18:05 <@JonnyH> Thanks, I'll try to add that table to the extractor somewhere 18:05 <@JonnyH> so we have a base + RAND value for each stat for each unit type 18:05 < Skin36_> not all the constants are known 18:07 < Skin36_> may try to find a tree research in the code? 18:15 <@JonnyH> https://github.com/JonnyH/OpenApoc/blob/master/tools/extractors/common/research.h 18:15 <@JonnyH> I already have some of the research data decoded 18:16 <@JonnyH> Anyway, I'll have to look at this later 18:16 -!- You're now known as JonnyH`Work 18:17 < Skin36_> in any case expect proposals for further work 18:17 <@JonnyH`Work> Do we know about how the derived stats work? 18:18 <@JonnyH`Work> Like the weight an agent carries and the strength reduce their speed? 18:18 <@JonnyH`Work> Maybe the same as the previous xcoms did it? 18:19 < Skin36_> I think they are used only in the tactical game? 18:19 <@JonnyH`Work> Yeah, but the numbers are shown in the agent equip UI 18:19 <@JonnyH`Work> so they'll have to be calculated somewhere in ufo2p.exe? 18:20 <@JonnyH`Work> http://ufopaedia.org/index.php/Time_Units#Encumbrance 18:20 <@JonnyH`Work> has some info on what ufo does 18:20 < Skin36_> Yes, most likely 18:21 <@JonnyH`Work> Then maybe decode the market data 18:21 <@JonnyH`Work> and how it scales the price 18:21 <@JonnyH`Work> e.g. if you sell lots of the same item the price falls 18:22 < Skin36_> Yes, it is interesting 18:23 <@JonnyH`Work> as well as a random number being added to the supplies each week (maybe a min,max like the agent stats?) 18:24 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc_Data/blob/master/extractors/docs/hexa.txt#L975 18:24 <@JonnyH`Work> hexa.txt has offsets for 'market data', but I don't actually know what's in there :P 18:33 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 18:35 < Skin36_> this ? 18:35 < Skin36_> http://f3.s.qip.ru/tfn6TM3Z.png 18:38 <@JonnyH`Work> Looks like it 18:38 <@JonnyH`Work> Any idea how the price changes? 18:39 <@JonnyH`Work> Is it a fixed proportion? How many need to be sold to start scaling? 18:39 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:39 <@JonnyH`Work> Hey SupSuper 18:39 <@JonnyH`Work> I spent a bit of time last night to make the 'SerializationArchives' possibly using directories too 18:40 <@JonnyH`Work> So now we just have raw .xml checked in to git again 18:40 <@JonnyH`Work> Which I agree is much nicer than binary .zip :) 18:43 <@JonnyH`Work> It required boost::filesystem though... 18:46 -!- TheSnide_ [~snide@91.220.127.154] has joined #OpenApoc 18:57 < Skin36_> http://f5.s.qip.ru/tfn6TM40.png 19:03 <@JonnyH`Work> that disasm looks confusing to me 19:04 <@JonnyH`Work> v0 = 0; do{... never set v0 ... } while (v0 < 59); 19:04 <@JonnyH`Work> Uless v0 is somehow midified by sub_96538? 19:22 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:30 -!- Kaljakoppa is now known as Kaljakoppa_off 19:36 -!- nadir [uid134094@gateway/web/irccloud.com/x-wwgjfckafpmkvxwp] has joined #OpenApoc 19:40 < Skin36_> http://f6.s.qip.ru/tfn6TM41.png 19:42 < SupSuper> JonnyH`Work: ohhhhh nice 19:48 <@JonnyH`Work> Let me know if it all explodes... 19:48 <@JonnyH`Work> OpenApoc --extract-data now 100% generates exactly the same xml files on my windows and linux tests 19:48 <@JonnyH`Work> which is nice... 19:49 <@JonnyH`Work> Having a 'time' in the .zip meant git always thought it changed, even if nothing had :D 20:21 < SupSuper> whatever happened to checksum checks ;p 20:24 <@JonnyH`Work> It's a bit wonkey 20:25 <@JonnyH`Work> like it assumes if there's dir that's the 'correct' thing to load 20:25 <@JonnyH`Work> even if it's empty 20:25 <@JonnyH`Work> and it'll try to parse *Every* contained file as xml 20:26 <@JonnyH`Work> I might add a manifext.xml with the list of the files that should be there 20:27 <@JonnyH`Work> and it could have checksums there too 20:27 <@JonnyH`Work> and reject folders without a valid manifest 20:32 <@JonnyH`Work> And then I'd still have an 'ignore checksum' mode 20:32 <@JonnyH`Work> (or a little tool to recalculate) as otherwise someone modifies their save and it'll be rejected... 20:33 < SupSuper> and modders can't checksum :p 20:33 <@JonnyH`Work> crc32 with a custom polynomial? 20:36 <@JonnyH`Work> having a manifest or something makes sense anyway, if only to stop you trying to load a random directory as xml :P 20:36 <@JonnyH`Work> I'll do that.. 20:36 <@JonnyH`Work> sha1 checksums? IS that standard enough for you? 20:36 < SupSuper> can't you just check for ".xml"? :p 20:36 <@JonnyH`Work> .xml? Or .XML? Or .Xml? Or... 20:37 <@JonnyH`Work> And I want mods to have 'data' too in their package in the future 20:37 <@JonnyH`Work> e.g. images, whatever 20:37 < SupSuper> those are already referenced by the xml though 20:38 < SupSuper> actually doesn't all xml get referenced by some other xml? so i guess you just need one "root" xml that starts the tree off 20:39 <@JonnyH`Work> Yeah, but due to weird design decisions I read and parse everything to xml_docs before actually passing to something that understands the references 20:39 < SupSuper> ah 20:39 <@JonnyH`Work> and I don't want the checksums in the reference, as then that'll change that's checksum when modified, which will propogate down the tree.. 20:40 <@JonnyH`Work> Good if I want it signed, bad if I just want error detection 20:41 <@JonnyH`Work> If the format isn't perfect but it makes the code easier I'll probably run with it at this point 20:42 <@JonnyH`Work> the serialization stuff is abstracted enough I can change it going forward anyway 20:43 <@JonnyH`Work> MOAR BOOST - #include 20:46 < SupSuper> D: 20:47 < SupSuper> so this is making the rounds: http://blog.dustinkirkland.com/2016/03/ubuntu-on-windows.html 20:48 -!- Skin36_ [~Skin36000@185.3.34.57] has left #OpenApoc [] 20:49 <@JonnyH`Work> saw that 20:49 <@JonnyH`Work> the 'base' ioctl interface of linux isn't really interesting 20:49 <@JonnyH`Work> A bit like a non-graphical application through wine is pretty simple 20:50 < SupSuper> this is all i can think of: http://i.imgur.com/FLE41QC.jpg 20:51 <@JonnyH`Work> https://blogs.msdn.microsoft.com/vcblog/2016/03/30/visual-c-for-linux-development/ 20:51 <@JonnyH`Work> their 'official' linux support does it's builds by: 20:51 <@JonnyH`Work> SSHing into a linux maching 20:51 <@JonnyH`Work> Copying the .c files over 20:51 <@JonnyH`Work> RUnning the linux machine's gcc 20:52 < SupSuper> yeah all i can think of is server/dev uses where you'll likely have a bunch of shell stuff working in tandem 20:52 < SupSuper> much like you can use mingw to build windows exes on linux, now you can use gcc to build linux exes on windows 20:53 < SupSuper> now if only they could debug ELF exes, i'd be set :p 20:53 <@JonnyH`Work> The reason why these builds are painful in windows is more due to the build system/other steps relying on 'standard' unix tools and a programmable shell 20:54 <@JonnyH`Work> Not the lack of gcc.exe... 20:54 <@JonnyH`Work> SupSuper: You can already use gdbserver with vs right? 20:54 < SupSuper> ugh command-line debuggers :p 20:55 <@JonnyH`Work> As in vs's debugger UI communicates with gdbserver over a network? 20:55 <@JonnyH`Work> So no cmdline? 20:55 < SupSuper> i dunno really, i'm just mad at mingw's lack of stack traces, but that's probably very particular 20:55 < SupSuper> i guess the real takeaway is "wow the word Linux on a microsoft system, never thought i'd see that on a million years" 20:55 <@JonnyH`Work> that's caus mingw tries to be msvc compatible, not using DWARF 20:56 <@JonnyH`Work> and only recently have ms released anything like a spec for the .pdb files 20:56 <@JonnyH`Work> and I assume it's not made it into mingw yet 20:56 < SupSuper> actually mingw produces windows exes with DWARF debug info, so it's useless on both sides :p 20:57 < SupSuper> so they have win32 apis designed for a format it doesn't even produce 20:57 <@JonnyH`Work> so it'll debug with a windows port of gdb or something? 20:57 < SupSuper> yeah 20:57 <@JonnyH`Work> libunwind parses the dwarf sections directly, so that should work... 20:58 <@JonnyH`Work> Unless it relies on some part of the ELF spec to get to them.. which is probaly does :P 20:58 <@JonnyH`Work> Not sure how PE w/dwarf works 20:58 < SupSuper> haven't tried libunwind, but i can't use neither the win32 api for it nor the gnu api for it 20:58 <@JonnyH`Work> gcc's _Unwind stuff doesn't work? 21:00 < SupSuper> this is what i use: https://www.gnu.org/software/libc/manual/html_node/Backtraces.html 21:02 < SupSuper> i'll give it credit, it *just works* 21:02 < SupSuper> even through signal handlers and the like with no fancy "oh no i lost the stack" tricks 21:35 -!- pagurus [~user@pD950C02E.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:36 -!- pagurus [~user@pD950C02E.dip0.t-ipconnect.de] has joined #OpenApoc 21:48 -!- pagurus [~user@pD950C02E.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:48 -!- pagurus [~user@pD950C02E.dip0.t-ipconnect.de] has joined #OpenApoc 21:54 -!- pagurus [~user@pD950C02E.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:55 -!- pagurus [~user@pD950C02E.dip0.t-ipconnect.de] has joined #OpenApoc 21:58 -!- pagurus [~user@pD950C02E.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:58 -!- pagurus [~user@pD950C02E.dip0.t-ipconnect.de] has joined #OpenApoc 22:00 -!- Pawlac_1 [~Pawlac@x5f708f0d.dyn.telefonica.de] has quit [Remote host closed the connection] 22:09 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/WIP/serialization-sha/data/difficulty1_patched/openapoc_manifest.xml 22:09 <@JonnyH`Work> How's that? 22:23 <@JonnyH`Work> We need cryptographically secure checksums for our data dammit! 22:23 <@JonnyH`Work> What is someone tries to modify it? *shudder* 22:29 < SupSuper> well i'm certainly not gonna try to modify it now :p 22:29 < SupSuper> so secure i'm gonna start putting all my passwords in xml from now on 22:33 <@JonnyH`Work> Psst, if you set the SHA1 attribute to "" it's ignored :P 22:35 < SupSuper> but do i dare... 22:39 <@JonnyH`Work> And just the 'directory' archives, .zip files have crcs already 23:47 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:58 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 23:58 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVnMl 23:58 < openapoc-git> OpenApoc/master 01433ad Jonathan Hamilton: Add openapoc_manifest.xml for Dir-based SerializationArchives... 23:58 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] --- Day changed Fri Apr 01 2016 00:02 <@JonnyH`Work> now *this* is good: http://techcrunch.com/2016/03/30/be-very-afraid-hell-has-frozen-over-bash-is-coming-to-windows-10/ 00:05 <@JonnyH`Work> Hoping to have a gcc-compatible msvc frontend 00:05 <@JonnyH`Work> and one build system for both :) 00:48 -!- You're now known as JonnyH 00:48 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 00:48 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vVnQw 00:48 < openapoc-git> OpenApoc/master a7245af Jonathan Hamilton: Add stub research screen 00:48 < openapoc-git> OpenApoc/master 2c089fa Jonathan Hamilton: Add research screen to msvc build 00:48 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 00:49 <@JonnyH> SupSuper: I should probably look at pulling the mini-base selector thing out of BaseScreen, as it's in all the base management screens 01:31 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 01:31 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVndx 01:31 < openapoc-git> OpenApoc/master d938f6b Jonathan Hamilton: Add more controls to the ResearchScreen 01:31 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 01:39 -!- You're now known as JonnyH`Away 03:23 -!- pagurus [~user@pD950C02E.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:46 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 04:08 -!- Pawlac [~Pawlac@x5f708f0d.dyn.telefonica.de] has joined #OpenApoc 05:58 -!- pagurus [~user@pD950F78E.dip0.t-ipconnect.de] has joined #OpenApoc 06:19 -!- pagurus [~user@pD950F78E.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 06:48 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 06:55 -!- pagurus [~user@pD950F78E.dip0.t-ipconnect.de] has joined #OpenApoc 08:26 -!- Pawlac_1 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NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 12:58 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:58 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 13:14 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 13:48 -!- nadir [uid134094@gateway/web/irccloud.com/x-wwgjfckafpmkvxwp] has quit [Quit: Connection closed for inactivity] 14:27 -!- kkmic [~chatzilla@unaffiliated/kkmic] has quit [Quit: ChatZilla 0.9.92 [Firefox 45.0/20160304114926]] 14:59 -!- You're now known as JonnyH 15:13 -!- sf{bad_alloc} [~sf@46.39.228.75] has joined #OpenApoc 15:13 -!- sf{bad_alloc} is now known as sf{bed_alloc} 15:13 < sf{bed_alloc}> hey everyone 15:14 <@JonnyH> good day sf 15:14 < sf{bed_alloc}> JonnyH: I've managed to sorta kinda implement a threaded renderer 15:14 < sf{bed_alloc}> annnd I'm back to 140 ms per frame 15:14 < sf{bed_alloc}> (at least I'm drawing during city update, but still) 15:15 <@JonnyH> Oops :) 15:15 <@JonnyH> Yeah, put the renderer to the side for now I'd say 15:15 <@JonnyH> once we're nearly feature complete we can look at a more 'stabe' use case 15:16 <@JonnyH> I don't want to pour huge amounts of time into it then realise (for example) it doesn't work right on the battlescapes or something.. 15:16 <@JonnyH> On my 5x I got ~10 fps at 640x480, which was enough for demo & testing IMHO 15:17 < sf{bed_alloc}> 10 fps? That's suspiciously close to the amount I was getting with the "gles20" renderer on tegra and n4 15:18 <@JonnyH> From my quick profile it shows it's not GPU bound, which means we *can* optimise it later, we're not butting against any hw limitations 15:18 <@JonnyH> It 15:18 <@JonnyH> .It's not going to be playable for years yet... 15:19 <@JonnyH> And maybe by then every device we want to support will have vulkan 15:19 < sf{bed_alloc}> in other news: it took me two days to finally get what you were saying about lto and linker parameters, which I guess makes me somewhat retarded? but the upside is that now I can actually use it! 15:19 <@JonnyH> It can give a decent speedup in some rather specific cases 15:20 < sf{bed_alloc}> unfortunately, it didn't seem to help much, but still good to have it 15:20 <@JonnyH> e.g. you don't have to think if a function should be inlined (and therefore defined in the header) or not 15:20 <@JonnyH> I found it made ~20-30% change in the renderer loop on my chunky x86_64 15:21 < sf{bed_alloc}> maybe we can even have *proper* mips cflags/ldflags 15:21 <@JonnyH> but that was 'caus it was dominated by the sp<> management and call overhead, not by crappy drivers :P 15:21 <@JonnyH> ~30% of something already fast enough is less interesting... 15:22 <@JonnyH> The only mips platform I can think of for dev is the ci20, and that's probably going to be too slow anyway... 15:22 <@JonnyH> I would leave mips if it's *any* work for now... 15:22 < sf{bed_alloc}> https://github.com/sfalexrog/openapoc_android/blob/master/OpenApoc/build.gradle#L220 - basically, just these lines 15:23 <@JonnyH> That's alright then :) 15:23 <@JonnyH> but if you find an issue with the build that's not trivial it's probably not worth chasing at this point... 15:23 < sf{bed_alloc}> the side effect of all that is that I'm getting separate .apks per arch instead of a "fat" binary 15:23 <@JonnyH> We have some new interesting stuff coming out Soon (tm) 15:23 <@JonnyH> but that's going to be mips32r6, which is _quite_ different 15:24 < sf{bed_alloc}> so, -march=mips32r6 then? :p 15:24 <@JonnyH> I will say the arm64 compiler is awfully slow compared to armv7 or x86... 15:25 <@JonnyH> I also recently added a dependnecy on boost::filesystem (needs a lib) and boost::uuid (header only) 15:25 <@JonnyH> to allow loading 'serializationarchives' from directories not just .zips 15:25 <@JonnyH> AS checking-in .zips of the data was a pain, as you can't diff them like you can with xml 15:26 <@JonnyH> It's optional, so for example on android you could zip the directories up and it'll still work 15:26 <@JonnyH> (loadGame("name") searches for a directory 'name' with 'openapoc_manifest.xml' in it to try to read a directory, if that fails it'll try 'name.zip' exactly as before) 15:27 <@JonnyH> Unless storing the files individually would be better for android 15:27 <@JonnyH> And I might have to change physfs soon - as it doesn't support .bin/.cue as apoc is shipped through GOG 15:27 < sf{bed_alloc}> "change" = "use another library"? 15:27 <@JonnyH> so.. yeah, enough to keep up with even if the renderer being non-optimial is accepted for now 15:28 <@JonnyH> "change" = "use another library" - probably 15:28 <@JonnyH> Maybe not a full 'fs' layer 15:28 <@JonnyH> but something like libarchive 15:28 <@JonnyH> We don't use it to write or have random access within files 15:28 <@JonnyH> so half the complexity of physfs is unused 15:29 <@JonnyH> plus the .iso reader in is it *soo* buggy :P 15:29 < sf{bed_alloc}> even with your patches? 15:30 <@JonnyH> It doesn't handle failure well for one 15:30 <@JonnyH> And if I find one killer-bug that probably means there's 10 we haven't spotted yet, as it's clearly not well tested... 15:33 < sf{bed_alloc}> well, I'm happy with whatever's not too platform-specific (or can be easily made this way) 15:35 <@JonnyH> Worse case re-implementing fs.cpp for android isn't too bad 15:35 <@JonnyH> Adding a OFile for output too would probably make sense, we're currently using fstream directly for the serialize-out stuff 15:36 <@JonnyH> Then we can hook that into the 'proper' android APIs :) 15:36 < sf{bed_alloc}> how is unix read/write not proper? :p 15:36 <@JonnyH> I mean for saves, through the 'google play game services cloud save' api 15:38 <@JonnyH> Dunno if we can use that properly though, as the game services account would probably be hard to create for a 'reverse engineered legally-gray-area resources game' 15:39 <@JonnyH> Anyway, I hope to get research into a somewhat working state this weekend 15:39 <@JonnyH> Then after that I might look at more infrastructure stuff :) 15:39 < sf{bed_alloc}> as long as we don't redistribute assets, it's probably fine (as long as you're okay with one-star reviews by people who can't read) 15:39 <@JonnyH> Gotta run for a meeting 15:39 -!- You're now known as JonnyH`Work 15:40 <@JonnyH`Work> Yeah, but it's got a "Good Google Play Store Experience" if a newly downloaded game then asks you to upload a .iso through usb :P 15:40 <@JonnyH`Work> I know stuff like opentyrian/openttd is on the market, so you can put it there 15:41 <@JonnyH`Work> but I think the play-games integration required more Google oversight for stuff like that 15:41 <@JonnyH`Work> What would be great is if we could integrate with gog or something 15:41 <@JonnyH`Work> Like it says 'upload your .iso, or enter your gog.com account" 15:42 <@JonnyH`Work> and it can download it from gog if it's in your library :P 15:42 < sf{bed_alloc}> would be great for oxc as well 15:43 <@JonnyH`Work> maybe sup & warboy should ask gog? 15:43 <@JonnyH`Work> Or even enable 'linux' support? 15:43 <@JonnyH`Work> Or are they tied to what 2k supply... 15:43 <@JonnyH`Work> anyway, brb 15:44 < sf{bed_alloc}> afaik oxc can work with whatever you can get 15:47 -!- sf{bed_alloc} [~sf@46.39.228.75] has quit [Quit: sf{bed_alloc}] 15:55 -!- dsfs [59cf38c8@gateway/web/freenode/ip.89.207.56.200] has joined #OpenApoc 15:55 -!- dsfs is now known as Guest31303 15:55 -!- Guest31303 [59cf38c8@gateway/web/freenode/ip.89.207.56.200] has quit [Client Quit] 16:32 -!- Kaljakoppa_off is now known as Kaljakoppa 17:05 -!- Skin36_ [~Skin36000@212.96.109.31] has joined #OpenApoc 19:07 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:10 <@JonnyH`Work> hey SupSuper 19:11 < SupSuper> heya 19:12 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 19:16 <@JonnyH`Work> I can't think of a good way at the minute to either add .cue/.bin files to physfs, or something else 19:16 <@JonnyH`Work> So I'm going to assume that the gog release doesn't exist for the time being 19:16 <@JonnyH`Work> Or at least the user can run bchunk or something on it first... 19:19 < SupSuper> maybe they can mount/extract it themselves and point the game at it? :p 19:21 <@JonnyH`Work> that works too 19:22 <@JonnyH`Work> I tried cutting down the .iso files we actually use to hopefully add it to the auto builds to re-generate the data 19:22 <@JonnyH`Work> I got it down to ~35mb compressed (with the sounds & music stubbed out) 19:22 <@JonnyH`Work> but then physfs failed to mount the .iso with weird crashes :( 19:22 <@JonnyH`Work> So clearly not perfect there still 19:55 -!- nadir [uid134094@gateway/web/irccloud.com/x-bzltlwsyudrmoqnk] has joined #OpenApoc 20:32 -!- Skin36_ [~Skin36000@212.96.109.31] has quit [Ping timeout: 252 seconds] 21:00 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:21 -!- Kaljakoppa is now known as Kaljakoppa_off 21:31 <@JonnyH`Work> Do you think I'll insult someone by adding only "Make" and "Famale" as possible genders? :P 21:34 < SupSuper> well if they don't like it they can be androids and aliens? 21:36 < nadir> Add Dysphoric just in case :p 21:41 <@JonnyH`Work> So: Make, Female, Dysphoric and AttackHelicopter 21:41 <@JonnyH`Work> I think androids are still male/female it just makes no difference to anything... 21:41 <@JonnyH`Work> It's just the images anyway, no gameplay stuff IIRC 21:47 < SupSuper> not like they even show up ingame... 21:48 <@JonnyH`Work> Naa, the little portrait images are different 21:48 <@JonnyH`Work> Which is like _really_ important 21:49 < SupSuper> when they're not covered up by squad and alien numbers? 21:50 <@JonnyH`Work> IIRC even the paper doll image on the equip screen was a generic one in apoc 21:52 < SupSuper> yup, same as the battlescape unit, some russian-looking generic dude 21:53 <@JonnyH`Work> With an epic hat though 21:53 < SupSuper> i wonder if they wear the hat under the armor 21:54 <@JonnyH`Work> I wouldn't let a hat like that out of my sight, it'll be nicked the second you turn your back 22:14 -!- sf{bad_alloc} [~sf@46.39.228.75] has joined #OpenApoc 22:14 -!- sf{bad_alloc} is now known as sf{bed_alloc} 22:41 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] 22:53 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 22:57 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 22:59 < SupSuper> well this isn't confusing at all: https://blogs.msdn.microsoft.com/visualstudio/2016/03/30/visual-studio-15-preview/ 22:59 < SupSuper> still, a vs install <1gb and being able to use folders as projects sounds very appealing indeed 23:00 <@JonnyH`Work> apparently the c++ compiler is exactly the same as in msvc2015 r2 23:01 < SupSuper> yeah they only mention ide improvements. but it's super early 23:04 <@JonnyH`Work> Right, just implemented a prototype agent generaation... as part of my research work... 23:04 <@JonnyH`Work> HIFW https://www.youtube.com/watch?v=d1CYncXkCv4 23:05 < SupSuper> but does it blend 23:06 <@JonnyH`Work> a 23:06 < SupSuper> i see more boost has been added as well. it's like i don't even know you anymore 23:06 <@JonnyH`Work> boost::filesystem 23:07 <@JonnyH`Work> as requiring gcc 5.3 or msvc2015 update 2 for the filesystem TS is a bit far IMHO 23:08 <@JonnyH`Work> literally all I use it for is :P 23:08 <@JonnyH`Work> and a bit of error checking (e.g. warn if trying to load a directory as a file / visa-versa 23:08 <@JonnyH`Work> ) 23:08 < SupSuper> i think msvc has been unoficially carrying the boost::filesystem for a while now 23:09 <@JonnyH`Work> boost::filesystem pretty much is the filesystem TS proposed for 2017 prototype 23:09 <@JonnyH`Work> it's (pretty much) the same api IIRC, so if we do switch over it should be simple 23:09 <@JonnyH`Work> Oh, I also enabled boost::uuid for sha1 calculation 23:09 <@JonnyH`Work> but that's header-only 23:10 <@JonnyH`Work> and I could do a CRAZY_INTERNAL_CHECKSUM, but standards are standards 23:11 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 23:12 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 23:12 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vVlt9 23:12 < openapoc-git> OpenApoc/master 2debda2 Jonathan Hamilton: Add 'system' boost dependency in cmake build... 23:12 < openapoc-git> OpenApoc/master ba6aaed Jonathan Hamilton: Initial Agent generation... 23:12 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 23:12 < SupSuper> oh no THE CHECKSUMS ARE WRONG 23:12 <@JonnyH`Work> WHAT DID YOU DO??? 23:12 <@JonnyH`Work> You didn't checkout on windows did you? 23:12 <@JonnyH`Work> Those line endings are important dammit! 23:12 < SupSuper> rip :< 23:13 <@JonnyH`Work> oops, didn't mean to push that to pmprog before I added it to msvc... 23:15 <@JonnyH`Work> there we go... 23:15 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 23:15 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVlqc 23:15 < openapoc-git> OpenApoc/master fcc1c6b Jonathan Hamilton: Add agent files to msvc build 23:15 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 23:31 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Sat Apr 02 2016 00:17 -!- You're now known as JonnyH`Away 00:18 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 01:16 -!- Pawlac_1 [~Pawlac@x5f73b9df.dyn.telefonica.de] has quit [Remote host closed the connection] 01:17 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 01:17 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVlze 01:17 < openapoc-git> OpenApoc/master d0db18e Jonathan Hamilton: Disable line-ending normalization on xml files... 01:17 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 02:04 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 03:23 -!- pagurus [~user@pD950F78E.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 06:50 -!- Kaljakoppa_off is now known as Kaljakoppa 07:59 -!- Kaljakoppa [Kaljakoppa@gateway/shell/bnc4free/x-wzegykmlkuusqkjw] has quit [Ping timeout: 248 seconds] 08:05 -!- Kaljakoppa [Kaljakoppa@gateway/shell/bnc4free/x-cxcpuzxzacjqrfaj] has joined #OpenApoc 08:35 -!- Pawlac [~Pawlac@x5f70dbf9.dyn.telefonica.de] has joined #OpenApoc 09:08 -!- pagurus [~user@p548CA7AB.dip0.t-ipconnect.de] has joined #OpenApoc 10:28 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:37 -!- pagurus [~user@p548CA7AB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 10:55 -!- pagurus [~user@p548CA7AB.dip0.t-ipconnect.de] has joined #OpenApoc 11:05 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:43 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 11:43 < openapoc-git> [OpenApoc] sfalexrog pushed 1 new commit to master: https://git.io/vVlxe 11:43 < openapoc-git> OpenApoc/master 557885f sfalexrog: Fix typo in trace.cpp... 11:43 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 11:49 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 12:42 < sf{bed_alloc}> so far the master branch appears to be very android-friendly, the only exception being file paths 13:40 -!- sf{bed_alloc} 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[~Skin36000@185.3.35.43] has left #OpenApoc [] 00:09 -!- SolariusScorch [~Solar@192.166.202.28] has quit [Quit: Leaving] 00:30 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 01:31 -!- Pawlac [~Pawlac@x5f70dbf9.dyn.telefonica.de] has quit [Remote host closed the connection] 01:33 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 03:22 -!- pagurus [~user@p548CA7AB.dip0.t-ipconnect.de] has quit [Ping timeout: 250 seconds] 06:47 -!- Kaljakoppa_off is now known as Kaljakoppa 08:38 -!- Pawlac [~Pawlac@x5d840a90.dyn.telefonica.de] has joined #OpenApoc 09:39 -!- pagurus [~user@p548CA9DC.dip0.t-ipconnect.de] has joined #OpenApoc 09:59 -!- Skin36 [~Skin36000@178.34.162.110] has joined #OpenApoc 10:23 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:51 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 10:58 -!- Skin36 [~Skin36000@178.34.162.110] has left #OpenApoc [] 11:38 -!- Skin36 [~Skin36000@178.34.162.110] has joined #OpenApoc 12:25 -!- Skin36 [~Skin36000@178.34.162.110] has quit [Ping timeout: 250 seconds] 13:34 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 14:28 -!- nadir [uid134094@gateway/web/irccloud.com/x-pjjshoezepaoaofb] has quit [Quit: Connection closed for inactivity] 14:42 -!- Skin36 [~Skin36000@178.34.162.110] has joined #OpenApoc 15:12 -!- pagurus [~user@p548CA9DC.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 15:46 -!- Skin36 [~Skin36000@178.34.162.110] has quit [Ping timeout: 244 seconds] 15:46 -!- Skin36 [~Skin36000@178.34.162.110] has joined #OpenApoc 16:56 < SupSuper> eureka! 16:58 < SupSuper> showers really are a place of inspiration 16:59 < Kaljakoppa> And saving water by peeing there 16:59 < Kaljakoppa> Inspiring & saving the planer 16:59 < Kaljakoppa> *planet 17:07 < Kaljakoppa> https://youtu.be/OweE7RqcVIM 17:07 < SupSuper> nice backing music 17:10 < SupSuper> those imps getting jiggy with it 17:10 < Kaljakoppa> Even flippimg textures it seems 17:11 < SupSuper> progress is looking really good, though the lack of lighting on a dk game makes it look really unsettling 17:11 < Kaljakoppa> Need to introduce the concept of gold to the game 17:11 < Kaljakoppa> Yeah, I'm hoping that we get some experts on board 17:12 < Kaljakoppa> I don't know how the lightning could be replicated 17:12 < Kaljakoppa> It is not real 17:12 < Kaljakoppa> We have the parameters, but lack the knowledge & shaders how to use them 17:13 < Kaljakoppa> With SSAO it gets a bit better 17:13 < Kaljakoppa> Doesn't look so flat anymore 17:13 < SupSuper> yeah not really my expertise either 17:13 < SupSuper> the original was just dark by default with lots of light sources everywhere (torches, rooms, cursor, etc) 17:14 < Kaljakoppa> A head of its time with the effects 17:14 < SupSuper> had to show off those fancy new 3d accelerators 17:15 < SupSuper> how are you making this btw? you got any inside info on the game assets, or just reversing the code, or rewriting from scratch, or? 17:15 < Kaljakoppa> Rewriting from scratch 17:16 < Kaljakoppa> Visual reverse engineering mostly 17:17 < Kaljakoppa> The models & various other assets, the formats, were figured out from the code I think 17:17 < Kaljakoppa> I just have the bits of documentation, I'm parsing them together, so assetwise we are far 17:18 < Kaljakoppa> The game contains so many parameters which we now have that some reverse engineering is almost easy 17:19 < SupSuper> nice 17:19 < Kaljakoppa> But again with i.-e 17:19 < Kaljakoppa> i.e. particle effects 17:19 < Kaljakoppa> We have many many parameters, in plain English, but still it's a bit hard to reproduce the original effects :) 17:21 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 17:22 < SupSuper> you mean game assets are all configured in clear english? 17:27 < Kaljakoppa> No, I mean that the way we reverse engineered most, with a hex editor + the official level editor 17:28 < Kaljakoppa> Level editor gave the English explanations for the variables :) 17:29 < Kaljakoppa> But we need to figure out the real usage, sometimes it is obvious, sometimes not, sometimes the value isn't actually used in-game... 17:29 < SupSuper> oh i forgot it had a level editor 17:30 < Kaljakoppa> Huge undertaking, I puked hex codes for weeks on :) 17:31 < Kaljakoppa> I guess IDA isn't that much nicer :) But of course more accurate 17:31 < SupSuper> yeah i wish i had the stomach to more deeply reverse stuff, but there's no guides or anything 17:32 < SupSuper> just shooting at the dark and hoping for the best :/ 17:34 < Kaljakoppa> Your progress is amazing, keeps me hopeful 18:12 < Skin36> hi 18:20 < Skin36> hi SupSuper 18:21 < SupSuper> hey 18:31 < Skin36> http://f1.s.qip.ru/tfn6TM54.png 18:31 < Skin36> you do not know what it stands for tile strategy map? 18:33 < SupSuper> what's that from? 18:33 < SupSuper> doesn't look familiar, what's the context? 18:36 < Skin36> tile strategy map(It has 4 colors) 18:38 < SupSuper> so top view? i don't remember anything with that shape 18:39 < Skin36> hm 18:44 -!- Skin36 [~Skin36000@178.34.162.110] has quit [Ping timeout: 244 seconds] 18:47 -!- Skin36 [~Skin36000@85.26.186.226] has joined #OpenApoc 19:25 -!- Colombo [~colombo@124.197.25.143] has joined #OpenApoc 19:37 -!- sf{bed_alloc} [~sf@95-26-209-188.broadband.corbina.ru] has quit [Quit: sf{bed_alloc}] 19:50 -!- nadir [uid134094@gateway/web/irccloud.com/x-iuvmhpqsmezldtfm] has joined #OpenApoc 19:54 -!- You're now known as JonnyH 19:58 < Skin36> hi 19:58 <@JonnyH> hi Skin36 19:58 < Skin36> http://f1.s.qip.ru/tfn6TM54.png 19:58 < Skin36> you do not know what it stands for tile strategy map? 19:59 <@JonnyH> I don't remember that anywhere... 20:01 <@JonnyH> Is that from the city, or battlescape strategy map? 20:01 < Skin36> you do not know the strategy map tiles are the same for the map of aliens? 20:01 < Skin36> its sity 20:03 < SupSuper> it looks like a stairs/entrance icon but i don't know where in the city that would make sense 20:03 <@JonnyH> I think some of the stratmap entries at the end are for the vehicles/ufo icons 20:03 <@JonnyH> and at least the large UFOs seem to be made up of 4 tiles 20:03 <@JonnyH> so maybe it's 1/4 of something? 20:03 <@JonnyH> http://ufopaedia.org/index.php/City_Maps_%28Apocalypse%29 20:04 <@JonnyH> don't see anything obvious in any of those... 20:07 < Skin36> http://f6.s.qip.ru/tfn6TM56.png 20:08 -!- Pawlac_1 [~Pawlac@x5f70a905.dyn.telefonica.de] has joined #OpenApoc 20:08 < Skin36> in which the tiles file for this map 20:08 <@JonnyH> ufodata/alien_s.{tab,pck} I think 20:09 < Skin36> kk 20:10 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 20:10 < Skin36> where you can look these tiles? 20:11 < Skin36> where im can look these tiles? 20:11 -!- Pawlac [~Pawlac@x5d840a90.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 20:11 <@JonnyH> Not sure 20:11 <@JonnyH> Give me a second and I'll extract and upload some 20:11 < Skin36> ok 20:16 < Skin36> I seem to have found the drawing function map background 20:20 < Skin36> for strat map http://f6.s.qip.ru/tfn6TM58.png 20:21 < Skin36> City map used to draw the background tile 169 or 5 for alien map 20:24 -!- Colombo [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:26 <@JonnyH> http://s2.jonnyh.net/pub/list/extracted/ufodata/stratmap.pck/pal_01/PCKSTRAT/ 20:31 <@JonnyH> and http://s2.jonnyh.net/pub/list/extracted/ufodata/alien_s.pck/pal_01/PCKSTRAT/ 20:31 -!- Pawlac_1 [~Pawlac@x5f70a905.dyn.telefonica.de] has quit [Read error: Connection reset by peer] 20:31 <@JonnyH> note that the first image in alien_s.pck appears to fail to load for us... 20:31 <@JonnyH> either it's invalid (and never used) or our decoder isn't *quite* right.. 20:32 -!- Pawlac_1 [~Pawlac@x5f70a982.dyn.telefonica.de] has joined #OpenApoc 20:33 < Skin36> http://f5.s.qip.ru/tfn6TM59.png 20:33 < Skin36> All right, it is tile 5 20:34 -!- Kaljakoppa is now known as Kaljakoppa_off 20:35 < Skin36> city background tile 169 or 5 for alien map stratmap background tile 453 or 5 for alien map 20:37 <@JonnyH> That's the 'endless grass' tile I guess? 20:37 < Skin36> yes 20:38 < Skin36> So, a full size map 120 (or 124) 20:39 <@JonnyH> Presumably as the viewport means you cannot see more than ~10 tiles outside the real city? 20:41 < Skin36> Yes, probably 20:51 < Skin36> 640/32=20 or for y 352/16=22 tiles 20:57 -!- Skin36 [~Skin36000@85.26.186.226] has left #OpenApoc [] 21:10 < SupSuper> JonnyH: out of curiosity, do you have any interceptor saves? 21:10 < SupSuper> i was trying to reproduce the -0.00 bug in the gog version but can't seem to. but i don't remember if it happened in the combat simulator or only in the proper campaign 21:10 <@JonnyH> Naa, sorry 21:11 <@JonnyH> IIRC one of the bugged missions was the probe one 21:11 <@JonnyH> Which can happen pretty early.. 21:15 < SupSuper> well they all work fine in the combat simulator 21:15 < SupSuper> and i just tried sitting around in campaign until a probe appeared and it was there as well... 21:16 <@JonnyH> I'll try the combat sim in the steam one 21:16 <@JonnyH> That's broken IIRC 21:17 <@JonnyH> ...won't even start on my laptop :( 21:17 < SupSuper> oh well 21:17 < SupSuper> also seems fine on the steam version now, maybe directx somehow fixed it? :p 21:17 < SupSuper> or it's driver-specific 21:17 <@JonnyH> Or a compatability update? 21:18 <@JonnyH> I'm pretty sure it was an fpu restore issue from some windows api calls... 21:18 <@JonnyH> Maybe dx? 21:18 < SupSuper> maybe. i'm on w10 but don't have an old pc to conveniently test it on 21:18 < SupSuper> still kinda bizarre for something like that to get fixed 21:22 <@JonnyH> One thing MS do well is backwards compatiblity... 21:25 < SupSuper> btw what's the difference between the patch and patched :p 21:26 <@JonnyH> So the data is 'extracted' from the original data, then it's modified using the patch 21:26 <@JonnyH> the result is the patched, and that's kept so you don't have to re-generate & extract every time you run 21:26 <@JonnyH> So you shouldn't modify the 'patched' one directly 21:26 <@JonnyH> it's the output of 'OpenApoc --extract-data' 21:28 < SupSuper> alrighty 22:03 -!- Pawlac_1 [~Pawlac@x5f70a982.dyn.telefonica.de] has quit [Remote host closed the connection] 22:17 < SupSuper> why the hell does every messagebox have different colors 22:17 < SupSuper> palettes? fuck that, i'm just gonna wing it :p 22:39 < SupSuper> ohhhhh i see a research screen 22:39 <@JonnyH> I'm currently working on that as we speak :D 23:12 < SupSuper> here's what i'm working on: http://puu.sh/o57wo/2db007e0c5.png 23:12 < SupSuper> much less exciting but just as painful 23:12 <@JonnyH> Wow :D 23:15 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:15 < SupSuper> i had a realization 23:16 < SupSuper> function pointers! 23:16 < SupSuper> i forgot function pointers aren't complete garbage in c++11 anymore 23:16 <@JonnyH> But of course! More indirection! 23:16 <@JonnyH> You can also package up local state in them, which is epic 23:17 < SupSuper> and lambda them for maximum neatness 23:17 < SupSuper> so messageboxes just take a function to whatever you want to happen or "yes" or "no". it's so simple! 23:17 < SupSuper> fixing up that ui rendering though, that's not so simple... 23:21 < SupSuper> and by the time i get anything showing, it's almost 1am on a sunday :p sigh 23:22 <@JonnyH> My most productive time is probably just after I should have gone to bed 23:26 < SupSuper> and the buttons don't work... 23:29 < SupSuper> well time for bed then :p 23:29 <@JonnyH> Well, good night then 23:29 < SupSuper> g'night 23:31 <@JonnyH> http://s2.jonnyh.net/pub/research-wip.png 23:31 <@JonnyH> my current progress.. 23:31 <@JonnyH> Might give up myself now though :) 23:54 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 23:54 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] --- Day changed Mon Apr 04 2016 01:31 -!- You're now known as JonnyH`Away 02:18 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 05:26 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 05:28 -!- Pawlac [~Pawlac@x5f70a982.dyn.telefonica.de] has joined #OpenApoc 05:46 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 06:55 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 08:42 -!- Pawlac_1 [~Pawlac@x5d841202.dyn.telefonica.de] has joined #OpenApoc 08:46 -!- Pawlac [~Pawlac@x5f70a982.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 08:58 -!- nadir [uid134094@gateway/web/irccloud.com/x-iuvmhpqsmezldtfm] has quit [Quit: Connection closed for inactivity] 09:31 -!- nadir [uid134094@gateway/web/irccloud.com/x-uwfpygclcnmziaxx] has joined #OpenApoc 10:08 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:55 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:59 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 12:09 -!- sf{bad_alloc} [~sf@46.39.228.30] has joined #OpenApoc 12:09 -!- sf{bad_alloc} is now known as sf{bed_alloc} 14:38 -!- You're now known as JonnyH 15:12 -!- Kaljakoppa_off is now known as Kaljakoppa 15:28 <@JonnyH> Kaljakoppa: BTW I build and ran opendk2 without issues on my linux box 15:29 <@JonnyH> I have no idea how JME works at the minute, but I might be able to help move it to the shader pipeline... 15:29 < Kaljakoppa> Oh great! 15:29 <@JonnyH> Though the mouse cursors don't seem to do transparency properly - there's a semitransparent green box around them... 15:29 <@JonnyH> but managed to start a skirmish with no issues 15:30 <@JonnyH> Anyway, gotta run for a meeting, I might be able to have a look at the actual code later today... 15:30 <@JonnyH> BTW what ide do you use? And does it integrate with the build? (I've not used java in years :) 15:30 < Kaljakoppa> Some of the cursor graphics extracted have at least a background, and we have no support for such, it should be made transparent 15:30 < Kaljakoppa> I personally have se the use cursor to false 15:31 < Kaljakoppa> The cursors aren't that great when debuging 15:32 < Kaljakoppa> https://github.com/tonihele/OpenKeeper/wiki/How-to-set-up-OpenKeeper 15:32 < Kaljakoppa> I use the JME 3.1 ALPHA SDK 15:32 < Kaljakoppa> Though not the newest one 15:33 < Kaljakoppa> Gradle is the key here 15:33 < Kaljakoppa> IDE needs to support Gradle 15:33 < Kaljakoppa> And that's it then, it integrates 15:34 < Kaljakoppa> NetBeans isn't the greatest IDE there is, IMO 15:35 < Kaljakoppa> Eclipse is the industry standard when it comes to JAVA, that 15:35 < Kaljakoppa> 's what I use at work 15:35 < Kaljakoppa> But I don't think NetBeans isn't that bad if you haven't used Eclipse ever :) 15:36 < Kaljakoppa> And NB does have few strengths over Eclipse even 16:37 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 16:57 -!- Skin36_ [~Skin36000@109.168.184.222] has joined #OpenApoc 17:07 -!- Skin36_ [~Skin36000@109.168.184.222] has left #OpenApoc [] 17:08 -!- Skin36_ [~Skin36000@109.168.184.222] has joined #OpenApoc 18:17 -!- You're now known as JonnyH`Work 18:29 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:31 -!- Solarius_Scorch [~Solar@77-255-125-19.adsl.inetia.pl] has joined #OpenApoc 18:46 <@JonnyH`Work> Hi sup 18:47 <@JonnyH`Work> So, if I want to have a ListBox containing a set of controls 18:47 <@JonnyH`Work> (say, an agent photo and a Label) 18:47 <@JonnyH`Work> it currently only thinks the list is 'selected' if the base control is the one highlighted 18:48 <@JonnyH`Work> Is there any way of making it so the events (or whatever) always make it to the base control? 18:48 < SupSuper> event bubbling problems? 18:48 <@JonnyH`Work> Again :( 18:48 -!- Skin36_ [~Skin36000@109.168.184.222] has left #OpenApoc [] 18:49 < SupSuper> dunno, i thought you were the one messing with that :p 18:49 <@JonnyH`Work> I just wanted to make sure it was still broken before starting to make sweeping changes :P 18:50 < SupSuper> probably, we never got as far as nesting, since your vehicle stuff is all manually drawn iirc 18:50 * JonnyH`Work can't remember how we fixed the multi-form issue in the cityview, I think was the same base problem) 18:50 < SupSuper> well i would either make a control parent that automatically "steals" child controls, or just have the listbox look up the parent hierarchy 18:50 <@JonnyH`Work> I only did the manual drawing stuff as this didn't work.. 18:50 <@JonnyH`Work> Now it seems to be common fixing 'properly' makes sense 18:51 <@JonnyH`Work> Or have a flag that marks child-controls as 'invisible' to events 18:51 <@JonnyH`Work> ..Isn't a text button make of a button & child Label? How does that work... 18:52 < SupSuper> no they just copy-paste a lot :p 18:52 <@JonnyH`Work> :'( 18:53 < SupSuper> i think the problem isn't that child events don't bubble up, but that every event bubbles everywhere 18:53 < SupSuper> so the listbox specifically has to check if the e->Forms().RaisedBy->GetParent is the listbox itself 18:55 < SupSuper> again, i don't have a full understanding of the event system :p 18:55 < SupSuper> but for the listbox case, you can just tweak it so it keeps checking getParent until it either finds the listbox or null 18:55 < SupSuper> would that make sense? 18:58 <@JonnyH`Work> like instead of GetParent == this 18:58 <@JonnyH`Work> have a ControlIsAncestor(this) 18:58 <@JonnyH`Work> or something... 18:59 < SupSuper> right 18:59 <@JonnyH`Work> But still that solves it for the ListBox case 18:59 < SupSuper> is that better or worse than figuring out the event system? :p 18:59 <@JonnyH`Work> but if I want to nest other controls 18:59 <@JonnyH`Work> Say, if I want a button with multiple controls 'on' it 18:59 <@JonnyH`Work> Is there some obvious design change I can make to solve this problem generally and remove all the type-specific single-case workaround... 19:01 < SupSuper> well in general nesting works fine, every control handles itself 19:02 < SupSuper> like if you nest some buttons on a listbox the buttons still individually work 19:03 < SupSuper> the listbox is special because of its unique ListBoxChange and ListBoxHover events for convenience. otherwise you'd have to check for each control click individually 19:04 < SupSuper> so i guess the problem is "how many controls wanna specifically check for child events" 19:05 < SupSuper> also should events go all over the place? also also there might still be something wrong with nesting? because my messagebox is kinda finnicky :p 19:09 -!- pagurus [~user@p4FD6D319.dip0.t-ipconnect.de] has joined #OpenApoc 19:12 < SupSuper> ok now i remember 19:13 < SupSuper> when an event happens, it just goes everywhere 19:13 < SupSuper> from the top of the framework, down to every children 19:13 < SupSuper> until something "handles it", then it stops going down the children there 19:14 < SupSuper> i think that covers it? 19:14 <@JonnyH`Work> Ok, so maybe we should change the ListBox code to say instead of RaisedBy->getParent == this 19:15 < SupSuper> i dunno if that's optimal. but for the listbox you always want "topmost child" so i think that is a special case 19:15 <@JonnyH`Work> do HandledBy->AncestorOf(this) 19:15 <@JonnyH`Work> ? 19:16 < SupSuper> right, i'll write something up 19:18 <@JonnyH`Work> And any idea how we're going to do keyboard control? Or do we not care about non-mouse accessibility for a game where not playing with a mouse is kinda impossible anyway... 19:19 < SupSuper> you mean like keyboard shortcuts? 19:19 <@JonnyH`Work> Like tabbing trough controls etc. 19:20 < SupSuper> hmmm you'd probably need to establish a whole keyboard navigation model 19:20 <@JonnyH`Work> There was *some* stuff for that when pmprog first pushed the form stuff 19:20 <@JonnyH`Work> Not sure if it was anywhere near functional though... 19:20 < SupSuper> not impossible, but the nested controls might get messy 19:21 <@JonnyH`Work> And I guess that'll imply setting up a tab order cross nested control trees... 19:21 <@JonnyH`Work> "REquire Pointer" it is then :P 19:21 < SupSuper> right 19:22 <@JonnyH`Work> No idea how you'd play the cityscape/battlescape without anyway... 19:23 < SupSuper> what makes more sense, parent->getDescendant(child), or child->getAncestor(parent) 19:23 <@JonnyH`Work> child->getAncestor() would have to recurse less? 19:24 <@JonnyH`Work> As you wouldn't have to expand every level completely? 19:24 < SupSuper> true 19:24 < SupSuper> i want it to both check if child and parent are related, and return the directest-ancestor, as that will be handy for listbox 19:24 < SupSuper> if that makes sense :p 19:25 <@JonnyH`Work> IIRC the control tree would break if there's a loop, so there should only be one path to the ancestor? 19:25 < SupSuper> basically "while getParent() != null { if getParent() == parent return current; }" 19:25 < SupSuper> yeah if getParent is cyclical, we done fucked up :p 19:26 < SupSuper> damn, as if i hadn't already been thinking of ~~creative openapoc solutions~~ all day, now you gave me more to think about :p 19:27 <@JonnyH`Work> I'm thinking of making a control for an auto-expanding Horizontal/Vertical split too... 19:27 <@JonnyH`Work> so hopefully I can do this sort of packing without setting absolute Locations 19:28 < SupSuper> i think the listbox automatically does positioning 19:28 < SupSuper> but nothing fancy like "scientist grids" like the research screen has 19:28 < SupSuper> apoc has a pretty complex ui, now that i think about it :p 19:29 < SupSuper> wait til we get to drag'n'drop trees 19:30 <@JonnyH`Work> :'( 19:31 <@JonnyH`Work> Should I make the scientist list scrollable? 19:31 <@JonnyH`Work> As in fit more than 10 scientists? 19:31 <@JonnyH`Work> Same with the lab list (apoc refused to build more labs if they wouldn't fit) 19:32 < SupSuper> *shrug* it'll probably scroll if you use the mousewheel either way 19:34 <@JonnyH`Work> Having a button appear to indicate "More below" makes sense though 19:34 <@JonnyH`Work> anyway, off for lunch 19:34 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:50 -!- Kaljakoppa is now known as Kaljakoppa_off 19:51 < SupSuper> well the listbox *still* seems to work. i'll call that a net win :p 19:52 <@JonnyH`Work> Does it fix the issue w/multiple controls? (JonnyH/master) 19:52 <@JonnyH`Work> in the research screen, it doesn't highlight as 'selected' if over the photo/label text 19:53 < SupSuper> seems like it. the downside is now you gotta make sure the parent control is sized appropriately for the highlight border to work 19:53 < SupSuper> on the upside, this means you can easily customize where it shows up :p (since in some cases it covers the label and others it doesn't) 19:53 <@JonnyH`Work> I think the 'parent' in mine is a generic Control w/nothing drawn (or at least completely transparent) so that can be tweaked... 19:54 <@JonnyH`Work> I should add a helper that draws the icon/frame/health bar anyway 19:54 < SupSuper> well it just needs a size 19:54 < SupSuper> oh dear my clang-format broke :< do i need to update? 19:54 <@JonnyH`Work> as it's currently copied between the CityView and ResearchScreen (at least) 19:54 <@JonnyH`Work> clang-format 3.8 is the go-to now :) 19:54 < SupSuper> yeah we'll probably have a lot of common ui drawing functions, the question is where to put them... 19:55 < SupSuper> SuperDuperUtility.cpp? :p 19:55 <@JonnyH`Work> Input would be a (sp photo, float health, Colour healthColour[2]), returns a Control? 19:56 <@JonnyH`Work> Having a Utils class that encompasses 90% of your code sounds like a good design 19:56 <@JonnyH`Work> /s 19:56 < SupSuper> for the base stuff i'm thinking of having a parent Stage class, since we'll have a bunch of shared base drawing and switching between bases 19:59 < SupSuper> uh, apparently if clang-format fails to digest .clang-format settings, it doesn't abort. it just reformats everything with default settings D: 19:59 < SupSuper> now our code looks straight out of K&R 20:04 < SupSuper> ok fixed, but it still reformatted every file? i guess you added some new rules 20:04 < SupSuper> looks like it breaks strings and comments now 20:06 < SupSuper> i mean linebreaks 20:11 < SupSuper> i guess run it across the codebase again when you're bored, i don't wanna clutter my commits 20:23 <@JonnyH`Work> Huh? My clang-format shows no difference to what's checked in? 20:24 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:28 < SupSuper> looks like it enforces column size in strings and comments now: http://puu.sh/o6aMo/d9cf5b8f32.png 20:33 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 20:33 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vVE1j 20:33 < openapoc-git> OpenApoc/master f11e0d1 SupSuper: Add nesting support to listboxes 20:33 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 20:33 <@JonnyH`Work> # clang-format --version 20:33 <@JonnyH`Work> clang-format version 3.8.0 (tags/RELEASE_380/final) 20:33 <@JonnyH`Work> http://s2.jonnyh.net/pub/clang-format-3.8.0-results.png 20:33 <@JonnyH`Work> weird... 20:35 < SupSuper> D:\SupFiles\Coding Projects\OpenApoc>clang-format --version 20:35 < SupSuper> clang-format version 3.8.0 (branches/release_38) 20:35 <@JonnyH`Work> Well, I may as well push my WIP research screen anyway 20:36 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 20:36 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vVEMz 20:36 < openapoc-git> OpenApoc/master 74e790f Jonathan Hamilton: More work on the research screen... 20:36 < openapoc-git> OpenApoc/master 500cdaf Jonathan Hamilton: format 20:36 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 20:36 < SupSuper> wonder if there's anything different between branches/release_38 and tags/RELEASE_380 :p 20:36 <@JonnyH`Work> Maybe? If they're doing a 3.8.1 or something the branch might have changes on top of the tag? 20:38 < SupSuper> well it *does* look nicer. i dunno 20:39 <@JonnyH`Work> I dunno, 'splitting strings' is a bit contentious 20:39 <@JonnyH`Work> At least in the linux kernel guidelines they're specifically excempt from the column-limit restrictions 20:40 < SupSuper> "File from year 1601 causes fatal error C1073: Internal error involving incremental compilation" lol 20:41 <@JonnyH`Work> Clearly a common use case, I'm surprised they don't test that 20:44 < SupSuper> hmmm i guess they messed something up in clang-format 3.8 for windows 20:44 < SupSuper> because the 3.9 docs *do* have options like BreakStringLiteral 20:45 <@JonnyH`Work> Maybe set that to "no" in the .clang-format? 20:45 <@JonnyH`Work> Wait, you said if it finds an option it doesn't know it aborts... damn 20:46 < SupSuper> actually that was an option with the same name that changed type 20:46 < SupSuper> so a yaml parsing error 20:46 <@JonnyH`Work> Maybe give it a go? 20:47 <@JonnyH`Work> Push it to a branch and I'll test on the tagged version before pushing to master though please 20:47 < SupSuper> i don't see an option for the comments though... 20:47 <@JonnyH`Work> I used "clang-format -dump-config" to get *all* the options 20:49 < SupSuper> and visual studio code is just an text editor with a console anyways. it even does gdb! 20:49 < SupSuper> whoops wrong chat :p 20:50 <@JonnyH`Work> I guess to get it's intellisence etc. to work you need a way of setting defines/include paths 21:41 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 21:45 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 21:50 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 21:50 < openapoc-git> [OpenApoc] SupSuper pushed 0 new commits to master: https://git.io/vVEj4 21:50 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 21:50 <@JonnyH`Work> That's nice 21:50 <@JonnyH`Work> 0 commits you say? 21:50 <@JonnyH`Work> Good work SupSuper 21:50 <@JonnyH`Work> We'll be done in no time 21:50 < SupSuper> lol 21:50 < SupSuper> that's... impressive 22:06 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 22:06 < openapoc-git> [OpenApoc] SupSuper pushed 0 new commits to master: https://git.io/vVEj4 22:06 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 22:06 < SupSuper> sorry about that 22:07 < SupSuper> on the bright side, git finally works with two-factor auth 22:07 <@JonnyH`Work> how are you even doing that? 22:07 < SupSuper> ask visual studio 2015 update 2 :p 22:07 < SupSuper> it somehow found a way to push even if there's nothing to push 22:07 <@JonnyH`Work> I mean there are no new heads, no new objects 22:07 < SupSuper> microsoft can do anything! 22:08 <@JonnyH`Work> unless it 'git push -f' each time it shouldn't _do_ anything... 22:12 < SupSuper> oh and clang-format doesn't like unknown keys either. welp :p 22:13 <@JonnyH`Work> is there a way of versioning the config files? 22:14 <@JonnyH`Work> like have a .clang-format-3.8.0 and a .clang-format-3.8.1 or whatever? 22:14 < SupSuper> well my clang-format didn't understand the new settings either 22:14 < SupSuper> so why the hell the windows version and linux version do different things is a mystery 22:15 <@JonnyH`Work> Clearly the llvm guys went "You know what'll _really_ annoy people using our tools? We make them have completely different behaviour on different platforms! Brilliant!" 22:17 < SupSuper> learning from gcc i see 22:18 <@JonnyH`Work> Naa, gcc gets around that by not providing any useful tools 22:19 < SupSuper> besides a hair of stallman's beard 22:20 <@JonnyH`Work> The maintainance cost of that alone means they don't have much time for much else 22:22 < SupSuper> well your research screen is looking good 22:22 < SupSuper> i still can't get my messageboxes to work :p 22:23 <@JonnyH`Work> * Make Stages inherit from Controls 22:23 <@JonnyH`Work> * Make GetForm() just reutrn a Control (make 'Forms' no longer a thing) 22:24 <@JonnyH`Work> * Implement dialog boxes as a new fullscreen control on top of the most-parent control (IE the Stage)? 22:24 <@JonnyH`Work> * Re-write whole Form system from scratch to fix one small issue 22:24 < SupSuper> well i mean, the messagebox works fine 22:24 < SupSuper> but its child buttons don't work? 22:25 <@JonnyH`Work> * Introduce 100 new issues during the re-write 22:25 <@JonnyH`Work> Don't work as in don't get events? 22:25 < SupSuper> yup 22:25 <@JonnyH`Work> Or the callbacks aren't being triggered? 22:25 < SupSuper> i'm probably missing something super obvious as usual 22:26 < SupSuper> and events are a pain to debug because everything is a event :p 22:27 <@JonnyH`Work> I often set a breakpoint on a line after the if(type) checks 22:28 <@JonnyH`Work> or use a conditional breakpoint 22:28 < SupSuper> what *do* Forms do anyways 22:28 < SupSuper> i guess load xml? 22:28 <@JonnyH`Work> I think so? 22:28 <@JonnyH`Work> I think in everything we use it for the top-level parent happens to be a Form 22:28 <@JonnyH`Work> but I don't think that's required? 22:29 <@JonnyH`Work> It doesn't do anything much outside the top-level ResolveLocation? 22:30 <@JonnyH`Work> And that could probably be triggered from any parent Control.. 22:30 < SupSuper> true 22:30 < SupSuper> well i found the idiot alert 22:30 <@JonnyH`Work> You could make setLocatioN() set a dirty flag to re-resolve? 22:30 < SupSuper> forgot to do form->Update(); 22:30 <@JonnyH`Work> and not blindly call it every Form::Update? 22:31 <@JonnyH`Work> :) 22:31 <@JonnyH`Work> that'll mean they still think they're at {0,0} right? 22:31 <@JonnyH`Work> Time to do that dirty flag thing? 22:31 <@JonnyH`Work> Might need to go through and remove all direct Control::Location accesses too 22:32 < SupSuper> ResolveLocation is only called when a control is added actually 22:32 <@JonnyH`Work> Form::Update calls Control::ResoloveLocation(), which calls it again on each subcontrol? 22:33 <@JonnyH`Work> so goes all the way down the tree? 22:33 < SupSuper> huh 22:33 < SupSuper> it's not that great anyways, as the "dynamic" locations you can set through xml aren't available anywhere else :p 22:33 < SupSuper> well messagebox works fine now, i really am an idiot sometimes 22:33 <@JonnyH`Work> Join the club 22:34 < SupSuper> this probably wouldn't happen if stages were a form 22:34 < SupSuper> although then you probably couldn't do multiple forms as easily 22:35 <@JonnyH`Work> You would have both 'sub-forms' being children of the Stage? 22:38 < SupSuper> you mean sub-stages 22:39 <@JonnyH`Work> Naa, sub-forms, I'm saying everything that can take input/draw anything on a Stage becomes a Control (eventually) parenting on the Stage 22:39 < SupSuper> ah right 22:39 <@JonnyH`Work> and instead of (for example) drawing the City directly in CityviewStage::Render 22:39 <@JonnyH`Work> I add a Render callback to the 'CityView' control 22:40 <@JonnyH`Work> Just thinking, don't think this is in any way 'correct' or 'right' 22:40 <@JonnyH`Work> Feel free to pick holes 22:41 <@JonnyH`Work> None of this will ever be implemented and tested :P 22:41 < SupSuper> you lost me at callback :p 22:41 * JonnyH`Work is a relapsing callback addicft 22:43 < SupSuper> tbf 22:43 < SupSuper> everytime i look at our EventOccured code 22:43 < SupSuper> i just think "man i wanna turn all of this into LAMBDAS" 22:44 <@JonnyH`Work> then you have 2 problems 22:45 < SupSuper> well it's no promises... 22:45 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/master/game/city/cityview.cpp#L141 22:45 <@JonnyH`Work> Proof that no matter how many fancy language features you use 22:45 <@JonnyH`Work> An idiot can find a way of writing impossible to follow bad code 22:46 < SupSuper> better than if-chains 22:46 <@JonnyH`Work> Possibly :P 22:46 <@JonnyH`Work> and random early returns to not hit the next one too 22:46 < SupSuper> it would help if they were formatted like normal functions 22:47 <@JonnyH`Work> feel tree to tweak the clang-format file 22:47 <@JonnyH`Work> (One of the things adde din 3.8 over 3.7 was more lambda-formatting options) 22:47 < SupSuper> well if it was me i'd just make the brackets new-line like normal functions? 22:48 <@JonnyH`Work> Be my guest :P 22:48 <@JonnyH`Work> That will probably make then a bit clearer certainly 22:48 < SupSuper> you know what happens if i use clang-format right 22:48 < SupSuper> it's gonna mess with all the strings! 22:48 <@JonnyH`Work> At least separate the line of addCallback() from the function itself 22:48 <@JonnyH`Work> https://clangformat.com/ 22:48 <@JonnyH`Work> actually, that doesn't look like it's been updated to 3.8 yet... 22:49 <@JonnyH`Work> http://zed0.co.uk/clang-format-configurator/ 22:49 <@JonnyH`Work> that has "HEAD", which might be closer? 22:53 <@JonnyH`Work> ..or not as the case may be... 23:05 -!- Solarius_Scorch [~Solar@77-255-125-19.adsl.inetia.pl] has quit [Quit: Leaving] 23:06 <@JonnyH`Work> Right, anyway, a bit of a different topic: Update loops 23:07 <@JonnyH`Work> I believe apoc have 4 levels - one 'every tick' (Not run at fastest speed) 23:07 < SupSuper> polished it up: http://puu.sh/o6ld5/02f4992b67.png 23:07 <@JonnyH`Work> one every 5 minutes, one every day and one every week 23:07 < SupSuper> don't think the font is quite right... 23:07 <@JonnyH`Work> I know the kerning isn't quite right 23:07 <@JonnyH`Work> Might be what you're seeing as 'off'? 23:08 < SupSuper> yeah, wonder how that's set up 23:08 < SupSuper> anyways, carry on 23:08 <@JonnyH`Work> (Maybe an hourly one too? I think alien invasions only ever happened on the hour?) 23:08 -!- nadir [uid134094@gateway/web/irccloud.com/x-uwfpygclcnmziaxx] has quit [Quit: Connection closed for inactivity] 23:09 <@JonnyH`Work> Anyway, so I was going to make it so vehicles not already in the city (IE landed) only check for a new mission every ~5 minutes 23:09 <@JonnyH`Work> and stuff like research point accumulation is only ever 5 mins too? 23:09 <@JonnyH`Work> I was just going to have a separate function in GameState() for each 23:10 <@JonnyH`Work> so 'everything' that affects the game logic/ai has to be triggered from there 23:10 < SupSuper> makes sense 23:10 * JonnyH`Work is going to check that hourly theory... 23:10 < SupSuper> i never really measured it 23:11 <@JonnyH`Work> BTW can you add a 'confirm quit' dialog to the escape-key handler in the cityscape too? 23:11 <@JonnyH`Work> I keep hammering esc one too many times :) 23:11 < SupSuper> i might be biased from familiarity though: https://github.com/SupSuper/OpenXcom/blob/master/src/Geoscape/GeoscapeState.cpp#L655 :p 23:12 < SupSuper> lol, i think esc in the cityscape should just pause 23:12 <@JonnyH`Work> Or go to InGameOptions? 23:12 < SupSuper> yeah 23:12 < SupSuper> does repairs/heals/etc run every tick? 23:13 <@JonnyH`Work> test 1: Alien alert aligned to 5 mins 23:13 <@JonnyH`Work> Nope, every hour I think? 23:13 <@JonnyH`Work> You can see the damage flowing up in chunks 23:13 <@JonnyH`Work> ufo spotted at 23:30? Half hour? Or 5 mins? 23:13 <@JonnyH`Work> alert 23:55 - again 5 mins 23:14 < SupSuper> well ufos are probably spawned in the alien dimension first? so who knows 23:14 <@JonnyH`Work> Yeah, I think they;re all every 5 minutes... 23:14 <@JonnyH`Work> IIRC UFOs spawn in the alien dimension at the beginning of every week 23:15 <@JonnyH`Work> Which ufos spawn depend on the week 23:15 <@JonnyH`Work> and it has a limited set of sets of UFOs that can perform a mission 23:18 < SupSuper> oh we don't *have* kerning, that explains a lot 23:19 <@JonnyH`Work> Only after we did quite a bit of that did we figure out the .spc files 23:20 <@JonnyH`Work> we just treat everything as a fixedwidth font right now 23:21 < SupSuper> ah 23:21 < SupSuper> yeah i never implemented kerning in openxcom since it was hardcoded in the exe :p 23:26 <@JonnyH`Work> apoc seems to work by having a (start,end) size for each row of pixels 23:26 <@JonnyH`Work> and allows them to be as close as possible without two ranges overlapping 23:26 <@JonnyH`Work> (I think it may be actually one range per pair of rows) 23:29 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 23:29 < openapoc-git> [OpenApoc] SupSuper pushed 2 new commits to master: https://git.io/vVucc 23:29 < openapoc-git> OpenApoc/master e4feb45 SupSuper: Show pause screen on ESC 23:29 < openapoc-git> OpenApoc/master e0e6e69 SupSuper: Add a MessageBox stage 23:29 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 23:30 < SupSuper> well that's a start 23:30 < SupSuper> next i'll actually put the messagebox in useful places 23:31 < SupSuper> i'm not proud that it took me two days just to get a bloody modal box on screen :p --- Day changed Tue Apr 05 2016 00:15 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 00:42 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:57 -!- Pawlac_1 [~Pawlac@x5d841202.dyn.telefonica.de] has quit [Remote host closed the connection] 01:28 -!- You're now known as JonnyH`Away 01:59 -!- nadir [uid134094@gateway/web/irccloud.com/x-xplsoaidhriqurrg] has joined #OpenApoc 02:33 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 02:33 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVu99 02:33 < openapoc-git> OpenApoc/master d996d4e Jonathan Hamilton: Add messagebox stuff to msvc build 02:33 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 03:23 -!- pagurus [~user@p4FD6D319.dip0.t-ipconnect.de] has quit [Ping timeout: 250 seconds] 04:30 -!- sf{bed_alloc} [~sf@46.39.228.30] has quit [Quit: sf{bed_alloc}] 05:04 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 05:04 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/vVupF 05:04 < openapoc-git> OpenApoc/master b09b57f Jonathan Hamilton: Add a flag to ListBox to always emit Selection events... 05:04 < openapoc-git> OpenApoc/master 04e3406 Jonathan Hamilton: Allow agents to be assigned/unassigned to labs 05:04 < openapoc-git> OpenApoc/master 71fd9e4 Jonathan Hamilton: format 05:04 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 05:36 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 07:58 -!- Pawlac [~Pawlac@x5d841202.dyn.telefonica.de] has joined #OpenApoc 08:41 -!- Pawlac_1 [~Pawlac@x5f7088db.dyn.telefonica.de] has joined #OpenApoc 08:45 -!- Pawlac [~Pawlac@x5d841202.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 08:49 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 09:32 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 09:53 -!- Solarius [5305fbe8@gateway/web/freenode/ip.83.5.251.232] has joined #OpenApoc 10:15 -!- Solarius [5305fbe8@gateway/web/freenode/ip.83.5.251.232] has left #OpenApoc [] 10:48 -!- pagurus [~user@p4FD6C018.dip0.t-ipconnect.de] has joined #OpenApoc 10:49 -!- pagurus [~user@p4FD6C018.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 10:49 -!- pagurus [~user@p4FD6C018.dip0.t-ipconnect.de] has joined #OpenApoc 11:01 -!- pagurus [~user@p4FD6C018.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 11:01 -!- pagurus [~user@p4FD6C018.dip0.t-ipconnect.de] has joined #OpenApoc 11:11 -!- pagurus [~user@p4FD6C018.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 11:11 -!- pagurus [~user@p4FD6C018.dip0.t-ipconnect.de] has joined #OpenApoc 11:17 -!- pagurus [~user@p4FD6C018.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 11:20 -!- pagurus [~user@p4FD6C018.dip0.t-ipconnect.de] has joined #OpenApoc 11:26 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:22 -!- Netsplit *.net <-> *.split quits: Kaljakoppa_off, NoBrain 13:24 -!- Netsplit over, joins: NoBrain, Kaljakoppa_off 14:13 -!- You're now known as JonnyH 14:36 -!- kkmic [~chatzilla@unaffiliated/kkmic] has joined #OpenApoc 15:26 -!- Kaljakoppa_off is now known as Kaljakoppa 15:56 -!- You're now known as JonnyH`Work 16:36 -!- Skin36_ [~Skin36000@94.255.67.212] has joined #OpenApoc 18:13 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:18 < SupSuper> hey 18:33 <@JonnyH`Work> hola 18:34 <@JonnyH`Work> So I'll probably create a new Lab object to keep track of all that sort of stuff 18:34 <@JonnyH`Work> rather than having a set of assigned agents in the FAcility itself... 18:35 <@JonnyH`Work> but I got the majority of the scientist assignment UI working at least 18:36 < SupSuper> cool 18:36 < SupSuper> i'm gonna start breaking shit! 18:36 < SupSuper> and by that i mean add more base management functionality 18:39 < SupSuper> btw do we support boost::locale boundaries? 18:41 < SupSuper> doesn't look like it. ah well 18:57 <@JonnyH`Work> We should... 18:58 <@JonnyH`Work> Control::WordWrap is kinda nasty... 18:58 <@JonnyH`Work> and if I want controls to be 'springy' (IE 'try' to be larger so they expand to fill my planned Horizontal/Vertical split Controls) it might need some work too... 19:00 < SupSuper> well i'm currently moving WordWrap out of Control. 1. it has no business being there 2. i need some font metrics for my messagebox 19:00 -!- Skin36_ [~Skin36000@94.255.67.212] has left #OpenApoc [] 19:04 < SupSuper> also looks like clang-format has arbitrarily stopped messing with linebreaks? go figure 19:20 <@JonnyH`Work> I'm also looking into adding the research 'requirements', so hopefully then we can have the proper tree in-game 19:22 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:46 < SupSuper> behold, the magical dynamical message box! be amazed as its fits any combination of paragraphs! http://puu.sh/o7ldZ/a4c3d7c7ef.png 19:46 -!- Kaljakoppa is now known as Kaljakoppa_off 19:47 <@JonnyH`Work> Does it have a non-modal version? 19:47 <@JonnyH`Work> So you can block out part of the screen, and not gray everything out? 19:47 <@JonnyH`Work> (Like the 'select target' / 'select building to buy' messages in the city) 19:48 <@JonnyH`Work> Y e s N o 19:48 * JonnyH`Work really should implement kerning... 19:49 < SupSuper> not really, Stages are modal by default. and you'll need a different layout for the cityscape anyways 19:49 < SupSuper> aren't those modal as well? at least the simulation pauses... 19:50 <@JonnyH`Work> You can still select other vehicles and whatnot from the tabs at the bottom 19:50 < SupSuper> oh it just freezes the current vehicle in place 19:50 < SupSuper> that's... dumb :p 19:50 <@JonnyH`Work> Like you can click 'attack vehicle', then select it in the list 19:50 <@JonnyH`Work> Dumb is the name of the game! 19:51 < SupSuper> last i want is my vehicle to become a sitting duck while i'm giving orders! 19:51 <@JonnyH`Work> TBH I might change that, 'caus seriously 19:52 < SupSuper> and to think i had to go through all this trouble because apoc uses 10 lines to say 1 line 19:52 < SupSuper> "Planning permission is denied for this proposed extension to the base, on " 19:52 < SupSuper> "the grounds that the additional excavations required would seriously weaken " 19:52 < SupSuper> "the foundations of the building." 19:53 < SupSuper> creative much? 19:58 <@JonnyH`Work> Try to build too many labs 19:59 <@JonnyH`Work> Even more BS there :P 20:12 < SupSuper> you can build too many labs? 20:14 < SupSuper> hahahaha found it 20:14 < SupSuper> "Regulation 44(1)(e) of the health and safety at work (labs and workshops) " 20:14 < SupSuper> "act (2074) prohibits the construction of more than 6 small or more than 4 " 20:14 < SupSuper> "large labs or workshops in any one basement. Contractors therefore refuse to" 20:14 < SupSuper> " carry out the proposed illegal construction work." 20:15 <@JonnyH`Work> That's some classy BS there 20:16 <@JonnyH`Work> Bet the writer was proud 20:16 <@JonnyH`Work> Those meddling governments also just happened to cap it at what can fit in the lab screen 20:22 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:25 -!- sf{bad_alloc} [~sf@46.39.228.37] has joined #OpenApoc 20:25 -!- sf{bad_alloc} is now known as sf{bed_alloc} 20:55 < SupSuper> http://i.imgur.com/I56W5IJ.gif wow it's like a real videogame! 20:59 <@JonnyH`Work> wow 21:00 <@JonnyH`Work> BTW as part of my 'requirements' stuff I'll be removing the unused buildings (cells, 'large' alien containment) 21:00 <@JonnyH`Work> as they 'depend' on inaccessible research 21:02 < SupSuper> hurray 21:02 <@JonnyH`Work> STR_NOT_APPEARING_IN_THIS_FILM 21:02 < SupSuper> how are we gonna define the amount of starting facilities? just shove a std::map somewhere? 21:02 <@JonnyH`Work> Probably 21:02 <@JonnyH`Work> Not sure how we can 'guarantee' fitting though 21:03 <@JonnyH`Work> Maybe if we try to place the 2x2 ones first there isn't a layout that cannot fit? 21:03 <@JonnyH`Work> I've already added some 'initial' state in the GaemState root 21:03 <@JonnyH`Work> for how many agents you start with 21:04 <@JonnyH`Work> having a std::map, int> initial_facilities; 21:04 <@JonnyH`Work> would probab yowkr... 21:04 <@JonnyH`Work> probably work 21:04 <@JonnyH`Work> The letters are in there somewhere.. 21:05 < SupSuper> yeah my code already checks for every possible free space when randomly placing 21:05 <@JonnyH`Work> Wrap that with 'retry until it finally fits' and we're good? 21:05 < SupSuper> so as long as the one 2x2 facility comes first it should be fine. and if modders can't deal with it, i'll just sort it by size desc :p 21:05 <@JonnyH`Work> running on the assumption that the rng will eventually find somethig that fits... 21:06 <@JonnyH`Work> You could do it backwards, find the number of possible 2x2 fit locations and randomize within that... 21:06 < SupSuper> i do ;) 21:06 <@JonnyH`Work> nice :) 21:06 < SupSuper> 'random until it finally fits' is not very effective with apoc's weird-ass layouts 21:06 <@JonnyH`Work> I just assumed it went (while (!fit) { pos = rand();} 21:07 <@JonnyH`Work> a few thousand attempts probably wouldn't even be noticed in the profile :P 21:16 -!- Pawlac_1 [~Pawlac@x5f7088db.dyn.telefonica.de] has quit [Remote host closed the connection] 21:24 < SupSuper> "huh my messagebox is crashing when i push a button, but i thought i specifically checked for that..." 21:24 < SupSuper> "if (callbackYes) callbackNo();" 21:25 < SupSuper> oh 21:27 <@JonnyH`Work> ups 21:29 < SupSuper> the way c++ loves overloading operation bool will always amaze me :p 21:29 < SupSuper> "put it in an if. put *everything* in an if" 21:32 <@JonnyH`Work> explicit operator bool() {return rand()%1;} 21:49 < SupSuper> wow i just looked at the auto-generated xml 21:49 < SupSuper> 21:49 < SupSuper> ...why 21:50 <@JonnyH`Work> std::list, T>>? 21:51 <@JonnyH`Work> std::list expeands to WHATEVER 21:51 <@JonnyH`Work> std::map expands to KEYVALUE 21:52 < SupSuper> someone didn't like attributes huh 21:52 <@JonnyH`Work> 'caus attributes can only be a single value 21:52 <@JonnyH`Work> while KEY and VALUE can be arbitrary objects 21:52 <@JonnyH`Work> which may have sub-objects... 21:52 < SupSuper> hm 21:53 < SupSuper> this is still why people make fun of xml :p 21:53 <@JonnyH`Work> It's more an issue with any tree where you don't know the depth at the point you're writing it out :P 21:53 <@JonnyH`Work> It's just xml is more verbose than some 21:53 <@JonnyH`Work> I could trivially add a rapidjson backend if you want :P 21:54 <@JonnyH`Work> Or a binary file 21:54 < SupSuper> nah, we actually have to write these... :p 21:55 <@JonnyH`Work> Or a lolcode backend... 21:55 <@JonnyH`Work> Pls has value 21:55 * SupSuper dies 21:56 <@JonnyH`Work> With a big comment at the top saying "Supsuper specially asked for this" 21:56 <@JonnyH`Work> any tree where each node has a name 21:56 <@JonnyH`Work> and either a value, or a set of other child nodes 21:56 <@JonnyH`Work> would work 21:58 < SupSuper> json is probably the closest match, but it only allows strings in keys 21:59 < SupSuper> though you can encode any object in a string... 22:01 < SupSuper> i wonder if recursive json is a thing 22:11 <@JonnyH`Work> If you can conceive of it 22:11 <@JonnyH`Work> someone, somewhere, has implemented it in their enterprise app 22:20 < SupSuper> whoops i looked at gamestate_serialize.cpp and died 22:25 < SupSuper> so how do i update the xmls? 22:25 < SupSuper> nm found it. wow that takes a long time 22:30 <@JonnyH`Work> --extract-data 22:30 <@JonnyH`Work> don't do --serialization-test unless you're testing the savegame stuff? 22:39 < SupSuper> hmmm looks like 2x2 facilities still have trouble fitting. damn funky base layouts :p 22:39 <@JonnyH`Work> The only 2x2 you start with is the vehicle bay right? 22:39 < SupSuper> yeah, and it still fails! time to increase the algorithmness 22:42 < SupSuper> and by that i mean stick a while loop :p 22:44 <@JonnyH`Work> while (!done) { try_harder(); } 22:45 < SupSuper> i bet that's how apoc does it... 22:46 <@JonnyH`Work> or they store off "POSSIBLE_2X2_SLOTS" in the data somewhere 22:47 < SupSuper> yeah that was my next option but it's late :p 22:47 <@JonnyH`Work> :P 22:49 < SupSuper> btw don't know if you've noticed, but the rng seed is always the same :p 22:49 <@JonnyH`Work> Intentioally 22:49 <@JonnyH`Work> I wanted things halfway predictable for now 22:50 <@JonnyH`Work> Seed it with time() or something if you want 22:50 <@JonnyH`Work> I was thinking about replacing stD::default_random_generator with our own anyway 22:50 <@JonnyH`Work> so it can be saved in/out of the savegame 22:51 <@JonnyH`Work> (the standard specified a to/from string << >> stream operators, but the format is platform-dependent) 22:56 < SupSuper> fair enough 23:20 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 23:20 < openapoc-git> [OpenApoc] SupSuper pushed 5 new commits to master: https://git.io/vVaaU 23:20 < openapoc-git> OpenApoc/master dfe2920 SupSuper: Move WordWrapText to Font 23:20 < openapoc-git> OpenApoc/master 8f04f14 SupSuper: Add error messages to facility building 23:20 < openapoc-git> OpenApoc/master e8b0088 SupSuper: Add facility removal 23:20 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 23:20 < SupSuper> that should make the base more lively :) 23:21 -!- Pawlac [~Pawlac@x5f7088db.dyn.telefonica.de] has joined #OpenApoc 23:38 -!- nadir [uid134094@gateway/web/irccloud.com/x-xplsoaidhriqurrg] has quit [Quit: Connection closed for inactivity] 23:53 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Wed Apr 06 2016 00:00 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 00:00 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVa6q 00:00 < openapoc-git> OpenApoc/master f08142e Jonathan Hamilton: Make some image loading faster... 00:00 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 00:12 -!- nadir [uid134094@gateway/web/irccloud.com/x-sgwaltlokpnglkrm] has joined #OpenApoc 00:16 -!- You're now known as JonnyH`Away 01:29 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 02:24 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 03:25 -!- pagurus [~user@p4FD6C018.dip0.t-ipconnect.de] has quit [Ping timeout: 248 seconds] 05:37 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 07:40 -!- kkmic [~chatzilla@unaffiliated/kkmic] has quit [Quit: ChatZilla 0.9.92 [Firefox 45.0/20160304114926]] 10:14 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:46 -!- kkmic [~chatzilla@unaffiliated/kkmic] has joined #OpenApoc 11:13 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 14:12 -!- You're now known as JonnyH 14:16 < kkmic> Hi JonnyH 14:17 <@JonnyH> hey 14:17 < kkmic> Are you using a IRC bouncer or are you simply leaving you PC/laptop on all the time? 14:18 <@JonnyH> IRC bounder :) 14:18 <@JonnyH> Well, a server w/a screen session running 14:20 -!- Kaljakoppa_off is now known as Kaljakoppa 14:20 < kkmic> I don't quite get it... are you using a dedicated bouncer or you just have your server on and do a remote desktop (or similar) to the client running there? 14:20 <@JonnyH> Pretty much a terminal version of a remote desktop 14:21 <@JonnyH> 'caus I like to pretend I know what I'm doing with lots of boring text scrolling past :) 14:22 < kkmic> :) 14:24 < kkmic> Are you aware of a client/server like IRC client, that will have the server running remotely and staying connected to the IRC network, and you can use the client at any time to connect to your server and view backlogs and such? 14:24 < kkmic> Do I make sense? :) 14:24 <@JonnyH> Yeah, I know of such things (and have used them) 14:24 <@JonnyH> but this irc session is just part of the session state I keep going 14:25 <@JonnyH> and it also logs everything going on here (SO WATCH YOUR POTTY MOUTH!!) 14:25 <@JonnyH> :P 14:25 < kkmic> I WILL!! OH SHIT CAPS!!!! 14:25 < kkmic> Can you please name me one such solution? 14:26 <@JonnyH> BNC, ZNC 14:27 < Kaljakoppa> https://bnc4free.com/ 14:28 <@JonnyH> I think znc was the one I used to run myself... 14:28 <@JonnyH> It's just a tool though, so you still need someone to run it if you don't have random servers already floating around the net ;) 14:28 < kkmic> I have my own "server" (a Raspberry Pi actually), and I'd rather run my own dedicated service 14:29 <@JonnyH> Not having it behind crappy comcast internet is useful here too :) 14:30 < kkmic> Comcast? Is it as bad as they say? 14:30 <@JonnyH> pretty much... 14:30 <@JonnyH> I literally have no choice 14:31 <@JonnyH> for $60/mo they give me something that can't stream netflix at peak times 14:31 <@JonnyH> It was much better when I was in the UK... 14:31 <@JonnyH> and this is the SF bay area, you would have thought the infrastructure would already be there... 14:31 <@JonnyH> It might be kinda understandable if you were miles away from anything and needed your own cable laid, but no 14:32 < kkmic> I pay about 10 euros for 100 Mbits/s (not bytes) - and I'm pretty sure the provider offers more, but my crappy router is only 10/100 capable :) 14:33 < kkmic> How's Google Fiber doing? 14:33 <@JonnyH> Currently fighting comcast in the courts ('caus if you can't beat them pay off the politicians) 14:33 <@JonnyH> same with municipal networks (IE communities/cities paying for their own - it's actually _illegal_ in some places to lay your own cables! So much for *free market*...) 14:35 < kkmic> There is no such thing as free 14:35 <@JonnyH> true, but they seem to be choosing the worse of both worlds atm... 14:36 < kkmic> There's only "free enough so that there aren't many people complaining" 14:36 <@JonnyH> Or at least they try to hide what they're trying to do... 14:36 < kkmic> And what "enough" meas depends on who you are asking 14:36 < kkmic> *means 14:37 < kkmic> Yeah... 14:37 <@JonnyH> Politics in the US is weird - people seem to vote against their own best interests 14:37 < kkmic> Well, bnc4free uses ZNC it seems 14:37 <@JonnyH> The poor vote for the *Cut taxes on the rich* guy 14:37 < kkmic> Oh, don't worry, that's how things are everywhere 14:39 < kkmic> Here it's not a matter of choosing between a corrupt and a law-abiding politician, it's a matter of trying to determine who of those that can be elected is the least corrupt one 14:39 < kkmic> Obviously, all of the well-known names are 14:39 < kkmic> Romanian politics, that is 14:41 < kkmic> Oh, and people vote with the politicians who literally set up some sort of party "for poor" with free meals and such (not exactly a free meal, mostly a free snack), and the bastards vote for him 14:41 <@JonnyH> Vote for me, get a free meal... 14:42 < kkmic> Yep, you nailed 14:42 < kkmic> Yep, you nailed it 14:42 < kkmic> And it's only ONE free meal 14:42 < kkmic> People are stupid 14:43 < kkmic> And that's when they bother counting the votes 14:43 <@JonnyH> It might be a case of rose tinted glasses, but I thought the UK stuff was slightly less insane... 14:44 < kkmic> A few years ago in a village, the percentage of people who voted was about 120%... and no, there were no people outside the village who voted there 14:45 <@JonnyH> There was something a couple of years ago where a good proportion of the votes from some district turned out to be deceased... 14:47 < kkmic> Oh, that's normal in some parts 14:47 < kkmic> of the country 14:48 < kkmic> Even better, if you don't vote, since they have your identification card details (they need to identify you when you show up), guess how is it is to put votes in the names of the people who have not actually voted 14:48 < kkmic> *how easy 14:48 < kkmic> Sometimes I think that it can't be worse anywhere 14:48 <@JonnyH> The event I was thinking of in the UK was postal votes apparently 14:49 <@JonnyH> At least it's better than zimbabwe... 14:49 <@JonnyH> Anyway, gotta run off for a meeting 14:49 -!- You're now known as JonnyH`Work 14:49 < kkmic> Have fun :) 14:49 <@JonnyH`Work> I can assure you I won't... 14:49 < kkmic> Then may it be short :p 14:50 < kkmic> I'll try ZNC out, seems pretty much what I'm looking for 14:52 < kkmic> It's even available in the Raspbian repos 14:52 < kkmic> Nice 15:06 <@JonnyH`Work> Whelp, that was cancelled and nobody bothered to tellme... 15:06 <@JonnyH`Work> A waste of getting into work early... At least it was short :) 15:46 -!- Skin36_ [~Skin36000@46.63.237.152] has joined #OpenApoc 15:47 < Skin36_> hi 15:47 <@JonnyH`Work> hi Skin36_ 15:48 < Skin36_> im have some news 15:48 <@JonnyH`Work> oh? 15:48 < Skin36_> relations structure 15:48 <@JonnyH`Work> Nice :) 15:49 <@JonnyH`Work> Haven't looked at relations yet 15:49 <@JonnyH`Work> but EVERYONE_IS_HOSTILE clearly isn't correct :) 15:49 < Skin36_> yep 15:49 <@JonnyH`Work> (but it's useful for testing weapons :) 15:51 < Skin36_> as you comfortably, original disassembler or Python function? 15:51 <@JonnyH`Work> Either - maybe paste it on the forum 15:52 <@JonnyH`Work> I don't really know python so maybe the disasm would be better? 15:53 < Skin36_> http://shot.qip.ru/00knEU-4tfn6TM78/ 15:53 <@JonnyH`Work> Probably the first thing I would fix in openapoc is to stop transtellar starting friendly to the aliens - that's pretty mad... 15:54 < Skin36_> disassembler sometimes so confused ... 15:54 <@JonnyH`Work> Ok, so that's setting the initial relations based on difficulty? 15:54 <@JonnyH`Work> Or is that modifying it as a result of an action, like something being destroyed? 15:54 < Skin36_> нуы 15:54 < Skin36_> yes 15:55 < Skin36_> initial relations based on difficulty 15:55 <@JonnyH`Work> seems odd it'll keep the same thing in two places... 15:55 <@JonnyH`Work> Actually, I seem to remember is keeps the initial relationship state as a 'default' 15:55 <@JonnyH`Work> that'll slowly slide back to that if nothing else happens 15:56 < Skin36_> there are actually 3 structures! 15:58 < Skin36_> in save game funk : 15:58 < Skin36_> http://f5.s.qip.ru/tfn6TM79.png 15:59 <@JonnyH`Work> interesting... 15:59 <@JonnyH`Work> and each struct has (a->b) and (b->a)? 16:00 < Skin36_> something like that 16:06 < Skin36_> http://f4.s.qip.ru/tfn6TM7a.png 16:06 < Skin36_> in exe 16:06 < Skin36_> relations 16:06 < Skin36_> 28x28xdword 16:09 <@JonnyH`Work> there doesn't seem to be a nuget package for qt5 :'( 16:10 < Skin36_> what ? 16:11 <@JonnyH`Work> I'm starting to write tools to edit the game state with a gui 16:11 <@JonnyH`Work> and using qt5 for that 16:11 <@JonnyH`Work> but the 'standard' windows package manager doesn't have qt 5 (only the older qt4 :') 16:11 < Skin36_> im love PYQT 16:12 < Skin36_> qt4 was cool 16:12 <@JonnyH`Work> I want to use c++, so I can #include exactly the same serialiation code 16:13 <@JonnyH`Work> so I don't have to have 2 copies of pretty much the same thing (and they'll never diverge or anything) 16:14 < Skin36_> I want to test this function in Python, then I write about it on the forum.By the way, until I noticed that the relations affect the generation units, but it is yet to be verified. 16:17 <@JonnyH`Work> I *know* if you're hostile to SELF you don't get androids 16:17 <@JonnyH`Work> and mutant alliance to mutants too 16:18 < Skin36_> ок it is necessary to check 16:51 -!- pagurus [~user@p4FD6CE7F.dip0.t-ipconnect.de] has joined #OpenApoc 16:54 -!- pagurus [~user@p4FD6CE7F.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 16:55 -!- pagurus [~user@p4FD6CE7F.dip0.t-ipconnect.de] has joined #OpenApoc 17:10 -!- Pawlac_1 [~Pawlac@x5f738526.dyn.telefonica.de] has joined #OpenApoc 17:12 -!- Pawlac [~Pawlac@x5f7088db.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 17:16 -!- Skin36_ [~Skin36000@46.63.237.152] has quit [Ping timeout: 264 seconds] 17:18 -!- Skin36_ [~Skin36000@185.3.33.238] has joined #OpenApoc 18:14 -!- pagurus [~user@p4FD6CE7F.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:17 <@JonnyH`Work> Heh, someone on the forums happens to be asking for exactly what I'm working on right now :) 18:18 <@JonnyH`Work> NAmely a better way of extracting/importing/overriding images 18:26 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:30 <@JonnyH`Work> hola SupSuper 18:31 < SupSuper> hey 18:33 <@JonnyH`Work> #include 18:33 <@JonnyH`Work> MOAR DEPENDENCIES 18:33 <@JonnyH`Work> a separate executable and optinally built though :) 18:34 < SupSuper> oh god why 18:35 <@JonnyH`Work> editor 18:35 < SupSuper> see my previous comment 18:35 <@JonnyH`Work> it's slightly less painful than editing the xml on my hdd with a magnetic needle & steady hand? 18:35 <@JonnyH`Work> but not a lot 18:37 < SupSuper> suit yourself 18:38 < SupSuper> all editors crumble for me once i need copy-paste :p 18:38 <@JonnyH`Work> vim is great 18:38 <@JonnyH`Work> you can copy-paste based on search deliminators, so column replacement, direct support for xml tags 18:39 <@JonnyH`Work> And gives you this sweet beard whenever you use it 18:39 <@JonnyH`Work> Keeps getting caught in my belt though 18:40 <@JonnyH`Work> anyway, either way I've added .png palette support 18:40 < SupSuper> ohhhhhh 18:40 < SupSuper> wait, what does that mean? 18:40 <@JonnyH`Work> as well as saving the Images (maintaining alpha and palette) to png 18:41 <@JonnyH`Work> So you can load a png file that's indexes and we can replace the palette of it like a .pck-sourced image 18:41 <@JonnyH`Work> and saveImage doesn't use .bmps that wipe alpha :) 18:41 <@JonnyH`Work> I'll just actually test it and then push it... 18:41 < SupSuper> huh, how'd you pull that magic? most stuff doesn't acknowledge pngs have palettes 18:42 <@JonnyH`Work> You can access it through lodepng file 18:42 <@JonnyH`Work> it just defaults to "Please munge down to RGBA8888" 18:42 <@JonnyH`Work> you can tell it not to and access the palete 18:42 < SupSuper> ah right, i remember i messed around with it at some point 18:42 < SupSuper> but i didn't like it :p 18:42 <@JonnyH`Work> Of course you'll have to be careful with tools 18:43 <@JonnyH`Work> as they like doing stuff like trimming & reordering the palette 18:43 <@JonnyH`Work> which will break everything... 18:43 < SupSuper> welcome to openxcom ;) 18:43 < SupSuper> aseprite has become my 8-bit image editor because of that 18:43 <@JonnyH`Work> aesprite outputs what formats? 18:44 < SupSuper> http://puu.sh/o8ws0/8b716b6a3f.png 18:45 <@JonnyH`Work> Hopefully the .pngs it outputs will work :) 18:45 < SupSuper> works fine in openxcom. it's cross-platform, too 18:45 <@JonnyH`Work> Or we'll have to have a 'find the closest colour in the palette and re-index' pass... 18:45 < SupSuper> as you can tell by the non-native ui :p 18:45 <@JonnyH`Work> which will be annoying as there are repeated colours in some palettes... 18:46 <@JonnyH`Work> doesn't it use allegro4 or something equally ancient? 18:46 < SupSuper> yeah 18:47 < SupSuper> and it's open-source so you can always go poke if you need some image tricks: https://github.com/aseprite/aseprite/ 18:48 < SupSuper> although i wouldn't recommend doing that. we just let sdl deal with discrepancies, and then it became a feature, and now modders have all kinds of wacko images :p 18:49 <@JonnyH`Work> sdl does that reverse-indexing pass I think... 18:49 < SupSuper> plus modders hate palettes... 18:49 <@JonnyH`Work> in the city? *deal with it* 18:49 <@JonnyH`Work> outside the city? RGB's fine 18:52 < SupSuper> btw did any of my stuff break? 18:53 <@JonnyH`Work> not that I've noticed 18:53 <@JonnyH`Work> I successfully destroyed a facility too 18:53 <@JonnyH`Work> and it didn't crash 18:53 <@JonnyH`Work> *Gold standard* 18:53 < SupSuper> wow 18:54 < SupSuper> destroying stuff's always scary, you always expect some pointer to end up loose 18:55 <@JonnyH`Work> I was thinking of assing a GameState::destroy(StateRef) for some stuff 18:55 <@JonnyH`Work> so we can do things like unhook cross-references etc. 18:55 <@JonnyH`Work> in one place 19:24 -!- Skin36_ [~Skin36000@185.3.33.238] has quit [Ping timeout: 244 seconds] 19:30 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:32 < SupSuper> JonnyH`Work: btw i still don't get, what's the difference between a StateRef and accessing the state directly? 19:32 <@JonnyH`Work> stateref allows lazy loading 19:32 < SupSuper> a StateRef is for when you need to keep a member ref around? 19:33 <@JonnyH`Work> e.g. I can reference a FACILITY_ before the facility type is actually read in 19:33 <@JonnyH`Work> it's just a wrapper around a UString-keyed state lookup 19:34 < SupSuper> ah right 19:34 < SupSuper> also is sf{bed_alloc} still alive? i wanted to ask him something 19:35 < sf{bed_alloc}> huh buh wha? 19:35 <@JonnyH`Work> AKA - use StateRefs<> where possible instead of a sp<> or UString-and-lookup 19:36 < SupSuper> sf{bed_alloc}: do you know if sdl2 supports windows phone? 19:37 <@JonnyH`Work> winrt? 19:37 <@JonnyH`Work> https://hg.libsdl.org/SDL/file/bc8ac6c0cd98/VisualC-WinRT 19:37 < SupSuper> who knows they keep changing it up :p 19:37 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 19:37 < sf{bed_alloc}> SupSuper: well, they _claim_ they do. They seem to have "boilerplate" projects in their https://hg.libsdl.org/SDL/file/bc8ac6c0cd98/VisualC-WinRT 19:37 <@JonnyH`Work> it seems to have code for that... 19:37 < SupSuper> right 19:37 < sf{bed_alloc}> never actually tried that 19:37 <@JonnyH`Work> you'll need to find someone with a windows phone :) 19:37 < SupSuper> relatedly, what are the odds of your sdl2 port working on something other than android? 19:39 < SupSuper> i hear the windows phone emulator is pretty good... 19:40 < sf{bed_alloc}> well, it worked on windows last time I've checked (was a while ago, mind you), worked on linux (SDL_gfx is a bit of a pain, but otherwise everything is fine), reportedly works on mac os x, some brave soul had managed to get it to work on iOS a while back 19:41 < SupSuper> maybe i'll mess around with it. a ios port is also fairly requested, but we can't even find osx devs, much less ios devs :p 19:42 < sf{bed_alloc}> grep "#ifdef __ANDROID__" | wc -l | cry 19:43 < sf{bed_alloc}> then again, I *think* I've managed to replace most of those with a more generic __MOBILE__ at some point 19:43 < sf{bed_alloc}> ...probably a good time to at least update the branch... 19:44 < sf{bed_alloc}> managed to have some mismerges resulting in a bugged soldier diary function 19:44 < SupSuper> that's what you get for merging in fan patches ;p 19:45 < sf{bed_alloc}> did no such things, no sir! (why, I don't know anything about that sdl2_extended branch...) 19:46 < SupSuper> looks like sdl2 currently supports win8phone but not win10phone. oh well, at least i can put "did a mobile thing once" on my portfolio 19:47 < sf{bed_alloc}> aren't they, like, backwards-compatible? 19:47 < sf{bed_alloc}> also, maybe uwp is now windows 10 phone? 19:48 -!- Kaljakoppa is now known as Kaljakoppa_off 19:48 < sf{bed_alloc}> (ms surely does these things easy and not confusing at all) 19:48 < SupSuper> hahahaha 19:48 < SupSuper> i doubt w8p works with w10p given the whole new "universal app" paradigm 19:48 < SupSuper> and yeah uwp is the new windows 10 phone / store / box model 19:49 < sf{bed_alloc}> they do seem to have a uwp project in their source tree... 19:49 < sf{bed_alloc}> it's not like building sdl2 from sources is scary, I do it all the time! :v 19:50 < SupSuper> sdl is easy, it's all the other stuff i worry about :p 19:50 < SupSuper> windows 10 mobile has barely been out anyways, so i doubt anyone's using it 19:51 < sf{bed_alloc}> just target androids :p 19:51 < sf{bed_alloc}> also, it can't end up being much worse than this: https://github.com/sfalexrog/openapoc_android/blob/master/OpenApoc/build.gradle 19:53 < sf{bed_alloc}> (that's having SDL, icu, some Boost libs and OpenApoc in basically a single project. How they don't conflict and somehow work is beyond me.) 19:54 < sf{bed_alloc}> by the way, JonnyH`Work, why do we have unzipped .xmls again? apart from the fact that they're easier to edit that way 19:57 <@JonnyH`Work> git diffing & editing 19:57 < sf{bed_alloc}> and what's more important, should they be referenced in the code as being in data/ or in the "root"? 19:57 <@JonnyH`Work> You can zip them up and it'll load them fine 19:58 <@JonnyH`Work> if "PATH" is a directory with a 'openapoc_manifext.xml' in it uses that 19:58 <@JonnyH`Work> otherwise it uses "PATH.zip" 19:58 <@JonnyH`Work> it doesn't use a manifest for zips (it's assumed all contained files are gamestate xml, and zip does it's own checksums) 19:59 <@JonnyH`Work> if you want we could add a 'zip ${path} ${path}.zip' build step? 19:59 < sf{bed_alloc}> I think I've already got that somewhere in that gradle file 20:00 <@JonnyH`Work> you'll probably want to exclude the _manifest.xml files though 20:00 <@JonnyH`Work> they'll be parsed and ignored, but it seems a waste 20:00 < sf{bed_alloc}> and if we're going the "don't unpack the assets, we can just read them from the apk" route, they'll be zipped either way (the only difference is whether they're going to be double-zipped :p) 20:01 <@JonnyH`Work> double-zipping seems a bit pointless... 20:01 <@JonnyH`Work> But re-using the same code (but with pack=true to write a .zip not a dir) makes sense to have 'single file savegames' 20:04 < sf{bed_alloc}> by the way, camera position doesn't seem to be serialized :( (or deserialized? anyway, pretty sure it gets lost somewhere in the process) 20:04 <@JonnyH`Work> no, camera position isn't 20:04 <@JonnyH`Work> no 'ui' state is 20:05 < SupSuper> i'd define a camera as a 'world' thing, but depends how you think about it :p 20:05 < SupSuper> but yeah it's important. not that i've tried savegames 20:06 < SupSuper> the camera doesn't really focus on things yet anyways 20:07 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 20:07 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVrp5 20:07 < openapoc-git> OpenApoc/master 51d6604 Jonathan Hamilton: Allow writing PNG images and reading Paletted PNG images 20:07 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 20:09 < sf{bed_alloc}> also we're using physfs when reading the iso and some of the data, but not when dealing with xml files 20:10 <@JonnyH`Work> Yeah, 'caus I kinda expect save games to come 'in' from the system file picker or something 20:10 <@JonnyH`Work> outside the 'data' directory 20:10 <@JonnyH`Work> and if we need to support .cue files anyway we'll need something other than physfs.... 20:11 <@JonnyH`Work> Maybe just stdlib streams and require the user unpack the iso to a directory :) 20:12 < sf{bed_alloc}> how hard is it to read .bin/.cue files, anyway? 20:13 < sf{bed_alloc}> maybe just add an archive_cue (and archive_apk) to physfs? 20:13 -!- SolariusScorch [~Solar@192.166.202.28] has joined #OpenApoc 20:14 < sf{bed_alloc}> I'd try my luck with it, hopefully it's gonna be more productive than "accelerating" the renderer by a factor of 0.5x :v 20:16 -!- Solarius [~Solar@192.166.202.28] has quit [Ping timeout: 252 seconds] 20:20 < SupSuper> JonnyH`Work: so when's the screenshot key? ;p 20:22 <@JonnyH`Work> Not implemented Surface readback yet... 20:22 <@JonnyH`Work> gimmie 5 mins... 20:22 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:31 < SupSuper> sf{bed_alloc}: where's your sdl2 branch? 20:35 < sf{bed_alloc}> https://github.com/sfalexrog/OpenXcom/tree/sdl2 20:36 < sf{bed_alloc}> probably still has some mismerges, and visual studio project is far from being up-to-date 20:36 < sf{bed_alloc}> (both of them) 20:39 < SupSuper> not like i'm gonna use them :p 20:40 < SupSuper> wait what do you mean both of them? 20:41 < sf{bed_alloc}> 2010&2013 20:43 < sf{bed_alloc}> judging by my git diffs, I've also managed to screw up some of the line endings... 20:49 <@JonnyH`Work> ask and ye shall receive 20:49 < SupSuper> you can probably drop 2010 :p 20:49 < SupSuper> ugh windows mobile support is 20gb 20:49 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 20:49 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVoIT 20:49 < openapoc-git> OpenApoc/master f9b7529 Jonathan Hamilton: Implement screenshot (F5 outputs "screenshot.png")... 20:49 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 20:50 <@JonnyH`Work> sf{bed_alloc}: I assume you'll need to map "KEY_DOWN F5" to something? Or is android's surfaceflinger screenshot thingie enough? 20:51 < sf{bed_alloc}> pretty sure power+volumedown (or is it up?) is just fine 20:52 <@JonnyH`Work> Yeah, IIRC that;s implemented by pushing an extra surfaceflinger composition through an ofscreen buffer... 20:52 <@JonnyH`Work> Caused us a surprising amount of problems in our hwc backend... 20:55 < SupSuper> at least looks like vs2015 covers all the latest windows phones 21:00 < sf{bed_alloc}> btw, just for statistics: updating the city on n4 takes ~10ms, sending all the data to the renderer (through a spsc_queue) is ~20-24 ms. 21:01 <@JonnyH`Work> huehue 21:01 <@JonnyH`Work> 34ms isn't too bad though, better than I suspected :P 21:01 < sf{bed_alloc}> so I guess if I weren't *that* dumb and clueless, I'd have 30fps on my nexus right now :p 21:02 <@JonnyH`Work> does it inline & devirtualise the Renderer? 21:04 < sf{bed_alloc}> well.... since it's based on your Renderer2 branch, the Renderer is not virtualized, and -flto gives me hopes it's actually inlined (though I haven't really checked) 21:05 <@JonnyH`Work> If you can get a instruction level profile on whatever cpu it's using it might help... 21:05 <@JonnyH`Work> as on mine it's spending the VAST majority of the time stuck in qualcomm's libGL 21:08 < sf{bed_alloc}> well, judging by the traces (and how it spends 4-7 ms in drawImmediateExecute, which is a fancy name for "draw a textured quad with this program", just after spending <1ms in a flush call), it's not happy with me not batching enough 21:09 <@JonnyH`Work> is this that crazy nvidia arm64 core? 21:09 < sf{bed_alloc}> wish it were 21:09 < sf{bed_alloc}> adreno 320 21:09 <@JonnyH`Work> 'caus that was awful 21:09 <@JonnyH`Work> it was GREAT at microbenchmarks 21:09 <@JonnyH`Work> after it recompiled everything after a warmup 21:10 <@JonnyH`Work> but any real apps just kept blowing the recompilation cache... 21:10 < SupSuper> what is the least painful way i can compile sdl myself 21:10 < SupSuper> submodules? nuget? 21:10 <@JonnyH`Work> not seen a source nuget package for sdl? Bins only? 21:11 <@JonnyH`Work> my submodule attempt was reasonably painless 21:11 < SupSuper> apparently winrt doesn't really do bins :p 21:11 <@JonnyH`Work> Of course if you *can* get source nuget that seems to integrete well 21:11 < SupSuper> i might just do submodules, then i can just get the yaml-cpp that doesn't need boost :p 21:12 <@JonnyH`Work> all the cool people are using boost though... 21:12 < sf{bed_alloc}> yaml-cpp is not cool anymore :< 21:12 <@JonnyH`Work> Actually that's a lie, all the cool people are writing node.js modules.. 21:14 < sf{bed_alloc}> gotta love how vs2013 is somewhat different for c++ and c# projects 21:14 < sf{bed_alloc}> apparently all the love went to the c# side of things 21:14 <@JonnyH`Work> Well, ms *do* own it... 21:14 < SupSuper> what do you mean? 21:15 < sf{bed_alloc}> well, project properties being a separate, modal window in c++ and a tab in c# is one thing 21:15 < sf{bed_alloc}> and it's not like the window is not glitchy 21:15 <@JonnyH`Work> and the c++ project properties are awful 21:16 < SupSuper> oh yeah 21:16 <@JonnyH`Work> every time I clicked on something every control shifted to the right 21:16 < sf{bed_alloc}> even after update 5 21:16 <@JonnyH`Work> until everything disappeared off the side of the non-resizeable window... 21:16 <@JonnyH`Work> It would have been amusing if I wasn't trying to do something... 21:16 < sf{bed_alloc}> also, they count references and stuff for methods in c# classes 21:17 < sf{bed_alloc}> c++? you don't even get a simple "implement method" thingy 21:17 < SupSuper> that's probably a legacy thing, since visuals used to be completely separate, and visual c++ is ancient 21:17 < SupSuper> like they still have the layout that harks back to 6.0 with the files window on the opposite side of every other layout... 21:18 < SupSuper> JonnyH`Work: there used to be a bug where the window got slightly bigger everytime you opened it, to the point it didn't fit on-screen. i guess this is the new version of it :p 21:19 <@JonnyH`Work> maybe they 'fixed' it by marking the window as fixed size 21:19 <@JonnyH`Work> but the bug is still there :P 21:19 < SupSuper> have i been around the visual studio ride. i saw ms completely stop giving a shit about c++ when .net showed up (i think that was 2003-2005?). they only started giving a shit about c++ again around 2010, and 2013 is a huge step-up 21:20 < SupSuper> they were probably hoping .net would replace win32 21:21 < SupSuper> also sf{bed_alloc}: if you want fancy c++ refactoring, get resharper/visual assist 21:21 < sf{bed_alloc}> yeah, because running code in a vm is totally more resource-efficient than running it natively 21:21 < sf{bed_alloc}> isn't resharper c#-only? 21:21 < SupSuper> well i mean api wise :p writing for .net is heaven compared to win32 21:21 < SupSuper> nah resharper does c++ too now, it's awesome 21:22 < sf{bed_alloc}> huh, gotta try that some day 21:22 < SupSuper> look at this bad boy: https://www.jetbrains.com/resharper-cpp/features/ 21:23 < SupSuper> mind you it'll cover your code in warnings ;p 21:24 < sf{bed_alloc}> well, anything that's not covering my code in warnings is outright broken so :p 21:25 <@JonnyH`Work> http://s2.jonnyh.net/pub/vs-useful-space.png 21:25 <@JonnyH`Work> that's my opinion of vs... 21:26 <@JonnyH`Work> I know I can remove the boxes, split vertically and whatnot 21:26 <@JonnyH`Work> but they keep coming back... 21:26 < SupSuper> lol 21:26 < sf{bed_alloc}> if you're not splitting your code window, you're doing it wrong :p 21:26 < SupSuper> clearly you need *more* windows 21:27 < SupSuper> where's the class hierarchy and function lookup! 21:27 < sf{bed_alloc}> solution explorer search is surprisingly not helpful 21:28 <@JonnyH`Work> http://s2.jonnyh.net/pub/terminal-usable-space.png 21:28 < SupSuper> still find the "visual studio 2013 express for windows desktop" hilarious, because ms thought for a nanosecond they could get away with only supporting ~~store~~ apps 21:28 <@JonnyH`Work> On one of my machines it's called 'Visual Studio 2013', the other it's "vs 2013" 21:29 <@JonnyH`Work> and naturally searching the start bar for the wrong one doesn't work 21:29 < SupSuper> http://wheany.com/ms-branding/ 21:29 <@JonnyH`Work> I know the dpi (and general real estate) for my linux machine is like 2x 21:30 <@JonnyH`Work> but proportionally it's like 80% code? With a row at the bottom for searching/whatever, a tagbar at the side, code completion pops up if wanted... 21:30 < sf{bed_alloc}> what's that C/C++ thingy in your gvim menu? 21:30 <@JonnyH`Work> refactoring/inserting blocks/whatever 21:31 <@JonnyH`Work> Don't use it most of the time :P 21:31 <@JonnyH`Work> For that stuff I tend to do text substitutions/conversions instead 21:31 < SupSuper> yeah regexp is so much more fun :D 21:32 <@JonnyH`Work> You just pointed out the file menu has re-appeared, I got rid of that normally... 21:32 <@JonnyH`Work> That's another ~1.5 rows of code I could take back from unused system stuff! 21:33 < sf{bed_alloc}> every time I see someone else's vim, I'm like "wow, this looks so great!", and then "but it's hidden behind half a thousand hotkeys and macros and not exactly noob-friendly" 21:33 < SupSuper> "and a very customized .vim" 21:35 < sf{bed_alloc}> no, seriously, with the right amount of plugins configured properly vim is a beast 21:35 < sf{bed_alloc}> but try telling that to someone who just got into that beeping program with no obvious way out :p 21:39 < SupSuper> yeah people get pretty religious about their terminal editors 21:39 < SupSuper> midnight commander is probably the closest windows has 21:40 < SupSuper> it's a dos-like file manager / text editor with plugins, so basically programmer cocaine :p 21:41 < sf{bed_alloc}> yeah, one of the many, many norton commander clones 21:42 < sf{bed_alloc}> didn't look into plugins, though 21:43 < sf{bed_alloc}> but yeah, that used to be one of the first packages I'd install on a fresh distro installation 21:44 <@JonnyH`Work> I have a 'vim-dotfiles.git' that follows around my machines 21:45 <@JonnyH`Work> slowly evolving into something which MAN IS NOT MEANT TO KNOW 21:55 < SupSuper> same but my code 21:55 <@JonnyH`Work> I don't even clone it, it just appears one day after I install vim 22:19 -!- TheSnide_ [~snide@91.220.127.154] has quit [Ping timeout: 248 seconds] 22:19 -!- TheSnide [~snide@91.220.127.154] has joined #OpenApoc 22:39 -!- pagurus [~user@p4FD6CE7F.dip0.t-ipconnect.de] has joined #OpenApoc 22:42 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 22:42 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVogo 22:42 < openapoc-git> OpenApoc/master 40efd07 Jonathan Hamilton: Add a flag to Framework() to say if it should create a window... 22:42 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] --- Day changed Thu Apr 07 2016 00:01 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:15 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 00:20 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 01:00 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:08 -!- nadir [uid134094@gateway/web/irccloud.com/x-sgwaltlokpnglkrm] has quit [Quit: Connection closed for inactivity] 02:20 -!- nadir [uid134094@gateway/web/irccloud.com/x-noellgjpwwcvotkb] has joined #OpenApoc 03:22 -!- TheSnide [~snide@91.220.127.154] has quit [Ping timeout: 268 seconds] 03:22 -!- TheSnide [~snide@91.220.127.154] has joined #OpenApoc 03:26 -!- pagurus [~user@p4FD6CE7F.dip0.t-ipconnect.de] has quit [Ping timeout: 260 seconds] 04:26 -!- SolariusScorch [~Solar@192.166.202.28] has quit [Ping timeout: 276 seconds] 04:38 -!- nadir [uid134094@gateway/web/irccloud.com/x-noellgjpwwcvotkb] has quit [Quit: Connection closed for inactivity] 05:12 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 05:36 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:51 -!- nadir [uid134094@gateway/web/irccloud.com/x-zmhcwpjhdxroutwi] has joined #OpenApoc 08:04 -!- Pawlac [~Pawlac@x5f70e717.dyn.telefonica.de] has joined #OpenApoc 08:06 -!- Pawlac_1 [~Pawlac@x5f738526.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 08:49 -!- pagurus [~user@pD950F9E3.dip0.t-ipconnect.de] has joined #OpenApoc 09:50 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:58 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:30 -!- sf{bed_alloc} [~sf@46.39.228.37] has quit [Quit: sf{bed_alloc}] 12:07 -!- kkmic [~chatzilla@unaffiliated/kkmic] has quit [Quit: ChatZilla 0.9.92 [Firefox 45.0/20160304114926]] 12:30 -!- kkmic [~chatzilla@unaffiliated/kkmic] has joined #OpenApoc 15:20 -!- SolariusScorch [~Solar@192.166.202.28] has joined #OpenApoc 16:54 -!- Skin36_ [~Skin36000@185.3.34.198] has joined #OpenApoc 18:06 -!- pagurus [~user@pD950F9E3.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:50 -!- Skin36_ [~Skin36000@185.3.34.198] has quit [Read error: Connection reset by peer] 18:52 -!- Skin36_ [~Skin36000@85.26.183.60] has joined #OpenApoc 18:57 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:00 < Skin36_> hi 19:02 < SupSuper> hey 19:02 < Skin36_> what news ? 19:04 < SupSuper> been developing the base interface: http://i.imgur.com/I56W5IJ.gif 19:04 < SupSuper> hoping to get to multiple bases soon 19:07 < Skin36_> oh cool 19:07 < Skin36_> minimap ) 19:08 < SupSuper> yeah JonnyH`Work did that 19:10 < Skin36_> I found the structure of the relations 19:10 < Skin36_> http://shot.qip.ru/00knEU-5tfn6TM8r/ 19:11 < Skin36_> most of the structures already known) 19:12 < SupSuper> ohhhh 19:13 < SupSuper> wait, aliens have relations? 19:15 < Skin36_> yes 19:15 < SupSuper> interesting 19:15 <@JonnyH`Work> hey SupSuper - I was trying to split apart the code a bit more sanely 19:15 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/tree/WIP/modular-build 19:15 < Skin36_> hi JonnyH`Work 19:15 <@JonnyH`Work> but I can't for the life of it get it working in msvc :'( 19:16 < SupSuper> hope you like dlls :p 19:16 <@JonnyH`Work> I was trying to use static libs to avoid that... 19:16 <@JonnyH`Work> but it seems they have weird depedency issues and whatnot 19:17 <@JonnyH`Work> in cmake I can declare a static library and use it in the same project and it pulls in all the build flags/include paths/whatever 19:17 < SupSuper> yeah in vc you need to specifically set what project depends on what other project, and what the build order should be 19:17 <@JonnyH`Work> while msvc seems to sit there saying it failed to find a boost library which is RIGHT THERE DAMNNIT MSVC JUST LOOK AT IT WHY CANT YOU SEE IT 19:18 <@JonnyH`Work> so I have 'project references' setup to do build order correctly 19:18 <@JonnyH`Work> It seems to do that ok 19:18 <@JonnyH`Work> just the final link of the final .exe 19:18 <@JonnyH`Work> (which is effectively main.cpp + some libararies) 19:18 < SupSuper> i'll have a look 19:18 < SupSuper> remember nuget is per-project as well 19:19 <@JonnyH`Work> Yeah, I added the 'header' boost nuget to all projects that use it 19:19 <@JonnyH`Work> but only the lib to the final one 19:19 <@JonnyH`Work> (and I tried adding the libs to all, and it build boost like 8 times, and still failed to find the same boost lib...) 19:22 <@JonnyH`Work> Maybe I should try to fixup the cmake msvc generator and see what does with the 'same' input :P 19:22 <@JonnyH`Work> Probably doesn't work with nuget though, I guess I'll ahve to point stuff like BOOST_PATH at a prebuilt... which may bypass the issue 19:23 <@JonnyH`Work> so my plan is to have multiple tools re-using bits of the framework/gamestate/whatever 19:23 <@JonnyH`Work> rather than ./OpenApoc --do-something-different 19:24 <@JonnyH`Work> as well as a more logical separation/dependency order 19:24 <@JonnyH`Work> Library depends on (glm, boost::locale) 19:24 < SupSuper> you've gone mad with power! :p 19:24 <@JonnyH`Work> Framework depends on (Library, SDL2, boost::filesystem) 19:25 <@JonnyH`Work> Forms depends on (Libary, Framework, tinyxml2) 19:25 <@JonnyH`Work> GameState depends on (Library, Framework) 19:25 <@JonnyH`Work> GameUI depends on (Forms, GameState, Framework, Library) 19:25 <@JonnyH`Work> so no cross-dependencies between them - hopefully 19:25 <@JonnyH`Work> oh, I also added a loading screen while I was at it 19:26 <@JonnyH`Work> but that could (should?) be separate from the re-org 19:26 < SupSuper> i don't think i've ever seen a c++ project do that, because managing cross-platform c++ linkage is kinda sick nasty 19:26 <@JonnyH`Work> it's good if it's all build in the same project, as it's the same compiler version & settings 19:27 <@JonnyH`Work> they don't have to be libs, they're just the logical separation 19:27 <@JonnyH`Work> but I don't know if you can re-use objects in msvc (IE so we don't have to build /everything/ again for the state extractor top-level exe, or the gamestate editor top-level exe, or the...) 19:28 < SupSuper> well it all amounts to "libs" as far as the linker is concerned 19:28 <@JonnyH`Work> not /quite/ the same in linux 19:28 <@JonnyH`Work> ld test.a main.o -o output 19:28 <@JonnyH`Work> is slightly different to 19:29 <@JonnyH`Work> ld test_source1.o test_source.o main.o -o output 19:32 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:33 < Skin36_> how many people became) 19:35 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 19:35 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vVPuy 19:35 < openapoc-git> OpenApoc/master 7601d03 SupSuper: Error prevention 19:35 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 19:41 < SupSuper> really making use of my threads here 19:41 <@JonnyH`Work> make -j100000 19:43 < SupSuper> well it all *compiled* fine 19:43 <@JonnyH`Work> for linux? 19:43 <@JonnyH`Work> or windows? 19:43 <@JonnyH`Work> I have no problems with cmake :P 19:44 < SupSuper> trying your msvc thing 19:44 <@JonnyH`Work> I might not be able to do the different projects, and just have them as separate filter groups in the same project 19:45 <@JonnyH`Work> It means I can't have multiple frontend executables, but it's OK 'caus windows is a dead platform anyway 19:45 <@JonnyH`Work> Man, os/2 is going to be great :D 19:45 < SupSuper> well if you wanna share stuff between game and tools, most people will go "game", "tools" and "common", not "let's break it all apart" :p 19:46 <@JonnyH`Work> I want the GameState to be part of common 19:46 < SupSuper> unless you're using a managed language, then you can just go nuts, see https://github.com/OpenRA/OpenRA 19:46 <@JonnyH`Work> gogo c++20 modules 19:46 <@JonnyH`Work> IIRC the newest msvc2015 actually has a prototype... 19:46 <@JonnyH`Work> Feel like depending on an experimental preview feature?: P 19:49 < SupSuper> why does only OpenApoc call all the boost libraries? 19:50 <@JonnyH`Work> 'caus I thought only the end exe needed to have the symbols available 19:50 <@JonnyH`Work> and adding it to each that uses it just builds the same boost library multiple times (and still doesn't link) 19:54 < SupSuper> i think the problem you're using the source packages 19:54 < SupSuper> so no libs are generated for boost 19:54 < SupSuper> so it'll never find'em :p 19:54 <@JonnyH`Work> So why is it trying to link them? 19:54 <@JonnyH`Work> Is it the magic #pragma link thingie? 19:55 <@JonnyH`Work> And I'm pretty sure those same nuget source packages worked before splitting... 19:57 < SupSuper> yeah because it was building all the source into one package, so there were no magical cross-references 19:57 <@JonnyH`Work> so depending on a .lib with dependeices 'tries' to pull in dependencies-of-dependencies, and that's what's going wrong? 19:58 < SupSuper> or something like that. either way adding boost to everything fixed it. it compiles boost 10 times because it just bakes boost into every lib (instead of creating separate boost libs or whatever) 19:58 <@JonnyH`Work> maybe by missing it out it went "Oh, so you don't want the local boost copy? You get the library instead" and that's propogating 19:59 <@JonnyH`Work> even if I 'know' the symbols will be provided by another dependnecy msvc doesn't realise that? 19:59 < SupSuper> sadly the linker isn't very helpful at telling you *where* the error comes from 19:59 <@JonnyH`Work> Maybe if there was a way of inheriting include paths and the like we wouldn't have to add the boost header package to everything? (IE just the 'first' user, which will also provide all the boost:: built symbols?) 20:00 <@JonnyH`Work> meh, rebuilding six thousand copies of boost probably wouldn't be too bad 20:00 <@JonnyH`Work> as I assume incremental builds will never touch that... 20:01 <@JonnyH`Work> Meh, if it works push it and merge it into mater? 20:01 <@JonnyH`Work> I still think it's an improbement (Contradiction welcome) 20:02 < SupSuper> it's not really something i'm familiar with :/ 20:02 < SupSuper> all i know about libs is pointing the compiler at my dependencies and hope it all works out 20:02 <@JonnyH`Work> I'm going to add new top-level 'tools/' projects 20:02 <@JonnyH`Work> some of which will depend on stuff like qt 20:03 <@JonnyH`Work> which I don't want to 'infect' the game with :P 20:03 <@JonnyH`Work> Could you imagine having to rebuild qt every time you modify the build... 20:03 <@JonnyH`Work> even if it's just the dir tree changes I think it's useful 20:05 < SupSuper> oh and i had to add dbghelp.lib and opengl32.lib to framework 20:05 < SupSuper> oh and the game crashes on startup now :p 20:06 <@JonnyH`Work> .... :'( 20:06 < SupSuper> if i had to guess, the data's no longer in the right place 20:07 < SupSuper> since it's crashing on MainMenu UI::GetForm 20:07 <@JonnyH`Work> Oh yes 20:07 <@JonnyH`Work> presumable it's now build game/x64/release... 20:07 <@JonnyH`Work> not x64/release/... 20:07 <@JonnyH`Work> run it from the root and that should work? 20:07 <@JonnyH`Work> Or I could add a define of GAME_DATA_DIR=$(SolutionDir)/data 20:08 <@JonnyH`Work> or something in the builds... but then "c:\users\jonnyh\documents\github\openapoc\data" will be baked into the .exe... 20:12 <@JonnyH`Work> It might be a static constructor going wrong... 20:12 < SupSuper> i changed the working directory from $(ProjectDir) to $(SolutionDir) and it works now 20:12 <@JonnyH`Work> that'll do 20:13 <@JonnyH`Work> can you push to my branch? 20:14 < SupSuper> sure 20:15 <@JonnyH`Work> may need to fetch and rebase, as I merged in your error avoidance 20:15 < SupSuper> anyways to get the setup you want i think you either need to use boost lib packages, or figure out how the msvc boost linking works 20:15 < SupSuper> the error came from OpenApoc, so clearly it *does* only need to link at the end. *but* it didn't seem like just source would do at that point 20:16 <@JonnyH`Work> I know boost uses the msvc #pragma link 20:16 <@JonnyH`Work> maybe the source files add a "DONT_NEED_TO_LINK_BOOST_(PACKAGE)" which excludes that? 20:16 <@JonnyH`Work> So missing it from something that so much as includes the headers gets a lib added? 20:17 * SupSuper shrugs 20:17 <@JonnyH`Work> *magic* 20:17 < SupSuper> also debug is pretty much useless now, i'll never get past the loading screen :p 20:17 <@JonnyH`Work> it should do less in the loading screen now... 20:18 < SupSuper> it's fine in release, but in debug it seems to get stuck there 20:18 < SupSuper> also something's up with the text 20:18 <@JonnyH`Work> hmmm.. might be worth looking in to anyway 20:19 <@JonnyH`Work> what's wrong with the text? 20:20 < SupSuper> seems the palette broke? 20:20 <@JonnyH`Work> not on my linux build? Maybe more paths issues... 20:21 <@JonnyH`Work> Can you take a screenshot? :P 20:21 < SupSuper> http://puu.sh/o9SCr/13eb71f20e.jpg 20:22 <@JonnyH`Work> didn't you use f5? 20:23 <@JonnyH`Work> what's the point of doing this if nobody uses it... 20:23 < SupSuper> sure let me just f5+find the folder+upload+copy the link+post it 20:23 <@JonnyH`Work> $(pwd)/screenshot.png :P 20:24 <@JonnyH`Work> it shows the weird alpha of the menuscreen I should probably fix too.... 20:24 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:25 < SupSuper> ok can confirm the loading does eventually end in debug, but it really takes like a million years 20:25 < SupSuper> and then the game runs at 1fps so not worth it 20:25 <@JonnyH`Work> Probably as part of re-doing the .vcproj files I've re-enabled some *CRAZY_DEBUG_CHECKS* options I turned off a while ago... 20:27 < SupSuper> well if you're just gonna keep making the project slower to run and compile, i'm gonna take other hobbies :p 20:29 <@JonnyH`Work> What if I buy you a nice xeon workstation? :P 20:34 <@JonnyH`Work> just push it and I can tweak the options as necessary :P 20:34 <@JonnyH`Work> adding a SlightlyDebug build mode or something :P 20:40 < SupSuper> i'd rather you fix the bugs first :p 20:40 < SupSuper> anyways pushed 20:41 <@JonnyH`Work> I don't think I like the nuget sources being added to the filters... 20:41 <@JonnyH`Work> meh 20:47 -!- pagurus [~user@pD950F9E3.dip0.t-ipconnect.de] has joined #OpenApoc 20:51 < SupSuper> yeah i dunno why it does that sometimes, they don't need to do there 20:53 -!- pagurus [~user@pD950F9E3.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:57 < SupSuper> fixed 21:05 < SupSuper> you can probably get boost down to "only the stuff each lib needs", but OpenApoc always needs the aggregate 21:05 < SupSuper> sdl is also included everywhere... 21:06 <@JonnyH`Work> that's 'caus the sdl headers leak through the event stuff IIRC 21:06 <@JonnyH`Work> so everything 'uses' sdl 21:06 < SupSuper> ah 21:07 <@JonnyH`Work> if there was a 'sdl_header_only' package that would do.. but there isn't 21:08 < SupSuper> or just clean up the event stuff :p 21:08 <@JonnyH`Work> having an 'enum EVERY_KEY_IN_THE_WORLD{...} 21:08 <@JonnyH`Work> sounds painful 21:08 <@JonnyH`Work> But we might have to do that anyway, but with 'ACTIONS' that can be remapped, not KEY_... 21:13 -!- pagurus [~user@pD950F9E3.dip0.t-ipconnect.de] has joined #OpenApoc 21:16 < Skin36_> I found a threshold for determining the degree of relationship 21:31 -!- Skin36_ [~Skin36000@85.26.183.60] has left #OpenApoc [] 21:44 * JonnyH`Work has no idea what's going on with the palettes for fonts on windows... 21:45 <@JonnyH`Work> it should be loading UI_PALETTE.PNG, and that all looks fine... 22:09 <@JonnyH`Work> It seems to be using 256 pixels of the cloudy button texture as a palette? 22:25 <@JonnyH`Work> Haha, wow, compiler bug in msvc 22:30 < SupSuper> ? 22:31 <@JonnyH`Work> No, wait, it's undefined behaviour in c++11 22:31 <@JonnyH`Work> but *before* that each , was a sequence point 22:31 <@JonnyH`Work> The order of each *i++ in func(*i++, *i++) is undefined now apparently 22:32 <@JonnyH`Work> so if i = 0 func(i++, i++) could be f(0, 1) or f(1, 0) 22:32 <@JonnyH`Work> which is exactly what was happening in msvc 22:32 <@JonnyH`Work> it was using one of the colour values as an alpha 22:33 <@JonnyH`Work> hence 'white' being OK (as 255,255,255,255 is the same no matter the order) 22:33 <@JonnyH`Work> but everything else could be off 22:37 < SupSuper> that's what you get for using postfix operators inline :p 22:38 <@JonnyH`Work> but it's literally 2x longer (and clearer) without! 22:38 <@JonnyH`Work> How am I meant to feel superior if mere mortals can actually understand my code? 22:42 <@JonnyH`Work> anyway.. time to start doing the whole point of this pain 22:42 <@JonnyH`Work> re-adding the extractor as a top-level exe 23:25 <@JonnyH`Work> haha, it works! 23:42 -!- SolariusScorch [~Solar@192.166.202.28] has quit [Quit: Leaving] 23:43 <@JonnyH`Work> time to push to master? 23:53 < SupSuper> if it ain't broke... 23:54 <@JonnyH`Work> fix it till it is? --- Day changed Fri Apr 08 2016 00:05 <@JonnyH`Work> appveyor build works, I suppose that's good enough then,,, 00:06 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 00:06 < openapoc-git> [OpenApoc] JonnyH pushed 19 new commits to master: https://git.io/vVXn1 00:06 < openapoc-git> OpenApoc/master a70cf1e Jonathan Hamilton: make the Library subdir a separate build unit under cmake 00:06 < openapoc-git> OpenApoc/master bff5904 Jonathan Hamilton: Make the framework subdir a separate build unit under cmake 00:06 < openapoc-git> OpenApoc/master 75baa0c Jonathan Hamilton: -pthreads now set with 'proper' cmake target_compile_definitions 00:06 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 00:11 -!- You're now known as JonnyH 00:21 -!- Pawlac [~Pawlac@x5f70e717.dyn.telefonica.de] has quit [Remote host closed the connection] 00:29 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:34 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 01:34 -!- You're now known as JonnyH`Away 02:12 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 02:15 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 250 seconds] 03:23 -!- pagurus` [~user@pD950DD95.dip0.t-ipconnect.de] has joined #OpenApoc 03:25 -!- pagurus [~user@pD950F9E3.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:47 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 04:47 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/vVXMq 04:47 < openapoc-git> OpenApoc/master d3eab9c Jonathan Hamilton: Add locks around data resource caches... 04:47 < openapoc-git> OpenApoc/master b9a6ed0 Jonathan Hamilton: Parallelise the gamestate extractors... 04:47 < openapoc-git> OpenApoc/master 328876f Jonathan Hamilton: format 04:47 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 04:49 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:13 -!- Pawlac [~Pawlac@x5f70e717.dyn.telefonica.de] has joined #OpenApoc 06:15 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 06:49 -!- kkmic [~chatzilla@unaffiliated/kkmic] has quit [Remote host closed the connection] 07:26 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 08:02 -!- Pawlac_1 [~Pawlac@x5f73be07.dyn.telefonica.de] has joined #OpenApoc 08:05 -!- Pawlac [~Pawlac@x5f70e717.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 08:08 -!- nadir [uid134094@gateway/web/irccloud.com/x-zmhcwpjhdxroutwi] has quit [Quit: Connection closed for inactivity] 08:52 -!- pagurus` [~user@pD950DD95.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 08:52 -!- pagurus` [~user@pD950DD95.dip0.t-ipconnect.de] has joined #OpenApoc 08:52 -!- pagurus`` [~user@pD950DD95.dip0.t-ipconnect.de] has joined #OpenApoc 09:00 -!- Pawlac [~Pawlac@x5f70a477.dyn.telefonica.de] has joined #OpenApoc 09:03 -!- Pawlac_1 [~Pawlac@x5f73be07.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 09:12 -!- pagurus`` [~user@pD950DD95.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 09:12 -!- pagurus` [~user@pD950DD95.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 09:16 -!- pagurus [~user@pD950DD95.dip0.t-ipconnect.de] has joined #OpenApoc 09:41 -!- kkmic [~chatzilla@unaffiliated/kkmic] has joined #OpenApoc 11:23 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:24 -!- nadir [uid134094@gateway/web/irccloud.com/x-nxzvgdjkipvrgyok] has joined #OpenApoc 12:10 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 12:10 -!- pagurus [~user@pD950DD95.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 12:17 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:10 -!- pagurus [~user@pD950DD95.dip0.t-ipconnect.de] has joined #OpenApoc 14:02 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 14:14 -!- You're now known as JonnyH 14:33 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 14:38 -!- pmprog_work [~pmprog^wo@62.232.19.34] has joined #OpenApoc 14:38 <@JonnyH> hey pmprog_work 14:38 < pmprog_work> Hi there. How's things? 14:39 <@JonnyH> Good, good 14:39 <@JonnyH> Just moved a load of the openapoc code around 14:39 <@JonnyH> 'caus I'm starting to look into tools 14:39 < pmprog_work> Cool, I see Qt is also making an appearance 14:39 <@JonnyH> and it's nice if I can #include "bits/of/openapoc" 14:40 <@JonnyH> That's a playground atm 14:40 <@JonnyH> I have something that shows PCK images in a gui 14:40 <@JonnyH> which is nice I guess... 14:40 < pmprog_work> Yeah, sounds good 14:40 <@JonnyH> My 'old' way of './extract_something --weird-options > file' 14:40 <@JonnyH> doesn't seem to fly with most people 14:40 < pmprog_work> yeah, complicates things ;) 14:40 < pmprog_work> Did you get everything sorted at work btw? 14:41 <@JonnyH> Yeah, it seems to have settled down now 14:41 < pmprog_work> Glad to hear 14:41 <@JonnyH> Our group wasn't involved in the 'reord' 14:41 <@JonnyH> (reorg) 14:41 < pmprog_work> Yeah, but you had something about your visa needing sorting last we spoke 14:41 <@JonnyH> but still, as it's like 2 of us in the country it was a bit weird as everyone else was... 14:42 <@JonnyH> Visa application is submitted, but there's a ~75% chance it won't even be looked at... Damn caps 14:42 <@JonnyH> So at the minute it's not great, but nothing I can do really.. 14:42 < pmprog_work> Well, hope it works out 14:43 <@JonnyH> me too... 14:43 < pmprog_work> But yeah, it'll be nice to have some layer that lets you merge OpenApoc code into something like Qt for editors 14:43 <@JonnyH> that's exactly what I'm doing 14:43 <@JonnyH> you can do fw().data->load_image("PCK/whatever") 14:43 <@JonnyH> and then splat that into a QImage 14:43 < pmprog_work> I was going to make a UI designer, but I either trying to implement a designer in C++ which would take ages, or knock one up in .NET, but lack all graphics 14:43 <@JonnyH> (And that on a QLabel) 14:44 <@JonnyH> I was thinking of effectively pulling in the forms renderer into another QWidget 14:44 <@JonnyH> at least you'll be able to view them outside the game :) 14:44 < pmprog_work> Sounds good to me 14:46 < pmprog_work> I really like Qt, but I struggle to make a UI that I think "looks" nice... 14:46 < pmprog_work> One thing I like about .NET is how easy it is to actually create your own custom rendered control. Can't seem to figure out how to do it in Qt 14:47 -!- Kaljakoppa_off is now known as Kaljakoppa 14:48 < pmprog_work> (that's probably me being a bit dim though) 14:49 <@JonnyH> Inherit QWidget, override render()? 14:49 < pmprog_work> Probably, I really need to recheck 14:50 <@JonnyH> I just faked it by drawing everyhting into a QImage, and inheriying QLabel (and calling setPixmal(my_rendered_image)) :P 14:51 < pmprog_work> That's quite a nice idea 14:57 -!- kkmic [~chatzilla@unaffiliated/kkmic] has quit [Quit: ChatZilla 0.9.92 [Firefox 45.0.1/20160325004402]] 15:01 <@JonnyH> "nice idea" probably means "Real UI guys have already started screaming 'caus it's probably insane in some way" 15:01 <@JonnyH> A bit of a pain to do interactivity, but we already have to transform & scale input to get the 'right' pixel within that 15:02 < pmprog_work> Yeah, there's probably always "better" ways, but I like custom controls, you can make them very flexible 15:05 <@JonnyH> I'm kinda surprised I got qt5 working with the appveyor build... 15:05 <@JonnyH> Though it did require msvc2015 15:05 <@JonnyH> so if we do decide to "Go full steam w/qt tools" 15:06 <@JonnyH> we'll probably need to make that the default 15:09 <@JonnyH> And one problem with my "No idea how msvc works" way of splitting the build is it builds boost like 6 times... 15:12 < pmprog_work> That's fine, I've thought about trying VS2015 at home, because I blieve you can now build Android in it too 15:12 <@JonnyH> Well, it uses gcc... 15:12 <@JonnyH> They just released a gdbserver backed too 15:12 <@JonnyH> so you can use the debugger UI on a remote linux machine 15:13 <@JonnyH> which some people seem to like 15:14 < pmprog_work> Yeah, saw the whole Ubuntu in Windows things 15:16 < pmprog_work> Right, heading home. Don't know when I'll be back online, but hopefully not too long in the future 15:16 < pmprog_work> Take it easy 15:17 -!- pmprog_work [~pmprog^wo@62.232.19.34] has quit [Quit: Leaving] 15:25 -!- You're now known as JonnyH`Work 17:36 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 17:36 < openapoc-git> [OpenApoc] jgatkinsn opened pull request #67: update build doc for Ubuntu 14.04.3 (master...ImproveUbuntuBuildDoc) https://git.io/vVDfb 17:36 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 17:37 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 17:37 < openapoc-git> [OpenApoc] jgatkinsn closed pull request #65: Fix readme for Ubuntu 14.04.3 - libunwind8-dev (master...master) https://git.io/vBJaY 17:37 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 17:54 -!- Skin36_ [~Skin36000@178.34.160.170] has joined #OpenApoc 17:54 < Skin36_> hi 17:54 <@JonnyH`Work> hi 17:55 < Skin36_> work ? 17:58 -!- Skin36_ is now known as Skin36 18:04 -!- Skin36 [~Skin36000@178.34.160.170] has quit [Ping timeout: 276 seconds] 18:06 -!- Skin36 [~Skin36000@85.26.183.130] has joined #OpenApoc 18:06 < Skin36> I have found something that 18:14 <@JonnyH`Work> ? 18:17 < Skin36> thresholds, which are determined by the relationship of organizations 18:19 < Skin36> <= 74 ) 18:19 < Skin36> <= 24 ) 18:19 < Skin36> <= -25 18:19 < Skin36> <= -50 18:22 < Skin36> http://pastebin.ru/XaEMMuoy 18:23 <@JonnyH`Work> Interesting 18:23 <@JonnyH`Work> so the range is (-100,100) too? Is it clamped at that? 18:24 < Skin36> yes (-100,100) 18:26 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:26 <@JonnyH`Work> hi SupSuper 18:27 <@JonnyH`Work> BTW I found a way of avoiding building boost six thousand million times in msvc: 18:27 <@JonnyH`Work> "#define BOOST_ALL_NO_LIB" stops "magically" adding the library as a dependency just by including the headers 18:29 < SupSuper> aha 18:29 < SupSuper> i was just gonna use lib packages instead ;p 18:29 <@JonnyH`Work> So the 'library' project still has the boost nuget packages, and that causes those versions to be used by everything 18:29 <@JonnyH`Work> It seems a decent enough solution to me... comments? 18:30 < SupSuper> so i guess boost really *is* just wired up to expect libs. i guess the filename had to come from somewhere... 18:30 < SupSuper> well, i'd rather *not* build boost 100 times? 18:30 <@JonnyH`Work> It's my master 18:31 <@JonnyH`Work> if it passes appveyor I'll push to pmprog 18:31 <@JonnyH`Work> my next issue on the editor is SDL_main and qt's main stuff is conflicting nastily... 18:31 <@JonnyH`Work> I want -lSDL but not -lSDL_main... 18:31 <@JonnyH`Work> but the nuget 'sdl2' package does both 18:31 <@JonnyH`Work> and I'm not sure how to do that... 18:33 < SupSuper> honestly if you're building everything from source, maybe just submodule the repository? 18:33 < SupSuper> sdl is pretty light 18:37 < SupSuper> more and more i think i'm learning why people don't use nuget c++ much 18:37 < SupSuper> or c++ libraries at all :p 18:37 <@JonnyH`Work> Yeah, once again it's something that's 90% there 18:37 <@JonnyH`Work> but that last 10% is killer... 18:40 < SupSuper> .net or bust 18:41 < SupSuper> where any build product can be treated as a universal linking exe/dll 18:41 <@JonnyH`Work> you mean elf? Like linux? 18:42 < SupSuper> i dunno how it works, but i can inspect/import any arbitrary .net exe/dll into any other and it just works 18:43 <@JonnyH`Work> you can dlopen/dlsym executables in exactly the same way as any shared object on linux 18:43 < SupSuper> but i'm sure that's just because "modules" 18:43 <@JonnyH`Work> the only difference is that executables have a _start symbol 18:43 <@JonnyH`Work> it's often not a good idea, though :P 18:44 < SupSuper> like i remember when i was scouring the internet for code to handle a specific format. i found an app that did exactly that, but the app was shit. but it had a dll for the format, so i just took that to use in my own app :p 18:46 <@JonnyH`Work> yeah, .net dlls have all the metadata you kinda expect to be able to actually use the symbols too (unlike ELF) 18:50 < SupSuper> .net's one weakness is being a microsoft product :p 18:50 <@JonnyH`Work> mono is actually really good... 18:51 < SupSuper> but now that's a microsoft product as well! 18:51 <@JonnyH`Work> it just doesn't seem to fit well into the unix way of doing things 18:51 <@JonnyH`Work> which I guess makes sense :P 18:52 < SupSuper> yeah there is a big boon in an operative system making a language 18:52 < SupSuper> in that you can just make the executable/linker formats fit whatever you need like a native program 18:55 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 19:24 <@JonnyH`Work> The editor now does something! 19:24 <@JonnyH`Work> You can change the cd/data paths in the config! :D 19:32 < Skin36> cool 19:32 < Skin36> im find it ! 19:35 < Skin36> JonnyH`Work are you here ? 19:38 <@JonnyH`Work> yup 19:39 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:40 < Skin36> I found the dependence of generation units from the relationship 19:41 < SupSuper> generation units? 19:41 <@JonnyH`Work> You mean excluding androids if you're hostile to SELF? 19:41 < Skin36> yep 19:42 < Skin36> http://shot.qip.ru/00knEU-1tfn6TM9h/ 19:42 < Skin36> only if >0 19:43 <@JonnyH`Work> <0 is unfriendly right? 19:44 <@JonnyH`Work> I might have to think about how to generalise that 19:44 <@JonnyH`Work> I don't want to hardcore "SELF == Androids" in the C sources... 19:45 < SupSuper> i guess either link stuff to organizations or to relation thresholds 19:45 < Skin36> or neutral ? 19:45 <@JonnyH`Work> maybe make it so recruits can be 'provided' by orgs? 19:45 <@JonnyH`Work> I can imagine being friendly to people could increase the recruits available? Even outside of mutant/androids? 19:47 < SupSuper> well items are provided as well 19:47 < SupSuper> dunno what else is. vehicles? 19:47 < Skin36> http://shot.qip.ru/00knEU-4tfn6TM9i/ 19:48 <@JonnyH`Work> so the recruits are created as being 'owned' by SELF? 19:48 <@JonnyH`Work> Then I guess 'hiring' them change s the owner to X-COM? 19:48 <@JonnyH`Work> SupSuper: I've always wondered why my engineers can build $CRAZY_ALIEN_TECH 19:48 <@JonnyH`Work> but can't put together pistol ammo 19:48 < SupSuper> clearly it's trademarked :p 19:49 <@JonnyH`Work> Might be an intereting mod - you can build anything 19:49 < SupSuper> i think only the "generators" should be owned. you don't wanna end up tracking individual items... 19:49 <@JonnyH`Work> but doing to makes the 'trademark owner' angry? 19:49 < SupSuper> hah 19:51 < Skin36> in any case, I'll write it on the forum, if you want to 19:51 <@JonnyH`Work> Skin36: please do 19:51 < Skin36> kk 19:52 <@JonnyH`Work> I won't be able to implement it right now 19:52 <@JonnyH`Work> so having it there as a reference would be useful when I do 19:53 <@JonnyH`Work> I might pull us up to msvc2015 soon... 19:53 <@JonnyH`Work> as then I can do crazy QT stuff in master 19:53 < SupSuper> uh-oh :p 19:53 <@JonnyH`Work> appveyor also fixed itself so it actually runs the version of msbuild you ask it to 19:54 <@JonnyH`Work> See my WIP/vs2015 branch 19:56 < SupSuper> should you be doing crazy qt stuff before the game? 19:56 <@JonnyH`Work> it's to help me with the game 19:57 <@JonnyH`Work> So far it's a single dialog box... :P 19:59 < SupSuper> i guess you'll corner the modder market ;p 20:03 <@JonnyH`Work> http://s2.jonnyh.net/pub/GLORIOUS.png 20:03 <@JonnyH`Work> you're just envious of my UI skills 20:04 < SupSuper> i'm glad there's a help button, i was confused for a second 20:04 <@JonnyH`Work> Oh, it doesn't do anything 20:04 <@JonnyH`Work> It just seems to be added unconditionally 20:04 <@JonnyH`Work> It fools you with the illusion of help 20:05 <@JonnyH`Work> only to smash your hopes & dreams 20:09 < SupSuper> makes sense, i haven't seen that button since windows 98 20:19 <@JonnyH`Work> and it only takes ~12mb code to show those 6 controls! 20:51 < SupSuper> hmm what to do next. base building is tempting, but that cityview... 20:52 <@JonnyH`Work> Just having multiple bases switchable in the corner would be nice... 20:52 <@JonnyH`Work> The market is another big thing that seems pretty separate 20:53 <@JonnyH`Work> I think Skin36 has some comments on the original data files on that too somewhere 20:54 <@JonnyH`Work> my god, don't run QT apps in a leak checker... 20:55 < SupSuper> :p 20:55 < SupSuper> oh yeah i was also gonna add data to the ufopaedia 20:56 < SupSuper> did Skin36 ever post the relation thresholds? 20:56 <@JonnyH`Work> <=74, <=24, <=-25, <=-50 21:06 < SupSuper> i wonder if we could use some shortcuts for these list of labels and labelled controls we have all over the place 21:06 < SupSuper> or if the shortcuts would outweight the normal code :p 21:08 <@JonnyH`Work> shortcuts? What do you mean? 21:11 < SupSuper> just a shorthand for LABEL_0 = FindControl, LABEL_0->SetText, VALUE_0 = FindControl, VALUE_0->SetText, LABEL_1->SetText, VALUE_1->SetText, etc 21:12 < SupSuper> btw is the updated msvc stuff in git? 21:12 <@JonnyH`Work> vs2015? 21:12 <@JonnyH`Work> checkout WIP/2015 in my repo 21:13 <@JonnyH`Work> Or juist the boost stuff? 21:13 <@JonnyH`Work> give me 5 seconds... 21:13 -!- Kaljakoppa is now known as Kaljakoppa_off 21:13 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 21:13 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/vVDyG 21:13 < openapoc-git> OpenApoc/master fdd66e0 Jonathan Hamilton: Fix 'make tidy' target... 21:13 < openapoc-git> OpenApoc/master fd6e45e Jonathan Hamilton: Only include SDL headers in event.h... 21:13 < openapoc-git> OpenApoc/master 85e3bd8 Jonathan Hamilton: Disable automatic boost linking for msvc... 21:13 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 21:15 < SupSuper> i doubt the vs2015 stuff is anymore complex than "upgrade project" :p 21:16 <@JonnyH`Work> and "change sdl nuget package" 21:16 < SupSuper> at least update 2 seems to have made vs much smarter about reloading projects on a git update 21:17 <@JonnyH`Work> If you think it's useful there's nothing blocking me from vs2015 now the appveyor thing's fixed 21:17 < SupSuper> it doesn't make a difference for me since i have both vs2013 and vs2015 anyways 21:17 <@JonnyH`Work> I haven't noticed any differences with the compiler or anything 21:18 < SupSuper> btw i suppose this is harmless? warning LNK4006: __NULL_IMPORT_DESCRIPTOR already defined in dbghelp.lib(dbghelp.dll); second definition ignored 21:21 < SupSuper> also the version is gone on windows 21:21 < SupSuper> game version 21:23 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:30 <@JonnyH`Work> Oh yeah, I disabled the cmd.exe version.h generator and didn't re-add it... 21:30 <@JonnyH`Work> Give me a second... 21:34 < SupSuper> where's the debug checkbox 21:34 < SupSuper> where's the building screen 21:34 < SupSuper> where's all the questions??? 21:40 <@JonnyH`Work> the debug checkbox didn't actually do anything? 21:40 <@JonnyH`Work> I don't think... 21:41 <@JonnyH`Work> Not sure what's gone wrong with the building screen, should look in to that.. 21:49 < SupSuper> it just showed a debug menu, which is accessible from the "options" anyways 21:49 < SupSuper> i'm just reporting anything that's off in case it's a bug and not a feature :p 21:50 <@JonnyH`Work> Currently the debug options for the tileview in the InGameOptions don't work either 21:50 <@JonnyH`Work> if you want to file bugs on temporary debug features to make yourself feel better about something :P 21:51 < SupSuper> panic panic panic panic panic 21:51 < SupSuper> i never tried those, curiously 21:51 <@JonnyH`Work> Don't, even when they worked right they were super-debug-doesn't-make-sense-to-real-people 21:51 <@JonnyH`Work> like drawing GL_LINES around boxes that are not translated by the screen viewport sort of thing 21:52 < SupSuper> debug isn't made for real people anyways :p 21:53 < SupSuper> i have noticed one annoying visual studio limitation. now i can't access the data files from within vs since they're not inside a "project folder" 21:53 <@JonnyH`Work> ...add a "data" project? :P 21:54 < SupSuper> blergh 21:54 <@JonnyH`Work> Oh, I haven't re-added the building->scenery map after the GameStateSerialise thing 21:54 <@JonnyH`Work> I have a fix for that in progress (was doing it the same time as fixing building collapsing) 21:59 < SupSuper> i don't think i'll ever have as many wip things as you do, i'd get lost 22:00 <@JonnyH`Work> git branch -a|grep WIP|wc -l 22:00 <@JonnyH`Work> 88 22:00 <@JonnyH`Work> o_O 22:00 <@JonnyH`Work> I should try finishing things... 22:01 <@JonnyH`Work> a lot of those aren't really "WIPs" 22:01 <@JonnyH`Work> so much as openapoc has become my playground for "I wonder how this works..." 22:01 <@JonnyH`Work> not really intending to actually merge them unless it turns out roses 22:04 < SupSuper> pffff whatever happened to git reset --hard and starting anew everytime? :p 22:04 <@JonnyH`Work> for i in $(git branch -a); do git branch -D $i; done 22:09 <@JonnyH`Work> Right, this weekend I will: Get research projects working, re-add building collapse, re-add building/scenery map, maybe move to msvc2015 by default 22:10 <@JonnyH`Work> AKA finish the things I've started the last couple of weeks :P 22:10 * SupSuper shudders 22:11 <@JonnyH`Work> I forgot to add "Solve P=NP, Release my paper on a new grand-unified-theory of physics & cure world hunger" 22:11 < SupSuper> maybe i'll do items at some point. well, the interface. no idea how the market works 22:11 <@JonnyH`Work> It'll be a fair bit of figuring out IIRC 22:11 <@JonnyH`Work> I think skin again has a spreadsheet of the values in the "Market data" block, which might be useful there 22:12 <@JonnyH`Work> even without the market "buying/selling an unlimited number of items" would be useful for the UI 22:14 <@JonnyH`Work> anyhway, I'm off for the afternoon 22:14 -!- You're now known as JonnyH`Away 23:33 -!- Skin36 [~Skin36000@85.26.183.130] has left #OpenApoc [] 23:33 -!- Pawlac [~Pawlac@x5f70a477.dyn.telefonica.de] has quit [Remote host closed the connection] --- Day changed Sat Apr 09 2016 00:18 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 00:47 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] 03:25 -!- pagurus` [~user@pD950FF28.dip0.t-ipconnect.de] has joined #OpenApoc 03:27 -!- pagurus [~user@pD950DD95.dip0.t-ipconnect.de] has quit [Ping timeout: 252 seconds] 07:05 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 07:19 -!- Kaljakoppa_off is now known as Kaljakoppa 07:51 -!- Pawlac [~Pawlac@x5f70a477.dyn.telefonica.de] has joined #OpenApoc 08:58 -!- Pawlac_1 [~Pawlac@x5d8400d3.dyn.telefonica.de] has joined #OpenApoc 09:02 -!- Pawlac [~Pawlac@x5f70a477.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 09:28 -!- nadir [uid134094@gateway/web/irccloud.com/x-nxzvgdjkipvrgyok] has quit [Quit: Connection closed for inactivity] 09:29 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 09:47 -!- Kaljakoppa is now known as Kaljakoppa_off 09:47 -!- Kaljakoppa_off is now known as Kaljakoppa 09:57 -!- Kaljakoppa is now known as Kaljakoppa_off 10:19 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:22 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 11:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-hwokmxmdjfsjwceq] has joined #OpenApoc 12:07 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 12:07 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 12:40 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 14:29 -!- SolariusScorch [~Solar@192.166.202.28] has joined #OpenApoc 14:32 -!- Solarius [~Solar@192.166.202.28] has quit [Ping timeout: 264 seconds] 15:32 -!- You're now known as JonnyH 17:28 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 18:42 -!- pagurus` [~user@pD950FF28.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 18:53 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:02 -!- pagurus [~user@pD950FF28.dip0.t-ipconnect.de] has joined #OpenApoc 19:12 -!- Skin36 [~Skin36000@85.26.183.130] has joined #OpenApoc 19:13 < Skin36> hi JonnyH ! 19:13 <@JonnyH> hey 19:14 < SupSuper> hey 19:15 < Skin36> how are you ? 19:15 <@JonnyH> I'm good thanks 19:15 <@JonnyH> Poking research with a stick 19:16 <@JonnyH> Trying to think of a way of doing dependencies cleanly 19:18 < Skin36> I do think what else to do 19:19 <@JonnyH> Maybe we can start looking the battlescape 19:20 <@JonnyH> like agent equipment? See how similar it is to vehicle equipment? 19:20 < Skin36> but we still have the resources, the purpose of which is not clear 19:20 <@JonnyH> "resources"? 19:22 < Skin36> http://shot.qip.ru/00knEU-3tfn6TM9n/ 19:22 < Skin36> for example 19:22 <@JonnyH> hmmm... not sure 19:23 <@JonnyH> Surely somewhere there's pathing for the roads etc.? 19:23 < Skin36> for example 19:23 <@JonnyH> Or is that all done from the map? (the map tiles have flags to say they're a 'road'?) 19:24 < Skin36> possible so that 19:24 <@JonnyH> there was also some things that were possibly masks of 'transparent pixels' for overlay tiles? 19:24 <@JonnyH> Or something else related to the city drawing WRT depth 19:27 < Skin36> MASKDATA.DAT used very often, while driving transport and missiles, etc. 19:28 < Skin36> PPLPATH.DAT used when moving units 19:29 <@JonnyH> I guess that's just people tubes etc. for agent movement 19:30 <@JonnyH> is there something similar for ground vehicles & roads? 19:35 < Skin36> I think no. Here a different algorithm 19:37 < Skin36> Perhaps I have to work with the algorithm of funding 19:37 <@JonnyH> There was some talk on it being related to the number of tiles of each building type owned by each org 19:38 <@JonnyH> alsso just confirming a few things in the game would be nice for research 19:38 < Skin36> interesting 19:38 <@JonnyH> Like are research points only added to a project every hour? Or at the 5 minute tick? 19:40 < Skin36> ok? im see on it 19:40 <@JonnyH> When you attack a building some defence aircraft pop up - are they generated at attack time (if so how), if not does that mean non-xcom vehicles are tracked? Are they purchased by the org or just appear etc. 19:44 < Skin36> I wrote these questions, I try to answer them 19:56 < Skin36> http://pastebin.ru/Udu6dWsY 19:56 < Skin36> see on Research() 19:57 < Skin36> its Research funk on time cycle 19:58 <@JonnyH> that can't be the only Research() call? 19:58 <@JonnyH> As that seems to be the end-of-day handling (hour >= 24) 19:59 <@JonnyH> wait, no, that's outside that if ()... 20:00 <@JonnyH> I guess it's every minute? 20:00 <@JonnyH> no..every second 20:00 <@JonnyH> v4 is presumably subsecond ticks (36/second) 20:00 <@JonnyH> it then does second++ 20:00 <@JonnyH> then if (second < 60) return 20:01 <@JonnyH> then minute ++ 20:01 <@JonnyH> the if (mnute < 60) return 20:01 <@JonnyH> so yes, every hour 20:01 <@JonnyH> diplomatic recalculation, research and manufacturing are only done every hour 20:09 <@JonnyH> I suppose the next question should be do we want to be restricted in the same way :P 20:22 < Skin36> I suppose the next question should be do we want to be restricted in the same way 20:23 < Skin36> research function is called twice, the second call is an ultra fast time 20:24 <@JonnyH> The 'ultra fast' speed seems to skip a lot of the normal update loop 20:25 < Skin36> &hour >> 16 its mnute 20:26 < SupSuper> JonnyH: it probably doesn't do any map simulation 20:26 < SupSuper> since you can't use 'ultra fast' while there's stuff going on in there 20:26 <@JonnyH> yeah, it checks the projectile list at least... 20:27 <@JonnyH> it also bypasses the pathfinding - anything on route /will/ arrive within the next 5 minute tick 20:28 < Skin36> you're right, see this function 20:28 < Skin36> http://pastebin.ru/32X4MHP4 20:29 < Skin36> second not count 20:31 <@JonnyH> Huh, it does leap years :P 20:31 < Skin36> minute = 5 * ((minute ) / 5 + 1); 20:31 <@JonnyH> hmm... line 244 looks kinda weird - maybe a decompiler error?: 20:31 <@JonnyH> v33 = (year == 0) % 4; 20:32 <@JonnyH> maybe they meant "(year % 4) == 0" 20:38 < Skin36> http://shot.qip.ru/00knEU-5tfn6TM9p/ 20:41 <@JonnyH> huh, guess it's just dead code then? 20:50 < Skin36> v33 = (year == 0) % 4; I think it is such a notation. if year == 0 then v33 % 4 20:51 <@JonnyH> either way it't not needed 20:51 <@JonnyH> as either (year % 4) != 0 is handled by the case above 20:55 < Skin36> tomorrow I still deal with it 20:55 < Skin36> time to go to bed 20:56 <@JonnyH> good night! 20:58 < Skin36> ok ) 20:59 -!- Skin36 [~Skin36000@85.26.183.130] has left #OpenApoc [] 21:17 -!- pagurus [~user@pD950FF28.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:41 <@JonnyH> Meh, I'm not getting much useful done, I might wander off and play xcom2 in a bit... 21:51 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 22:05 -!- You're now known as JonnyH`Away --- Day changed Sun Apr 10 2016 00:00 -!- pagurus [~user@pD950FF28.dip0.t-ipconnect.de] has joined #OpenApoc 02:43 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 03:25 -!- pagurus` [~user@p548CAEBA.dip0.t-ipconnect.de] has joined #OpenApoc 03:26 -!- pagurus [~user@pD950FF28.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 03:38 -!- nadir [uid134094@gateway/web/irccloud.com/x-hwokmxmdjfsjwceq] has quit [Quit: Connection closed for inactivity] 05:38 -!- nadir [uid134094@gateway/web/irccloud.com/x-niprqbppymcuayrq] has joined #OpenApoc 08:58 -!- Pawlac [~Pawlac@x5f709c1e.dyn.telefonica.de] has joined #OpenApoc 09:00 -!- Pawlac_1 [~Pawlac@x5d8400d3.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 09:59 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 10:03 -!- SolariusScorch [~Solar@192.166.202.28] has quit [Ping timeout: 264 seconds] 10:06 -!- pagurus` [~user@p548CAEBA.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 10:08 -!- pagurus [~user@p548CAEBA.dip0.t-ipconnect.de] has joined #OpenApoc 10:39 -!- pagurus [~user@p548CAEBA.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 10:39 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:43 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 10:44 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:19 -!- Colombo1 [~colombo@124.197.25.143] has quit [Quit: Leaving.] 12:31 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 14:30 -!- pagurus [~user@p548CAEBA.dip0.t-ipconnect.de] has joined #OpenApoc 15:39 -!- pagurus [~user@p548CAEBA.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 15:42 -!- pagurus [~user@p548CAEBA.dip0.t-ipconnect.de] has joined #OpenApoc 15:53 -!- Skin36 [~Skin36000@178.34.160.200] has joined #OpenApoc 15:55 -!- pagurus [~user@p548CAEBA.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 15:55 -!- pagurus [~user@p548CAEBA.dip0.t-ipconnect.de] has joined #OpenApoc 16:02 -!- pagurus [~user@p548CAEBA.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 16:05 -!- pagurus [~user@p548CAEBA.dip0.t-ipconnect.de] has joined #OpenApoc 16:11 -!- Skin36 [~Skin36000@178.34.160.200] has quit [Ping timeout: 276 seconds] 16:25 -!- Skin36 [~Skin36000@85.26.183.130] has joined #OpenApoc 16:33 -!- Kaljakoppa_off is now known as Kaljakoppa 17:01 -!- Kaljakoppa is now known as Kaljakoppa_off 17:12 -!- Kaljakoppa_off is now known as Kaljakoppa 17:20 -!- Kaljakoppa [Kaljakoppa@gateway/shell/bnc4free/x-cxcpuzxzacjqrfaj] has quit [Ping timeout: 250 seconds] 17:28 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-rrboiycbwuwkrxuu] has joined #OpenApoc 17:34 -!- Kaljakoppa_off is now known as Kaljakoppa 17:54 -!- Kaljakoppa is now known as Kaljakoppa_off 18:04 -!- You're now known as JonnyH 19:13 -!- Skin36 [~Skin36000@85.26.183.130] has left #OpenApoc [] 19:29 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:29 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 19:29 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vVHec 19:29 < openapoc-git> OpenApoc/master ccc23eb SupSuper: Preliminary item stats in Ufopaedia articles 19:29 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 19:44 <@JonnyH> I'm going to have to fix the order of stuff in the ufopaedia now, aren't I?... 20:00 -!- kkmic_ [bc193487@gateway/web/freenode/ip.188.25.52.135] has joined #OpenApoc 20:06 < SupSuper> it is kinda weird seeing ammo come before the weapon :p 20:06 <@JonnyH> The iterator goes in ID text order 20:07 <@JonnyH> I was tempted to name then ID_10_ ID_20_ whatever to force an order... 20:08 < SupSuper> lol 20:08 < SupSuper> also looks like some equipment is missing stats, possibly not implemented yet? 20:08 <@JonnyH> I think all the vehicle equipment stats should be set? 20:08 <@JonnyH> What are we missing? 20:12 < SupSuper> turn_rate and accuracy_modifier looks like 20:13 -!- kkmic_ [bc193487@gateway/web/freenode/ip.188.25.52.135] has quit [Quit: Page closed] 20:13 <@JonnyH> I thought we store those... 20:13 < SupSuper> and i guess we gotta map the ammo types to items, but we don't have items yet so that can wait :p 20:13 < SupSuper> well the *variables* are there. they're just not getting extracted 20:14 < SupSuper> oh i see, they're just not in the serializer 20:15 < SupSuper> the woes of copy-paste 20:15 <@JonnyH> fixing now :) 20:15 <@JonnyH> 'guded' and 'turn rate' 20:15 <@JonnyH> Accuracy should be there already? 20:16 < SupSuper> yeah it's just missing from the extractor 20:17 <@JonnyH> 83: e->accuracy = wData.accuracy; 20:17 < SupSuper> accuracy_modifier i mean 20:17 < SupSuper> the control modules 20:17 <@JonnyH> Aah, :P 20:19 < SupSuper> at least these are pretty close to the data tables 20:22 <@JonnyH> Looks like the label for accuracy_modifier is wrong, it says "Range"? 20:22 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 20:22 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVHUm 20:22 < openapoc-git> OpenApoc/master c18d143 Jonathan Hamilton: Fix some missing VEquipment stats... 20:22 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 20:22 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:25 < SupSuper> fixing it 20:26 < SupSuper> btw all this modularity has tripled my compile time :p 20:31 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 20:31 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vVHUD 20:31 < openapoc-git> OpenApoc/master 22c51b7 SupSuper: Fix Ufopaedia vehicle stats 20:31 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 20:42 <@JonnyH> hmm.. 40 second rebuild time... 20:42 <@JonnyH> Probably a fair bit we can improve on... 20:57 <@JonnyH> as a comparison, my build using cmake is ~39 seconds 20:58 <@JonnyH> Building 'best case' (igoring lib dependnecies and just linking everything together at the end) is ~37 seconds 20:58 <@JonnyH> Unless the act of my splitting has caused more #includes being pulled in or something... 20:59 <@JonnyH> Yeah, the incude tree looks rather excessive for some files... 21:00 < SupSuper> i can run resharper on the includes, but there are some rather nasty "catch-all" headers in there 21:00 <@JonnyH> I've been slowly trying to remove those 21:00 <@JonnyH> and replace with pre-declarations as necessary.. 21:00 <@JonnyH> If it helps go ahead 21:01 <@JonnyH> TBH it seems to take ~15 seconds for gamestate_serialize.cpp alone 21:01 <@JonnyH> Assuming it's even perfectly parallelised over the 4 cores in my pc 21:01 <@JonnyH> that's like 10% of the build in one file 21:02 <@JonnyH> Maybe just splitting the file at serailizeIn/serializeOut would help that 21:02 <@JonnyH> so they can be split over 2 cores, instead of a good amount of the time waiting for the GameState lib only using 1 core 21:03 <@JonnyH> the ogl_3_0 GL interfaces could be cleaned up too 21:03 <@JonnyH> it we use like ~25 functions it defines... 21:17 <@JonnyH> hmm... no real difference to end compile time... 21:17 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 21:17 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vVHtf 21:17 < openapoc-git> OpenApoc/master b5b11ad SupSuper: Fix unknown glyph warnings in Ufopaedia 21:17 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 21:18 -!- pagurus [~user@p548CAEBA.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:19 -!- pagurus [~user@p548CAEBA.dip0.t-ipconnect.de] has joined #OpenApoc 21:19 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 21:19 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVHtm 21:19 < openapoc-git> OpenApoc/master 097740a Jonathan Hamilton: Add -pthread to "library" cmake build... 21:19 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 21:19 <@JonnyH> there were tabs in the decriptions? 21:20 <@JonnyH> I hope they were copy-paste errors? Not the original resources? 21:20 <@JonnyH> Or did 'tab' actually do anything? 21:23 < SupSuper> i didnt find any tabs in the original descriptions 21:24 < SupSuper> there is one dot without a space afterwards, that's gonna mess up linebreaks :p 21:24 <@JonnyH> You mean our linebreaks aren't already messed up? :P 21:25 <@JonnyH> If you can persuade boost::locale to split all split-able points in a text we can use that 21:26 <@JonnyH> damn, I'm going to have to change that in the .po file too.. 21:26 -!- Pawlac [~Pawlac@x5f709c1e.dyn.telefonica.de] has quit [Remote host closed the connection] 21:26 <@JonnyH> Otherwise they key for the translations won't match 21:27 <@JonnyH> Maybe it's finally time to add annoatations to translateable strings so we can generate that... 21:38 < SupSuper> even from xml? 21:38 <@JonnyH> even from xml :P 21:38 <@JonnyH> I was thinking about wrapping UString in a TRString or something 21:38 <@JonnyH> so you wouldn't call tr() on a ustring 21:39 <@JonnyH> but reading a TRSTring would return the translated variant 21:39 <@JonnyH> and then we can have a little xpath query or something dumping all the nodes in the xml 21:45 < SupSuper> xpath *shudders* 21:47 <@JonnyH> Or in SerializeIn or something? I could add a --dump-all-strings option? 22:52 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] --- Day changed Mon Apr 11 2016 00:30 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:35 -!- You're now known as JonnyH`Away 01:24 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 03:28 -!- pagurus [~user@p548CAEBA.dip0.t-ipconnect.de] has quit [Ping timeout: 246 seconds] 03:30 -!- pagurus [~user@pD950C0DF.dip0.t-ipconnect.de] has joined #OpenApoc 03:30 -!- pagurus [~user@pD950C0DF.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:30 -!- pagurus [~user@pD950C0DF.dip0.t-ipconnect.de] has joined #OpenApoc 03:30 -!- pagurus` [~user@pD950C0DF.dip0.t-ipconnect.de] has joined #OpenApoc 03:31 -!- pagurus` [~user@pD950C0DF.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:31 -!- pagurus` [~user@pD950C0DF.dip0.t-ipconnect.de] has joined #OpenApoc 03:32 -!- pagurus` 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known as Kaljakoppa 15:03 -!- You're now known as JonnyH 16:17 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 16:48 -!- Skin36 [~Skin36000@185.3.33.158] has joined #OpenApoc 17:01 < Skin36> Do you think I was wrong about (-24 ... 0)? 17:01 <@JonnyH> No not really 17:01 <@JonnyH> Just something I didn't realise 17:02 <@JonnyH> I don't think I've ever been less than friendly to them in any playthrough... 17:03 < Skin36> http://shot.qip.ru/00knEU-5tfn6TMat/ 17:04 <@JonnyH> I think it's quite fun to start digging into how the game you've played quite a few times actually works 17:04 <@JonnyH> and what mechanics you 'correctly' figured out by playing it, and which you didn't 17:06 < Skin36> I'm working on yearly cycle of game time 17:06 <@JonnyH> I didn't realise there was a yearly cycle... 17:06 <@JonnyH> I've always completed the game in less than 10 weeks or so :) 17:06 <@JonnyH> I was surprised they did leap years for the same reason 17:07 < Skin36> some things can not understand, such as the number of 32 17:07 <@JonnyH> Interestingly that snipped you posted there implies that the android/mutant new agents are in addition to any other agents 17:07 <@JonnyH> which is useful to know 17:11 < Skin36> http://pastebin.ru/Lc0PfoXX 17:12 < Skin36> then there is necessary to understand 17:14 <@JonnyH> I think that's creating (0..3) technical, (0..1) mutant, (0..1) androids 17:14 <@JonnyH> with a maximum number of 17:15 <@JonnyH> '180' total agents at any one time 17:15 <@JonnyH> (The size of the agent section in memory/the save?) 17:16 <@JonnyH> is the "//Technical" comment on line 63 confirmed? 17:20 < Skin36> 180x206 its max size for all unit 17:23 < Skin36> result = (signed __int16)make_unit_charact(v31, v15 + 2, 0);// Technical 17:23 < Skin36> v31=0...3 17:25 < Skin36> http://shot.qip.ru/00knEU-5tfn6TMau/ 17:26 <@JonnyH> 0-3 includes {human, technical_bio, technical_eng, technical_qua} 17:26 <@JonnyH> Does that mean it's a 1/4 chance of a soldier ("Human")? 17:42 < Skin36> strange it all 17:46 < Skin36> no, there is still a nested cycle that defines how many units to generate 17:48 < Skin36> human, and others simply generated in the cycle, but their number is assigned separately 17:50 < Skin36> I think that the v12 is an array that specifies it, for example [5,2,2,2] 17:51 < Skin36> right ? 17:53 <@JonnyH> Sorry, I have to go do work stuff 17:53 <@JonnyH> I'll try to have a look later 17:53 -!- You're now known as JonnyH`Work 17:55 < Skin36> No, sorry, I did not see it ... make_random(3) you're right again 18:03 <@JonnyH`Work> I assume make_random(N) does 0...N inclusive? 18:03 <@JonnyH`Work> so (1) would be 0 or 1, (2), would be 0, 1, or 2 18:04 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:05 < SupSuper> hello 18:11 < TheSnide> q/sb end 18:17 < Skin36> for example unit_struct1->gend = make_random(1); gender 0 or 1 18:18 < Skin36> hi SupSuper 18:24 <@JonnyH`Work> hi SupSuper 18:27 <@JonnyH`Work> ...was it here someone was talking aobut going to google IO a couple of weeks back? 18:29 < SupSuper> not me 18:31 -!- nadir [uid134094@gateway/web/irccloud.com/x-cswbeykalayvcctj] has quit [Ping timeout: 246 seconds] 18:32 <@JonnyH`Work> *shrug* 18:32 -!- SolariusScorch [~Solar@83.217.8.201] has joined #OpenApoc 18:32 <@JonnyH`Work> I'm sure I remember someone talking about it, meh 18:34 <@JonnyH`Work> oh, if sfalexrog appears I tried running oapoc arm linux this week and did some profiling - it spent a lot of time in libstdc++'s stl library 18:35 < SupSuper> rip 18:35 <@JonnyH`Work> if that is a limiting factor he could look at moving to eastl or something for intrustive members, which look like they'll be a better fit (one less indirect jump & cache line every op) 18:36 -!- Solarius [~Solar@192.166.202.28] has quit [Ping timeout: 246 seconds] 18:36 <@JonnyH`Work> Still not too worried myself ATM, as 'performance tuning' can wait (it's just fun ocasionally :P) 18:46 -!- nadir [uid134094@gateway/web/irccloud.com/x-znywetsxwsnerecb] has joined #OpenApoc 18:49 < SupSuper> well i ran a cursory analysis and found 300 unused includes. hope they're not all false positives :p 18:50 <@JonnyH`Work> kill them 18:50 <@JonnyH`Work> push to my repo 18:50 <@JonnyH`Work> See if travis fails? 18:53 < SupSuper> it's kinda weird how half the time STL headers are "unused". there's probably some nesting in the STL headers 18:53 <@JonnyH`Work> probably... 18:53 <@JonnyH`Work> I remember having to fix some difference in the 'nesting' between gcc versions... 18:53 < SupSuper> like "strings" always seem to be included everywhere 18:58 <@JonnyH`Work> there's be no real benefit if every .cpp file actually ends up using the headers anyway... 19:06 < SupSuper> the biggest source of confusion seems to be macro/ifdef headers 19:06 < SupSuper> i guess that's c++ for you :v 19:08 < SupSuper> btw it might be useful bringing the debug checkbox back for stuff like "unlock all research" or something 19:08 <@JonnyH`Work> Sure 19:08 < SupSuper> or maybe just put the debug menu in place of that sample options screen 19:08 <@JonnyH`Work> maybe make a set of options in the debug menu 19:08 <@JonnyH`Work> as some of the city ones are still useful (at least the mission path thing is kinda handy) 19:09 <@JonnyH`Work> and I removed it in a half-assed way - the label is still there... 19:09 < SupSuper> well i meant the main menu options screen 19:09 < SupSuper> i think pmprog just used it for testing ui? but we have the form previewer now 19:09 <@JonnyH`Work> Honestly, I can't remember 19:09 <@JonnyH`Work> Maybe it hid the debug menu option? 19:10 <@JonnyH`Work> the reason I removed it was becuase it was dead code, nothing read the value? 19:10 < SupSuper> yeah it just controlled an extra "debug menu" button 19:11 <@JonnyH`Work> and an old 'selected tile' thing in the city, which was superceded anyway... 19:12 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 19:12 < SupSuper> i'll probably need to add a required_research to the facilities now too huh :p 19:13 <@JonnyH`Work> I was going to make a 'Dependencies()' class, that has a 'bool satisfied();' member or something 19:13 -!- SolariusScorch [~Solar@83.217.8.201] has quit [Ping timeout: 264 seconds] 19:14 <@JonnyH`Work> which then contains a set of required research (including "all" and "any" lists), items, magic (Or fake items to do 'have completed ufo/alien building mission') 19:17 < SupSuper> makes sense 19:17 <@JonnyH`Work> actually, that's mostly working... 19:17 <@JonnyH`Work> I might push that before finishing the research UI if it'll make your job easier 19:17 <@JonnyH`Work> probably this evening? 19:19 < SupSuper> it's fine i'm just looking at odds and ends to put off the inevitable multiple bases :p 19:19 <@JonnyH`Work> Same here 19:19 <@JonnyH`Work> I've been pretty sick all week 19:20 <@JonnyH`Work> and I've been putting off "big" stuff... 19:20 < SupSuper> i mean here i am cleaning up includes instead of coding :p 19:20 <@JonnyH`Work> Here I am thinking of changing the compiler for a platform I rarely use for... reasons 19:21 < SupSuper> binary literals! clearly :v 19:21 <@JonnyH`Work> arbitray numerical splitters 19:21 <@JonnyH`Work> 100'00'000 19:21 <@JonnyH`Work> just to confuse you 19:27 < SupSuper> oh turns out half the warnings were from 3rd party libraries. whoops :p 19:28 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:33 -!- Skin36 [~Skin36000@185.3.33.158] has left #OpenApoc [] 19:41 -!- Kaljakoppa is now known as Kaljakoppa_off 20:06 -!- SolariusScorch [~Solar@83.217.8.79] has joined #OpenApoc 20:10 -!- Solarius [~Solar@192.166.202.28] has quit [Ping timeout: 268 seconds] 20:15 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 20:18 -!- Solarius [~Solar@192.166.202.28] has quit [Client Quit] 20:18 -!- SolariusScorch [~Solar@83.217.8.79] has quit [Ping timeout: 260 seconds] 20:22 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:25 <@JonnyH`Work> SupSuper: RFC https://github.com/JonnyH/OpenApoc/commit/f3159e245a934a7a3d454a7360c8d049d7d76244 20:31 <@JonnyH`Work> https://github.com/pmprog/OpenApoc/compare/master...JonnyH:WIP/research-dependencies 20:31 <@JonnyH`Work> now with ufopaedia.xml changes 20:43 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 20:43 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vVdg8 20:43 < openapoc-git> OpenApoc/master 581ca74 SupSuper: Spring cleaning!... 20:43 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 20:43 < SupSuper> i may have gotten a bit carried away :p 20:49 <@JonnyH`Work> whoops, forgot to push a fix to pmprog... 20:49 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 20:49 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVdaS 20:49 < openapoc-git> OpenApoc/master 5f6489b Jonathan Hamilton: Make StateRef operator bool() conversion explicit... 20:49 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 20:50 <@JonnyH`Work> BTW: Any chance you could replace any 'None' symbols (e.g. UfopaediaEntry::Data::None)? 20:51 <@JonnyH`Work> 'caus the X11 libraries do a nasty #"define None something" 20:51 <@JonnyH`Work> so if you happen to indrectly include an SDL header (which then includes X) it explodes... 20:51 <@JonnyH`Work> I dunno if there's a LEAN_AND_MEAN equivalent... 20:53 < SupSuper> ah so that's why we had Nothing in some places 20:53 < SupSuper> i mean we're using enum *classes* but can't hurt 20:53 <@JonnyH`Work> if you git blame you'll probably see me trying to figure out "Weird insane build error" until I figured it out 20:53 <@JonnyH`Work> It would be OK if it was a symbol or a static const or something, but it's a #define... 20:54 < SupSuper> at least it's not win32's Font (or was it Text), that has broken my builds an odd bunch of times :p 20:55 <@JonnyH`Work> GetForm 20:55 <@JonnyH`Work> ? 20:55 < SupSuper> nah in openxcom i mean 20:55 <@JonnyH`Work> Oh :P GetForm has broken openapoc before... 20:55 <@JonnyH`Work> just one I remembered 20:55 < SupSuper> namespaces what are they even for 20:56 < SupSuper> speaking of, we have some stuff in anonymous namespaces which weirds me out (the loaders?) 20:56 <@JonnyH`Work> In fairness X11 headers were probably written on a pdp-7 by toggling switches on the front panel 20:56 <@JonnyH`Work> anonymous namespaces are just to keep symbols in-file 20:56 <@JonnyH`Work> Like static functions 20:57 < SupSuper> well stuff like namespace 20:57 < SupSuper> { 20:57 < SupSuper> class LodepngImageLoader : public OpenApoc::ImageLoader } 20:57 < SupSuper> could just be namespace OpenApoc? 20:57 <@JonnyH`Work> probababy, but then "LodepngImageLoader" would be an extra symbol exported to everything... 20:57 <@JonnyH`Work> that you shouldn't depend on 20:58 < SupSuper> ah 20:58 <@JonnyH`Work> so I was just removing the chance of 'accidently' using it 20:58 <@JonnyH`Work> Or if two different files happened to use the same symbol they would conflict 20:58 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 20:58 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vVdrU 20:58 < openapoc-git> OpenApoc/master 6f3cf75 SupSuper: Don't let the X11 bite 20:58 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 20:59 < SupSuper> well it has "using namespace OpenApoc" anyways 20:59 <@JonnyH`Work> *shudder* 20:59 <@JonnyH`Work> Probably me being lazy 20:59 < SupSuper> probably you didn't wanna have to do OpenXcom::sp 20:59 <@JonnyH`Work> Nothing wrong with putting the file under namespace OpenApoc { namesapace { //anonymous 21:00 <@JonnyH`Work> except, you know, spelt correctly 21:12 < SupSuper> btw how should we store organization relations? every organization has a map to every other organization? 21:12 <@JonnyH`Work> I guess so... 21:13 <@JonnyH`Work> Maybe have a RelationShip object in there to wrap stuff like isHostile()/isFriendly() instead of lots of hardcoded (value < 25) etc. 21:14 < SupSuper> good point 21:17 <@JonnyH`Work> gonna merge in that initial research-depedencies attempt 21:17 <@JonnyH`Work> I just added a button in the InGameOptions to give you all research 21:17 <@JonnyH`Work> and the ufopaedia articles 'correctly' appeared after that 21:17 <@JonnyH`Work> so I guess that counts as well-tested for me 21:18 < SupSuper> woo 21:18 <@JonnyH`Work> You could add a ProjectDependency to the FacityType stuff too 21:18 <@JonnyH`Work> and check .satisfied() there 21:19 <@JonnyH`Work> and maybe add a MoneyDependency to that? 21:19 <@JonnyH`Work> so we can use it for manufacturing too? 21:19 <@JonnyH`Work> and the ItemDependency stuff is stubbed out for no as we don't really have an 'inventory'... 21:19 < SupSuper> that's a lot of dependencies :p 21:20 <@JonnyH`Work> Item, REsearch, Money 21:20 <@JonnyH`Work> if Item can be generalised to include "alien corpse"? 21:20 <@JonnyH`Work> that should be enough? 21:20 <@JonnyH`Work> Maybe we should add a magic "Non-Reachable" research topic or something? 21:21 < SupSuper> possibly, maybe a static const or something 21:21 < SupSuper> what's a ProjectDependency? 21:21 <@JonnyH`Work> Maybe change "no research dependencies" to mean "never satisfied" 21:21 <@JonnyH`Work> and add a "RESEARCH_INITIAL_KNOWLEDGE" or something that everything you start with depends on 21:21 <@JonnyH`Work> ProjectDepndency should package up a set of Research, Item (and possibly Money) dependencies 21:22 <@JonnyH`Work> so that's what you should use if it depends on any of them 21:22 < SupSuper> ah 21:22 <@JonnyH`Work> as the UFOPaedia cann't depend on items (it has no 'current base') or cash I just used the research one directly there 21:22 < SupSuper> what about stuff that unlocks overtime? (like flying armor). or is that based on relationships? 21:22 <@JonnyH`Work> naa, that's weekly.. 21:22 <@JonnyH`Work> maybe research topics like RESEARCH_WEEK_0, RESEARCH_WEEK_1... 21:23 <@JonnyH`Work> that are 'given' at the end of each week? 21:23 < SupSuper> might as well just make a TimeDependency then, if you're subdividing 21:23 <@JonnyH`Work> IIRC you can in some cases get items before they're unlocked from raids, but they still don't appear in the ufopaedia until the week 21:23 <@JonnyH`Work> I was thinking invisible research topics could also be given for UFO/ALIEN_BUILDING/whatever 21:24 < SupSuper> right 21:24 < SupSuper> MagicDependency :p 21:24 <@JonnyH`Work> rather than having UFOMissionCompleteDependency, FirstTimeYouEnteredTheAlienDimensionDependency, WearingOddSocksDependency etc. 21:28 < SupSuper> i should check that last one 21:29 < SupSuper> all my socks are the same color so i always worry i got a pair wrong 21:30 <@JonnyH`Work> I suspect there's a time in every man's life where you finally go "f**ck, I'll just buy 20 pairs of the same socks, so if one goes missing IDGAF" 21:30 <@JonnyH`Work> I did the same a couple of years ago :P 21:39 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 21:39 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/vVdDz 21:39 < openapoc-git> OpenApoc/master 558b589 Jonathan Hamilton: Initial attempt at having a general 'dependencies' type... 21:39 < openapoc-git> OpenApoc/master 470a49e Jonathan Hamilton: Pull ufopaedia required research topics to new format 21:39 < openapoc-git> OpenApoc/master ee5adce Jonathan Hamilton: Add a button in the InGameOptions to mark all research as complete 21:39 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 21:51 -!- Pawlac_1 [~Pawlac@x5d8428d8.dyn.telefonica.de] has quit [Remote host closed the connection] 22:11 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-rrboiycbwuwkrxuu] has quit [Ping timeout: 260 seconds] 22:15 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 22:15 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVd7M 22:15 < openapoc-git> OpenApoc/master 192fba6 Jonathan Hamilton: Regenerate xml after None->Nothing change 22:15 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 22:16 < SupSuper> whoops 22:16 < SupSuper> didn't realize defaults got serialized 22:16 <@JonnyH`Work> I have a work-in-progress to get rid of that... 22:16 <@JonnyH`Work> by only serialising out if it doesn't match a default 22:17 <@JonnyH`Work> but that's a prototype-idea not a nearly-ready WIP :P 22:20 < SupSuper> looks like apoc originally had a much deeper diplomacy/economy system: http://hastebin.com/xokirefefe.po 22:24 < SupSuper> also relationships aren't bidirectional? that's confusing 22:24 <@JonnyH`Work> Nope, you can be friendly with someone who hates you back 22:25 <@JonnyH`Work> And it stores the 'initial' relationship at game init 22:25 <@JonnyH`Work> and I think it showly goes back to the initial value over time 22:25 <@JonnyH`Work> and other orgs buying buildings was a known 'dropped' feature 22:25 <@JonnyH`Work> guess they did that by 'auction' :P 22:26 <@JonnyH`Work> maybe people could bid against you buying buildings? 22:26 < SupSuper> yeah looks like you could use those for income instead of just relying on government grants 22:26 <@JonnyH`Work> other orgs get income from their buildings 22:27 <@JonnyH`Work> Maybe the plan was you could 'invest' in other buildings :P 22:27 < SupSuper> a true bureaucrat of the future 22:27 <@JonnyH`Work> 'caus they'll show real income in the order of weeks 22:27 <@JonnyH`Work> /s 22:30 < SupSuper> god and people will wanna see all that implemented again :p 22:30 <@JonnyH`Work> tracking VIPs 22:30 <@JonnyH`Work> multiple cities 22:30 <@JonnyH`Work> All that goodness 22:31 <@JonnyH`Work> clearly *MORE STUFF* == *BETTER GAME* 22:31 < SupSuper> explains what the cells were for 22:32 < SupSuper> to be fair, the diplomacy was absolute rubbish :p 22:32 < SupSuper> it led to the x-com endgame of "fuckit let everyone get angry at me it's more profitable that way" 22:33 < SupSuper> transtellar deserves it anyways :p 22:40 <@JonnyH`Work> being able to buy your own taxy fleet and telling them to f**ck themselves 23:08 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 23:38 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-mcllztbjnimgejzt] has joined #OpenApoc 23:57 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc --- Day changed Tue Apr 12 2016 00:07 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 03:21 -!- You're now known as JonnyH`Away 03:28 -!- pagurus [~user@pD950C0DF.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 03:29 -!- pagurus [~user@p548CA01C.dip0.t-ipconnect.de] has joined #OpenApoc 03:29 -!- pagurus [~user@p548CA01C.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 03:29 -!- pagurus [~user@p548CA01C.dip0.t-ipconnect.de] has joined #OpenApoc 03:29 -!- pagurus` [~user@p548CA01C.dip0.t-ipconnect.de] has joined #OpenApoc 03:30 -!- pagurus` [~user@p548CA01C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:30 -!- pagurus` [~user@p548CA01C.dip0.t-ipconnect.de] has joined #OpenApoc 03:30 -!- pagurus` [~user@p548CA01C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:30 -!- pagurus` [~user@p548CA01C.dip0.t-ipconnect.de] has joined #OpenApoc 03:31 -!- pagurus` [~user@p548CA01C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:31 -!- pagurus` [~user@p548CA01C.dip0.t-ipconnect.de] has joined #OpenApoc 03:31 -!- pagurus` [~user@p548CA01C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:31 -!- pagurus` [~user@p548CA01C.dip0.t-ipconnect.de] has joined #OpenApoc 03:32 -!- pagurus` [~user@p548CA01C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:32 -!- pagurus` [~user@p548CA01C.dip0.t-ipconnect.de] has joined #OpenApoc 03:32 -!- pagurus` [~user@p548CA01C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:32 -!- pagurus [~user@p548CA01C.dip0.t-ipconnect.de] has quit [K-Lined] 04:36 -!- Pawlac [~Pawlac@x5d8428d8.dyn.telefonica.de] has joined #OpenApoc 04:40 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 04:40 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/vVFuV 04:40 < openapoc-git> OpenApoc/master f7eeb61 Jonathan Hamilton: Add a relations map to Organisations, make isHostile compare to -50... 04:40 < openapoc-git> OpenApoc/master fb321d5 Jonathan Hamilton: Pull 'head' of update loop into GameState, add 'turbo' update mode... 04:40 < openapoc-git> OpenApoc/master c306f9c Jonathan Hamilton: MSVC warns about functions that may not return even if all enums are handled in a switch 04:40 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 05:28 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 05:39 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 06:26 -!- Pawlac [~Pawlac@x5d8428d8.dyn.telefonica.de] has quit [Remote host closed the connection] 07:39 -!- nadir [uid134094@gateway/web/irccloud.com/x-znywetsxwsnerecb] has quit [Quit: Connection closed for inactivity] 09:36 -!- Colombo1 [~colombo@124.197.25.143] has quit [Ping timeout: 276 seconds] 09:38 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 10:24 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:25 -!- Pawlac [~Pawlac@x5f7086c5.dyn.telefonica.de] has joined #OpenApoc 10:50 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:02 -!- nadir [uid134094@gateway/web/irccloud.com/x-rfvoxlrtmhnpnzlm] has joined #OpenApoc 13:16 -!- Solarius [~Solar@83.217.8.201] has joined #OpenApoc 14:21 -!- SolariusScorch [~Solar@192.166.202.28] has joined #OpenApoc 14:24 -!- Solarius [~Solar@83.217.8.201] has quit [Ping timeout: 268 seconds] 15:27 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 15:28 -!- Kaljakoppa_off is now known as Kaljakoppa 17:04 -!- You're now known as JonnyH`Work 17:30 -!- Skin36_ [~Skin36000@85.26.186.244] has joined #OpenApoc 18:16 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:37 <@JonnyH`Work> hey SupSuper 18:38 < SupSuper> hey 18:39 <@JonnyH`Work> so I added a quick std::map, float> to Orgs to track their relations 18:40 <@JonnyH`Work> not that it doesn anything useful yet (all set at '0', so they're all 'neutral ' - this stops the all-out war that was happening previously) 18:40 <@JonnyH`Work> and put hooks for a 'tubo' update speed in GameState 18:40 <@JonnyH`Work> just to let you know :) 18:40 < SupSuper> cool :) 18:41 <@JonnyH`Work> so I was going to start actually adding research progression too 18:41 <@JonnyH`Work> probably later today (after work) 18:42 <@JonnyH`Work> I also added a 'snooze for (RAND)' time at the end of each vehicles GotoRandomBuilding missions 18:42 <@JonnyH`Work> so they don't stay constantly in the air 18:42 <@JonnyH`Work> to be more like the original 18:43 <@JonnyH`Work> It would be interesting to know how the original manages vehicle spawning (IE what organisations start with what vehicles) 18:43 <@JonnyH`Work> and how their movement is calculated (IE how often are they 'in the air'? Do they prefer going to some buildings over others?) 18:47 < SupSuper> well there is a pattern to it. some organizations always seem to have "the big ships" while others just have cop cars and stuff 18:47 < SupSuper> i don't know if they evolve overtime though. i'd guess they just have a "this organization has x y z" and whenever you destroy them they just buy them back later 18:48 <@JonnyH`Work> I know they don't use 'combat vehicles' unless their buildings are attacked (outside of police cars) 18:48 <@JonnyH`Work> I dunno if those vehicles are actually stored & owned by that organisation 18:48 <@JonnyH`Work> Or they're magically spawned when a building is attacked 18:49 < Skin36_> it is interesting 18:51 < Skin36_> you found the offset in the executable file for the relations? 18:58 <@JonnyH`Work> It starts at offset 0x189040 in my ufo2p.exe 18:58 <@JonnyH`Work> the following bytes (in hex) if you want to search: 18:59 <@JonnyH`Work> 64 00 00 00 9c ff ff ff 4b 00 00 00 18:59 <@JonnyH`Work> it seems to be a set of uint32_t values in organisation order 19:00 <@JonnyH`Work> e.g. the first value is "100", as xcom->xcom is as friendly as can be 19:00 <@JonnyH`Work> then next is -100, as the second org in the list is aliens (and xcom->aliens isn't quite as friendly) 19:01 < SupSuper> i wonder what happens if you hexedit the game to make aliens friendly... 19:02 <@JonnyH`Work> The savegme editor I remember exposed the relationship stuff - I'm sure someone has tried it already :P 19:02 -!- Skin36_ [~Skin36000@85.26.186.244] has quit [Ping timeout: 244 seconds] 19:03 -!- Skin36_ [~Skin36000@85.26.186.244] has joined #OpenApoc 19:03 < Skin36_> I just asked, I have long found 19:03 <@JonnyH`Work> Oh, fine then :) 19:04 <@JonnyH`Work> Not extracted yet though 19:06 < SupSuper> i guess i'm gonna have to bite the bullet and look into base building :P how's building clicking doing? 19:07 <@JonnyH`Work> errm... 19:07 <@JonnyH`Work> give me 1 minute 19:08 < SupSuper> while i'm asking, does it work in top-down? :) 19:08 < SupSuper> hoping i can just steal that for clicking on bases to buy... 19:08 <@JonnyH`Work> I think it did... 19:08 <@JonnyH`Work> You'll have to add the box around 'buyable' buildings there though 19:14 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 19:14 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVA3V 19:14 < openapoc-git> OpenApoc/master 3fda621 Jonathan Hamilton: Fix building selection in cityscape... 19:14 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 19:15 <@JonnyH`Work> give that a go 19:19 < Skin36_> I found two arrays that are ufopedi in the executable file, do not understand how they are used 19:20 <@JonnyH`Work> I think we're OK with just re-implementing the ufopaedia data outselves 19:20 <@JonnyH`Work> We probably don't need any info in how apoc actually did that 19:21 < Skin36_> first-ufopedif by the number of sections (11 sections), and the second 2248 bytes 19:22 < SupSuper> JonnyH`Work: unlocks would be nice but that's it 19:22 <@JonnyH`Work> I think that's in the research struct? 19:22 <@JonnyH`Work> there's an integer for the unlocked 'group' and entry within the group 19:23 < Skin36_> ok, was just interested 19:23 <@JonnyH`Work> Actually, I left a comment to myself that it's more complex than that 19:23 <@JonnyH`Work> (See tools/extractors/extract_research.cpp:76) 19:24 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 19:24 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vVAGl 19:24 < openapoc-git> OpenApoc/master c304889 Jonathan Hamilton: Fix sp cross-ref through current-relations... 19:24 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 19:24 < Skin36_> http://shot.qip.ru/00knEU-4tfn6TMbf/ 19:28 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:32 < Skin36_> I try to understand the generation of vehicle organizations 19:48 -!- pagurus [~user@p548CA01C.dip0.t-ipconnect.de] has joined #OpenApoc 19:50 <@JonnyH`Work> Is there any way to make it so a msvc project isn't built by default? 19:51 < SupSuper> don't make anything depend on it? 19:52 <@JonnyH`Work> nothing depends on 'editor' in my WIP/editor branch 19:52 < SupSuper> if you're not building the solution, it should just build the deps of your current startup project 19:52 <@JonnyH`Work> If I remove the 'build' checkbox in the configuration manager it seems to remove it's ability to ever be built 19:52 < SupSuper> make sure you're using Build Selection and not Build Solution? 19:53 <@JonnyH`Work> the one in bold is 'tinyxml2' - if that's the 'startup project' :P 19:53 <@JonnyH`Work> I want is to 'msbuild' defaults to building OpenApoc 19:53 < SupSuper> probably. you'll find out if you try to run the debugger :p 19:53 <@JonnyH`Work> 'msbuild editor' (or something) builds the editor 19:54 < SupSuper> i've never used msvc from command line so 19:54 < SupSuper> even the startup project seems to be a user setting 19:55 <@JonnyH`Work> but user settings appear to be a msvc thing, not an msbuild thing... 19:56 <@JonnyH`Work> Or is using the cmdline build tools so far outside the 'normal ms' way of doing things it's amazing it works at all? 19:56 < SupSuper> probably :p 19:56 < SupSuper> https://msdn.microsoft.com/en-us/library/ms171463.aspx?f=255&MSPPError=-2147217396 ? 19:56 <@JonnyH`Work> I can 'msbuild whatever.vcproj' 19:57 <@JonnyH`Work> but then the $(Solutiondir) substitutions don't seem to work 19:57 <@JonnyH`Work> and it seems to lose the references to other projecfts... 20:02 <@JonnyH`Work> I just want to be able to merge in the editor stuff without requiring everyone to install qt... 20:12 -!- Kaljakoppa is now known as Kaljakoppa_off 20:24 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:36 -!- Skin36_ [~Skin36000@85.26.186.244] has left #OpenApoc [] 21:54 -!- Pawlac 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joined #OpenApoc 10:13 -!- pagurus [~user@pD950FB4B.dip0.t-ipconnect.de] has joined #OpenApoc 10:49 -!- pagurus [~user@pD950FB4B.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 10:49 -!- pagurus [~user@pD950FB4B.dip0.t-ipconnect.de] has joined #OpenApoc 10:49 -!- pagurus [~user@pD950FB4B.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 10:49 -!- pagurus` [~user@pD950FB4B.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 10:50 -!- kkmic [~chatzilla@unaffiliated/kkmic] has quit [Ping timeout: 250 seconds] 11:05 -!- pagurus [~user@pD950FB4B.dip0.t-ipconnect.de] has joined #OpenApoc 11:14 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 11:24 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:51 -!- nadir [uid134094@gateway/web/irccloud.com/x-fxwveivrteplqacj] has joined #OpenApoc 11:54 -!- Pawlac [~Pawlac@x5f70dca6.dyn.telefonica.de] has joined #OpenApoc 12:16 -!- pagurus [~user@pD950FB4B.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 12:17 -!- pagurus [~user@pD950FB4B.dip0.t-ipconnect.de] has joined #OpenApoc 13:33 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 13:34 -!- Solarius [~Solar@192.166.202.28] has quit [Client Quit] 13:43 -!- Netsplit *.net <-> *.split quits: SolariusScorch 14:33 -!- You're now known as JonnyH 15:34 -!- smoke_fumus|2 [~smoke_fum@188.35.176.90] has joined #OpenApoc 15:44 -!- Netsplit *.net <-> *.split quits: nadir, smoke_fumus 15:54 -!- nadir [uid134094@gateway/web/irccloud.com/x-coqpemuhckufwbwo] has joined #OpenApoc 16:12 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 16:36 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 16:36 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vVjbR 16:36 < openapoc-git> OpenApoc/master 52652ba Jonathan Hamilton: Create Lab and ResearchState classes to package up research-related state 16:36 < openapoc-git> OpenApoc/master cd717f4 Jonathan Hamilton: Don't save the game when giving all research... 16:36 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 16:40 -!- Skin36_ [~Skin36000@85.26.186.244] has joined #OpenApoc 16:40 < Skin36_> hi 16:41 <@JonnyH> hey there 16:42 < Skin36_> I found a formula for the calculation of improving relations organizations 16:43 <@JonnyH> Oh, nice 16:43 <@JonnyH> Put it on the forum and I'll have a look at it later 16:43 <@JonnyH> probably after research (my immediate task) 16:44 < Skin36_> ok 16:45 < Skin36_> also found three structures for research - (but as I understand it is not so actual) 16:47 < Skin36_> formula I checked, the results coincide with the game 17:04 < Skin36_> I also want to find the contribution of other actions in the relationship 18:11 -!- pagurus [~user@pD950FB4B.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:25 -!- smoke_fumus|2 [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 18:26 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 18:36 -!- SolariusScorch [~Solar@192.166.202.28] has joined #OpenApoc 18:39 -!- Solarius [~Solar@192.166.202.28] has quit [Ping timeout: 252 seconds] 19:07 -!- Skin36_ [~Skin36000@85.26.186.244] has left #OpenApoc [] 19:15 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:16 < SupSuper> heya 19:21 <@JonnyH> g'day 19:26 -!- Kaljakopg is now known as Kaljakopg_off 19:27 < SupSuper> how goes? 19:27 <@JonnyH> Alright 19:28 <@JonnyH> Just solved a nasty issue at work I've been beating my head against for a couple of weeks 19:28 <@JonnyH> which is nice I guess :) 19:29 < SupSuper> funny, we keep beating our head over no nasty issues to solve :p 19:29 <@JonnyH> Another one of these "3 weeks to debug, one line fix" thingies 19:29 < SupSuper> ah yes 19:29 <@JonnyH> about stack corruption & compiler behaviour over multiple threads between different cores 19:29 <@JonnyH> all coming together to make it near impossible to debug 19:47 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:48 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:50 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:24 <@JonnyH> So... How are we going to to user notifications? 20:24 <@JonnyH> Like "Research complete, please select new topic"? 20:26 -!- Colombo1 [~colombo@124.197.25.143] has quit [Quit: Leaving.] 20:40 < SupSuper> wasn't that just a message box? 20:41 < SupSuper> or a ticker message? 20:41 <@JonnyH> I think all ticker messages were message boxes 20:42 <@JonnyH> selectable in the ingameoptions? 20:42 < SupSuper> don't think so, there's no "research complete" in the options 20:43 < SupSuper> upon testing, research is just a yes/no messagebox. for ingame events, i guess we'll need a pausebox or something, with pause/resume buttons 20:43 < SupSuper> and store a list of Tickers with timestamp and map location (if any) 20:43 <@JonnyH> Maybe a Stage? 20:44 <@JonnyH> for stuff like "Assault team arrived at building" it zooms to that right? 20:45 < SupSuper> not sure. either it zooms when you select pause or when you use the zoom button 20:45 < SupSuper> and yeah a Stage is fine for modal notifications 20:45 <@JonnyH> I'm reasonably sure if you responded to an "Alien Spotted" thing it pops up the building screen when they arrive? 20:47 < SupSuper> there's an Alert screen when it's spotted 20:47 < SupSuper> and when you get there it's a Yes/No message box 20:47 <@JonnyH> that's a magic "Building screen that shows all bases" one right? 20:47 < SupSuper> yeah all bases and vehicles iirc 20:47 <@JonnyH> to select which units should respond? 20:49 < SupSuper> right 20:50 <@JonnyH> ..does it has a different .pcx? I guess it has different buttons... 20:50 < SupSuper> ALERT.PCX iirc 20:50 <@JonnyH> Yeah, has the equip agent/vehicle buttons too 20:50 < SupSuper> so basically only the stuff in the ingame options can show a "notification" if checked, which gives you the option of pause/resume 20:51 < SupSuper> everything else is just a screen or a messagebox 20:51 < SupSuper> and all of the above are logged in the ticker 20:56 < SupSuper> at least you don't need a million different notification stages like openxcom :p 20:56 <@JonnyH> No. 20:56 <@JonnyH> We have /different/ problems 20:57 < SupSuper> a million things happening in the cityspace? 20:57 <@JonnyH> Everything in one place! How convenient! 21:08 <@JonnyH> I think I've decided I'll add a RESEARCH_WEEK_0 etc. 21:08 <@JonnyH> that's automatically given each week 21:08 <@JonnyH> to make things appear in the UFOPAedia at the right time 21:09 <@JonnyH> anything without any research dependencies will _never_ be visible for research 21:09 <@JonnyH> to hide the unused topics 21:13 -!- SolariusScorch [~Solar@192.166.202.28] has quit [Quit: Leaving] 21:13 < SupSuper> alright 21:17 < SupSuper> hmmm where do you draw objects in the cityscape? 21:17 < SupSuper> all i see in CityView::Render is the debug stuff 21:31 <@JonnyH> TileView::Render? 21:32 < SupSuper> that only seems to render tiles? like i was looking for what would render "overlays", like the vehicle icons and stuff 21:32 < SupSuper> or in other words, what's the most appropriate place to render stuff like base outlines :p 21:33 <@JonnyH> Vehicle icons aren't treated as overlays atm, they're drawn as any other tile 21:33 <@JonnyH> e.g. they'll (incorrectly) go 'under' scenery if they actually are below it in z... 21:33 < SupSuper> ohhhh 21:34 <@JonnyH> So probably either after the tile loop in TileView::Render 21:34 < SupSuper> i guess CityView::Render does make the most sense then 21:34 <@JonnyH> or before the UI drawing in CityView::Render would be best 21:35 <@JonnyH> only if TileView::viewMode == Strategy? 21:35 <@JonnyH> Anyway, you can use TileView::tileToScreenCoords() and that should translate it to values you can pass to Renderer::drawLine() 21:35 <@JonnyH> that will 21:36 <@JonnyH> .'correctly' translate for the isometric view too 21:36 <@JonnyH> but I'm not sure that makes sense :P 21:37 <@JonnyH> for each point you do (this->tileToScreenCoords(baseCornerPointInTileUnits) + this->getScreenOffset()) 21:37 <@JonnyH> I think... 22:08 -!- pagurus [~user@pD950FB4B.dip0.t-ipconnect.de] has joined #OpenApoc 22:09 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 248 seconds] 22:09 < SupSuper> does comparing shared pointers make sense? 22:10 <@JonnyH> yes, that's cool 22:11 < SupSuper> so if x == y, does that mean x and y point to the exact same object? 22:11 <@JonnyH> yup 22:11 <@JonnyH> std::shared_ptr<> implements operator== 22:11 <@JonnyH> it's equivalnt to a.get() == b.get() 22:11 <@JonnyH> which is presumably what you want? 22:13 < SupSuper> yes 22:13 <@JonnyH> similarly, you can compare StateRef<> against sp<> or UString :P 22:13 < SupSuper> people always make a big fuss about equal comparisons, but i find myself wanting to find out if it's *the exact same object* much more than *object with the exact same values* 22:14 <@JonnyH> I often use it for "if (thing == this) doSomethingDifferent() 22:14 <@JonnyH> similarly, the IDs in a StateREf<> are /meant/ to be globally referring to the same object 22:14 <@JonnyH> not an 'equivalent object', but the same 22:20 < SupSuper> also is it me or do the vehicles... freak out after a while? 22:20 < SupSuper> i guess they can't figure out their destination? 22:20 <@JonnyH> They do eventually get stuck flipping between two adjacent tiles 22:20 <@JonnyH> Not sure why... 22:20 -!- Pawlac [~Pawlac@x5f70dca6.dyn.telefonica.de] has quit [Remote host closed the connection] 22:21 <@JonnyH> Might have tried to Land when there was something in the way, as it's often directly above a launch tube 22:21 <@JonnyH> Save the state and inspect the VehicleMission queue? 22:21 <@JonnyH> *serialization as debugging tool* 22:38 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 22:38 < openapoc-git> [OpenApoc] SupSuper pushed 3 new commits to master: https://git.io/vwvLr 22:38 < openapoc-git> OpenApoc/master 4abdba8 SupSuper: Add organization relations to Ufopaedia 22:38 < openapoc-git> OpenApoc/master 564fcab SupSuper: MSVC is still not pleased 22:38 < openapoc-git> OpenApoc/master 1223496 SupSuper: Format 22:38 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 22:38 <@JonnyH> YOU MUST APPEASE THE MSVC GODS 22:39 <@JonnyH> I should mark Logerror() as NoReturn 22:39 <@JonnyH> or whatever msvc attribute means "Stop doing analysis here, it's done goofed" 22:39 < SupSuper> probably a #pragma 22:40 <@JonnyH> c++11 22:40 <@JonnyH> [[noreturn]] 22:44 <@JonnyH> Not sure how I can do the error path in agent.cpp:probabilityMapRandomizer for when T=an enum 22:45 <@JonnyH> the (probabilityMap.empty()) path that is 22:47 < SupSuper> btw you can't compare StateRef<> against UString 22:47 <@JonnyH> No, only other StateRefs... my mistake 22:48 <@JonnyH> stateref == {&state, ID_Ustring} would work though 22:48 <@JonnyH> but at _what cost_? 22:56 < SupSuper> i just did stateref.id == ID_Ustring :p 22:58 <@JonnyH> Should be equivalent... 22:58 <@JonnyH> ASsuming you didn't change the current GameState under it :) 23:10 < SupSuper> well it appears to work? http://puu.sh/ohfYR/830ca5ad53.png 23:10 < SupSuper> although it required a billion type conversions 23:12 < SupSuper> auto screenOffset = this->getScreenOffset(); 23:12 < SupSuper> Vec3 posA = { building->bounds.p0.x, building->bounds.p0.y, 0 }; 23:12 < SupSuper> Vec2 screenPosA = this->tileToScreenCoords(posA); 23:12 < SupSuper> screenPosA += screenOffset; 23:12 < SupSuper> Vec3 posB = { building->bounds.p1.x, building->bounds.p1.y, 0 }; 23:12 < SupSuper> Vec2 screenPosB = this->tileToScreenCoords(posB); 23:12 < SupSuper> screenPosB += screenOffset; 23:12 < SupSuper> Colour borderColour; 23:12 < SupSuper> fw().renderer->drawRect(screenPosA, screenPosB - screenPosA, borderColour, 2.0f); 23:13 < SupSuper> possibly a Vec3 -> Vec2 and a tileToOffsetScreenCoords are in order 23:18 <@JonnyH> I'm kinda surprised glm doesn't already do vec3->vec2 truncation... 23:18 <@JonnyH> I guess that's because it's a 'port' from glsl 23:18 <@JonnyH> where they explicitly disallowed any 'auto' type conversions 23:18 <@JonnyH> Vec2 myVec2{myVec3}; might work 23:19 < SupSuper> well there is vec2->vec3 and vec->vec and stuff 23:19 < SupSuper> i guess they didn't want lossy conversions? 23:19 <@JonnyH> expansion in graphics makes sense (0,0,0,1) padding 23:19 <@JonnyH> truncation doesn't really have an equivalent for 'points in space' 23:20 < SupSuper> makes sense for colors 23:20 < SupSuper> still i'm *pretty* sure glsl does truncation 23:21 <@JonnyH> through a constructor 23:21 < SupSuper> though i guess you have to be explicit about it 23:21 < SupSuper> like c2 = c.rgb or whatever 23:21 <@JonnyH> 'accidently' instanciating a new vec4 register in gpu-land is kinda nasty 23:22 <@JonnyH> .xy should already work with glm 23:22 <@JonnyH> .xy() maybe? They tried to make it fix with c++ syntax 23:37 -!- You're now known as JonnyH`Away 23:41 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Thu Apr 14 2016 03:30 -!- pagurus [~user@pD950FB4B.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:30 -!- smoke_fumus|2 [~smoke_fum@188.35.176.90] has joined #OpenApoc 04:31 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Ping timeout: 276 seconds] 04:36 -!- Pawlac [~Pawlac@x5f70dca6.dyn.telefonica.de] has joined #OpenApoc 04:56 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:50 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 05:50 < openapoc-git> [OpenApoc] JonnyH pushed 10 new commits to master: https://git.io/vwv1l 05:50 < openapoc-git> OpenApoc/master 377cd78 Jonathan Hamilton: Handle having no selected lab in the research screen... 05:50 < openapoc-git> OpenApoc/master 3c9a928 Jonathan Hamilton: Stub ResearchSelect screen 05:50 < openapoc-git> OpenApoc/master 393fa4b Jonathan Hamilton: Add list of available research to ResearchSelect screen 05:50 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 06:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-coqpemuhckufwbwo] has quit [Remote host closed the connection] 06:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-onbpbwnthvnmnqbb] has joined #OpenApoc 06:37 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 07:07 -!- Pawlac [~Pawlac@x5f70dca6.dyn.telefonica.de] has quit [Remote host closed the connection] 07:12 -!- nadir [uid134094@gateway/web/irccloud.com/x-onbpbwnthvnmnqbb] has quit [Remote host closed the connection] 07:31 -!- pagurus [~user@p4FD6C3AE.dip0.t-ipconnect.de] has joined #OpenApoc 09:27 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:41 -!- nadir [uid134094@gateway/web/irccloud.com/x-ueztkikokktbjxwy] has joined #OpenApoc 13:12 -!- smoke_fumus|2 [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 15:17 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 15:26 -!- Pawlac [~Pawlac@x5f709015.dyn.telefonica.de] has joined #OpenApoc 15:53 -!- Kaljakopg_off [Kaljakoppa@gateway/shell/bnc4free/x-oxthrzgjcevuaqwv] has quit [Ping timeout: 264 seconds] 16:20 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-fdczaojjpansdkgn] has joined #OpenApoc 16:26 -!- You're now known as JonnyH 17:31 -!- sf{bad_alloc} [~sf@93-80-133-48.broadband.corbina.ru] has joined #OpenApoc 17:31 -!- sf{bad_alloc} is now known as sf{bed_alloc} 17:31 < sf{bed_alloc}> hey JonnyH 17:32 <@JonnyH> HEY 17:32 <@JonnyH> sorry, caps :) 17:33 < sf{bed_alloc}> I've decided to finally try my luck at writing physfs archiver for apks (since physfs supports adding archivers by the app, it shouldn't be that complicated) 17:33 <@JonnyH> If you get 'in' to physfs you can fix the iso backend to be less fragile? 17:34 <@JonnyH> And enable .cue/.bin reading? (Presumably just single-track 'iso' modes?) 17:34 <@JonnyH> then solve world hunger... :P 17:34 < sf{bed_alloc}> .cue/.bin is on my list (should be fairly easy, just make a physfs_io layer to feed to the iso archiver) 17:35 <@JonnyH> IIRC it's just you need to slice off the ecc data from each sector? Then it's an iso file? 17:35 < sf{bed_alloc}> well... there's a bunch of modes, but yeah, you just get 2048 bytes from each 2352 sector and you've got your "cooked" iso data 17:36 < sf{bed_alloc}> so basically the hardest part would be to write a .cue parser, which should not be *that* hard 17:37 <@JonnyH> Maybe 'borrow' code from bchunk? 17:37 <@JonnyH> Or only support single track mode 2 files? 17:37 < sf{bed_alloc}> I've seen a parser somewhere in the flac library (it actually has a bunch of "test" .cue files) 17:37 <@JonnyH> IE the only 'data' CDs you'll get? 17:37 < sf{bed_alloc}> does openapoc use mode2? 17:38 <@JonnyH> sorry, MODE1/2352 17:38 < sf{bed_alloc}> iirc there's basically two modes for data: mode1 and mode2/type1 17:38 <@JonnyH> is the 'only' real data mode 17:38 <@JonnyH> mis-remembered 17:39 <@JonnyH> Really we probably only need to support the gog shipped version 17:39 < sf{bed_alloc}> also mode1/2048, which is "iso" (looks like cuesheets might refer not just to .bin files) 17:39 <@JonnyH> I doubt people would dig out their old apoc CDs and rip them :P 17:40 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 17:40 < sf{bed_alloc}> yeah, if it's a single track cd, then we can just parse FILE, TRACK and INDEX 17:40 < sf{bed_alloc}> so it should be very easy 17:41 < sf{bed_alloc}> but I've been looking around other parts of the code and noticed some places would have data/ prefix for actual data and others won't 17:42 < sf{bed_alloc}> maybe we should mount data dir to /data/ physfs mountpoint? mount 17:42 <@JonnyH> if you want references: 17:42 <@JonnyH> http://s2.jonnyh.net/pub/gog-apoc-cd/XCOM.cue 17:42 <@JonnyH> http://s2.jonnyh.net/pub/gog-apoc-cd/XCOM.BIN 17:43 < sf{bed_alloc}> thanks, that's beautiful! 17:44 < sf{bed_alloc}> one thing I'm concerned about is FILE command having the filename in a wrong case 17:44 < sf{bed_alloc}> I think I saw something like that in another random .cue file 17:44 < sf{bed_alloc}> but since we're only targeting that specific cue file, we should be fine 17:45 -!- Skin36_ [~Skin36000@185.3.32.200] has joined #OpenApoc 17:46 <@JonnyH> the filenames are directly copied from the gog download 17:48 <@JonnyH> http://s2.jonnyh.net/pub/steam-apoc-cd/cd.iso 17:48 <@JonnyH> is the steam iso 17:48 <@JonnyH> it's _exactly_ the same files 17:48 <@JonnyH> but you might want it as reference 17:50 -!- Skin36_ [~Skin36000@185.3.32.200] has quit [Ping timeout: 276 seconds] 17:50 -!- Skin36__ [~Skin36000@185.3.32.200] has joined #OpenApoc 17:50 < Skin36__> hi 17:51 -!- Skin36__ is now known as Skin36_ 17:51 <@JonnyH> hey 17:52 < Skin36_> did you see the formula? all clear ? 17:56 <@JonnyH> I haven't had a look 17:56 < Skin36_> ок 17:56 <@JonnyH> is this the 'bribe' formula? The cost to make an organisation friendlier? 17:56 <@JonnyH> I think SupSuper was doing a bit more on organisation relationships 17:56 <@JonnyH> so he might have a better idea 17:57 < Skin36_> but we need to know how it was in the original 18:02 < Skin36_> if you want to remind about the algorithm change of day and night, write 18:02 <@JonnyH> That's a good next one actually 18:02 <@JonnyH> now we have 'time' progression 18:03 < Skin36_> cool 18:03 <@JonnyH> TBH you're going quite a bit faster than I can code :P 18:03 < Skin36_> :) 18:08 < Skin36_> if I make all the structures 630, 448, 206, and so on, Reversing be a trifle) 18:09 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:09 < Skin36_> hi SupSuper 18:12 < SupSuper> hey 18:13 -!- Silviu [~Silviu@188.25.52.135] has joined #OpenApoc 18:13 < kkmic> Hello folks 18:15 -!- You're now known as JonnyH`Work 18:15 < sf{bed_alloc}> hey SupSuper 18:16 < sf{bed_alloc}> how's your windows phone/uwp port thingy? 18:16 < SupSuper> JonnyH`Work: don't run, i got questions! the worst kind of questions! :p 18:16 <@JonnyH`Work> oh no... 18:17 <@JonnyH`Work> I'm still around :) 18:17 <@JonnyH`Work> just probably shouldn't be 18:17 < SupSuper> what to name things and where to put them! what every programmer loves! ;p 18:17 <@JonnyH`Work> BTW I managed to get clang-tidy to /actually/ work to fix identifier naming 18:17 < SupSuper> :o 18:18 < SupSuper> i should try that sometime on openxcom. and totally break it 18:18 < SupSuper> sf{bed_alloc}: haven't gotten past installing *all the things* yet 18:18 <@JonnyH`Work> the only way I've reliably got it to not SEGFAULT half way through 18:18 <@JonnyH`Work> if to have one_big_file.cpp 18:18 <@JonnyH`Work> that #include "all/other/sources.cpp" 18:18 <@JonnyH`Work> and run it on that :P 18:18 < SupSuper> weird 18:18 <@JonnyH`Work> It seems to be inter-dependent changes that break it 18:19 <@JonnyH`Work> e.g if a.cpp and b.cpp rely in c.h 18:19 <@JonnyH`Work> 'both'try to make the changes to c.h 18:19 <@JonnyH`Work> and they use fixed offsets for the string in memory 18:19 <@JonnyH`Work> which may no longer be valid as the a.cpp changes modified the strings in memory... 18:19 < SupSuper> that's really bad 18:19 <@JonnyH`Work> yup 18:20 < SupSuper> anyways i got bases working, kinda sorta hacky. my question now is, i need to refactor, but where do i put the things??? 18:21 < SupSuper> for example the base/minibase/etc drawing. should it go in a parent base stage class? as base state helpers? some kind of generic static thingy?? 18:22 <@JonnyH`Work> Maybe a static that returns a sp? 18:22 <@JonnyH`Work> you'd still have to handle each ButtonClick event manually though... 18:23 <@JonnyH`Work> I'm in a similar situation thinking about where to put the "Package up agent portrait, health bar and frame" stuff somewhere.. 18:23 < SupSuper> gut tells me i shouldn't put ui things in the state. and there's a bunch of common functionality among base screens like "change the base and refresh the screen stuff" 18:23 <@JonnyH`Work> Maybe have a class GenericBaseScreen : public Stage 18:23 <@JonnyH`Work> that BaseView / ResearchScreen inherit from? 18:24 < SupSuper> that's what i was thinking (well i couldn't get past "BaseBaseScreen" :p) 18:24 < SupSuper> but, there's also minibases in the cityview! that breaks my "only base screens need this" paradigm! oh noes 18:24 <@JonnyH`Work> BaseScreenBase :P 18:25 -!- Silviu [~Silviu@188.25.52.135] has quit [Quit: Leaving] 18:26 <@JonnyH`Work> having the 'gamestate' Base class w/a member that returns an sp could work? 18:26 <@JonnyH`Work> That's *most* of the minibase work right? 18:26 <@JonnyH`Work> the other stuff (layout, event handling) would have to be different on the CityView anyway? 18:26 < SupSuper> right 18:26 < SupSuper> but should we put ui stuff in the state? does it even have access to that stuff? 18:26 <@JonnyH`Work> no, GameState project should not depend on GameUI (or Forms) 18:27 <@JonnyH`Work> but an sp isn't 'ui' stuff.. directly... 18:28 < SupSuper> maybe we *do* just need a generic helper static class for producing specific graphics of specific stuff 18:28 < SupSuper> like your health bar thing, that's gonna be used *everywhere* 18:29 <@JonnyH`Work> I don't want a 'Utils' class full of statics 18:29 <@JonnyH`Work> just make them functions if they don't need state... 18:29 <@JonnyH`Work> sp getMiniMap(StateRef); is fine right? 18:29 < SupSuper> well when i say "static class" i just as well mean "c++ namespace" 18:30 <@JonnyH`Work> or sp getFramedHealthPortrait(sp portrait, float health, Colour healthColour (blue for shield)); 18:31 < SupSuper> something like BaseGraphics::getMiniMap(base)? 18:31 < SupSuper> or StateGraphics::getAgentPortrait which just ends up doing getFramedHealthPortrait(...) 18:31 <@JonnyH`Work> sure, namespaces are easier to tweak later than most things 19:24 < sf{bed_alloc}> how do I keep breaking everything I touch... somehow now archiver_iso (and, by extension, probably the whole of physfs) is very much case-sensitive 19:24 <@JonnyH`Work> framework/ignorecase.c 19:24 <@JonnyH`Work> we had to do a fair bit of work getting around that 19:25 < sf{bed_alloc}> well, I definitely didn't touch any of that 19:25 < sf{bed_alloc}> (probably) 19:25 <@JonnyH`Work> IIRC iso9660 mostly has things in UPPER_CASE 19:25 <@JonnyH`Work> but a lot of viewers 'fix' that by default 19:27 < sf{bed_alloc}> iso9660 should have all caps and 8.3 all the way, though there's that Joliet extension (which is apparently supported by archiver_iso - wonder if turning that off is going to have any effect?) 19:27 <@JonnyH`Work> dunno if the apoc iso has the joliet data 19:27 <@JonnyH`Work> or rockridge 19:28 < sf{bed_alloc}> physfs apparently is not very happy to have an archiver that doesn't need a physfs_io to function 19:30 < sf{bed_alloc}> maybe I should just provide a "dummy" physfs_io for android assets that won't freak out other archivers 19:30 < SupSuper> JonnyH`Work: what's preferrable, tileToScreenCoords(..., bool offset) or tileToOffsetScreenCords? 19:31 <@JonnyH`Work> errm... I think I slightly prefer a new function name 19:31 <@JonnyH`Work> rather than 'bool dosomethingdifferent' 19:34 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:34 < SupSuper> i'm kinda curious how often you want non-offset coordinates, since most cases seem to have them 19:36 <@JonnyH`Work> I think I wanted to make tileToScreenCoords<> static... 19:47 < sf{bed_alloc}> AHAHAHAHA 19:47 < sf{bed_alloc}> AAssetManager_openDir will always return a non-null pointer 19:48 < sf{bed_alloc}> even if you actually try to open a directory that doesn't exist in the assets 19:49 < SupSuper> i don't know if offsetScreenToTileCoords is needed as well though 19:49 < sf{bed_alloc}> and that's kinda why case-insensitivity was no more 19:51 < sf{bed_alloc}> https://stackoverflow.com/questions/26101371/checking-if-directory-folder-exists-in-apk-via-native-code-only 19:53 <@JonnyH`Work> I should just make all resources lower case in openapoc 19:54 <@JonnyH`Work> we're a little inconsistent right now... 19:55 < sf{bed_alloc}> funny thing is, the "correct" case for iso would probably be "upper", but ah well, if the case-insensitivity works, it's fine either way 19:55 -!- Skin36_ [~Skin36000@185.3.32.200] has left #OpenApoc [] 19:56 < sf{bed_alloc}> somehow I'm seeing the same file getting opened over and over again, though... 19:57 < sf{bed_alloc}> (probably when probing imageloaders) 19:57 <@JonnyH`Work> we try to open palettes with an image loader first? 20:00 < sf{bed_alloc}> not sure... but we seem to open the file over and over in each image reader, when we could load the whole file into a buffer and use that on different decoders 20:00 < SupSuper> "binary '+' : no operator found which takes a left-hand operand of type 'glm::tvec2' (or there is no acceptable conversion)" 20:00 < SupSuper> ughhhhhhhhhhhh 20:03 < sf{bed_alloc}> this was so much easier when I just unpacked everything to a case-insensitive filesystem T_T 20:05 < sf{bed_alloc}> now I can't even be sure how exactly the AAssetManager operates, because who the hell needs explicit docs with corner cases 20:05 <@JonnyH`Work> That's what stackoverflow is for, right? 20:06 <@JonnyH`Work> The only way I've managed to get anything done is have an aosp checkout for reference... 20:08 < sf{bed_alloc}> yeah, except the whole asset manager is broken down into several .cpp files in different places and why should that even be that hard really it's just reading a .zip 20:08 < sf{bed_alloc}> (I've actually stumbled upon an archiver_apk.c somewhere - it just opened the .apk as a .zip and didn't care) 20:09 < sf{bed_alloc}> Seems like I managed to get to the main menu, except there's no graphics or anything 20:09 < sf{bed_alloc}> progress! 20:13 <@JonnyH`Work> TBH you could probably implement an fs.c backend using the android asset stuff directly 20:13 <@JonnyH`Work> that falls back to physfs if that fails 20:13 <@JonnyH`Work> rather than modifying physfs directly 20:14 <@JonnyH`Work> and I should probably replace all the 'readAll()' calls with something that can be replaced by a const mapping 20:14 <@JonnyH`Work> so it doesn't /have/ to re-read everyt ime 20:15 < sf{bed_alloc}> where's the fun in that? besides, I'm not modifying it per se - I'm just writing a PHYSFS_Archiver that I'm then registering in the physfs itself... thing is, seems like that stuff is not yet for public consumption 20:15 < sf{bed_alloc}> as it mentions physfs 2.1 20:16 < sf{bed_alloc}> oh! a couple xml fixes, and we're in! wonder if the horrifying loading times is due to the debug build 20:17 <@JonnyH`Work> probably? 20:17 <@JonnyH`Work> Loading the game? Or loading the menu? 20:17 < sf{bed_alloc}> the menu 20:17 <@JonnyH`Work> hmm.. that shouldn't be doing much... 20:17 < sf{bed_alloc}> it was showing me a blank screen for a good couple of minutes 20:17 <@JonnyH`Work> Normally that's pretty quick 20:17 <@JonnyH`Work> but then starting the game takes a while 20:17 < sf{bed_alloc}> a couple of seconds on a desktop 20:18 < sf{bed_alloc}> but mobiles are much more limited, apparently 20:18 <@JonnyH`Work> Oh,it does instantiate all the Forums 20:19 <@JonnyH`Work> which takes quite a while to load the images... 20:19 < sf{bed_alloc}> ...and of course it crashes a while later, because I didn't remove all those data/ prefixes 20:20 <@JonnyH`Work> (and depending on how long ago you branched, might read the whole ufopaedia, which is a lot of images...) 20:20 <@JonnyH`Work> which really should be loaded on demand... 20:20 < sf{bed_alloc}> um, yesterday? 20:21 <@JonnyH`Work> yeah, not changed since then :) 20:21 < sf{bed_alloc}> I've finally freaked out about half of the code using PhysFS to read the files while the other half just assumed we're running from the parent dir of data 20:21 < sf{bed_alloc}> wrote four lines to "fix" the issue 20:22 < sf{bed_alloc}> (i.e. change the working dir to whatever the Resource.LocalDataDir's parent would be) 20:22 < sf{bed_alloc}> wrote another twenty lines to whine about the fact that I have to do it 20:22 <@JonnyH`Work> Yeah, that's something I want to fix... 20:22 < sf{bed_alloc}> thought about it for a while 20:23 <@JonnyH`Work> writing out with minizip doesn't work with streams, for example 20:23 < sf{bed_alloc}> and decided to just "fix" the offending places in serialize.cpp 20:24 < sf{bed_alloc}> by the way, how about subclassing IFile from ifstream? right now I've got a lot of basically-the-same code in readPack and readDir 20:24 <@JonnyH`Work> feel free to push patches :) 20:24 -!- Colombo1 [~colombo@124.197.25.143] has quit [Quit: Leaving.] 20:24 <@JonnyH`Work> It's already an istream? 20:25 <@JonnyH`Work> what does ifstream give you on top? 20:27 < sf{bed_alloc}> saying something like std::istream in = boost::filesystem::ifstream(manifestPath, ...); if(!in) in = Framework::getInstance().data->fs.open(manifestPath) 20:27 <@JonnyH`Work> you mean boost::filesystem::ifstream? 20:27 <@JonnyH`Work> not std::ifstream? 20:27 < SupSuper> ok vec's frustrate me so i've given up on that particular refactoring :p 20:27 < sf{bed_alloc}> boost::filesystem::ifstream is a subclass of std::ifstream, isn't it? 20:27 <@JonnyH`Work> SupSuper: what were you trying to do? 20:28 <@JonnyH`Work> sf{bed_alloc}: yeah, I think the only difference is a constructor that takes boost::filesystem::path 20:28 <@JonnyH`Work> TBH you could probably get away with std::ifstream(path.string()) 20:28 < SupSuper> i just did return this->tileToScreenCoords(c, v) + this->getScreenOffset() but it's really angry about these differing types for whatever reason 20:28 < SupSuper> well i just did this->tileToScreenCoords(c, v) + Vec2{this->getScreenOffset()} and it fixed it?? so ??? whatever 20:29 <@JonnyH`Work> Vec vs Vec? 20:29 < sf{bed_alloc}> anyway, I can't assign to an std::istream object (and for a good reason, but that's not the point), and that leads to code duplication on my part 20:29 < SupSuper> int vs float 20:29 < SupSuper> *shrug* 20:30 -!- sf{bed_alloc} [~sf@93-80-133-48.broadband.corbina.ru] has quit [Quit: sf{bed_alloc}] 20:31 <@JonnyH`Work> Right, according to my profile - at startup (IT to main menu) 20:31 <@JonnyH`Work> 1/3 of the time is spent running mktime() 20:31 <@JonnyH`Work> 1/4 or so reading in pcx images (about 1/3 of that is the initial RGBImage colour set, which is completely useless) 20:32 <@JonnyH`Work> those results are... interesting :P 20:37 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 20:37 < openapoc-git> [OpenApoc] SupSuper pushed 3 new commits to master: https://git.io/vwU8o 20:37 < openapoc-git> OpenApoc/master 13d2927 SupSuper: Clean up unused variables 20:37 < openapoc-git> OpenApoc/master 4b76fc0 SupSuper: Stub base selection on map 20:37 < openapoc-git> OpenApoc/master aa188b0 SupSuper: Merge branch 'master' of https://github.com/pmprog/OpenApoc.git 20:37 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 20:38 < SupSuper> hmmm just noticed getScreenOffset isn't a simple getter... hope that doesn't turn into a performance drain 20:40 <@JonnyH`Work> Probably not huge... 20:41 <@JonnyH`Work> if it is, we can store the 'centerPos' in screen coords, not tile coords 21:00 < SupSuper> well clicking on bases totally works, but i can't put the map back the way it was since i can't share a this. maybe i should use a c-pointer ;) 21:00 <@JonnyH`Work> shared_from_this? 21:01 <@JonnyH`Work> USTring ID -> StateREf<>? 21:01 < SupSuper> stages aren't in state 21:01 < SupSuper> i think? 21:01 <@JonnyH`Work> oh, no... std::enable_shared_from_this? 21:02 < SupSuper> why is that optional? surely there must be consequences for doing it... 21:02 <@JonnyH`Work> it effectively means you *must* have created the object from std::make_shared<> 21:02 <@JonnyH`Work> (or mksp<>) 21:03 <@JonnyH`Work> I think we do for Stages anyway? 21:03 <@JonnyH`Work> as it attached a weak_ptr<> to *this 21:03 <@JonnyH`Work> that's set to be that initial shared_ptr<> 21:04 < SupSuper> oh it already has enable_shared_from_this 21:04 < SupSuper> hurray! 21:04 <@JonnyH`Work> :D 21:05 <@JonnyH`Work> auto shared_ptr = shared_from_this(); 21:08 < SupSuper> i wonder why clang_format keeps generating tmp files 21:20 -!- Pawlac [~Pawlac@x5f709015.dyn.telefonica.de] has quit [Remote host closed the connection] 21:36 -!- pagurus [~user@p4FD6C3AE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:36 -!- pagurus [~user@p4FD6C3AE.dip0.t-ipconnect.de] has joined #OpenApoc 21:37 -!- pagurus [~user@p4FD6C3AE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:37 <@JonnyH`Work> https://github.com/JonnyH/physfs-hg-import/commit/5918c4ffe96d37a1e43cc669120115b5d5a9a0f5 21:37 -!- pagurus [~user@p4FD6C3AE.dip0.t-ipconnect.de] has joined #OpenApoc 21:37 -!- pagurus` [~user@p4FD6C3AE.dip0.t-ipconnect.de] has joined #OpenApoc 21:37 <@JonnyH`Work> how do halve the time spent loading the game... 21:38 -!- pagurus` [~user@p4FD6C3AE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:38 -!- pagurus` [~user@p4FD6C3AE.dip0.t-ipconnect.de] has joined #OpenApoc 21:39 -!- pagurus` [~user@p4FD6C3AE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:39 -!- pagurus` [~user@p4FD6C3AE.dip0.t-ipconnect.de] has joined #OpenApoc 21:40 -!- pagurus` [~user@p4FD6C3AE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:40 -!- pagurus` [~user@p4FD6C3AE.dip0.t-ipconnect.de] has joined #OpenApoc 21:41 -!- pagurus` [~user@p4FD6C3AE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:41 -!- pagurus` [~user@p4FD6C3AE.dip0.t-ipconnect.de] has joined #OpenApoc 21:42 -!- pagurus` [~user@p4FD6C3AE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:42 -!- pagurus` [~user@p4FD6C3AE.dip0.t-ipconnect.de] has joined #OpenApoc 21:43 -!- pagurus` [~user@p4FD6C3AE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:43 -!- pagurus [~user@p4FD6C3AE.dip0.t-ipconnect.de] has quit [K-Lined] 22:06 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has joined #OpenApoc 22:07 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Ping timeout: 268 seconds] 22:52 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 22:52 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/vwUQN 22:52 < openapoc-git> OpenApoc/master 138a968 Jonathan Hamilton: Make PCXLoader a fair bit faster... 22:52 < openapoc-git> OpenApoc/master f1b7391 Jonathan Hamilton: More PCXLoader speed improvements... 22:52 < openapoc-git> OpenApoc/master 4675136 Jonathan Hamilton: Disable timestamps in dependency physfs... 22:52 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 22:56 <@JonnyH`Work> ...maybe I should make the image loader lazy? Currently it reads in all referenced images at game load, including all the fullscreen ufopaedia screens etc... 22:59 < SupSuper_> *shrugs* depends if you prefer lag inside or outside the game i guess 23:00 <@JonnyH`Work> Still, those commits go from 1.65 seconds to 1.2 seconds to "start game, load novice game, quit" 23:00 <@JonnyH`Work> hopefully the proportions would be similar (or even better) on mobile 23:01 <@JonnyH`Work> along with a physfs 'hack' that disables timestamps which was causing a worrying large chunk of time to be spent on that... 23:01 <@JonnyH`Work> we don't care about atime/mtime in the iso anyway 23:28 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 23:28 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vwUbX 23:28 < openapoc-git> OpenApoc/master 8018088 SupSuper: You can buy bases! Still can't select them though... 23:28 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 23:29 < SupSuper_> i was gonna do ui but messing around with vecs and pointers took all my time :p 23:30 < SupSuper_> so you get a crude "click on bases and buy the hell out of them" 23:31 <@JonnyH`Work> nice :D 23:32 < SupSuper_> btw vehicles seem to freak out even more now 23:36 <@JonnyH`Work> they end up with 2 vehicles on the 'same' tile 23:36 <@JonnyH`Work> and they freak out trying to get past each other 23:36 <@JonnyH`Work> the original moved vehicles a couple of tiles in a $RANDOM direction to try to solve that 23:37 <@JonnyH`Work> not yet implemented here 23:37 <@JonnyH`Work> BTW if you go to turbo mode it'll fix it 23:37 <@JonnyH`Work> as one will move far enough in one update loop to get out the way :) 23:39 < SupSuper_> TURBO mode??? 23:42 <@JonnyH`Work> GO FASTER 23:42 <@JonnyH`Work> max speed 23:44 <@JonnyH`Work> I'm off, might be back a bit laster 23:44 <@JonnyH`Work> but it'll probably be $CRAZY AM over in yurop 23:44 <@JonnyH`Work> so have a good evening :) 23:44 -!- You're now known as JonnyH`Away 23:50 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has quit [Quit: Rip] --- Day changed Fri Apr 15 2016 03:30 -!- Kaljakopg [Kaljakoppa@gateway/shell/bnc4free/x-dlgtkydqdhlyqryc] has joined #OpenApoc 03:32 -!- Netsplit *.net <-> *.split quits: Kaljakoppa_off 04:27 -!- Pawlac [~Pawlac@x5f709015.dyn.telefonica.de] has joined #OpenApoc 04:50 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 04:56 -!- Solarius [~Solar@192.166.202.28] has quit [Ping timeout: 260 seconds] 05:28 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 264 seconds] 05:28 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 05:51 -!- Pawlac [~Pawlac@x5f709015.dyn.telefonica.de] has quit [Remote host closed the connection] 08:50 -!- pagurus [~user@p4FD6C14C.dip0.t-ipconnect.de] has joined #OpenApoc 10:07 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 10:17 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Quit: ID 10T User Error] 10:18 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 10:56 -!- pagurus [~user@p4FD6C14C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 11:22 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:10 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Quit: ID 10T User Error] 12:12 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 12:13 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:27 -!- smoke_fumus|2 [~smoke_fum@188.35.176.90] has joined #OpenApoc 12:30 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 264 seconds] 12:30 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Ping timeout: 264 seconds] 12:31 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 12:33 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Remote host closed the connection] 13:29 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 15:19 -!- JonnyH`Away [~jonny@s2.jonnyh.net] has quit [Ping timeout: 276 seconds] --- Log closed Fri Apr 15 15:19:51 2016 --- Log opened Fri Apr 15 15:19:59 2016 15:19 -!- JonnyH`A1ay [~jonny@s2.jonnyh.net] has joined #OpenApoc 15:19 -!- Irssi: #OpenApoc: Total of 9 nicks [1 ops, 0 halfops, 0 voices, 8 normal] 15:20 -!- Irssi: Join to #OpenApoc was synced in 17 secs 15:20 -!- nadir [uid134094@gateway/web/irccloud.com/x-ysnjrdyuylhfcbiw] has joined #OpenApoc 15:25 -!- Netsplit *.net <-> *.split quits: @JonnyH`Away, smoke_fumus|2 15:45 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 16:27 -!- Skin36_ [~Skin36000@178.34.162.95] has joined #OpenApoc 16:34 -!- Skin36_ [~Skin36000@178.34.162.95] has quit [Ping timeout: 276 seconds] --- Log closed Fri Apr 15 17:22:10 2016 --- Log opened Fri Apr 15 17:22:19 2016 17:22 -!- JonnyH`Away [~jonny@s2.jonnyh.net] has joined #OpenApoc 17:22 -!- Irssi: #OpenApoc: Total of 8 nicks [0 ops, 0 halfops, 0 voices, 8 normal] 17:22 -!- Irssi: Join to #OpenApoc was synced in 11 secs 17:28 -!- Netsplit *.net <-> *.split quits: JonnyH`A1ay 17:28 -!- pagurus [~user@p4FD6C14C.dip0.t-ipconnect.de] has joined #OpenApoc 17:30 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 17:31 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 250 seconds] 18:16 -!- pagurus [~user@p4FD6C14C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:32 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:43 -!- Pawlac [~Pawlac@x5f709015.dyn.telefonica.de] has joined #OpenApoc 18:55 -!- Skin36_ [~Skin36000@85.26.183.121] has joined #OpenApoc 18:56 < Skin36_> hi 18:57 < SupSuper> hey 19:00 < Skin36_> you want to alter the algorithm the relationship between the organizations? 19:18 -!- NoBrain__ [~NoBrain@213.235.73.73] has joined #OpenApoc 19:23 -!- Skin36_ [~Skin36000@85.26.183.121] has quit [Ping timeout: 276 seconds] 19:23 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Ping timeout: 276 seconds] 19:28 -!- Skin36_ [~Skin36000@85.26.183.121] has joined #OpenApoc 19:53 < SupSuper> Skin36_: what do you mean? 20:02 < Skin36_> you want to alter the algorithm the relationship between the organizations? 20:03 -!- Skin36_ is now known as Skin36 20:10 < SupSuper> i don't think we extract the relationship data yet 20:15 < Skin36> I wrote on the forum about the algorithm improve relations. Johnny said. that you would like to change it 20:16 < SupSuper> oh, just in general 20:17 < SupSuper> the fact that all you can do is piss people off and buy them back is dumb 20:46 -!- Skin36 [~Skin36000@85.26.183.121] has left #OpenApoc [] 21:03 -!- pagurus [~user@p4FD6C14C.dip0.t-ipconnect.de] has joined #OpenApoc 21:35 -!- Kaljakopg is now known as Kaljakopg_off 21:40 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:44 -!- NoBrain__ [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 22:24 -!- TheSnide [~snide@91.220.127.154] has quit [Ping timeout: 244 seconds] 22:31 -!- TheSnide [~snide@91.220.127.154] has joined #OpenApoc 22:44 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 23:38 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Sat Apr 16 2016 00:13 -!- pagurus [~user@p4FD6C14C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 05:36 -!- nadir [uid134094@gateway/web/irccloud.com/x-gbdfkjzmrtrlzueh] has quit [Quit: Connection closed for inactivity] 06:06 -!- Solarius [~Solar@192.166.202.28] has quit [Ping timeout: 260 seconds] 08:49 -!- Pawlac_1 [~Pawlac@x5f70e627.dyn.telefonica.de] has joined #OpenApoc 08:53 -!- Pawlac [~Pawlac@x5f709015.dyn.telefonica.de] has quit [Ping timeout: 244 seconds] 09:40 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 10:37 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:40 -!- Colombo1 [~colombo@124.197.25.143] has quit [Ping timeout: 276 seconds] 11:46 -!- nadir [uid134094@gateway/web/irccloud.com/x-iwnxogongxeoibqh] has joined #OpenApoc 11:55 -!- Skin36 [~Skin36000@185.3.32.94] has joined #OpenApoc 12:02 -!- Skin36 [~Skin36000@185.3.32.94] has quit [Read error: Connection reset by peer] 12:03 -!- Skin36 [~Skin36000@185.3.34.181] has joined #OpenApoc 12:26 -!- Skin36 [~Skin36000@185.3.34.181] has quit [Read error: Connection reset by peer] 12:49 -!- Skin36 [~Skin36000@185.3.33.155] has joined #OpenApoc 13:29 -!- Skin36 [~Skin36000@185.3.33.155] has left #OpenApoc [] 14:26 -!- nadir [uid134094@gateway/web/irccloud.com/x-iwnxogongxeoibqh] has quit [Quit: Connection closed for inactivity] 14:35 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 15:31 -!- Skin36 [~Skin36000@185.3.33.155] has joined #OpenApoc 15:38 < Skin36> hi 15:38 < SupSuper> hey 15:42 < Skin36> I'm trying to understand how to generate veh of organizations. Nothing I can not understand 15:54 -!- Skin36 [~Skin36000@185.3.33.155] has quit [Read error: Connection reset by peer] 15:57 -!- pagurus [~user@p548CA2F0.dip0.t-ipconnect.de] has joined #OpenApoc 15:59 -!- nadir [uid134094@gateway/web/irccloud.com/x-obwaiynjbhcsuhir] has joined #OpenApoc 17:37 -!- Skin36 [~Skin36000@185.3.34.109] has joined #OpenApoc 18:06 -!- Skin36 [~Skin36000@185.3.34.109] has quit [Ping timeout: 276 seconds] 18:10 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 18:12 -!- Skin36 [~Skin36000@185.3.34.109] has joined #OpenApoc 18:25 -!- pagurus [~user@p548CA2F0.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 19:25 -!- Skin36 [~Skin36000@185.3.34.109] has left #OpenApoc [] 22:03 -!- pagurus [~user@p548CA2F0.dip0.t-ipconnect.de] has joined #OpenApoc 22:26 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc --- Day changed Sun Apr 17 2016 00:19 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 01:16 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 03:29 -!- pagurus` [~user@pD950CDDB.dip0.t-ipconnect.de] has joined #OpenApoc 03:30 -!- pagurus` [~user@pD950CDDB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:30 -!- pagurus [~user@p548CA2F0.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:30 -!- pagurus` [~user@pD950CDDB.dip0.t-ipconnect.de] has joined #OpenApoc 03:30 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has joined #OpenApoc 03:31 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:31 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has joined #OpenApoc 03:32 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:32 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has joined #OpenApoc 03:33 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:33 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has joined #OpenApoc 03:34 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:34 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has joined #OpenApoc 03:35 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:35 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has joined #OpenApoc 03:36 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:36 -!- pagurus` [~user@pD950CDDB.dip0.t-ipconnect.de] has quit [K-Lined] 05:01 -!- nadir [uid134094@gateway/web/irccloud.com/x-obwaiynjbhcsuhir] has quit [Ping timeout: 260 seconds] 05:03 -!- nadir [uid134094@gateway/web/irccloud.com/x-rstmpwqyjpmjaqoh] has joined #OpenApoc 05:16 -!- Skin36 [~Skin36000@185.3.34.109] has joined #OpenApoc 06:50 -!- Colombo1 [~colombo@124.197.25.143] has quit [Ping timeout: 264 seconds] 06:51 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 07:28 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 07:44 -!- Solarius [~Solar@192.166.202.28] has quit [Ping timeout: 260 seconds] 07:52 -!- pagurus` [~user@pD950CDDB.dip0.t-ipconnect.de] has joined #OpenApoc 07:53 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has joined #OpenApoc 07:55 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 07:56 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has joined #OpenApoc 07:56 -!- pagurus`` [~user@pD950CDDB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 07:56 -!- pagurus` [~user@pD950CDDB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 07:56 -!- Netsplit *.net <-> *.split quits: TheSnide 08:12 -!- Netsplit *.net <-> *.split quits: Pawlac_1 08:42 -!- Skin36 [~Skin36000@185.3.34.109] has left #OpenApoc [] 08:54 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 09:11 -!- TheSnide [~snide@91.220.127.154] has joined #OpenApoc 09:17 -!- Pawlac [~Pawlac@x5d8433e4.dyn.telefonica.de] has joined #OpenApoc 09:33 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Quit: ID 10T User Error] 09:47 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 09:50 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Client Quit] 10:09 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:36 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:11 -!- Solarius is now known as Solarius_AFK 13:22 -!- Solarius_AFK is now known as Solarius 13:27 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 14:08 -!- pagurus [~user@pD950CDDB.dip0.t-ipconnect.de] has joined #OpenApoc 14:35 -!- Skin36 [~Skin36000@178.34.162.91] has joined #OpenApoc 14:46 -!- Skin36 [~Skin36000@178.34.162.91] has left #OpenApoc [] 14:59 -!- You're now known as JonnyH 15:10 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 15:11 < JonnyH> How's it going? 15:11 < JonnyH> Apart from hating c++ of course :P 15:21 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 15:21 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has joined #OpenApoc 15:23 -!- Skin36 [~Skin36000@178.34.162.91] has joined #OpenApoc 15:30 < Skin36> hi 15:30 -!- Netsplit *.net <-> *.split quits: SupSuper, kkmic 15:30 < JonnyH> hey 15:30 -!- Netsplit *.net <-> *.split quits: NoBrain 15:31 < Skin36> http://www.strategycore.co.uk/files/a-patcher/ 15:32 -!- Netsplit over, joins: kkmic 15:36 -!- nadir [uid134094@gateway/web/irccloud.com/x-rstmpwqyjpmjaqoh] has quit [Quit: Connection closed for inactivity] 15:44 -!- Skin36 [~Skin36000@178.34.162.91] has quit [Ping timeout: 250 seconds] 16:22 -!- SupSuper__ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has joined #OpenApoc 16:26 -!- nadir [uid134094@gateway/web/irccloud.com/x-dsprhmnprialzurk] has joined #OpenApoc 16:32 -!- Netsplit *.net <-> *.split quits: SupSuper_ 16:36 -!- Skin36 [~Skin36000@178.34.162.91] has joined #OpenApoc 17:01 -!- Netsplit *.net <-> *.split quits: Pawlac 17:13 -!- Kaljakopg_off is now known as Kaljakoppa 17:25 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 17:25 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwtSY 17:25 < openapoc-git> OpenApoc/master 2da3a01 Jonathan Hamilton: Correctly initialse LAB_ starting ID to 0, regenerate gamestate 17:25 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 18:17 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 18:17 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vwtHo 18:17 < openapoc-git> OpenApoc/master ebb91c8 Jonathan Hamilton: Show total skill currently assigned and required lab size for research 18:17 < openapoc-git> OpenApoc/master 4f2a525 Jonathan Hamilton: Show research topic title & description on mouse over 18:17 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 18:42 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] 18:50 -!- Skin36 [~Skin36000@178.34.162.91] has left #OpenApoc [] 19:28 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:29 -!- Solarius_Scorch [~Solar@159-205-192-235.adsl.inetia.pl] has joined #OpenApoc 19:40 -!- You're now known as JonnyH`Away 19:50 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 20:01 -!- Kaljakoppa is now known as Kaljakoppa_off 20:21 -!- pagurus [~user@pD950CDDB.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20:23 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 21:03 -!- SupSuper__ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has quit [Quit: Rip] 21:04 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 21:18 -!- Solarius_Scorch [~Solar@159-205-192-235.adsl.inetia.pl] has quit [Quit: Leaving] 21:22 -!- Solarius [~Solar@159-205-192-235.adsl.inetia.pl] has joined #OpenApoc 21:41 -!- Netsplit *.net <-> *.split quits: SupSuper 21:41 -!- Netsplit *.net <-> *.split quits: nadir 21:42 -!- nadir [uid134094@gateway/web/irccloud.com/x-jhkorthistrxsvra] has joined #OpenApoc 23:44 -!- pagurus [~user@pD950CDDB.dip0.t-ipconnect.de] has joined #OpenApoc --- Day changed Mon Apr 18 2016 00:08 -!- Solarius [~Solar@159-205-192-235.adsl.inetia.pl] has quit [Quit: Leaving] 01:32 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 02:21 -!- nadir [uid134094@gateway/web/irccloud.com/x-jhkorthistrxsvra] has quit [Ping timeout: 244 seconds] 02:26 -!- nadir [uid134094@gateway/web/irccloud.com/x-dnxykrwsajkxtrpd] has joined #OpenApoc 03:31 -!- pagurus [~user@pD950CDDB.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 05:27 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 05:37 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 08:16 -!- nadir [uid134094@gateway/web/irccloud.com/x-dnxykrwsajkxtrpd] has quit [Quit: Connection closed for inactivity] 10:21 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:37 -!- pagurus [~user@pD950DB22.dip0.t-ipconnect.de] has joined #OpenApoc 11:42 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:03 -!- nadir [uid134094@gateway/web/irccloud.com/x-doievqdljusgiwgc] has joined #OpenApoc 15:37 -!- You're now known as JonnyH 17:03 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 17:52 -!- Skin36_ [~Skin36000@109.168.198.78] has joined #OpenApoc 17:52 < Skin36_> hi 17:55 < JonnyH> hey 18:06 < Skin36_> I seem to figured out how to generate vehickles for organizations 18:07 < JonnyH> cool 18:10 < Skin36_> but I still have to specify the details 18:10 < JonnyH> I assume the equipent on all generated vehicles is always the default starting equipment? 18:10 < JonnyH> As in 'non-xcom' organisations cannot change equipment 18:12 < Skin36_> but I can say that the generation occurs not during the attack on the building, and in advance, for all organizations 18:13 < Skin36_> as if to destroy the vehickles, the organization will buy it for the money 18:14 < JonnyH> Oh, so everyone keeps a 'stock' of vehicles 18:14 < Skin36_> yes default, but perhaps as the level is changing 18:15 < Skin36_> I found the structure for this(veh for org) 18:16 < Skin36_> its 68x27 18:16 < Skin36_> 27 -orgs, 34x2 vehickes 18:17 < Skin36_> but I do not understand how they are distributed on buildings 18:18 < JonnyH> possibly randomly? 18:19 < Skin36_> possible, but I can not find evidence of this 18:20 < Skin36_> and it seems they are limited to 5 per building 18:34 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:35 < SupSuper> hey 18:38 < JonnyH> hi 18:42 < Skin36_> hi 18:42 < JonnyH> ok, so I might make gamestate_Serialize.cpp autogenerated... 18:43 < SupSuper> hah 18:43 < JonnyH> autogenerated, but checked-in source 18:43 < SupSuper> out of curiosity, did anyone ever send one of our videos to mr. gollop? ;) 18:44 < JonnyH> I'm not aware of anything like that 18:44 < JonnyH> Probably should make a new video too :) 18:44 < JonnyH> with a couple of bug fixes first... 18:44 < SupSuper> you can't make a new video until the destructability is back ;p 18:45 < JonnyH> and I've fixed the imageoffset for scenery tiles... 18:45 < JonnyH> And I've fixes the pathfinding getting 'stuck' when it encounters another vehicle... 18:45 < JonnyH> And.... 18:46 < JonnyH> Well, I've had a few days off work, and I'm free today 18:46 < JonnyH> Let's see what I can get done :) 18:47 < SupSuper> i'm hoping to finish up base selection soon 18:47 < SupSuper> speaking of which, got a question 18:47 < JonnyH> oh no... 18:51 < SupSuper> what's the best way to generate a graphic in runtime? blitting to an image? rendering to a surface? mystery option 3? 18:52 < JonnyH> depends on the size & frequency of changes 18:53 < JonnyH> I suspect if you're not compositing images together, ie each 'draw' call only touches a handful of pixels 18:53 < JonnyH> it'll probably be quicker doing it in sw with a n RGBImageLock 18:54 < SupSuper> well i'm abstracting the render minimap/minibase/baseview as we discussed 18:55 < JonnyH> minbase would probably be good with sw 18:55 < SupSuper> for minimap it was easy as that was already a self-contained rgbimage 18:55 < JonnyH> you modify it once 18:55 < JonnyH> and it'll be read-only for many frames 18:55 < SupSuper> but for miniview i'm having trouble doing blits as the framework returns Images and the lock expects RGBImage/PalettedImage 18:56 < SupSuper> and for baseview it might not be feasible because of text and alpha composition? 18:56 < JonnyH> why not return a Control tree? 18:56 < JonnyH> each minimap will be a sw-rendered RGBImage 18:57 < JonnyH> but the text etc. will be it's own Controls? 18:57 < SupSuper> that's gonna lead to a few dozen controls... 18:58 < SupSuper> and can i custom render to controls? i havent' checked how you do your health bar stuff... 18:58 < JonnyH> Don't you need the Controls anyway to handle the click events? 18:58 < JonnyH> I just render to an RBImage, and set that as a Graphic control 18:59 < SupSuper> hmmm full baseview probably doesn't need to be abstracted as it's only in two screens 18:59 < SupSuper> although buffering it would save some renders, but less messy to update i guess 19:09 < SupSuper> ok so blitting it is. so how do i deal with this "cannot convert sp to sp" 19:11 < JonnyH> dynamic_pointer_cast(image) should work 19:11 < JonnyH> as it's just a virtual superclass 19:21 < SupSuper> whoops, there is no RGBImage::blit, only PalettedImage::blit 19:22 < SupSuper> hopefully we can assume all the source graphics are Paletted :p 19:24 < SupSuper> they don't even have the same parameters! this is some interesting inheritance you got here :) 19:25 < JonnyH> Think of it as a tag then, "Subclasses of this class behave in some ways like an image" 19:25 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:25 < JonnyH> the research progress bar must be an image somewhere, it's not solid colours... 19:26 -!- Skin36_ [~Skin36000@109.168.198.78] has left #OpenApoc [] 19:27 < JonnyH> and it's completely different between the select screen and the lab screen... 19:28 < SupSuper> there seem to be some bar-like graphics in NEWBUT.PCK 62 and 63 19:28 < SupSuper> 62 looks like the vertical facility usage and 63 looks like the research one (the back at least) 19:29 < JonnyH> 63 looks like the research select screen yup 19:29 < SupSuper> the bar itself looks like a flat color drawn on top 19:29 < JonnyH> and the research screen one is baked into the background... 19:30 < JonnyH> Yeah, just red over the top of the gray bar 19:30 < SupSuper> gotta be efficient! 19:30 < JonnyH> 100x2 px in the select, 150x2 in the lab screen 19:30 < JonnyH> I may have been hoping to generalise :P 19:31 < SupSuper> well you can make both controls, but one conveniently doesn't have a background graphic? 19:32 < JonnyH> I was just going to make a 'control' with a red background that changes width? 19:32 < JonnyH> Actually, making a fill-width control that we modify the Image of might be better... 19:32 < SupSuper> well i mean for the list you're gonna need to put the bar background as well 19:34 < SupSuper> hmmm my paletteimage blit is crashing :< 19:35 < JonnyH> Maybe it's not a PaletteImage? 19:35 < JonnyH> dynamic_pointer_cast would return nullptr then 19:36 < SupSuper> what else could it be! 19:36 < JonnyH> RGBImage? Surface? 19:37 < JonnyH> If you load_image("/path/to/palette/image:path/to/palette") it'll convert it upfront to an RGBImage 19:37 < JonnyH> if so implementing RGBImage::blit would be trivial 19:37 < JonnyH> IE sed s/Palette/RGB/g 19:38 * SupSuper weeps openly 19:38 < JonnyH> It crashes? Backtrace! Debugger! Magic! 19:39 < JonnyH> What kind of c++ coder are you? 19:39 < SupSuper> yeah because running openapoc in debug doesn't take an hour :p 19:39 < JonnyH> Forgot you run on windows... :P 19:40 < SupSuper> but you are right, it's an RGBImage. i guess while i'm here i'll make the blit calls match 19:40 < JonnyH> It still generates debug info on release, just the optimiser makes everything hard to track... you might have some luck anyway 19:40 < JonnyH> TBH you should probably make the paletteImage one match RGB 19:40 < JonnyH> as having a src offset might be useful there too 19:41 < SupSuper> but all that code! 19:42 < SupSuper> ...actually nothing uses the palette blit either 19:42 < JonnyH> wait.. where's the RGBImage::blit implementation? 19:42 < SupSuper> oh no, the font does 19:42 < JonnyH> BitmapFont uses it 19:42 < SupSuper> that's what i told you, there is no RGBImage::blit :p 19:42 < SupSuper> it's all a web of lies! 19:42 < SupSuper> and i'm caught right in the middle 19:42 < JonnyH> I clearly put that there just to trick you 19:43 < JonnyH> and you fell into my trap 19:43 < SupSuper> who can you trust when you can't trust headers! 19:43 < SupSuper> intellisense, apparently 19:43 < JonnyH> Until you're deep in templates 19:44 < JonnyH> I guess that's probably intentional to discourage such things 19:50 < SupSuper> well i guess it was about time i broke the very core of the application :p 19:50 < JonnyH> hey, that's my thing... 20:01 < SupSuper> http://hastebin.com/esuziqaxar.cpp better? 20:02 < JonnyH> maybe transform-and-clamp before the loop? 20:03 < SupSuper> that's what the size does, i think 20:03 < JonnyH> ha, yeah :P 20:03 < JonnyH> lgtm 20:06 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 20:06 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwY2j 20:06 < openapoc-git> OpenApoc/master 71be8fe Jonathan Hamilton: Correctly init lodepng state in loadPNGPalette... 20:06 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 20:06 < SupSuper> and it's the exact same code for RGB... too bad we can't just abstract it :p 20:06 < JonnyH> template ImageLock? 20:08 < SupSuper> the pixels aren't in Image... 20:08 < SupSuper> and they're not called the same either :p 20:08 < JonnyH> naa, you'd have a template<> ImageLock{}; specialisation 20:08 < JonnyH> and a template<> ImageLock{} too 20:09 < SupSuper> although the locks are also pretty similar... 20:09 < JonnyH> you wouldn't be able to lock Image directly... 20:09 < SupSuper> but i think i'll save that refactoring for later, first i wanna make sure i didn't break everything :p 20:15 < SupSuper> now drawMinimap is crashing??? this can't be right... 20:16 < JonnyH> wait, that's _your_ code 20:16 < JonnyH> No way that could be incorrect 20:16 < SupSuper> well that was already working, i didn't touch it :p 20:16 < SupSuper> i probably corrupted something somewhere 20:16 < JonnyH> clearly 20:17 < SupSuper> at least the new blit works, i can still see text :p 20:18 < JonnyH> hurdur I'm an idiot 20:18 < JonnyH> for another reason :P 20:18 < JonnyH> I've been wondering why my Control has zero siize 20:18 < JonnyH> but the size xml takes width/height not x/y 20:22 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:23 < SupSuper> yeah that's always confusing 20:23 < SupSuper> game engines always call everything x/y/z to not get into that :p 20:23 < JonnyH> I kinda did that in my serialisation stuff 20:23 < JonnyH> It's a Vec2<> if it's a size/height/offset 20:23 < JonnyH> and that has x/y 20:24 < SupSuper> yeah at least you have Vec2s. don't look at openxcom where stuff is called differently everywhere :p 20:26 < SupSuper> ok so drawMinimap *is* broken. but i didn't touch it. did *you* break it? :p 20:26 < JonnyH> probably? 20:26 < JonnyH> not knowingly though... 20:27 < SupSuper> on the bright side, the minibase works? 20:27 < SupSuper> the mind boggles 20:28 < JonnyH> the minimap appears fine here... 20:29 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 20:29 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vwYoR 20:29 < openapoc-git> OpenApoc/master 32c5ec8 Jonathan Hamilton: Fix whitespace 20:29 < openapoc-git> OpenApoc/master 3cda76e Jonathan Hamilton: Show project progress in lab screen 20:29 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 20:36 < JonnyH> bah, building with sanitize is _slow_ 20:37 < JonnyH> when are those 24 core xeons coming out? :P 20:43 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 20:43 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwYiC 20:43 < openapoc-git> OpenApoc/master c1e4965 Jonathan Hamilton: Fix crash when selecting workshops in the research screen... 20:43 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 20:46 < SupSuper> i think we need keyboard shortcuts, so i can actually test things in debug :P 20:47 < JonnyH> For profiling I've sometimes changed MainMenu to go directly to another Stage :P 20:48 < SupSuper> i can barely make it past the loading screen... 20:48 < JonnyH> On windows - in release at least - it spends like 2/3 of it's time 'loading' running PHYSFS_Stat... 20:49 < JonnyH> I guess they need a dentry cache :P 20:50 < JonnyH> It'll probably be bypassed if you use the 'extracted cd' option instead 20:50 < SupSuper> well they probably don't cache them inside isos... 20:50 < JonnyH> It's just made worse by the ignorecase.c implementaiton... 20:50 < JonnyH> which stats /everything/ 20:50 < SupSuper> well i found my bug. a bad interaction between my MiniViews and Minimap 20:51 < JonnyH> they interact? 20:51 < SupSuper> just for testing i did a for (int i = 0; i < 8; i++) miniview(). because of the funny way c++ maps work, this ended up generating 7 null bases... 20:52 < JonnyH> oh, yeah, even going near operator[] means you get lots of weird default constructed objects you probably didn't intend 20:52 < SupSuper> yeah, you can't even const []. but .at is so ugly... 20:53 < JonnyH> I normally just use find() and compare against .end() 20:53 < JonnyH> as the exception handling is even worse 20:54 < JonnyH> this is why we need std::optional! 20:54 < SupSuper> that's even uglier! 20:54 < JonnyH> it'll be in c++17 apparently... 20:54 < JonnyH> Gogo msvc 2025! 21:00 < SupSuper> woohoo! http://puu.sh/onhpR/24862cadf3.png 21:00 < SupSuper> i know it looks exactly the same, but i can assure you the code is *completely* different :p 21:01 < JonnyH> It doesn't look *exactly* the same 21:01 < JonnyH> The red box highlighting the selected base is missing 21:02 < JonnyH> though that was a different size to the white outlines and looked a bit weird anyway... 21:02 < SupSuper> that's how it looks in the original :p 21:03 < JonnyH> really? 21:03 < JonnyH> huh 21:03 < SupSuper> you can insult a lot of things but not my pixel accuracy, mr. can't even be arsed to match up the rgb colors ;) 21:03 < JonnyH> Well, I mean it's /kinda/ red right? 21:03 < JonnyH> TBH I should make all these colours part of GameState.. 21:04 < SupSuper> coloralias.xml? :p 21:05 < JonnyH> Next time pmprog is around ask when he can implement a full theme engine for Forms :P 21:05 < JonnyH> that'll scare him right off again... 21:05 < SupSuper> look on the bright side, his Forms are gonna have a long longevity 21:05 < SupSuper> compared to everything else we rewrite on a whim... 21:06 < JonnyH> "Once you check-in code, you aren't allowed to touch it for N months" 21:06 < JonnyH> might make interesting development.. no check-ins until you're 100% sure 21:07 < SupSuper> "initial commit" - 12 years ago 21:08 < JonnyH> commit #1 "Implement everything - we've been working on this by passing around floppy discs to avoid weird source control rules" - 2 hours ago 21:09 < SupSuper> i wonder what's the quickest way of matching a base to a control. for (base : player_bases) i++? 21:10 < SupSuper> oh wait, controls can have Data! i knew that would come in handy :) 21:10 < JonnyH> SetData(base_sharedptr)? 21:10 < JonnyH> then you can recover that to a StateRef<> with a State 21:27 < SupSuper> SetDepressedImage is a really unnerving name 21:27 < JonnyH> It's just a picture of a sad man.. 21:28 < JonnyH> Mod idea: Soldier happyness 21:28 < JonnyH> Keep them entertained for extra stat boosts! 21:28 < SupSuper> theme x-com huh 21:28 < JonnyH> The Sims: Enemy Unknown 21:33 < SupSuper> ok i've restored all original functionality, time for a push me thinks 21:34 < SupSuper> before a crash happens or something :p 21:37 < JonnyH> quick, before I break something else 21:49 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 21:49 < openapoc-git> [OpenApoc] SupSuper pushed 2 new commits to master: https://git.io/vwY5i 21:49 < openapoc-git> OpenApoc/master 58e92a2 SupSuper: Refactor blit for PaletteImage and RGBImage 21:49 < openapoc-git> OpenApoc/master d258a3e SupSuper: Refactor base drawing into common functions 21:49 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 21:54 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 21:54 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwYdP 21:54 < openapoc-git> OpenApoc/master 8de0edb Jonathan Hamilton: Add basegraphics.{cpp,h} to cmake build 21:54 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 21:55 < SupSuper> you're not using wildcards? :p 21:58 < JonnyH> Naa, I fell into that breaking too often to be worth it 22:23 < SupSuper> hmmm apparently you don't need to null-initialize shared pointers 22:23 < SupSuper> would clean up some constructors 22:24 < JonnyH> do we do that commonly? 22:24 < SupSuper> probably leftovers from the pre-shared-pointer wars 22:24 < JonnyH> Dark times... 22:24 < SupSuper> 25 results 22:37 < SupSuper> ugh so easy to make the game recompile everything... 22:38 < JonnyH> sorry :$ 22:38 < JonnyH> I tried to split it a bit better when moving stuff around 22:38 < JonnyH> but it's still not perfect... 22:38 < JonnyH> At least stuff like the Forms should be separated? 22:38 < SupSuper> i dunno what i did, sometimes it just feels like it 22:39 < SupSuper> probably clang decides to reformat something global 22:39 < JonnyH> Maybe it modified mtime even it doesn't do anything useful? 22:40 < SupSuper> woo, refactoring: http://puu.sh/ono89/1262068721.png 22:41 < SupSuper> also the building cost formula doesn't seem to be as linear as i thought. maybe Skin36 can figure it out? 22:45 < JonnyH> So it's not linear to the area? 22:45 < SupSuper> it's proportional to the area, but it doesn't seem to be linear. or each building has a different per-tile cost. or i messed up my math :p 22:47 < JonnyH> I think the building 'types' have different values? 22:47 < JonnyH> skin saw a table of that somewhere, possibly related to income for organisations 22:47 < JonnyH> so maybe it uses the same data? 22:47 < SupSuper> probably slums and warehouses are different? 22:48 < JonnyH> I'd guess, as they're the only buildings xcom can buy we might not be able to test the others... 22:49 < SupSuper> well we're missing all the building type metadata anyways... 22:49 < JonnyH> yeah, dunno if we have that pinned down yet? 22:49 < SupSuper> i think the only clue would be seeing what ufopaedia accesses 22:49 < JonnyH> the .bld file has a _lot_ of unknowns 22:50 < SupSuper> since it shows % alien infiltration for buildings 22:50 < JonnyH> at least some are used for live game data (like % alien infiltration you said) 22:53 < JonnyH> https://github.com/JonnyH/OpenApoc/commit/191e29de391b4916426c595fffcb444aa6ec27a9 22:53 < JonnyH> thoughts? 22:54 < JonnyH> Is an xml definition of all the gamestate 'evil'? 22:54 < JonnyH> I like the ability to add all kinda of metadata for introspection there 22:54 < JonnyH> like i could 'automatically' hook up the std::map that contain a StateObject 22:55 < JonnyH> and make it so serializeOut only outputs the 'difference' from a reference (IE the reverse of the 'patches' stuff) 22:55 < SupSuper> gotta make xml to make xml? 22:55 < JonnyH> and I can also annotate it to get a GUI tree in the editor :) 22:55 < JonnyH> It's xml all the way down 22:55 < JonnyH> I only used that as we *already* use xml 22:55 < JonnyH> I don't really like it, much too verbose when all I want is a key=value tree 22:56 < SupSuper> :p 22:56 < SupSuper> might have to drop the "base selection as a stage" idea, since indirectly hooking into cityview is... messy 22:57 < JonnyH> maybe... 22:57 < SupSuper> could just toggle controls i guess 22:57 < JonnyH> A helper for TileView to handle the 'Click at x/y, does it hit any tiles?' might be enough 22:57 < SupSuper> cityview is gonna get pretty big though :p 22:57 < JonnyH> the code's already there, just might need moving 22:58 < JonnyH> (maybe a map of tile 'types' you're interested in, like non-vehicles :)) 22:58 < SupSuper> well the render's also in cityview. and the events. and etc etc 22:59 < JonnyH> TileView, not CityView 22:59 < JonnyH> Of course, CityView inherits that... 22:59 < SupSuper> and stuff like craft commands will probably need a running state anyways 23:00 < JonnyH> It pauses when you choose a craft action, right 23:00 < JonnyH> ? 23:01 < SupSuper> it pauses the *craft*. not the rest of the game 23:02 < JonnyH> that single craft? 23:02 < JonnyH> That's going to be hard to re-implement... 23:02 < JonnyH> but it's kinda weird behaviour... 23:02 < JonnyH> Might just make it pause the game for ease of use 23:02 < JonnyH> Anyway, I might change the click-on-tile stuff to use screenspace rects around the Images again, instead of the voxel map 23:03 < JonnyH> as quite a few vehiciesl end up with voxel maps that don't appear to cover the areas they visually cover 23:03 < JonnyH> making it rather annoying to try to select something... 23:03 < SupSuper> well i guess i'll leave it for now until you figure it out :p 23:04 < SupSuper> and reuse whatever you use for orders i guess 23:04 < JonnyH> Naa, that'll be hidden behind a "WhatHaveIClickedOn(Vec2screenCoords) 23:04 < JonnyH> I also need to hook into your base stuff, and stop you destroying labs with assigned agents or ongoing projects... 23:05 < SupSuper> well there's a placeholder for that 23:05 < SupSuper> in canDestroyFacility 23:06 < SupSuper> annoying thing is each facility has a custom string instead of a "%s in use" :p 23:11 < SupSuper> wow BaseScreen is barely 400 lines now 23:14 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 23:14 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vwOJt 23:14 < openapoc-git> OpenApoc/master 400c404 Jonathan Hamilton: Block destroying labs with active projects/assigned agents 23:14 < openapoc-git> OpenApoc/master 4799be7 Jonathan Hamilton: Enable 'cancel current project' button in research select screen 23:14 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 23:16 < JonnyH> Right, the research screen is pretty much functional now 23:17 < JonnyH> I just need to actually progress research? 23:29 < SupSuper> woah slow down there 23:29 < JonnyH> I'm going as slowly as I can 23:29 < SupSuper> the arrow doesn't work ;p 23:30 < JonnyH> Oh, yeah, about that... 23:30 < JonnyH> errm.... 23:30 * JonnyH runs away 23:30 < JonnyH> Anyway, I'm off for a bit, so have a good evening 23:31 -!- You're now known as JonnyH`Away 23:31 < SupSuper> cya 23:31 < SupSuper> well i got base switching working, this is getting gamier by the minute! 23:57 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 23:57 < openapoc-git> [OpenApoc] SupSuper pushed 4 new commits to master: https://git.io/vwOIy 23:57 < openapoc-git> OpenApoc/master 1aa3c55 SupSuper: Add base graphics to Base Buy screen 23:57 < openapoc-git> OpenApoc/master cd1bdde SupSuper: Add base switching to Base Screen 23:57 < openapoc-git> OpenApoc/master 2cceeb4 SupSuper: Merge branch 'master' of https://github.com/pmprog/OpenApoc 23:57 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] --- Day changed Tue Apr 19 2016 00:02 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 00:39 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 00:39 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vwOmN 00:39 < openapoc-git> OpenApoc/master f1a5744 SupSuper: Add base selection to city view 00:39 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 00:42 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:33 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 03:29 -!- pagurus` [~user@pD950EB37.dip0.t-ipconnect.de] has joined #OpenApoc 03:30 -!- pagurus` [~user@pD950EB37.dip0.t-ipconnect.de] has quit [Remote host closed the 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[~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 18:37 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:37 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 18:37 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwsM5 18:37 < openapoc-git> OpenApoc/master 4dd8c69 Jonathan Hamilton: I keep accidently reverting the version of dependencies/physfs... 18:37 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 18:39 < SupSuper> lol, hey 18:40 < JonnyH`Work> hey 18:40 < JonnyH`Work> The issue with the dependencies/ version only being used for windows (and travis) 18:40 < JonnyH`Work> is I don't notice if I don't 'git submodule update' 18:40 < JonnyH`Work> then 'git add -u' picks up the 'old version' still checked out... 18:42 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 18:42 < openapoc-git> [OpenApoc] JonnyH closed pull request #67: update build doc for Ubuntu 14.04.3 (master...ImproveUbuntuBuildDoc) https://git.io/vVDfb 18:42 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 18:42 < SupSuper> good thing most clients don't know what submodules are :p 18:42 < JonnyH`Work> 'new' git (2.6+?) automatically update it on pull 18:43 < JonnyH`Work> But clearly I can't rely on that being installed 18:51 < SupSuper> btw nice job with the research stuff 18:52 < SupSuper> although i noticed lots of nested controls is a quick way to wreck the fps :p 18:53 < JonnyH`Work> Yeah, some drivers don't like the Surface switching... 18:57 < JonnyH`Work> Todo: Add 'financial' dependencies 18:57 < SupSuper> maybe it should all just be immediate rendering? 18:57 < JonnyH`Work> Possibly, just drawing on top of the current Form surface may be good enough 18:57 < JonnyH`Work> but then we'll have to re-work the 'relative' offset stuff 18:58 < JonnyH`Work> which would be easy enough, passing an accumulating offset down the ->Render() call stack 18:58 < SupSuper> well the 'relative' stuff doesn't work at all outside of controls anyways :p 18:58 < JonnyH`Work> but IDGAF as all the platforms I happen to test on don't even break a sweat on that particular detail... 18:59 < SupSuper> oh you 18:59 < JonnyH`Work> Or at least it's less annoying to me, so less likely to get pissed off enough to start hacking through source :P 18:59 < SupSuper> you're just lucky i know jack shit about gl :p 18:59 < JonnyH`Work> You shouldn't need to touch the Renderer at all 19:00 < JonnyH`Work> just make the Control not have it's own Surface, and instead offset all offsets passed into the draw calls in ->Render() by a passed in parentOffset 19:00 < JonnyH`Work> and pass this controls offset down as any subcontrols parentOffset 19:01 < JonnyH`Work> TBH I've not noticed it on win10/intel win10/amd linux/intel or linux/amd 19:01 < JonnyH`Work> nvidia-specific slowness? 19:02 < JonnyH`Work> or something more nuanced than 'vendor/platform' 19:02 < SupSuper> i can run a profiler 19:02 < JonnyH`Work> might be nie 19:03 < JonnyH`Work> if it doesn spend all it's time in the Surface switching it would be useful to know 19:03 < JonnyH`Work> (or something else unexpected) 19:20 -!- Skin36_ [~Skin36000@5.138.91.184] has left #OpenApoc [] 19:28 -!- pmprog [~quassel@97e0d52d.skybroadband.com] has joined #OpenApoc 19:29 -!- mode/#OpenApoc [+o pmprog] by ChanServ 19:29 < JonnyH`Work> hey pmprog 19:29 < JonnyH`Work> How's it going? 19:29 -!- mode/#OpenApoc [+o JonnyH`Work] by pmprog 19:29 <@pmprog> Hiya, okay thanks. Not had much time on the PC. How's you? 19:31 <@JonnyH`Work> Good, better having had a nice long weekend - took an extra couple of days off 19:31 <@JonnyH`Work> was quite nice, I didn't even look at a computer for best part of 3 days (probably a record :) 19:31 <@pmprog> :) 19:32 <@pmprog> I'm back doing 5 day weeks for another 4 weeks. I really miss my 4 day weeks 19:32 <@JonnyH`Work> and for openapoc, I've got much of the research UI working now 19:32 <@JonnyH`Work> Heh, I might move to something like that soon.. 19:32 < SupSuper> god i wish i had 4 day weeks :p 19:32 <@JonnyH`Work> I've been treating my couple of years in the US as "Live on a shoestring, save everything" 19:32 <@pmprog> Hey SupSuper :) 19:33 <@JonnyH`Work> and seem to have quite a nice buffer from that :D 19:33 < SupSuper> hey pmprog, i got multiple bases working :) 19:33 <@pmprog> Wow, you guys sound like you've made loads of progress on Apoc 19:33 < SupSuper> well, ""working"" 19:33 <@JonnyH`Work> Might go back to the UK and in a low COL area (like the north east) retire at 35: P 19:33 <@pmprog> :) I'm 35 this year and looking to retire... Don't think I'll make it though 19:34 < SupSuper> pmprog: well we still have no idea how the actual *game* parts of the game work :p 19:34 <@JonnyH`Work> Maybe you should treat it as a spending problem instead of an income problem 19:34 < SupSuper> it'll probably be like openxcom where we fake it until like 0.9 19:34 <@JonnyH`Work> Live in a box under a bridge and raid the bins for food 19:34 <@JonnyH`Work> you can dramatically decrease your outgoings 19:34 <@pmprog> JonnyH`Work: Or get my wife to go back to work ;-) 19:34 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 250 seconds] 19:35 <@JonnyH`Work> "Stay at home Dad" sounds like a great job 19:35 <@pmprog> SupSuper: well, can't have everything... At least there's been a tonne of progress 19:35 <@pmprog> That was a consideration, apart from the fact I brought home more money than the wife, so I'm kinda the bread-winner 19:35 < SupSuper> shame we can't jog jullian's memory... or i was too coy? either way 19:36 <@JonnyH`Work> one of my co-workers is doing exactly that, 'working from home' half the week for ~50% pay 19:36 <@pmprog> Have you quizzed him on Apoc? 19:36 <@JonnyH`Work> 'caus it was cheaper than daycare :P 19:36 <@pmprog> Yep, childcare is amazingly expensive 19:37 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:37 <@JonnyH`Work> his wife worked for a law firm in London though... they weren't struggling... 19:38 < SupSuper> pmprog: this was it: https://twitter.com/OpenXcom/status/507843878863372288 19:38 <@pmprog> lol, I bet 19:38 < SupSuper> i'm not very direct... 19:39 <@pmprog> Bah... 19:39 <@pmprog> Good try though 19:40 <@pmprog> Any of you guys Commodore computer fans? 19:40 < SupSuper> can't have long messages in tweets... 19:40 < SupSuper> i was thinking JonnyH might be more persuasive with a more direct tweet and video on hand ;) 19:40 <@JonnyH`Work> Maybe... 19:40 <@pmprog> Are there any newer videos? 19:40 <@JonnyH`Work> I kinda avoid most of this 'social media' stuff :P 19:40 < SupSuper> pmprog: sorta, i missed the craze but Commodore has some nostalgia value 19:40 <@JonnyH`Work> pmprog: Nothing new outside my brain yet 19:41 <@JonnyH`Work> pmprog: I spent a bit of time working with someone doing an fpga-based re-implemnetation of a c128 19:41 <@JonnyH`Work> but never had the 'nostalga', a little too young for that :P 19:41 <@pmprog> JonnyH`Work: Not the Mega65 by per-chance? 19:41 <@pmprog> Although that's more of replicating the non-existant C65 19:42 <@pmprog> http://mega65.org 19:42 <@JonnyH`Work> naa, it started out as a c128 then morphed into something completely different 19:42 <@pmprog> I bought the FPGA board they're using to dev, but as with everything, it's not even come out of the packaging yet 19:42 < SupSuper> there seems to be a whole lot of 8-bit computer projects lately... 19:42 <@pmprog> Yeah, that's because 8bits were great 19:42 <@JonnyH`Work> yeah, I really should write up my m68k sbc too :P 19:42 <@pmprog> Apart from the loading times 19:43 <@JonnyH`Work> loading time? you had 64kb ram, how long does it take to fill that? :P 19:43 <@pmprog> JonnyH`Work: I'd be interested in that... I was on amigakit looking at a Keyrah, and noticed they were selling 68000 chips 19:43 <@pmprog> JonnyH`Work: Well, 20 minutes or longer... esp' when loading from tape 19:44 <@JonnyH`Work> 68000 or 68008? (the smaller 8bit bus, but only DIP 48 instead of the rather insane DIP-64?) 19:44 <@pmprog> Depends on the game and if they used any "fastloaders" 19:44 <@JonnyH`Work> 20 mins? That's almost like running on a console! :P 19:44 <@pmprog> http://amigakit.leamancomputing.com/catalog/product_info.php?cPath=45&products_id=1058 19:45 <@JonnyH`Work> dip-40 == 68008 19:45 <@pmprog> Nar, consoles were generally faster because the carts just plugged the RAM directly to the processor 19:45 <@JonnyH`Work> It spend like half the cycles waiting on the bus 19:45 <@JonnyH`Work> no cache, 16-bit instructions, 8-bit bus 19:45 <@JonnyH`Work> means half speed 19:45 <@JonnyH`Work> the 68000 was literally 2x the speed because of it... 19:46 <@JonnyH`Work> I acutally got a 68010 (a tweaked, pin-compatible 68000) :P 19:46 -!- mode/#OpenApoc [+o SupSuper] by pmprog 19:47 <@JonnyH`Work> of course my 16-bit data, 21-bit address bus looked rather silly on a breadboard w/patch cables... 19:47 <@JonnyH`Work> and exploded above ~4mhz :P 19:48 <@JonnyH`Work> $16 on ebay for 2 68010p12 19:48 <@JonnyH`Work> not bad 19:49 <@JonnyH`Work> it was clearly pulled from a system, but worked 19:49 <@JonnyH`Work> took ~2 weeks to arrive from china too... 19:50 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 19:55 <@pmprog> Sorry guys, gotta go. Have fun, and see you next time 19:55 -!- pmprog [~quassel@97e0d52d.skybroadband.com] has quit [Remote host closed the connection] 20:16 <@SupSuper> http://puu.sh/oos3v/6f3a92b4d0.png this explains everything! 20:23 <@SupSuper> well controls definitely have a noticable impact on gpu, although that's not the lags i'm seeing, but probably something to be looked at later 20:24 <@SupSuper> every screen adds a load to the gpu, specially since we're always rendering everything on the stack, so the deeper it goes, the more it renders :p 20:24 <@SupSuper> gpu is at 6% in the cityview, up to 11% in the base screen, and up to 16% in research 20:25 <@JonnyH`Work> what crappy aenemic gpu are you using on that thing? 20:25 <@JonnyH`Work> It uses like ~10% of the gpu total to show the base screen on my old snb celeron 20:26 <@JonnyH`Work> Or are you running at 4k or something? 20:26 <@SupSuper> hey it's only 3 years old :p 20:26 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:29 <@SupSuper> oh, on your research listbox, you redraw the *entire* list on every click 20:29 <@JonnyH`Work> sorry, ivb - 1037u 20:30 <@JonnyH`Work> in the research select screen? 20:30 <@SupSuper> yeah 20:30 <@JonnyH`Work> only at HoverChange / SelectChange? 20:31 <@JonnyH`Work> sorry, SelectChange 20:31 <@SupSuper> right. seems a bit much just for updating a red background 20:31 <@JonnyH`Work> and the 'total skill' number 20:31 <@JonnyH`Work> again, it's not been a focus for me as on my system it doesnt even show up in the profile... 20:32 <@SupSuper> i guess in the full game you won't have 50 techs at once but 20:34 <@SupSuper> on that note, what should i move to next? clean up the damn "base selection" mode? fix up base naming and text events? clean up old practices in code? mystery option? 20:35 <@SupSuper> gotta ride this coding frenzy while it lasts :p 20:35 <@JonnyH`Work> Ooh, ooh, mystery box! 20:35 <@JonnyH`Work> What interests you? 20:36 <@JonnyH`Work> Market? 'Stored' items? 20:36 <@JonnyH`Work> initial 'equip troops' ui? 20:36 <@SupSuper> anything that doesn't make me hit a brick wall :p 20:36 <@JonnyH`Work> oh, not sure if I can help you then... 20:36 <@JonnyH`Work> Reimplement my pathfinding with something that doesn't suck? 20:37 <@SupSuper> oh god :p 20:37 <@SupSuper> 'stored' items might be a good one. we're gonna need items for everything else anyways... and i can dick around with market screens even though we don't have any market data 20:37 <@SupSuper> in openxcom stores were basically just a map. do we need anything more advanced? 20:38 <@JonnyH`Work> map, int> would probably be fine? 20:38 <@JonnyH`Work> StoredItemType would then ahve a StateRef<> to whatever type it instanciates as when taken out of stores (ie VEquipment / AgentEquipment (or something)) 20:39 <@JonnyH`Work> plus maybe a 'store size'? 20:39 <@JonnyH`Work> I guess the market would also act on the StoredItemType? 20:39 <@JonnyH`Work> Maybe even merge it with alien corpeses? 20:40 <@SupSuper> openxcom just had an all-encompassing ItemType blob :p not sure that's worth repeating 20:40 <@SupSuper> but we'd have to figure out how to best break it down 20:41 <@SupSuper> i mean, modders *do* like items that can simultaneously be a waypoint explosive flaming scanning stat boosting medkit, but 20:43 <@JonnyH`Work> ItemType with an enum type { VehicleEquipment, AgentEquipment, (Ammo?), AlienContainmentItem} 20:43 <@JonnyH`Work> with a StateREf, StateRef, StateRef, StateRef? 20:43 <@JonnyH`Work> only one of which (corresponding to the type) is non-null? 20:47 <@JonnyH`Work> Possibly if I merge in my autogenerated GameState (or just do the same manually with the current system) it won't emit xml 'default' values 20:47 <@JonnyH`Work> which means lots of fields wouldn't bloat the save 20:54 <@JonnyH`Work> short term I'll probably fixup research 20:55 <@JonnyH`Work> then start cleaning a few of the issues we've accumulated in the city 21:34 <@SupSuper> i think i'm gonna start cleaning stuff up before tackling items as well 21:34 <@SupSuper> maybe in the meantime we'll get more sweet deets :p 21:45 -!- pagurus` [~user@pD950EB37.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:49 <@JonnyH`Work> deets? 21:55 <@SupSuper> details 22:03 <@SupSuper> what happened to Alien Building 4? 22:04 <@JonnyH`Work> ? 22:06 <@SupSuper> in the research list there's no Alien Building 4. mia? :p 22:06 <@SupSuper> or maybe that's the one without a number. just to mess with you 22:13 -!- Pawlac [~Pawlac@p4FDCCB15.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:38 <@JonnyH`Work> didn't I add the numbers to make the IDs unique? 22:40 * SupSuper shrugs 22:43 <@SupSuper> i like the mystery 22:59 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 22:59 < openapoc-git> [OpenApoc] SupSuper pushed 2 new commits to master: https://git.io/vwG0g 22:59 < openapoc-git> OpenApoc/master 77bd7d7 SupSuper: Show base names 22:59 < openapoc-git> OpenApoc/master 73417e0 SupSuper: Restore minibase facility highlighting 22:59 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 23:02 <@SupSuper> slowly putting back the features i left commented :p 23:14 <@JonnyH`Work> One of these years I'll search for some of the FIXME/TODOs I leave scattered in my wake 23:14 <@SupSuper> i think we're getting to the point some TODOs aren't even TODOs anymore... 23:28 <@SupSuper> hmmm where do we hide all our sdl calls? in framework? 23:29 <@JonnyH`Work> I think so 23:29 <@JonnyH`Work> framework.cpp is the only thing to reference any sdl calls (outside the sdl audio backend) 23:30 <@JonnyH`Work> SwapBuffers() should probably be pushed to the renderer though... 23:30 <@JonnyH`Work> maybe GL Context init too 23:30 <@JonnyH`Work> as they are kinda renderer specific - sfalexrog had to do a bit of hackery there to get gles working, which really should just be owned by the backend... 23:47 -!- pagurus [~user@pD950EB37.dip0.t-ipconnect.de] has joined #OpenApoc 23:52 <@SupSuper> for fun i decided to implement sdl text events 23:52 <@SupSuper> then i realized our textedits are broken... 23:54 <@SupSuper> because they get both focused and defocused in one go 23:56 <@JonnyH`Work> huh 23:56 <@JonnyH`Work> Real Men enter text with a debugger 23:56 <@SupSuper> probably another casualty of our event efforts :p 23:56 <@JonnyH`Work> probably... 23:57 <@SupSuper> the textedit raises a mouseclick event, so it goes "yay i'm focused!". but then everything else behind it also raises a mouseclick event, so the textedit thinks "oh no i'm defocused!". and nothing happens --- Day changed Wed Apr 20 2016 00:04 <@JonnyH`Work> oh, that old chestnut... 00:05 <@JonnyH`Work> I think someone needs to sit down and decide how we expect control trees to generate events 00:05 <@JonnyH`Work> rather than the inconsistent mess we have now... 00:06 <@JonnyH`Work> "someone" == "not me" :P 00:15 <@SupSuper> i'll sleep on it :P 00:21 <@JonnyH`Work> Night, I'm off home now too 00:21 -!- You're now known as JonnyH`Away 00:21 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:23 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 00:23 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vwGrC 00:23 < openapoc-git> OpenApoc/master 80046bb SupSuper: Format 00:23 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 01:36 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 02:41 -!- You're now known as JonnyH 03:32 -!- pagurus` [~user@pD950FDCB.dip0.t-ipconnect.de] has joined #OpenApoc 03:32 -!- pagurus` [~user@pD950FDCB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:33 -!- pagurus` [~user@pD950FDCB.dip0.t-ipconnect.de] has joined #OpenApoc 03:34 -!- pagurus [~user@pD950EB37.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:46 -!- nadir [uid134094@gateway/web/irccloud.com/x-odwgodhheerifpvh] has quit [Ping timeout: 250 seconds] 03:47 -!- nadir [uid134094@gateway/web/irccloud.com/x-wvhtjgnyoxaxzfns] has joined #OpenApoc 04:41 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 244 seconds] 05:10 -!- You're now known as JonnyH`Away 06:36 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 11:19 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:36 -!- nadir [uid134094@gateway/web/irccloud.com/x-wvhtjgnyoxaxzfns] has quit [Quit: Connection closed for inactivity] 11:54 -!- nadir [uid134094@gateway/web/irccloud.com/x-tflyqggqwiokuhct] has joined #OpenApoc 13:34 -!- Pawlac [~Pawlac@p4FDCF312.dip0.t-ipconnect.de] has joined #OpenApoc 14:23 -!- You're now known as JonnyH 15:44 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 17:11 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 260 seconds] 17:40 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 19:05 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:08 <@JonnyH> hey sup 19:08 <@JonnyH> I less than three valgrind :D 19:08 <@JonnyH> just solved an issue our whole team have spent the best part of a week on in 5 mins.. 19:10 < SupSuper> :o 19:12 <@JonnyH> It's great, I get to take credit for someone elses hard work :) 19:23 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:25 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 22:09 -!- Pawlac [~Pawlac@p4FDCF312.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 23:23 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 23:48 -!- You're now known as JonnyH`Away --- Day changed Thu Apr 21 2016 00:07 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 02:16 -!- nadir [uid134094@gateway/web/irccloud.com/x-tflyqggqwiokuhct] has quit [Quit: Connection closed for inactivity] 02:20 -!- You're now known as JonnyH 03:32 -!- pagurus`` [~user@pD950F75E.dip0.t-ipconnect.de] has joined #OpenApoc 03:33 -!- pagurus`` [~user@pD950F75E.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:34 -!- pagurus`` [~user@pD950F75E.dip0.t-ipconnect.de] has joined #OpenApoc 03:35 -!- pagurus` [~user@pD950FDCB.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:55 -!- You're now known as JonnyH`Away 04:00 -!- Pawlac [~Pawlac@p4FDCF312.dip0.t-ipconnect.de] has joined #OpenApoc 05:38 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 07:43 < kkmic> Mornin' 07:49 -!- Pawlac [~Pawlac@p4FDCF312.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 10:24 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 10:58 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:31 -!- nadir [uid134094@gateway/web/irccloud.com/x-ymswaygewcpslacb] has joined #OpenApoc 12:06 -!- Pawlac [~Pawlac@p4FDCC033.dip0.t-ipconnect.de] has joined #OpenApoc 12:09 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 12:50 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:24 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 13:33 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 260 seconds] 14:17 -!- You're now known as JonnyH 14:24 < kkmic> Hi JonnyH 14:24 <@JonnyH> hi there kkmic 14:24 < kkmic> What's cooking? :) 14:24 <@JonnyH> Not a lot 14:24 <@JonnyH> Doing all kinda of weird experiments to try to get introspection working in the GameState 14:25 <@JonnyH> so I can 'generate' the serialization passes / modify at runtime / incorporate into a proper gui editor... 14:25 < kkmic> Can't help you there I'm afraid... 14:25 <@JonnyH> Might have to run things past supsuper and pmprog... 14:25 <@JonnyH> I have a few solutions, none of them 'good'.... 14:25 < kkmic> No C++ skills at all 14:26 < kkmic> Thou I can take a look at the end result and say that you did it wrong :p 14:26 < kkmic> *Though 14:26 < kkmic> j/k 14:26 <@JonnyH> The 'easiest' way might just be to write a little tool that generates the GameState 14:26 <@JonnyH> ending up with no 'weird' c++ at all... 14:27 < kkmic> I appreciate the effort you guys are putting into this project 14:27 <@JonnyH> but instead an extra build step/more complexity... 14:27 < kkmic> Wait... why generate the GameState? 14:27 <@JonnyH> I kinda started this as much as "Learn 'Modern' C++" as "Create Playable Game" 14:27 < kkmic> I mean, you need to rewrite the code based on something else? 14:28 <@JonnyH> if we generate the gamestate, the same 'source' we generate it from can be used to generate other things (like introspection lookup tables, serialization in/out code etc.) 14:28 <@JonnyH> currently if we add a new thing to the gamestate, you /also/ have to add it to the serializeIn code, and the serializeOut code, and (maybe soon) the editor 14:28 <@JonnyH> I've already hit a few bugs where I forgot one :P 14:29 < kkmic> Hm... 14:30 <@JonnyH> and it'll need a lot of changes from it's current state for the editor stuff too.. 14:30 <@JonnyH> And I want to change it so we can save 'relative' GameState patches too... 14:30 < kkmic> Pardon my C++, but that sounds kinda bad 14:30 <@JonnyH> rather than having the "WHOLE COPY OF EVERYTHING" - again necessary for a 'sane' editor 14:31 < kkmic> Why is there a serialize/unserialize procedure? What is it needed for? 14:32 <@JonnyH> We use it for both game sves 14:32 <@JonnyH> *saves 14:32 <@JonnyH> and the 'initial' state is loaded from it (Like the starting city, the vehicle 'types' you can buy, the research tree etc... IE Everything) 14:32 <@JonnyH> and the 'relative' stuff is used for mods 14:33 <@JonnyH> so you can have a mod that when loaded changes some of the initial state 14:33 < kkmic> Hmm... 14:35 < kkmic> I see the benefit, and I do understand that you need to define a "baseline" state for the game and then update it as requested by a mod... but... maybe I'm not following you 14:36 <@JonnyH> We also use the 'baseline' + 'modifier' to add some openapoc-specific data 14:36 <@JonnyH> that doesn't have a direct map (or we haven't figured one out) from the original's data files 14:37 <@JonnyH> plus 'patches' - like glitched maps - we just fix the issue instead of having a 'whole new map' 14:37 <@JonnyH> I'm happy with the layout of that 14:37 <@JonnyH> It's just the code that implements it could be cleaned up 14:38 < kkmic> I see 14:38 < kkmic> Actually, I lied... but I do trust your judgement :) 14:39 <@JonnyH> well, that's worrying 14:39 <@JonnyH> Nobody should trust me... 14:40 < kkmic> I'm not in a position to effectively judge your actions, either 14:41 < kkmic> So the only logical thing is to trust you 14:41 < kkmic> Live long and prosper! 14:41 < kkmic> :p 14:41 <@JonnyH> Clearly making things appear confusing is advantageous in me getting my way 14:42 < kkmic> That's true from ancient times 14:42 <@JonnyH> I suspect that explains a lot in software engineering :P 14:43 < kkmic> Oh yeah, I always like when the expression "our specialists" is used by any kind of corporate figure... and if you get the chance to actually meet the said specialists.... 14:44 < kkmic> Hilarity ensues 14:44 <@JonnyH> They've probably been told not to contradict their bos 14:44 <@JonnyH> despite the things they're saying are insane 14:44 <@JonnyH> https://www.youtube.com/watch?v=BKorP55Aqvg 14:44 <@JonnyH> worryingly accurate at times 14:45 < kkmic> I know the sketch... from when I worked for a company where things were just like that... 14:46 <@JonnyH> Thankfully, we're pretty much still run by engineers 14:46 <@JonnyH> and we effectively sell to other engineers, which makes things easier :P 14:46 <@JonnyH> but I've heard some horror stories... 14:48 < kkmic> I lived them :) 14:48 <@JonnyH> I get the impression I've been lucky 14:48 <@JonnyH> Went back to see some mates from my uni course last christmas 14:48 < kkmic> I was pretty close to the "red line expert" position in the sketch 14:48 <@JonnyH> and got the impression I had one of the better experiences :) 14:49 < kkmic> :) 14:49 <@JonnyH> I decide my own priorities, I decide my own design, and I can see it actually being useful in the real world 14:49 <@JonnyH> One was moaning how pretty much since he left uni (~5 years) he's not 'finished' a single released thing :P 14:49 < kkmic> Sounds like you're your own boss 14:50 <@JonnyH> Technically, pretty much 14:50 < kkmic> Nice 14:50 < kkmic> Congrats then 14:50 <@JonnyH> Even the other side of the world from the 'rest' of the team 14:53 <@JonnyH> but I've always 'owned' my code since I started here (first job out of uni) - so I seem to have skipped the 'junior' dev step :P) 14:54 <@JonnyH> the problem is I guess C / kernel / driver level stuff seems 'uncool' at the minute 14:55 <@JonnyH> they're being taught less at schools etc. so it's really difficult to find new people... 14:55 <@JonnyH> Or job security, as I call it :P 15:00 -!- You're now known as JonnyH`Work 15:01 < kkmic> https://meta.wikimedia.org/wiki/Special:MyLanguage/Wikipedia_to_the_Moon 15:09 < Pawlac> That is a great way to get the planet annihilated 15:16 <@JonnyH`Work> 'caus the only reason we haven't been annhilated by the rabbits on the moon is their lack of wikipedia access...? 15:19 < Pawlac> No I meant that I dislike that there is some certain people who doesn't even think about that there are hostile aliens out there 15:20 <@JonnyH`Work> If they can get to us, we're kinda f**cked anyway 15:20 <@JonnyH`Work> The chance of meeting an alien race at a similar technilogical stage to ourselves is pretty much nill 15:20 <@JonnyH`Work> It'll be a curbstomp by *someone* if there's a fight 15:22 < Pawlac> right 15:22 < Pawlac> "we" don't even have proper space flight technologies and the current one out there is only suitable for only uh 1 galaxy? or whatever the hell 'Sol' is grouped into 15:23 <@JonnyH`Work> solar system? 15:24 < Pawlac> ah yes 15:24 <@JonnyH`Work> We can't even get a human out of our own gravity well :P 15:26 < Pawlac> yep or any sustaining system that can last for months or years 15:27 <@JonnyH`Work> I'm really pro space travel for the exploration/driving development standpoint 15:27 <@JonnyH`Work> But stuff like 'colonising mars' is a solution to zero problems :P 15:28 < Pawlac> mhm I think colonization to other planets needs to be developed. Hanging all the time on a single planet is just asking for trouble. 15:28 < Pawlac> It is a wonder that Humanity could last extremely amount of years so far 15:29 <@JonnyH`Work> I'm sure humanity will survive pretty much anything 15:29 <@JonnyH`Work> A good part of the population? Current society? Not so much 16:13 -!- Skin36_ [~Skin36000@178.34.162.212] has joined #OpenApoc 16:18 -!- Skin36_ [~Skin36000@178.34.162.212] has quit [Ping timeout: 250 seconds] 16:23 -!- Skin36_ [~Skin36000@178.34.162.212] has joined #OpenApoc 16:25 <@JonnyH`Work> Huh, hard difficulty deadlocks... 16:25 <@JonnyH`Work> In trying to init the starting base? Maybe it's got into a state where it cannot place the facilities? 16:55 < Skin36_> whom question? 17:03 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 17:06 <@JonnyH`Work> Talking to myself as much as anything 17:06 <@JonnyH`Work> And if supsuper arrives later it'll be in the irc history 17:08 -!- nadir [uid134094@gateway/web/irccloud.com/x-ymswaygewcpslacb] has quit [Ping timeout: 297 seconds] 17:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-zwwnwmtvrydumwgk] has joined #OpenApoc 17:09 -!- SolariusScorch [~Solar@192.166.202.28] has joined #OpenApoc 17:16 < SolariusScorch> ...I was speaking too soon. 17:16 <@JonnyH`Work> were you? 17:16 <@JonnyH`Work> what about? 17:16 < SolariusScorch> That I'm here. Since my net just died. 17:16 < SolariusScorch> whatever :P 17:16 <@JonnyH`Work> :P 17:17 <@JonnyH`Work> There's still a phanton Solarius hanging around 17:17 < Skin36_> :) 17:17 < SolariusScorch> Sure, I'm the good spirit of this project 17:19 -!- Netsplit *.net <-> *.split quits: Solarius 17:19 <@JonnyH`Work> Oh no, the sprit of this project left 17:19 <@JonnyH`Work> Well, I guess I should pack it in then 17:19 < SolariusScorch> WTF is happening 17:20 <@JonnyH`Work> Guess whatever server you happened to connect to previously died? 17:20 < SolariusScorch> Yeah. I'm not promising anything today :P 17:20 < SolariusScorch> But even if you can't see me, I'm always nearby! 17:20 <@JonnyH`Work> freenode has had a fair number of issues recently... 17:20 * JonnyH`Work checks behind him 17:22 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 17:22 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwlJ5 17:22 < openapoc-git> OpenApoc/master 6c47ce5 Jonathan Hamilton: Fix livelock in 'hard' difficulty Base::startingBase... 17:22 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 17:22 < SolariusScorch> ...great, we have a droid too. 17:23 <@JonnyH`Work> Damn pest robots... 17:47 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:01 -!- Skin36_ [~Skin36000@178.34.162.212] has left #OpenApoc [] 18:05 <@JonnyH`Work> hey SupSuper 18:05 <@JonnyH`Work> I tweaked the Base::startingBase() stuff a bit 18:06 <@JonnyH`Work> as it was livelocking on 'hard' difficuty for me 18:06 <@JonnyH`Work> as it happened to place facilities on such a way there were no free 2x2 blocks for the vehicle repair bay 18:06 <@JonnyH`Work> so I made it place large facilities first 18:06 <@JonnyH`Work> then small 18:07 < SupSuper> i thought it already did that :S 18:07 < SupSuper> ah well 18:07 < SupSuper> thanks 18:08 <@JonnyH`Work> and I might move forward with a 'generated' gamestate 18:08 <@JonnyH`Work> as generating stuff like the serializeIn & Out/reflection table at the same time would be nice... 18:09 <@JonnyH`Work> I suspect I'm re-implementing something like protocol buffers... 18:11 < SupSuper> probably :p 18:15 <@JonnyH`Work> compile-time reflection could also be used 18:15 <@JonnyH`Work> but unless I do something crazy with libclang 18:15 <@JonnyH`Work> or another 'object file' tooling thing 18:15 <@JonnyH`Work> the templates etc. necessary make it really nasty 18:19 < SupSuper> how bad can you make those compile times :p 18:20 <@JonnyH`Work> #include If you ever wanted an aneurism look at that 18:22 <@JonnyH`Work> TBH the generated source will likely be a _lot_ faster 18:22 <@JonnyH`Work> as it's the template expansion and instantiation that normally kills it 18:22 <@JonnyH`Work> and it's not needed at all if it's generated... 18:50 -!- Skin36_ [~Skin36000@178.34.162.212] has joined #OpenApoc 19:22 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:05 -!- Skin36_ [~Skin36000@178.34.162.212] has left #OpenApoc [] 20:23 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 22:01 -!- Pawlac [~Pawlac@p4FDCC033.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:49 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 22:49 < openapoc-git> [OpenApoc] SupSuper pushed 2 new commits to master: https://git.io/vw8ks 22:49 < openapoc-git> OpenApoc/master 7e471c0 SupSuper: Add text events 22:49 < openapoc-git> OpenApoc/master 60fbceb SupSuper: Restore Windows git versioning 22:49 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 22:51 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 22:54 <@JonnyH`Work> Oops, I only restored git versioning in my msvc2015 branch... :( --- Day changed Fri Apr 22 2016 00:01 -!- You're now known as JonnyH`Away 02:04 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 03:32 -!- pagurus``` [~user@pD950EF4A.dip0.t-ipconnect.de] has joined #OpenApoc 03:32 -!- pagurus``` [~user@pD950EF4A.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 03:32 -!- pagurus``` [~user@pD950EF4A.dip0.t-ipconnect.de] has joined #OpenApoc 03:33 -!- pagurus``` [~user@pD950EF4A.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:34 -!- pagurus`` [~user@pD950F75E.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:39 -!- pagurus``` [~user@pD950EF4A.dip0.t-ipconnect.de] has joined #OpenApoc 04:13 -!- Pawlac [~Pawlac@p4FDCC033.dip0.t-ipconnect.de] has joined #OpenApoc 04:32 -!- nadir [uid134094@gateway/web/irccloud.com/x-zwwnwmtvrydumwgk] has quit [Ping timeout: 260 seconds] 04:33 -!- nadir [uid134094@gateway/web/irccloud.com/x-xpmggperrznmebrf] has joined #OpenApoc 04:50 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 04:56 -!- nadir [uid134094@gateway/web/irccloud.com/x-xpmggperrznmebrf] has quit [Ping timeout: 276 seconds] 04:59 -!- nadir [uid134094@gateway/web/irccloud.com/x-lyckgcmselrtpetg] has joined #OpenApoc 06:02 -!- Pawlac [~Pawlac@p4FDCC033.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 06:42 -!- SolariusScorch [~Solar@192.166.202.28] has quit [Quit: Leaving] 09:26 -!- nadir [uid134094@gateway/web/irccloud.com/x-lyckgcmselrtpetg] has quit [Quit: Connection closed for inactivity] 09:31 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 11:49 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:13 -!- nadir [uid134094@gateway/web/irccloud.com/x-whjuohdquogkibhy] has joined #OpenApoc 12:20 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:32 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Remote host closed the connection] 13:57 -!- Pawlac [~Pawlac@p4FDCF61E.dip0.t-ipconnect.de] has joined #OpenApoc 14:05 -!- You're now known as JonnyH 16:02 -!- You're now known as JonnyH`Work 17:09 -!- Skin36_ [~Skin36000@46.63.194.109] has joined #OpenApoc 18:15 -!- Kaljakoppa_off is now known as Kaljakoppa 18:23 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:24 < SupSuper> JonnyH`Work: this might come in handy: http://libsmacker.sourceforge.net/ 18:32 <@JonnyH`Work> interesting... 18:35 -!- Kaljakoppa is now known as Kaljakoppa_off 18:43 <@JonnyH`Work> seems to decode the intro correctly at least 18:49 <@JonnyH`Work> a/v sync might be fun :) 18:51 < SupSuper> ain't it always :p 20:20 -!- Solarius [~Solar@public-gprs369080.centertel.pl] has joined #OpenApoc 20:45 -!- Skin36_ [~Skin36000@46.63.194.109] has quit [Ping timeout: 276 seconds] 20:48 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:03 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has joined #OpenApoc 21:03 < Think> No promises on that though 21:04 < Think> Just got through the most boring meeting ever. 21:04 < Think> And I may be back. 21:04 <@JonnyH`Work> wrong chat window Think ? 21:05 < Think> I just love 99 slide power point presentations 21:05 < Solarius> It's a good thing we weren't at this meeting lol 21:05 < Think> Yes, very good 21:05 < Think> It might still be going on 21:06 < Think> but I will retire before it is over 21:32 -!- Think [d8ba33af@gateway/web/freenode/ip.216.186.51.175] has quit [Quit: Page closed] 21:59 -!- Solarius [~Solar@public-gprs369080.centertel.pl] has quit [Quit: Leaving] 23:31 -!- You're now known as JonnyH`Away 23:49 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc --- Day changed Sat Apr 23 2016 00:02 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 01:18 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 03:02 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 03:32 -!- pagurus```` [~user@pD950FEC9.dip0.t-ipconnect.de] has joined #OpenApoc 03:34 -!- pagurus``` [~user@pD950EF4A.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:36 -!- pagurus```` [~user@pD950FEC9.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:37 -!- pagurus```` [~user@pD950FEC9.dip0.t-ipconnect.de] has joined #OpenApoc 06:04 -!- Kaljakoppa_off is now known as Kaljakoppa 07:25 -!- Kaljakoppa is now known as Kaljakoppa_off 07:46 -!- nadir [uid134094@gateway/web/irccloud.com/x-whjuohdquogkibhy] has quit [Quit: Connection closed for inactivity] 08:44 -!- Pawlac_1 [~Pawlac@p5B02DA91.dip0.t-ipconnect.de] has joined #OpenApoc 08:48 -!- Pawlac [~Pawlac@p4FDCF61E.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 08:51 -!- Solarius [~Solar@91.202.195.196] has joined #OpenApoc 09:26 -!- Solarius [~Solar@91.202.195.196] has quit [Quit: Leaving] 10:19 -!- nadir [uid134094@gateway/web/irccloud.com/x-jbasokwtvulfdpfb] has joined #OpenApoc 11:14 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 240 seconds] 11:19 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 11:52 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:00 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 14:12 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 15:06 -!- nadir [uid134094@gateway/web/irccloud.com/x-jbasokwtvulfdpfb] has quit [Quit: Connection closed for inactivity] 15:56 -!- You're now known as JonnyH 16:25 <@JonnyH> Any idea how large the average 'audio' buffer is these days? 16:25 <@JonnyH> As in is it larger thanthe time a video frame is displayed for? 16:30 < SupSuper> i think it's usually 4096 samples? whatever that means 16:31 <@JonnyH> 4096 samples @ 22050hz == a fair few frames... :( 16:33 < SupSuper> yeah i don't think you can expect to just feed one frame to each buffer and hope for the best, specially given multithread-syncing, even though you can customize it 16:34 <@JonnyH> I was hoping to use the music thread to synchronise with the current frame... 16:34 < SupSuper> maybe libsmacker already does some syncing? 16:34 < SupSuper> if you're feeling brave you can always check our player: https://github.com/SupSuper/OpenXcom/blob/master/src/Engine/FlcPlayer.cpp 16:34 <@JonnyH> nope, it literally gives you "Here's a bag of bits for the frame & audio" 16:36 <@JonnyH> SL_Delay(1) holy batman 16:38 < SupSuper> SDL_Delay(1) is basically code for "let the other threads have a go" 16:38 < SupSuper> i doubt it can actually sleep for 1ms :p 16:41 <@JonnyH> 1ms is a large time on desktop :) 16:44 < SupSuper> if i had to guess you wanna keep feeding the audio buffer continuously and then try to keep the video frames in sync accordingly, as audio gaps are much more noticable and it plays at a much faster ratio than the video 16:46 <@JonnyH> That was my plan, try to use the 'time since last frame' to progress to the video frames 16:46 <@JonnyH> but re-align it if necessary every time we update the audio buffer 16:47 <@JonnyH> I could tweak my audiobackend a bit to allow tunable buffering 16:48 < SupSuper> are you using sdl for audio? 16:48 <@JonnyH> yup 16:48 <@JonnyH> but not sdl_mixer 16:49 <@JonnyH> 'caus we're all a little mad here 16:49 < SupSuper> :p 16:49 <@JonnyH> TBH I can't remember why we don't... 16:49 < SupSuper> well most of your audio formats are custom 16:49 <@JonnyH> I think it was reworked by sfalexrog for android? Maybe that was why? 16:49 < SupSuper> well sdl lets you customize the buffer but no guarantees you'll get what you want: https://wiki.libsdl.org/SDL_AudioSpec 16:50 <@JonnyH> Naa, 22050 uint8/sint16 are pretty common 16:50 < SupSuper> and you can feed audio either via callback or manual pushing 16:50 <@JonnyH> so you *have* to fill the buffer every callback? 16:50 <@JonnyH> I guess so, as there's no return value from the callback... 16:51 -!- Skin36_ [~Skin36000@5.138.43.86] has joined #OpenApoc 16:51 -!- Skin36_ is now known as Skin36 16:52 < SupSuper> yup 16:53 < SupSuper> if you use SDL_QueueAudio instead you have control over the length but then you gotta make sure you never let the buffer starve 16:53 < SupSuper> https://wiki.libsdl.org/SDL_QueueAudio 16:54 <@JonnyH> but with no callback I'm in charge of the timings already 16:54 <@JonnyH> which I'm trying to avoid :) 17:04 <@JonnyH> Meh, not going to get anything more done today 17:04 <@JonnyH> See you o7 17:04 -!- You're now known as JonnyH`Away 17:04 < SupSuper> cya 17:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-pwzthzyhjnngdruo] has joined #OpenApoc 18:15 -!- Skin36 [~Skin36000@5.138.43.86] has left #OpenApoc [] 18:26 -!- Solarius [~Solar@91.202.195.196] has joined #OpenApoc 20:21 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 20:21 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vwRAf 20:21 < openapoc-git> OpenApoc/master 6e7dc0a SupSuper: Move Base Select screen to its own Stage derived from TileView 20:21 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 21:25 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 23:35 -!- Solarius [~Solar@91.202.195.196] has quit [Quit: Leaving] --- Day changed Sun Apr 24 2016 01:41 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 03:13 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 03:32 -!- pagurus````` [~user@p548CAF18.dip0.t-ipconnect.de] has joined #OpenApoc 03:34 -!- pagurus```` [~user@pD950FEC9.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:36 -!- pagurus````` [~user@p548CAF18.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:38 -!- pagurus````` [~user@p548CAF18.dip0.t-ipconnect.de] has joined #OpenApoc 08:43 -!- Pawlac [~Pawlac@p5B02D765.dip0.t-ipconnect.de] has joined #OpenApoc 08:46 -!- Pawlac_1 [~Pawlac@p5B02DA91.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 10:16 -!- nadir [uid134094@gateway/web/irccloud.com/x-pwzthzyhjnngdruo] has quit [Quit: Connection closed for inactivity] 11:23 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:27 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:12 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 14:36 -!- Kaljakoppa_off is now known as Kaljakoppa 15:57 -!- nadir [uid134094@gateway/web/irccloud.com/x-yoisxslfjnkvrblt] has joined #OpenApoc 16:16 -!- nadir [uid134094@gateway/web/irccloud.com/x-yoisxslfjnkvrblt] has quit [Ping timeout: 268 seconds] 16:18 -!- nadir [uid134094@gateway/web/irccloud.com/x-owaxuagsbyoruskd] has joined #OpenApoc 16:22 -!- Kaljakoppa is now known as Kaljakoppa_off 16:24 -!- You're now known as JonnyH 16:26 -!- Skin36 [~Skin36000@178.34.160.7] has joined #OpenApoc 16:31 -!- Skin36 [~Skin36000@178.34.160.7] has quit [Ping timeout: 250 seconds] 16:38 -!- Skin36 [~Skin36000@185.3.34.34] has joined #OpenApoc 17:14 -!- Kaljakoppa_off is now known as Kaljakoppa 17:45 < SupSuper> hey JonnyH 17:46 <@JonnyH> hey 18:02 < SupSuper> turns out making a new Stage derived from TileView worked out better than expected 18:02 <@JonnyH> huh, cool 18:02 <@JonnyH> That was kinda the point of inheriting TileView 18:02 <@JonnyH> nice to know it (almost) works :) 18:02 < SupSuper> there definitely is some stuff that should be moved up to TileView though (or down to CityView :p) 18:03 < SupSuper> for example the base selection isn't concerned with rendering vehicles and the like 18:04 <@JonnyH> Are they not still shown though? 18:10 < SupSuper> nope, only gates: http://puu.sh/ouaKC/65da851d44.png 18:11 <@JonnyH> seems like a rather odd thing to stop... 18:11 < SupSuper> i guess they don't want the clutter 18:12 < SupSuper> well if you reuse the TileView for the battlescape you won't have those either :p 18:12 <@JonnyH> But there will be differen TileObjects.. 18:12 <@JonnyH> I didn't want to 'special case' any... 18:14 < SupSuper> ah 18:14 < SupSuper> some kind of visibility filter maybe? 18:14 <@JonnyH> I already have a set of 'types' trying to work around the weird draw order 18:15 <@JonnyH> having a set of 'types' to draw / ignore wouldn't be the end of the workd... 18:17 -!- Skin36 [~Skin36000@185.3.34.34] has quit [Ping timeout: 276 seconds] 18:42 -!- You're now known as JonnyH`Away 18:50 -!- Skin36 [~Skin36000@178.34.160.7] has joined #OpenApoc 19:28 -!- Skin36 [~Skin36000@178.34.160.7] has left #OpenApoc [] 20:36 -!- Kaljakoppa is now known as Kaljakoppa_off 21:00 -!- Pawlac [~Pawlac@p5B02D765.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:33 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 23:23 -!- pagurus````` [~user@p548CAF18.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 23:23 -!- pagurus [~user@p548CAF18.dip0.t-ipconnect.de] has joined #OpenApoc --- Day changed Mon Apr 25 2016 00:26 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 00:30 -!- pagurus [~user@p548CAF18.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 00:44 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 00:54 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 01:02 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:37 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 01:37 < openapoc-git> [OpenApoc] SupSuper pushed 2 new commits to master: https://git.io/vwETZ 01:37 < openapoc-git> OpenApoc/master 48a7965 SupSuper: Restore facility build time 01:37 < openapoc-git> OpenApoc/master e6c02d2 SupSuper: Gitignore and format 01:37 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 05:17 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 05:24 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 244 seconds] 09:26 -!- nadir [uid134094@gateway/web/irccloud.com/x-owaxuagsbyoruskd] has quit [Quit: Connection closed for inactivity] 10:07 -!- Pawlac [~Pawlac@p4FDCD98C.dip0.t-ipconnect.de] has joined #OpenApoc 10:36 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 11:00 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:18 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 11:57 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:13 -!- nadir [uid134094@gateway/web/irccloud.com/x-lrjvxacirsrqsmmq] has joined #OpenApoc 13:08 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 14:04 -!- You're now known as JonnyH 16:27 -!- Kaljakoppa_off is now known as Kaljakoppa 16:51 -!- Skin36_ [~Skin36000@5.138.65.35] has joined #OpenApoc 16:51 < Skin36_> hi 16:51 <@JonnyH> hey 16:52 < Skin36_> whats new 16:52 <@JonnyH> not a lot 16:52 <@JonnyH> been busy the last week... 16:52 <@JonnyH> got some initial work in generating the gamestate (mainly to help with an editor) 16:53 <@JonnyH> and the .smk (intro video) player 16:53 <@JonnyH> nothing apoc reverse-enginnering related... 16:54 < SupSuper> i've mostly been finalizing the base building loose ends 16:54 < Skin36_> I make one more step in reversing- compiled function 16:59 <@JonnyH> Oh, and if anyone sees sfalexrog I've got a work-in-progress OGL3.1/GLES3 renderer to fixup a lot of the batching issues 17:01 <@JonnyH> SupSuper: http://openxcom.org/bugs/openxcom/issues/1217 17:02 <@JonnyH> I hope you don't mind me poking openxcom bugs... 17:02 <@JonnyH> I guess 'no tile' == mod issue? 17:02 -!- You're now known as JonnyH`Work 17:07 < SupSuper> that's what we thought, but it seems to be happening to a bunch of people so Warboy is looking into it 17:07 < SupSuper> might be something broken in the latest death routine fix 17:08 <@JonnyH`Work> no tile at 'z==0' is broken anyway right? 17:18 < SupSuper> maybe they're falling through the floor :p 17:22 <@JonnyH`Work> I have that problem in openapoc - not all tiles 'fill' their voxel maps 17:22 <@JonnyH`Work> so stuff can leak through the floor... 17:22 <@JonnyH`Work> normally visible by the shadow disappearing, as I currently use that to try to get the shadow 'height'... 17:25 < SupSuper> need a min huh :p 17:25 <@JonnyH`Work> I tried clamping it on z=0, but that looked weird as the shadow 'dropped' down the hole and popped back up again... 17:25 <@JonnyH`Work> Maybe giving it a 'width' would be a better idea 17:26 <@JonnyH`Work> as it's less likely to fall down cracks 17:31 -!- Skin36_ [~Skin36000@5.138.65.35] has quit [Ping timeout: 268 seconds] 17:53 -!- Skin36_ [~Skin36000@5.138.65.35] has joined #OpenApoc 18:03 -!- pagurus [~user@p4FD6C139.dip0.t-ipconnect.de] has joined #OpenApoc 18:16 <@JonnyH`Work> Huh, somewhere along the line I seem to have broken core opengl contexts in the gl30 renderer.. 18:24 <@JonnyH`Work> aah... VAOs... 18:39 < SupSuper> where's the vulkan backend :p 18:39 <@JonnyH`Work> I'm currently ripping it apart for the 3.1 backend 18:39 <@JonnyH`Work> as 99% of the 'layout' is the same 18:40 <@JonnyH`Work> it seemed about as much work to move to gl with the azdo-like flow 18:41 <@JonnyH`Work> as move to the actual released version of vulkan 18:41 <@JonnyH`Work> and give the majority of the benefit... 18:50 -!- Skin36_ [~Skin36000@5.138.65.35] has left #OpenApoc [] 19:29 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:53 -!- Kaljakoppa is now known as Kaljakoppa_off 20:02 -!- nadir [uid134094@gateway/web/irccloud.com/x-lrjvxacirsrqsmmq] has quit [Remote host closed the connection] 20:25 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 21:32 -!- Pawlac [~Pawlac@p4FDCD98C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:59 -!- Solarius [~Solar@212.87.24.43] has joined #OpenApoc 22:26 -!- nadir_ [uid134094@gateway/web/irccloud.com/x-tjaxhnrzmcwonwav] has joined #OpenApoc 22:33 -!- pagurus [~user@p4FD6C139.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:34 -!- nadir_ is now known as nadir 22:50 -!- Solarius [~Solar@212.87.24.43] has quit [Read error: Connection reset by peer] 23:01 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Tue Apr 26 2016 00:36 -!- You're now known as JonnyH`Away 01:06 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 01:36 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 04:36 -!- Pawlac [~Pawlac@p4FDCD98C.dip0.t-ipconnect.de] has joined #OpenApoc 05:05 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 240 seconds] 05:13 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 05:37 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 06:07 -!- Pawlac [~Pawlac@p4FDCD98C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 08:11 -!- nadir [uid134094@gateway/web/irccloud.com/x-tjaxhnrzmcwonwav] has quit [Quit: Connection closed for inactivity] 10:02 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 10:28 -!- Pawlac [~Pawlac@p4FDCC6E1.dip0.t-ipconnect.de] has joined #OpenApoc 11:33 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:55 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:02 -!- nadir [uid134094@gateway/web/irccloud.com/x-epbxkaiwyppaeixb] has joined #OpenApoc 13:24 -!- You're now known as JonnyH 13:58 < kkmic> Hi JonnyH 14:01 <@JonnyH> hey 14:12 < kkmic> How are things? 14:12 <@JonnyH> Alright I guess :P 14:12 <@JonnyH> Having 'fun' with more 3d graphics stuff right now 14:12 <@JonnyH> Maybe not the most 'efficient' use of my time on openapoc 14:12 <@JonnyH> but it's fun (which is the whole point of a side-project :) 14:16 < kkmic> 3D? 14:17 < kkmic> Cityscape? 14:50 <@JonnyH> Yeah :P 14:50 <@JonnyH> Trying to reduce the number of render calls it takes 16:28 -!- Kaljakoppa_off is now known as Kaljakoppa 16:28 -!- You're now known as JonnyH`Work 16:50 -!- Skin36_ [~Skin36000@46.45.201.21] has joined #OpenApoc 18:19 -!- Kaljakoppa is now known as Kaljakoppa_off 18:20 -!- Kaljakoppa_off is now known as Kaljakoppa 18:24 -!- Kaljakoppa is now known as Kaljakoppa_off 18:24 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:31 -!- nadir [uid134094@gateway/web/irccloud.com/x-epbxkaiwyppaeixb] has quit [Quit: Connection closed for inactivity] 18:31 -!- Kaljakoppa_off is now known as Kaljakoppa 18:41 -!- Kaljakoppa is now known as Kaljakoppa_off 18:41 -!- Kaljakoppa_off is now known as Kaljakoppa 18:43 -!- nadir [uid134094@gateway/web/irccloud.com/x-ckczuvhduidqihae] has joined #OpenApoc 19:07 -!- Kaljakoppa is now known as Kaljakoppa_off 19:20 -!- Skin36_ [~Skin36000@46.45.201.21] has left #OpenApoc [] 19:32 -!- Colombo1 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19:31 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:33 -!- pagurus [~user@p4FD6CA8C.dip0.t-ipconnect.de] has joined #OpenApoc 19:43 -!- Kaljakoppa is now known as Kaljakoppa_off 20:00 -!- Pawlac [~Pawlac@p5B02D1A8.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:23 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 21:11 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 21:28 < SupSuper> cfun c++ fact: apparently what headers you actually need to include don't just change from compiler to compiler, but from standard to standard as well! 21:28 < SupSuper> how does this happen 21:29 <@JonnyH`Work> I can see stuff like not being included the the c++03 standard library... 22:50 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-dlgtkydqdhlyqryc] has quit [Ping timeout: 264 seconds] 23:04 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 23:34 -!- You're now known as JonnyH`Away 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quit [Ping timeout: 276 seconds] 07:52 -!- Colombo [~colombo@124.197.25.143] has joined #OpenApoc 09:06 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-ckqkuwhfeubpbgrf] has joined #OpenApoc 09:21 -!- nadir [uid134094@gateway/web/irccloud.com/x-dxriobuadblovybx] has quit [Quit: Connection closed for inactivity] 09:35 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 11:23 -!- Pawlac [~Pawlac@p4FDCFDA7.dip0.t-ipconnect.de] has joined #OpenApoc 11:33 -!- Colombo [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:47 -!- nadir [uid134094@gateway/web/irccloud.com/x-rsxktzlujnfcvxeg] has joined #OpenApoc 11:58 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 252 seconds] 12:14 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 12:30 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 250 seconds] 12:46 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:49 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 12:49 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 13:09 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 13:32 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 15:40 -!- Kaljakoppa_off is now known as Kaljakoppa 16:44 -!- You're now known as JonnyH`Work 18:29 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:31 <@JonnyH`Work> Hey SupSuper 18:31 <@JonnyH`Work> What gpu do you have? 18:31 < SupSuper> heya 18:31 <@JonnyH`Work> And does it have GL_ARB_ES3_compatibility ? 18:32 < SupSuper> probably? 18:32 < SupSuper> i have a geforce gtx 760 18:32 <@JonnyH`Work> I'd guess a 760 wouldd.. 18:32 <@JonnyH`Work> I want people with old decrepid gfx cards 18:32 <@JonnyH`Work> I want to see if they implement new extensions (even if they require no 'new' features) 18:32 < SupSuper> damn 18:32 < SupSuper> maybe ask in #openxcom? :p 18:41 <@JonnyH`Work> ...I might just replace the gl3/'new' gl3.3 renderer with an es3 renderer then 18:41 <@JonnyH`Work> the gl2 one will stay as a fallback (but it's already like a fraction of the speed...) 18:47 -!- Skin36_ [~Skin36000@212.96.109.40] has joined #OpenApoc 18:47 <@JonnyH`Work> Hopefully the better batching will give a better speedup 18:48 <@JonnyH`Work> and when we move to sprite-based projectiles it'll be even better (as currently each is a hard flush to the batching code) 19:28 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:51 -!- Kaljakoppa is now known as Kaljakoppa_off 19:54 -!- Pawlac [~Pawlac@p4FDCFDA7.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:24 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:36 -!- Skin36_ [~Skin36000@212.96.109.40] has quit [Ping timeout: 260 seconds] 23:47 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Fri Apr 29 2016 00:43 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 01:08 -!- You're now known as JonnyH`Away 01:50 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 03:38 -!- pagurus` [~user@p4FD6C273.dip0.t-ipconnect.de] has joined #OpenApoc 03:38 -!- pagurus [~user@p4FD6C864.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:39 -!- pagurus` [~user@p4FD6C273.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:39 -!- pagurus` [~user@p4FD6C273.dip0.t-ipconnect.de] has joined #OpenApoc 03:51 -!- Pawlac [~Pawlac@p4FDCFDA7.dip0.t-ipconnect.de] has joined #OpenApoc 04:29 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 04:29 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwiK2 04:29 < openapoc-git> OpenApoc/master 449eeef Jonathan Hamilton: Add --load-save and --frame-limit options... 04:29 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 05:35 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:37 -!- Pawlac [~Pawlac@p4FDCFDA7.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 07:11 -!- nadir [uid134094@gateway/web/irccloud.com/x-rsxktzlujnfcvxeg] has quit [Quit: Connection closed for inactivity] 10:07 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:04 -!- nadir [uid134094@gateway/web/irccloud.com/x-ozgxyoirbtbbnhnu] has joined #OpenApoc 11:41 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:48 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 13:19 -!- Pawlac [~Pawlac@p4FDCCF25.dip0.t-ipconnect.de] has joined #OpenApoc 14:33 -!- Netsplit *.net <-> *.split quits: nadir, NoBrain 14:36 -!- nadir [uid134094@gateway/web/irccloud.com/x-amcovhgoydlhyile] has joined #OpenApoc 14:37 -!- Netsplit over, joins: NoBrain 15:44 -!- Kaljakoppa_off is now known as Kaljakoppa 15:47 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 16:35 -!- You're now known as JonnyH`Work 17:51 -!- Skin36_ [~Skin36000@178.34.162.96] has joined #OpenApoc 17:54 -!- Skin36_ is now known as Skin36 17:56 < Skin36> hi 17:59 <@JonnyH`Work> hey Skin36 17:59 <@JonnyH`Work> How's it going? 17:59 < Skin36> good 18:00 <@JonnyH`Work> I noticed kammerer put an updated smallfont on the forums too, hopefully soon I'll integrate that and enable more glyphs for more languages :) 18:01 <@JonnyH`Work> And I have a work-in-progress that marks which strings are 'translateable' in the xml, to auto-generate the .pot files 18:02 <@JonnyH`Work> And I'm currently working on a (much) faster renderer 18:02 < Skin36> I found out how to generate vehicles for organizations 18:02 <@JonnyH`Work> and it'll be even faster when I move to sprite-based weapon projectiles (as it'll allow even more batching) 18:02 <@JonnyH`Work> Oh, cool :D 18:03 < Skin36> its so intresting 18:03 <@JonnyH`Work> (Make sure you write it on the forums, I'm meant to be working now :P ) 18:04 < Skin36> By the way the number of veh depends on money and relationships with other organizations. 18:06 < Skin36> I want to write more about this on forum 18:09 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:11 <@JonnyH`Work> Hi SupSuper 18:11 <@JonnyH`Work> I managed to somehow get the GLES3 compatibility extension working under windows 18:11 <@JonnyH`Work> Even the intel driver :D 18:12 < SupSuper> :o 18:13 <@JonnyH`Work> (I also played around with explicit multi-adaptor on linux - but that's kinda overkill for us :) 19:18 -!- Skin36 [~Skin36000@178.34.162.96] has left #OpenApoc [] 19:32 -!- nadir [uid134094@gateway/web/irccloud.com/x-amcovhgoydlhyile] has quit [] 19:47 -!- marq [~marq@97e2af92.skybroadband.com] has joined #OpenApoc 19:48 -!- marq is now known as pmprog 19:48 < pmprog> Morning 19:48 < SupSuper> hey 19:48 < pmprog> Hey SupSuper, how's things? 19:49 -!- nadir [uid134094@gateway/web/irccloud.com/x-erbbrfvcgtzkihjm] has joined #OpenApoc 19:49 < SupSuper> work is very blah :p 19:49 < SupSuper> is there such a thing as non-blah work? the mind wonders 19:50 < pmprog> I don't know... My work occasionally has good streaks, then it goes to pot 19:50 <@JonnyH`Work> Yeah, it's been 'kinda meh' here too 19:50 <@JonnyH`Work> Not work wise - technically it's still interesting 19:50 <@JonnyH`Work> but I've not got a visa this year either 19:50 < pmprog> They didn't sort it out for you? 19:50 <@JonnyH`Work> so I might end up having to leave the country next year 19:51 <@JonnyH`Work> They tried, but due to the clusterf**ck the us visa system is 19:51 <@JonnyH`Work> there's like a ~20% chance of getting opne 19:52 < pmprog> Well, I hope you do get it sorted 19:52 <@JonnyH`Work> To be honest, I don't think I can plan for my future here with just a ~20 chance of staying... 19:53 < SupSuper> nasty 19:53 <@JonnyH`Work> The visa type we *should* have used (L 'Intracompany transfer' - IE what we actually did) 19:53 < pmprog> How many of you over there are "native"? 19:53 < SupSuper> i've considered relocating but companies seem to be super foggy on how much relocation support they provide 19:53 <@JonnyH`Work> doesn't have the same restrictions 19:53 <@JonnyH`Work> but somehow HR screwed up and made us ineligable for that through a technicality 19:54 <@JonnyH`Work> which I was pretty pissed off about, as it kinda looks like they went out of their way to do something weird that caused that... 19:54 <@JonnyH`Work> The paranoid nut in me suspects the person who did that did so intentionally 19:55 <@JonnyH`Work> as they personally wanted to do the same thing but were rejected by their boss 19:55 < pmprog> You think they might wrap up the American branch? 19:55 <@JonnyH`Work> and have since 'left' the company quickly & quietly, with no severence package 19:56 < pmprog> ah 19:56 <@JonnyH`Work> We have a whole division out there, so they won't stop it completely 19:56 <@JonnyH`Work> but they might 'review' the ~3 people in our team we have out there 19:57 <@JonnyH`Work> Annoyingly, 1 of us got a visa - it's the guy that came over last year, not the 2 of us who've been here for ~3.5 years 19:57 <@JonnyH`Work> whose 'current' visa doesn't expire next year... 19:57 <@JonnyH`Work> Anyway.. nothing I can do 19:58 <@JonnyH`Work> (Which is even more annoying TBH) 19:58 <@JonnyH`Work> I can't even look for another job at this point... 19:59 < pmprog> Sounds a bit of a bummer 19:59 < pmprog> I've been talking to a mate, and we're thinking about trying to make a commercial indie game 20:00 <@JonnyH`Work> Heh, I'm tempted to do something similar 20:00 < SupSuper> god speed 20:00 <@JonnyH`Work> I've got enough savings that I can last a good few years doing my 'own' thing, even with no income 20:00 < SupSuper> i'm nowhere near as persuasive :p 20:00 < pmprog> I was going to keep my day job to see how it goes 20:00 < pmprog> But I was reading the Gunpoint developers blog 20:01 <@JonnyH`Work> I don't think I'd want to do '100% my own game' 20:01 < pmprog> Why not? 20:01 <@JonnyH`Work> But I'd like getting into the nitty-gritty of developing one 20:01 <@JonnyH`Work> I like playing with nerdy backends/frameworks/small efficiencies too much to see the 'bigger picture' on my own stuff 20:02 < SupSuper> how's that renderer coming :p 20:02 <@JonnyH`Work> In the last 3 days I have: 20:02 < pmprog> Hehe, yeah, I kinda get stuck playing with my framework... But this project is going to be smaller than I usually plan 20:02 <@JonnyH`Work> Moved it from GL3.1 to GL3.3 to GLES3 20:02 <@JonnyH`Work> Found the GL wrapper I used is crazy and doesn't work, so wrote my own 20:02 <@JonnyH`Work> Things I have not done in the last few days: 20:03 <@JonnyH`Work> - Made progress in completing the renderer's functionality 20:03 <@JonnyH`Work> But hey, maybe I should release the wrapper :P 20:03 <@JonnyH`Work> Others might find it useful to use GLES on android/linux/windows :P 20:03 < SupSuper> i like doing games from scratch personally so i can get experience in every component of a game, but i definitely wouldn't do it on a commercial thing 20:03 < pmprog> Absolutely... I always think about including Android as a port of my games, but never get around to looking into how to build 20:04 <@JonnyH`Work> Kinda Nasty really :P 20:04 < pmprog> I keep opening a few game dev kits, but bizarrely, I find them confusing and don't really know where to start, so I go back to my C++/Allegro framework ;-) 20:05 <@JonnyH`Work> Yeah, 'frameworks' hide complexity 20:06 <@JonnyH`Work> but it inevitably leaks in non-trivial ways... 20:06 < pmprog> Well, as you've seen, mine's more like a library of code really ;-) 20:06 <@JonnyH`Work> I'm a big fan of Libraries over Frameworks :P 20:06 <@JonnyH`Work> That's *good* 20:07 <@JonnyH`Work> Honestly, you should be able to pull the Library/Framework/Forms directories out of openapoc and use them for something else 20:07 <@JonnyH`Work> there's not much apoc-specific in them 20:07 < pmprog> Well, unless you've changed it even more than last I was aware, that's kinda what it was :-) 20:08 < pmprog> Even my current "build" one has the forms code though 20:08 <@JonnyH`Work> 'our' modified forms, or your original? 20:08 < pmprog> My original... What have you been adding to the forms? Might be useful for me 20:09 < SupSuper> the form ui itself has been mostly the same... just adding/refactoring stuff 20:09 < SupSuper> we've run into trouble with events though :p 20:09 < pmprog> Oh? What trouble have you had? 20:10 < SupSuper> well we tried to have multiple forms in one stage 20:10 < SupSuper> which doesn't work so well since the event system is based on everything being in the same tree... 20:10 <@JonnyH`Work> event callbacks, lots of List changes ('highlighted'/'changed' events with sp data) 20:11 < SupSuper> in retrospect JonnyH`Work, we probably should've just used child controls wrapping the tabs instead of forms :p 20:11 < pmprog> Hmmm, should still be able to have multiple forms 20:11 <@JonnyH`Work> the issue was overlapping forms IIRC 20:11 < SupSuper> pmprog: well the problem with multiple overlapping forms, is who wins the event 20:11 <@JonnyH`Work> an event would be 'handled' by one even if there were no active controls under the event point 20:11 < pmprog> Did you check the e->Handled prior to sending it ot the next form? 20:12 < SupSuper> normally you award it to the childest control 20:12 < SupSuper> but if both forms have overlapping childest controls, who wins? there's no z-ordering... 20:12 < pmprog> Well, only the childest of the top-most form 20:12 < pmprog> Yeah, you have to manually handle z order on forms 20:12 < pmprog> inside forms, z order is catered for 20:13 <@JonnyH`Work> It was something we 'could' have worked around, like carving up the shared forms to avoid overlapping 20:13 < pmprog> To be fair too, you've probably pushed the forms code a lot more than I have 20:13 < SupSuper> instead we made the event system sillier :p 20:13 < pmprog> :-) 20:13 < SupSuper> fix one thing, break another :) 20:13 < SupSuper> pmprog: well it's a lot better than openxcom's wild-west approach 20:14 < SupSuper> but at least there's no z-fighting, because i can just make shit up as necessary :p 20:14 < pmprog> That "forms" code was originally written for my attempt to write a version of Konquest (KDE game) so it could be run on the Pandora 20:14 < pmprog> and add a few features 20:15 < SupSuper> all approaches i've found just have a singular control tree, so we probably need to go back to that eventually... 20:15 <@JonnyH`Work> The current event system doesn't do what I want 20:15 <@JonnyH`Work> Should I fix it? 20:15 <@JonnyH`Work> Nope! Instead I'll do a completely parallel path :P 20:15 < pmprog> Yeah, I remember mentioning your forms back when you were implementing it, but you dismissed me of overcomplicating (which to be fair, I probably was) :-) 20:16 <@JonnyH`Work> I think that was me looking at the xml 20:16 < SupSuper> well it is hairy 20:16 <@JonnyH`Work> I don't think I've ever needed to change the forms without rebuilding the code being possible 20:16 <@JonnyH`Work> and any non-trivial change requires code anyway... 20:16 < SupSuper> but apoc is a lot more "standardized controls" than ufo 20:16 < SupSuper> ufo pretty much needs bespoke artisinal functionality everywhere :p 20:16 <@JonnyH`Work> Hand-crafted games :P 20:17 < pmprog> Yeah, shame there's no easy way to export OpenApoc functions and make the XML point back into the program 20:17 < SupSuper> don't give JonnyH`Work ideas :D 20:17 <@JonnyH`Work> We could do callbacks based on dlsym... 20:17 < pmprog> hehe, I'll stop ;-) 20:17 <@JonnyH`Work> Recently I wrote my own in-memory implementation of callbacks based on string symbol names 20:17 <@JonnyH`Work> to workaround an android security feature :P 20:18 < pmprog> So you've already got a code base, amazing :-) 20:18 <@JonnyH`Work> Poking around in the linker's internal memory map of this program was 'fun' 20:18 <@JonnyH`Work> was for work though, so might be license issues :P 20:20 < pmprog> Perhaps all the game rules should be compiled as a .dll/.so, and everything linked to the UI exec 20:20 < pmprog> You could have a "research.dll" which handles research loads etc. 20:20 < pmprog> And easy to wire up UIs to the exports :-D 20:22 <@JonnyH`Work> Naa, I like the idea of 'accumulating up' rule state 20:23 <@JonnyH`Work> and the interfaces to 'research.dll' would encode a lot of how it should work anyway 20:23 <@JonnyH`Work> so might not be as flexible as you want 20:23 <@JonnyH`Work> if you end up having to modify the interfacing code as well for much in-depth changes :P 20:24 <@JonnyH`Work> Though I was working on adding reflection information to the GameState 20:24 < pmprog> Yeah, I never really thought of it as a serious suggestion 20:24 <@JonnyH`Work> so we can create a UI 20:24 <@JonnyH`Work> for modifying it without resorting to xml-text-editors 20:24 < pmprog> How would you add reflection to C++? It's a feature I love in .NET 20:27 <@JonnyH`Work> Probably by generating the c++ using a tool 20:27 <@JonnyH`Work> and also generating reflection metadata tables... :'( 20:27 <@JonnyH`Work> AKA not in c++ 20:28 <@JonnyH`Work> (I was also looking into using the same 'source' to generate the serialization code, as having to update the 'same' thing in ~3 places is kinda annoying, and a clear source of bugs) 20:29 <@JonnyH`Work> (Without some nasty macro/template stuff anyway) 20:29 < pmprog> Shame... I do loads of neat stuff with reflection at work 20:30 <@JonnyH`Work> ..or some wrapper around clang or something to introspect the source... 20:30 < pmprog> Right, I better go. Take care everyone, see you next time 20:30 <@JonnyH`Work> o/ 20:30 -!- pmprog [~marq@97e2af92.skybroadband.com] has quit [Quit: Konversation terminated!] 21:20 -!- Kaljakoppa is now known as Kaljakoppa_off 21:27 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 23:06 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:12 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc --- Day changed Sat Apr 30 2016 00:13 <@JonnyH`Work> Good news: The renderer is much faster 00:15 <@JonnyH`Work> Bad news: http://s2.jonnyh.net/pub/openapoc-renderer-gone-wrong.mp4 00:15 <@JonnyH`Work> I've enabled shrooms-vision 00:17 < SupSuper> aaaaaaaaaaa 00:17 < SupSuper> ship it 00:17 <@JonnyH`Work> It is ~4x faster though.. 00:17 <@JonnyH`Work> Is it worth everything shaking like that? 00:17 <@JonnyH`Work> I think so 00:17 < SupSuper> floating point errors? 00:19 <@JonnyH`Work> not sure... 00:20 < SupSuper> or some x/y mixup 00:20 < SupSuper> seems it's just the transforms that are messing up and not the actual positions? 00:28 <@JonnyH`Work> Just looks like the position, not the scale... 00:29 <@JonnyH`Work> no idea how that could happen... 00:31 < SupSuper> tiles are definitely getting squashed :p 00:31 < SupSuper> some mvm gone horribly wrong? 00:33 < SupSuper> yet the ground seems unharmed? 00:38 <@JonnyH`Work> http://s2.jonnyh.net/pub/OpenApoc.trace_call_3119-1_0.png 00:38 <@JonnyH`Work> after draw 1 00:38 <@JonnyH`Work> http://s2.jonnyh.net/pub/OpenApoc.trace_call_3130-1_0.png 00:38 <@JonnyH`Work> after draw 2 00:39 < SupSuper> huh 00:39 < SupSuper> might help to draw the region borders? 00:39 <@JonnyH`Work> Not sure if the corners of the walls are 'another' bug? 00:40 <@JonnyH`Work> Disabling instancing fixes it... 00:40 <@JonnyH`Work> Maybe one of my divisors is off.. 00:41 <@JonnyH`Work> Oh wait, all my divisors are off.... 00:41 <@JonnyH`Work> :P 00:41 < SupSuper> rip 00:41 < SupSuper> can't wait for you to push it and watch it break horribly on windows :p 00:43 <@JonnyH`Work> fixed :P 00:44 <@JonnyH`Work> I was using the wrong 'sprite size' for each 00:46 <@JonnyH`Work> From 36ms to 4ms 00:46 <@JonnyH`Work> that's a win, right? 00:47 < SupSuper> told ya it was transforms :p 00:47 <@JonnyH`Work> I was confused at it was changing 'every frame' 00:48 <@JonnyH`Work> but I guess the vehicles moving between tiles changed the 'order' 00:48 <@JonnyH`Work> and most of the tiles were of, as they tend to be the same size... 00:48 < SupSuper> ah 00:48 <@JonnyH`Work> I'm not using an mvp directly 00:48 <@JonnyH`Work> as calculating it would be high-cost for every tile 00:48 <@JonnyH`Work> and 16 floats is larger than 4 :P 00:49 <@JonnyH`Work> each sprite is now completely described in 40 bytes 00:49 <@JonnyH`Work> (Could probably be improved, having 32-bit precision there seems overkill... But I'll only worry about that if that's a bottlenecl) 00:50 < SupSuper> how many renderers can you open-source now 00:50 <@JonnyH`Work> errm... 6? 00:51 < SupSuper> maybe send them to sdl :p 00:51 <@JonnyH`Work> gl2, gl3, gl3.3, gles2, gles3, this 'new' gles3 00:51 <@JonnyH`Work> huh, maybe... 00:51 <@JonnyH`Work> I guess 'lots of 2d rects, optionally RGB/paletted' is kinda what sdl does... 00:52 <@JonnyH`Work> batching currently doesn't work for rotated sprites, but I can fix that if necessary... 00:52 < SupSuper> i don't think sdl does batching yet 00:53 <@JonnyH`Work> Form some reason I find those shakey-tiles weirdly entertaining... 00:53 < SupSuper> or at least not exposed to the user... 00:53 <@JonnyH`Work> Maybe keep that for the blooper reel :P 00:53 < SupSuper> they are, aren't they 00:59 <@JonnyH`Work> So naturally it's like 50x slower on my windows intel laptop... 00:59 <@JonnyH`Work> *sigh* 01:00 < SupSuper> intel: gl? never heard of it! 01:01 <@JonnyH`Work> I might have to say "Intel is only supported on linux" 01:01 <@JonnyH`Work> 'caus this is getting silly 01:02 < SupSuper> so like every other game developer :p 01:02 <@JonnyH`Work> Maybe they have good reasons :P 01:02 -!- You're now known as JonnyH 01:02 < SupSuper> i think it's usually "intel doesn't seems to acknowledge gl extensions most of the time" 01:03 <@JonnyH> It seems to support ES3_compatibility 01:03 <@JonnyH> But clearly not enough to make it usably performant 01:03 <@JonnyH> I'm kinda guessing they don't actually implement instance rendering 01:04 <@JonnyH> and their driver has a big 'for (int i = 0; i < count; i++) drawOne();' loop somewhere 01:04 < SupSuper> so wasteful, it should clearly be ++i 01:05 <@JonnyH> It'll be DCE'd... 01:05 <@JonnyH> Unless you're running on a compiler from the '80s 01:05 <@JonnyH> or 'msvc' as it's known 01:05 <@JonnyH> :P 01:05 <@JonnyH> (Actually, for many things the msvc optimising backend is very good...) 01:06 <@JonnyH> It's good we still have different renderers 01:06 <@JonnyH> I might do "if (GL_RENDERER=="intel windows driver") defaultRenderer = somethingDifferent 01:06 <@JonnyH> Or make it an option 01:07 <@JonnyH> gamers seem to love having lots of pointless tweakable options 02:58 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 03:38 -!- pagurus` [~user@p4FD6C273.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:38 -!- pagurus` [~user@pD950D9AE.dip0.t-ipconnect.de] has joined #OpenApoc 03:39 -!- pagurus` [~user@pD950D9AE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:39 -!- pagurus` [~user@pD950D9AE.dip0.t-ipconnect.de] has joined #OpenApoc 04:02 -!- Solarius [~Solar@192.166.202.28] has quit [Ping timeout: 276 seconds] 04:59 -!- You're now known as JonnyH`Away 07:11 -!- nadir [uid134094@gateway/web/irccloud.com/x-erbbrfvcgtzkihjm] has quit [Quit: Connection closed for inactivity] 08:37 -!- Pawlac_1 [~Pawlac@p4FDCC0C1.dip0.t-ipconnect.de] has joined #OpenApoc 08:40 -!- Pawlac [~Pawlac@p4FDCCF25.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 08:52 -!- Kaljakoppa_off is now known as Kaljakoppa 08:54 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 09:54 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:18 -!- pmprog_laptop [~pmprog@97e2af92.skybroadband.com] has joined #OpenApoc 10:20 -!- pmprog_laptop [~pmprog@97e2af92.skybroadband.com] has quit [Client Quit] 11:52 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:51 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 13:45 -!- nadir [uid134094@gateway/web/irccloud.com/x-canpwroenkyoqojk] has joined #OpenApoc 14:17 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 16:03 -!- You're now known as JonnyH 16:28 <@JonnyH> Apparently I can't do the simplist things in graphics anymore... 16:28 <@JonnyH> I did the 'hard' stuff, instancing the tiles so we can now draw the city in a single call 16:29 <@JonnyH> But drawing a solid coloured quad on screen? No luck... 16:31 < SupSuper> quads are deprecated, clearly 16:32 <@JonnyH> I mean just a 4-element triangle strip.. 16:32 <@JonnyH> You know, exactly the same thing I currently use the for the sprites... 16:39 -!- Kaljakoppa is now known as Kaljakoppa_off 18:44 -!- You're now known as JonnyH`Away 18:50 -!- Skin36 [~Skin36000@178.34.161.29] has joined #OpenApoc 19:46 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 21:05 -!- Skin36 [~Skin36000@178.34.161.29] has quit [Ping timeout: 252 seconds] 22:48 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 23:50 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:53 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Sun May 01 2016 03:38 -!- pagurus` [~user@pD950D9AE.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:40 -!- pagurus` [~user@pD950E087.dip0.t-ipconnect.de] has joined #OpenApoc 05:12 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 06:52 -!- Solarius [~Solar@192.166.202.28] has quit [Ping timeout: 276 seconds] 07:53 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 08:37 -!- Pawlac [~Pawlac@p4FDCDABC.dip0.t-ipconnect.de] has joined #OpenApoc 08:39 -!- Pawlac_1 [~Pawlac@p4FDCC0C1.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:21 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 09:41 -!- nadir [uid134094@gateway/web/irccloud.com/x-canpwroenkyoqojk] has quit [Quit: Connection closed for inactivity] 11:22 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:26 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 14:29 -!- nadir [uid134094@gateway/web/irccloud.com/x-cvifokakqkqchdms] has joined #OpenApoc 15:38 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 17:04 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 17:25 -!- Skin36 [~Skin36000@109.168.221.244] has joined #OpenApoc 18:13 -!- pagurus` [~user@pD950E087.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:14 -!- Skin36 [~Skin36000@109.168.221.244] has left #OpenApoc [] 18:44 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:26 -!- You're now known as JonnyH 19:31 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:27 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:35 <@JonnyH> Bah, I'm having 'one of those days' 20:35 <@JonnyH> Staring at the same thing for hours wondering wtf it doesn't work... 20:37 <@JonnyH> And naturally the second I say that I figure out what's going on.. 20:41 < SupSuper> maybe it's time for another video to get your mind off coding :p 20:42 <@JonnyH> :P 20:42 <@JonnyH> You mean like the one I said I'd do january? 20:42 <@JonnyH> Or the one I said I'd do in february? 20:42 < SupSuper> just call it a belated happy new year ;) 20:43 <@JonnyH> I might be able to do a 'happy new year' one by the end of december 20:43 <@JonnyH> Unfortunately, it'll be for 2015 20:51 <@JonnyH> Anyway, my gles3 renderer seems to work now... :D 20:52 <@JonnyH> Feel like giving it a go and seeing if it improves anything for you? 20:53 <@JonnyH> (Though on a desktop gfx card you probably weren't renderer limited anyway...) 20:56 < SupSuper> which branch is it 20:57 <@JonnyH> WIP/gles3 20:57 <@JonnyH> the head of that should work 20:57 <@JonnyH> (though I've been regularly rebasing it - make sure you have b239050d2) 20:59 -!- Pawlac [~Pawlac@p4FDCDABC.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:38 < SupSuper> it just crashes for me :p 21:38 <@JonnyH> oh poo... 21:38 < SupSuper> at std::string extension_list = reinterpret_cast(LocalGetString(EXTENSIONS)); 21:39 <@JonnyH> hmm... I guess that means your driver doesn't support wglGetProcAddr("glString") 21:40 <@JonnyH> ..actually, what version of windows are you testing on? 21:40 <@JonnyH> I /think/ that might be even before the driver 21:42 < SupSuper> windows 10 21:42 < SupSuper> Exception thrown at 0x00000000 in OpenApoc.exe: 0xC0000005: Access violation executing location 0x00000000. 21:42 <@JonnyH> huh, my windows 10 w/intel works OK 21:42 <@JonnyH> Yeah, I guess it's caus wglGetProcAddress is returning null 21:43 <@JonnyH> oh, wait... 21:43 <@JonnyH> wglGetProcAddress​ will not return function pointers from any OpenGL functions that are directly exported by the OpenGL32.DLL​ itself. This means the old ones from OpenGL version 1.1. 21:43 <@JonnyH> what sort of weird restriction is that? 21:43 <@JonnyH> So I magically have to know if a function pointer was exported before 1.1 or not? 21:44 <@JonnyH> Time to implement some weird LoadLibrary/GetProcAddress wrapper.. 21:47 < SupSuper> you just don't like windows :p 21:47 <@JonnyH> Please correct me if there's something I'm missing here, but /why/? 21:47 <@JonnyH> Why have 2 ways of getting functions, split by a rather arbitrary difference? 21:49 -!- pagurus [~user@pD950E087.dip0.t-ipconnect.de] has joined #OpenApoc 21:59 <@JonnyH> Right, pushed a fix 21:59 <@JonnyH> It should also work if you happen to directly link against libGLESv2 on windows too 21:59 <@JonnyH> Not sure if that's a thing though 21:59 <@JonnyH> Or use egl 22:06 < SupSuper> well it works :p 22:06 <@JonnyH> Good :) 22:07 <@JonnyH> Is it actually being used? 22:07 < SupSuper> how can i tell 22:07 <@JonnyH> in the log should be "Using renderer: something" from Display_Initialise 22:15 < SupSuper> failed to find es3-compatible device 22:15 <@JonnyH> So I guess you don't have ES3_compatibility extension? 22:18 < SupSuper> how do i find out :p 22:21 <@JonnyH> errm... an extension viewer? 22:21 <@JonnyH> Or pull again, I've added it to the logs 22:26 < SupSuper> i don't see anything in the log 22:27 <@JonnyH> errm... 22:27 < SupSuper> I 209023100 bool __cdecl gles_wrap::gles3::supported(bool,class std::basic_string,class std::allocator >): No "glGetString" symbol found 22:27 < SupSuper> I 209023100 bool __cdecl gles_wrap::gles3::supported(bool,class std::basic_string,class std::allocator >): No "glGetString" symbol found 22:27 < SupSuper> W 209023100 class OpenApoc::Renderer *__thiscall OpenApoc::`anonymous-namespace'::OGLES30RendererFactory::create(void): Failed to find ES3-compatible device 22:27 < SupSuper> I 210023200 void __thiscall OpenApoc::Framework::Display_Initialise(void): Renderer "GLES_3_0" failed to init 22:27 <@JonnyH> "no glGetString symbol found" is bad 22:27 <@JonnyH> It means... I don't know what it means 22:27 < SupSuper> i wonder if it's always been like this and i never noticed :p 22:28 <@JonnyH> oh, wait... 22:28 <@JonnyH> dumb typo :P 22:29 <@JonnyH> try again 22:29 < SupSuper> btw why not use the SDL_GL functions? 22:29 <@JonnyH> 'caus they don't have the GLES symbols 22:32 < SupSuper> I 353011900 void __thiscall OpenApoc::Framework::Display_Initialise(void): Using renderer: GLES30 Renderer 22:33 <@JonnyH> good stuff :D 22:34 <@JonnyH> It's weird that my laptop would behave completely differently to yours for wglGetProcAddress 22:35 <@JonnyH> I know the spec for wglGetProcAddress says it doesn't work for gl-1.1 and below functions 22:36 < SupSuper> well, it seems to work. can't tell if it's any faster. antialiasing is gone though 22:36 <@JonnyH> Oh, I disabled linear blend trying to fix something.... brb 22:49 < SupSuper> is there anyway to switch between renderers in code? 22:50 <@JonnyH> change the default in openapoc.cfg? 22:50 <@JonnyH> IT's an ordered ':' separated list 22:51 <@JonnyH> or run with ./OpenApoc Visual.Renderers=GL_3_0 22:51 < SupSuper> yeah just brings up the uncomfortable question of "where's openapoc.cfg" :p 22:54 < SupSuper> oh it's vsynced anyways 22:56 <@JonnyH> Right, *actually* fixed linear sampling now :) 23:01 <@JonnyH> At least my *speed machine* radeon 250x is vsync limited at 3840x1200 23:01 < SupSuper> you sure about that? 23:02 <@JonnyH> Yes 23:02 < SupSuper> http://puu.sh/oCWw3/4962012a52.png 23:02 <@JonnyH> hmm... maybe it doesn't have a LOD default 23:07 <@JonnyH> maybe fixed? 23:10 < SupSuper> nope 23:10 <@JonnyH> :( 23:11 <@JonnyH> Oh, wait, pushed the wrong head... 23:11 <@JonnyH> Give me a second to kill that commit :) 23:11 <@JonnyH> fetch again (you'll probably need to reset) 23:12 <@JonnyH> Apparently, "), 0)" is not the same as ", 0))" 23:12 <@JonnyH> Who'd have thought? 23:12 < SupSuper> how the hell does all of this work on your end :p 23:13 <@JonnyH> 'caus the vec2() constructor has a vec3() speciailisation? 23:13 <@JonnyH> so vec2(some_vec_2, 0) ends up as vec2(vec3(some_vec_2.x, some_vec_2.y, 0)) 23:14 < SupSuper> now it's a different unexpected :p 23:14 <@JonnyH> *sigh* 23:15 < SupSuper> next line needs a lod too? 23:15 <@JonnyH> wait.. how the hell does this work for me? 23:16 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 23:16 < SupSuper> i think your gpu is just lying to you :p 23:16 <@JonnyH> there's an extra 0 on the next line... 23:17 <@JonnyH> how does that even parse? 23:18 * JonnyH checks he's actually building the right thing... 23:18 <@JonnyH> fix for that pushed, but I somewhat doubt my own 'testing' right now.. 23:23 <@JonnyH> I'm dropping one frame in every six at 4k... 23:23 <@JonnyH> That gives what, 50fps? Not bad 23:23 < SupSuper> ok it runs again. seems to antialias now. something off with button rendering now, but that always seems to happen :p 23:24 <@JonnyH> button rendering? any chance you can screenshot that 23:28 < SupSuper> before: http://puu.sh/oCY1P/8b6dcceb37.png after: http://puu.sh/oCY6t/392dd28189.jpg 23:29 < SupSuper> your pesky quads again? 23:29 <@JonnyH> Yeah, looks like the button is being drawn ~2px too high? 23:30 < SupSuper> yeah the inner rects seem to be 1-2px off 23:30 < SupSuper> but enough pixel pushing for today, i got work tomorrow :p g'night 23:30 <@JonnyH> night 23:34 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Mon May 02 2016 02:06 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 02:06 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/vwDYb 02:06 < openapoc-git> OpenApoc/master 68ad3ee Jonathan Hamilton: Fix GotoBuilding mission that was stopping things landing... 02:06 < openapoc-git> OpenApoc/master 65536fa Jonathan Hamilton: Simplify the "GotoBuilding" pad finder... 02:06 < openapoc-git> OpenApoc/master 54f3702 Jonathan Hamilton: Add a 'Lazy' loaded image and use that for Ufopaedia backgrounds... 02:06 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 02:19 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 02:19 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwDOB 02:19 < openapoc-git> OpenApoc/master 38ec9ef Jonathan Hamilton: GLES3-based instancing spritesheet renderer... 02:19 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 02:19 -!- You're now known as JonnyH`Away 03:31 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 03:31 < openapoc-git> [OpenApoc] JonnyH force-pushed master from 38ec9ef to 54f3702: https://git.io/vLiEa 03:31 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 03:39 -!- pagurus` [~user@pD950C6FE.dip0.t-ipconnect.de] has joined #OpenApoc 03:39 -!- pagurus` [~user@pD950C6FE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:40 -!- pagurus` [~user@pD950C6FE.dip0.t-ipconnect.de] has joined #OpenApoc 03:41 -!- pagurus [~user@pD950E087.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:47 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 03:47 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwDGx 03:47 < openapoc-git> OpenApoc/master 13c7eca Jonathan Hamilton: GLES3-based instancing spritesheet renderer... 03:47 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 03:54 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 04:13 -!- Pawlac [~Pawlac@p4FDCDABC.dip0.t-ipconnect.de] has joined #OpenApoc 04:49 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 06:25 -!- Pawlac [~Pawlac@p4FDCDABC.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 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[Kaljakoppa@gateway/shell/bnc4free/x-sihyzxsfgbeowdrz] has joined #OpenApoc 15:36 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 15:36 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwycV 15:36 < openapoc-git> OpenApoc/master 462a059 Jonathan Hamilton: Re-add {32,32} imageOffset to scenery tiles... 15:36 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 15:43 -!- Kaljakoppa [Kaljakoppa@gateway/shell/bnc4free/x-sihyzxsfgbeowdrz] has quit [Ping timeout: 276 seconds] 16:08 -!- Kaljakoppa [Kaljakoppa@gateway/shell/bnc4free/x-fmjixexqpvedezwb] has joined #OpenApoc 17:05 -!- Skin36 [~Skin36000@5.138.35.214] has joined #OpenApoc 17:36 -!- You're now known as JonnyH`Work 18:12 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 18:12 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwy9U 18:12 < openapoc-git> OpenApoc/master 9f19f8c Jonathan Hamilton: Don't update() vehicles twice per tick 18:12 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 18:29 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:30 <@JonnyH`Work> Hey SupSuper 18:30 <@JonnyH`Work> I merged GLES3 :P 18:30 <@JonnyH`Work> So good luck... 18:31 <@JonnyH`Work> And fixed a few 'minor' issues too (like landing being b0rked, missing SceneryTile draw offset, 'excessive' CPU use in the vehicle::update loop) 18:31 <@JonnyH`Work> Now back to breaking everything again :D 18:31 < SupSuper> woohoo! 18:32 <@JonnyH`Work> I need to poke sfalexrog to test it on an android device too... 18:32 <@JonnyH`Work> Oh, I also made the ufopaedia background 'lazily' loaded 18:33 <@JonnyH`Work> as a few hundred 640x480 .pcx images was like 60% of the 'loading' time... 18:34 < Skin36> :) 18:43 -!- Skin36 [~Skin36000@5.138.35.214] has quit [Ping timeout: 250 seconds] 18:50 < SupSuper> well, it works :p 18:52 <@JonnyH`Work> On one of my many computers (intel skylake gfx) I get weird halos around some sprites 18:52 <@JonnyH`Work> I think it's setup the filtering wrong, as we're getting pixels from the 'next' sprite at the edges 18:52 <@JonnyH`Work> I'll have to look into that... 18:52 <@JonnyH`Work> Hopefully I won't have to 'pad' the sprites, but it's one possible solution 18:52 < SupSuper> the old sprite bleeding? 18:53 <@JonnyH`Work> using texelFetch *should* avoid that 18:53 < SupSuper> i think that's always been an issue if you're spritesheeting them 18:53 <@JonnyH`Work> but clearly it doesn't... 18:53 <@JonnyH`Work> (at the cost of no filtering, you're literally asking for an exact integer pixel coord) 18:54 <@JonnyH`Work> I might do the padding anyway to allow linear scaling while still using the spritesheet path... 19:07 -!- Skin36 [~Skin36000@5.138.35.214] has joined #OpenApoc 19:12 -!- Skin36 [~Skin36000@5.138.35.214] has quit [Ping timeout: 260 seconds] 19:21 -!- pagurus` [~user@pD950C6FE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 19:26 -!- Kaljakoppa is now known as Kaljakoppa_off 19:34 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:49 <@JonnyH`Work> Are there any more 'small annoyances' you can think of I should fix before working on the next break-everything rework? :P 20:03 < SupSuper> *shrug* 20:03 < SupSuper> how easy would it be to put the event system back the way it was? :p 20:05 <@JonnyH`Work> 'was'? When? 20:08 -!- Skin36 [~Skin36000@185.3.32.204] has joined #OpenApoc 20:08 < SupSuper> before you rewrote it 20:09 < SupSuper> but i guess that's not a "small annoyance" :p 20:13 < SupSuper> so either way you're good to go. i think i'm just gonna add more ui crap :p and maybe make sure all the old ui screens are using the new stuff as well 20:19 < SupSuper> also, FlowControl: yay/nay? 20:19 < SupSuper> i.e. a container that automatically places controls next to each other 20:24 -!- Pawlac [~Pawlac@p4FDCF049.dip0.t-ipconnect.de] has quit [Quit: ---] 20:29 <@JonnyH`Work> A columnating control would be nice 20:29 <@JonnyH`Work> I 'manually' did 2 columns in the research screen 20:29 <@JonnyH`Work> so if that's what you're thinking of that's another user 20:29 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:30 < SupSuper> i was thinking of all the labelled images, but columns would work too, just set their size in advance 20:30 <@JonnyH`Work> Or all the Controls places in there have the same width, which is total_size/2? 20:31 <@JonnyH`Work> but a 1d version would be nice for paired control, as you said 20:31 <@JonnyH`Work> Like the checkbox/label in the options screen too 20:45 < SupSuper> also for some reason i uncovered another part of master of magic formats in a dream 20:45 < SupSuper> i think i have a problem :p 21:06 <@JonnyH`Work> :D My local team just won the premier league :D 21:06 <@JonnyH`Work> ...and does that imply dream-logic was used in the formats inception? 21:08 < SupSuper> possibly? i mean, i'll give them credit, it's not all just hidden away in the exe :p 21:09 < SupSuper> but everything's wastefully padded so that might be where dreaming comes in 21:09 <@JonnyH`Work> memcpy(struct) seems to be the file-format of choice 21:09 <@JonnyH`Work> so some stuff is 32-bit aligned, others different base types 21:09 <@JonnyH`Work> depending on $COMPILER_MAGIC 21:10 < SupSuper> does that explain 16 bytes of zeros? 21:11 <@JonnyH`Work> fixes size char[] array? 21:11 <@JonnyH`Work> Two structs concat'd together? 21:12 <@JonnyH`Work> Union of two different struct types? 21:13 < SupSuper> oh there's plenty of redundancy, fixed-size char[] and only-useful-to-programmers metadata. i guess filesize wasn't a big concern :p 21:13 <@JonnyH`Work> Not to the byte-by-byte level I guess 21:15 < SupSuper> for example the terrain tiles are {width}{height}{16 empty bytes}{actual uncompressed sprite}{8 empty bytes}. and even then all tiles have to have the same size, could've just had a series of sprite data :p 21:15 <@JonnyH`Work> It might also be the remains of a previous file format 21:15 <@JonnyH`Work> like the .pck files in apoc appear to have a bounds, but that seems just a 'hint' and can be derived from other data? 21:16 <@JonnyH`Work> and changing it seems to not affect rendering in the original 21:16 <@JonnyH`Work> At least in the single use-case I tested... 21:21 < SupSuper> while magic images have name, description, width, height, no of frames, frame to loop back to, list of frame offsets, internal palette data, clear render on next frame, etc 21:21 < SupSuper> all this for a format more inefficient than gif :p 21:24 <@JonnyH`Work> NIH gif? 21:26 < SupSuper> guess so. i remember gifs were already around back then, they probably just didn't have fast runtime decoding 21:27 <@JonnyH`Work> The compression was also patented until relatively recently... 21:28 < SupSuper> like all the microprose installers had a GIF background and you could actually see it slowly rendering out: http://puu.sh/oE3YX/d4c9c37ca5.GIF 21:28 <@JonnyH`Work> I guess that was licensed from installshield or something though...? 21:28 <@JonnyH`Work> Heh, it seems half the Leicester team have been in prison... 21:28 < SupSuper> dos installers. i don't think installshield was a thing then 21:29 <@JonnyH`Work> Yup, sounds like leicester :P 21:29 <@JonnyH`Work> they all had a pkunzip.exe right? 21:29 < SupSuper> yeah 21:29 <@JonnyH`Work> I guess they were mashed together bits of 3rd party code? 21:29 <@JonnyH`Work> And publisher-provided? Ie not the game studio's problem? 21:29 < SupSuper> well nobody's gonna figure out those 100 sound drivers themselves :p 21:30 <@JonnyH`Work> Banging registers to get sound in a realtime-sensitive application? 21:30 <@JonnyH`Work> Ain't nobody got time for that... 21:37 -!- Skin36 [~Skin36000@185.3.32.204] has left #OpenApoc [] 22:30 -!- pagurus [~user@pD950C6FE.dip0.t-ipconnect.de] has joined #OpenApoc 22:46 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 23:16 -!- smoke_fumus|2 [~smoke_fum@188.35.176.90] has joined #OpenApoc 23:17 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 23:55 -!- You're now known as JonnyH`Away --- Day changed Tue May 03 2016 00:44 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 02:47 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 02:47 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwSAG 02:47 < openapoc-git> OpenApoc/master 10ceb77 Jonathan Hamilton: Initial lab progress... 02:47 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 03:39 -!- pagurus [~user@pD950C6FE.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:40 -!- pagurus [~user@pD950FC91.dip0.t-ipconnect.de] has joined #OpenApoc 03:40 -!- pagurus [~user@pD950FC91.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:41 -!- pagurus [~user@pD950FC91.dip0.t-ipconnect.de] has joined #OpenApoc 04:08 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 04:08 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vw9ve 04:08 < openapoc-git> OpenApoc/master 969fefd Jonathan Hamilton: Make research progress per-update not per-hour... 04:08 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 04:11 -!- smoke_fumus|2 [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 04:17 -!- Pawlac [~Pawlac@p4FDCF049.dip0.t-ipconnect.de] has joined #OpenApoc 04:52 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 06:01 -!- Colombo2 [~colombo@124.197.25.143] has joined #OpenApoc 06:15 -!- Pawlac [~Pawlac@p4FDCF049.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 07:31 -!- nadir [uid134094@gateway/web/irccloud.com/x-dpdlfbvsqgvfoysf] has quit [Quit: Connection closed for inactivity] 08:17 -!- Colombo2 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 09:17 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:12 -!- sf{bad_alloc} [~sf@46.39.228.81] has joined #OpenApoc 10:12 -!- sf{bad_alloc} is now known as sf{bed_alloc} 10:12 < sf{bed_alloc}> hey everyone 10:15 < sf{bed_alloc}> JonnyH`Away: wow, an instancing renderer! Tried checking it out, feels faster than before, but has a bunch of issues 10:17 < sf{bed_alloc}> the loader doesn't work on android out of the box - it won't load glGetString, of all things, and then it does an improper check for version 10:18 < sf{bed_alloc}> so I suggest throwing out all this "check for glx/wgl/egl and then maybe dlfcn" and just replacing it with a simple, cross-platform, not-our-problem SDL_GL_GetProcAddress 10:19 < sf{bed_alloc}> and maybe check the context version with SDL as well? 10:21 < sf{bed_alloc}> also, this: https://drive.google.com/open?id=0B-nEU5c76PeuZlg2bjZMcFBELVU 10:22 < sf{bed_alloc}> I assume rendering to fbo is broken? 10:23 < sf{bed_alloc}> as for that cue reader, I *think* I'm close to a working implementation, didn't think I'd have to reimplement the whole iso9660 reading stuff though 10:25 < sf{bed_alloc}> so I've got ~200? lines of code for parsing cue file and 800+ for dealing with iso :p 10:26 < sf{bed_alloc}> because obviously physfs won't export the archiver struct symbols in release (packaged) build 10:28 < sf{bed_alloc}> on the bright side, we can now have our own (buggy and incomplete and not strictly standards-compliant) implementation and not use someone else's (buggy and incomplete and not strictly standards-compliant) library :p 10:40 -!- Pawlac [~Pawlac@p4FDCC1FE.dip0.t-ipconnect.de] has joined #OpenApoc 10:58 < sf{bed_alloc}> less than 60 ms per render! Impressive. Frame time is still ~120ms, but I attribute that to the "updated" (yeah, broken like all hell) compiler - had to mess *yet again* with the compilation flags because I haven't learned my lesson about not updating my tools. 11:01 < sf{bed_alloc}> "vehicles update" takes up ~60ms as well, but that's probably due to the large number of vehicles on the screen and lack of optimizations (how do you even ship a linker that segfaults on lto?!) 11:34 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:13 -!- nadir [uid134094@gateway/web/irccloud.com/x-nxkzcytzcsttajih] has joined #OpenApoc 14:51 -!- You're now known as JonnyH 14:52 <@JonnyH> sf{bed_alloc}: The problem with SDL_GL_GetProcAddress is it doesn't use libGLESv2 by default 14:52 <@JonnyH> which is the way I've been testing on desktop 14:52 < sf{bed_alloc}> iirc there's a hint/environment value that controls that 14:53 <@JonnyH> Meh, what's wrong with the eglGetProcAddress() anyway? 14:53 <@JonnyH> I assume on android you'd set EGL DLFCN in the buildsystem 14:54 <@JonnyH> and that screenshot looks kinda like a driver bug... using the wrong shader? 14:54 <@JonnyH> Maybe the compile failed? If so it should LogError()... 14:56 < sf{bed_alloc}> I've definitely set the first one, missed the second one though. As for what could go wrong with eglGetProcAddress - https://hg.libsdl.org/SDL/file/d41acf6379f6/src/video/SDL_egl.c mentions busted implementation on Android (bug's closed, but still), and it is not required to return correct addresses for non-extension procs? 14:57 <@JonnyH> Yeah, it _must_ return non-null 14:57 <@JonnyH> it just returns a dummy function that does nothing for unrecognised funcs 14:57 <@JonnyH> The same as the glXGetProcAddres and wglGetProcAddress specs (They do not _have_ to return null, just many implementations do) 14:57 < sf{bed_alloc}> no, it used to return null for extensions that were present on the system 14:58 <@JonnyH> so relying on null == missing is broken on everything really 14:58 <@JonnyH> It uses the android wrapper, so the driver can 'expose' extensions that don't exist in android, and then you can't use them :P 14:58 <@JonnyH> Either way, we should be using DLFVN, just change the default "GL' to "GLESv3" for the lib name and you're golden 14:59 < sf{bed_alloc}> ...why not link to glesv3 directly and omit the loader entirely for sane platforms then? 15:00 < sf{bed_alloc}> for a very generous definition of "sane" 15:00 < sf{bed_alloc}> (I'm still traumatized by AAssetManager) 15:00 <@JonnyH> technically without EGL_KHR_get_all_proc_address eglGetProcAddress() may return invalid values for non-extension (IE "core") functions too :) 15:00 <@JonnyH> but I think Android's wrapper supports that by default... (IE not a driver-dependent thing) 15:00 <@JonnyH> 'caus on windows it uses the ES3_compatibility extension 15:01 <@JonnyH> through wgl/GetProcAddress 15:01 <@JonnyH> on linux it does the same thing but with glXGetProcAddress/dlsym or eglGetProcAddress/dlsym depending on the platform 15:02 <@JonnyH> Or, if you're lucky enough to have a 'real' gles3 implemention, directly through libGLESv3.so and dlsym 15:02 <@JonnyH> All paths have _some_ use :P 15:02 <@JonnyH> You might argue that there are some that are only realistically available when another would be there (and preferable) anyway... 15:04 <@JonnyH> Android is pretty much the only platform I didn't test on... :P 15:05 < sf{bed_alloc}> my experience so far is that sdl does its own magic, creating the context I've asked for and getting the functions I ask for, pretty sure they're grabbed from libGL or a corresponding .dll (so ES3_COMPATIBILTIY) 15:05 < sf{bed_alloc}> wait, and did that work? 15:05 < sf{bed_alloc}> because you're off by one in the version string :p 15:05 < sf{bed_alloc}> (at least on my adreno...) 15:05 <@JonnyH> It does "sym = dlsym(FUNC); if (!sym) sym = eglGetProcAddress(sym)" 15:06 <@JonnyH> which breaks if you have libGL loaded into the process but using an ES context 15:06 <@JonnyH> as it'll pick some symbols from libGL, some from eglGetProcAddress 15:07 < sf{bed_alloc}> hence you don't link against libGL explicitly? 15:07 <@JonnyH> Of course, probably nobody but me ever experiences that situation though :P 15:07 <@JonnyH> libSDL by default pulls in libGL, weather we like it or not... 15:07 <@JonnyH> I do it the other way, not link against libGLESv3 explicitly 15:08 <@JonnyH> like dlsym(NULL, "glGetString") will return the libGL one (the first one in the search list of the libraries in the DT_NEEDED section of the elf) 15:08 <@JonnyH> but 'es3_handle = dlopen("GLESv3); dlsym(es3_handle, "glGetString")" will return one from libGLESv3.so 15:09 <@JonnyH> I just locally changed lib_name and rebuilt (need to make that a #define from the buildsystem?) 15:11 < sf{bed_alloc}> huh, I was under the impression it's only loaded dynamically. Also, no mentions of shaders in the log - maybe a driver bug? shader compiler bug? 15:11 <@JonnyH> And on top of that, I could probably re-use the spritesheet/batching stuff in GLES2 too, minus the instance rendering (so we'll have an extra copy of vertices for each quad) 15:11 <@JonnyH> do you get the GL_EXTENSION list? 15:12 < sf{bed_alloc}> yes 15:13 < sf{bed_alloc}> https://paste.gnome.org/pocpqtdld 15:14 < sf{bed_alloc}> (added a version string output because was having stoi failure - you probably want version_string.substr(0, 1) or something) 15:17 < sf{bed_alloc}> yeah, if I understand correctly, SDL_VIDEO_GL_DRIVER envvar should allow you to specify your GL library 15:17 <@JonnyH> Did I get the 'OpenGL ES 3.x" char count wrong or something? 15:17 <@JonnyH> And I want it to 'correctly' fallback to the 'desktop' gl3.0 if gles3 is not available... 15:18 < sf{bed_alloc}> well, version_string.substr(1, 1) == '.' if I understood correctly 15:18 <@JonnyH> aah, yeah, should be 0,1 15:18 < sf{bed_alloc}> I believe it falls back, but I'll re-check 15:19 <@JonnyH> I'm probably the only person in the world with one GPU providing libGL.so, and a /different/ card providing libGLESv3.so :P 15:20 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 15:20 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwHcB 15:20 < openapoc-git> OpenApoc/master e2b5601 Jonathan Hamilton: Fix OpenGL ES version parsing 15:20 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 15:20 < sf{bed_alloc}> https://hg.libsdl.org/SDL/file/d41acf6379f6/src/video/SDL_egl.c#l193 - it insists on loading libGLESv2, so that might not be useful for your particular case 15:21 <@JonnyH> You might also want to tune the OGLES30Renderer values: spritesheetPageSize, maxSpriteSizeToPack, spriteBufferSize, spriteBufferCount, texturedBufferCount and quadBufferCount :P 15:21 -!- Kaljakoppa_off is now known as Kaljakoppa 15:21 <@JonnyH> should all be performance tunables 15:22 <@JonnyH> might be different of different devices... 15:22 <@JonnyH> they're not 'tuned' now at all, just 'guessed values' :P 15:22 < sf{bed_alloc}> by the way, why did you go highp? 15:22 <@JonnyH> texcoords over a 4096-width texture 15:23 <@JonnyH> I could probably set those highp and the rest lowp though 15:25 <@JonnyH> though mediump would probably be enough post-iteration... 15:26 <@JonnyH> But again, feel free to tweak, I've not been able to test on hw that honours less than mediump anyway 15:26 <@JonnyH> at least the colourProgram frag shader could probably be set wholly to lowp.. 15:28 < sf{bed_alloc}> by the way, how do you prevent strings from getting into sprite cache? 15:30 <@JonnyH> errm.. we don't :P 15:30 <@JonnyH> I have some more work on a string cache, to keep them & allow proper re-use 15:30 <@JonnyH> but that's not working right yet.. 15:30 <@JonnyH> It just so happens most strings are generated once and re-used 15:30 <@JonnyH> so technically it'll 'leak' until a spritesheet repack is called 15:30 <@JonnyH> (Which, again, is currently never?) 15:31 <@JonnyH> I would love it if you could time the cost of a repack during a 'live' cityscreen on a mobile device... 15:32 <@JonnyH> and I was going to move to texStorage too, so 'adding a new page' would be expensive and a good place for a 'repack' anyway 15:34 <@JonnyH> I can also probably look into instancing colour rects/lines if they end up being an issue, but I've not noticed them being high on the profile... 15:34 <@JonnyH> brb 15:36 < sf{bed_alloc}> well, first things first, I'd really appreciate a cityscape that's not a bunch of randomly (?) colored triangles :p 16:28 <@JonnyH> shrug... 16:29 <@JonnyH> All my debug says I'm doing the 'correct' opengl things... 16:29 < sf{bed_alloc}> okay, looks like enumerating directories works(?), opening and reading (at the very least from root) works, and leaks are caused by icu54 :p 16:30 < sf{bed_alloc}> and physfs, which is still in the *not caused by me* domain 16:30 <@JonnyH> Yeah, physfs sounded like a great idea 16:30 <@JonnyH> but I keep running into bugs with it.. 16:31 -!- You're now known as JonnyH`Work 16:33 < sf{bed_alloc}> well, time to try to insert this into the OpenApoc tree! 16:33 <@JonnyH`Work> :D 16:33 <@JonnyH`Work> If you get a branch building for me I can try to debug silly ogl issues locally 16:35 < sf{bed_alloc}> i.e. android stuff? sure, I'll probably update that shortly 16:35 <@JonnyH`Work> Yeah, I have a nexus5x and a few powervr devices 16:35 <@JonnyH`Work> What were you testing on? 16:35 <@JonnyH`Work> nexus9? 16:35 < sf{bed_alloc}> nexus4, it's my only gles3-capable device 16:36 <@JonnyH`Work> that qcomm, might be able to repro on my n5x then 16:36 <@JonnyH`Work> Performance wise: If this is currently the 'peak' performance we're going to get, do you think it's worth writing a gles2 renderer? 16:37 <@JonnyH`Work> As things that support only that will inevitably be slower? 16:37 <@JonnyH`Work> (just the renderer that is, there's still lots of improvements possible in the update loop) 16:38 < sf{bed_alloc}> tough question, as for some reason my nexus 7 (2012) was getting better framerates with gles2 than my n4 with either gles2 or gles3 (old one) 16:38 <@JonnyH`Work> Might have been nvidia's driver was optimised from the non-batching POV 16:39 <@JonnyH`Work> really in the 'tileview' render path we should be GPU limited, not driver limited... 16:39 <@JonnyH`Work> as it should be pretty much a single draw call :D 16:40 < sf{bed_alloc}> well, how much worse should a single non-instance draw call that draws all the triangles at once (through glDrawElements) perform wrt instancing? 16:40 <@JonnyH`Work> Depends on the driver implementation 16:40 <@JonnyH`Work> but a non-instanced version would likely have an extra copy of the {0,0}{0,1}{1,0}{1,1} vertices per call 16:41 <@JonnyH`Work> and the whole sprite descriptor block would need copies too 16:41 <@JonnyH`Work> so a naieve re-implmentation it would take ~4x the memory bandwidth for the vertex buffers 16:42 <@JonnyH`Work> which, if you're not memory bound, may be no difference at all... 16:42 <@JonnyH`Work> but most mobile GPUs are memory bw bound for many things, so I guess it would be a solid improvement 16:42 <@JonnyH`Work> especially as the shader is relatively simple 16:42 <@JonnyH`Work> so unlikely alu limited 16:43 <@JonnyH`Work> so worst case, probably less than 4x on the gpu 16:43 < sf{bed_alloc}> uh, why the {0,0} {0,1} {1,0} {1,1} vertices? 16:43 <@JonnyH`Work> the corners of the quads 16:44 <@JonnyH`Work> they _could_ be generated from a geometry shader, but that's even less likely to be suppored... 16:44 < sf{bed_alloc}> so, position + texcoord... don't you *have* to supply both anyway? 16:44 <@JonnyH`Work> I 'calculate' the position and texcoord from those {0,0}..{1,1} quad coords 16:45 <@JonnyH`Work> from the sprite start & size in the texture map 16:45 <@JonnyH`Work> and the same for the screen position 16:45 <@JonnyH`Work> "this_vetex_position = screen_position + (input_vertex * screen_size); 16:47 <@JonnyH`Work> (If youre cpu driver bound it really could be more than 4x :P) 16:47 < sf{bed_alloc}> oh, right, these are advanced per-instance 16:48 <@JonnyH`Work> Yeah, the whole 'sprite description' is shared for all 4 vertices of a quad 16:48 <@JonnyH`Work> which is the advantage of DrawInstanced over MultiDraw 16:48 <@JonnyH`Work> You *might* be able to do something similar by having a big array descriptions as a uniform, and a 'small' index copied for all 4 vertices 16:49 <@JonnyH`Work> but an indirect uniform lookup in the shader is often slower 16:49 <@JonnyH`Work> as the GPU can't 'predict' which it will use simply, so can't get things ready in a pipelined manner 16:49 <@JonnyH`Work> ('push' constants vs 'pull' constants in Vulkan terms IIRC) 16:51 < sf{bed_alloc}> yeah, looks like before we just pre-computed all four coordinates and just sent them? 16:51 <@JonnyH`Work> Yeah, but they're instanced to the 'same' four coords are sent for all 4096 instances :P 16:51 <@JonnyH`Work> Not a bad use of 32 bytes :P 16:52 <@JonnyH`Work> Oh, one possible thing I've noticed, try reducing the spritesheet page size from 4096x4096 to 2048 16:52 <@JonnyH`Work> Apparently, gles3 only 'requires' 2048, and I'm not checking the max correctly... 16:53 < sf{bed_alloc}> I've tried 1024x1024 already, didn't really notice much difference 16:53 <@JonnyH`Work> Not Meh, I should add a query anyway... 17:00 < sf{bed_alloc}> for what it's worth, the menu displays almost correctly, except for all the text - which is all rendered to fbos? 17:00 <@JonnyH`Work> Naa, the text would probably go through the spritesheet path 17:00 <@JonnyH`Work> SO it's likely that's the broken path... 17:01 <@JonnyH`Work> Anything above 256x256, or is a Surface (not an RGBImage/PaletteImage) would go through a 'non-instancing' path 17:01 <@JonnyH`Work> so probably the background would be > 256x256 17:01 <@JonnyH`Work> and the buttons are mostly made of coloured rects (again, not spritesheet path) drawn to a Surface 17:01 < sf{bed_alloc}> yeah, it's 640x480 iirc 17:02 <@JonnyH`Work> I don't think it's likely to be FBO related... 17:02 <@JonnyH`Work> It's probably just the same as the cityscape - the instanced sprites are b0rked.. 17:02 <@JonnyH`Work> which is annoying, as that's the whole point of the renderer re-work... 17:07 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 17:07 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwHi9 17:07 < openapoc-git> OpenApoc/master f3464d4 Jonathan Hamilton: GLES3v2 renderer: Clamp spritesheet size to MAX_TEXTURE_SIZE... 17:07 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 17:14 < sf{bed_alloc}> if only gles was more specific about how large a texture you can *actually* allocate :p 17:15 <@JonnyH`Work> It depends :P 17:15 <@JonnyH`Work> Unfortunately, the opengl API pretty much stops you making accurate short-term memory usage estimates 17:15 <@JonnyH`Work> e.g. it /requires/ glTexImage2D to copy the *whole* input texture if there is outstanding rendering 17:16 <@JonnyH`Work> (Or an async texture upload and format conversion, for instance) 17:16 <@JonnyH`Work> vulkan solves that by not hiding such actions 17:17 <@JonnyH`Work> Add in the fact that we (and presumably other vendors) have to make copies of _any_ modified buffers immediately if there is outstanding rendering makes it difficult to determine when such copies are made - effectively any modification to data could cause a copy to be created for the lifetime of a current render 17:19 < sf{bed_alloc}> completely unrelated, saw an old talk about quake3, there was some stuff about how opengl was easy to initialize and start drawing and api is simple and straightforward... oh, how far we've come :p 17:21 <@JonnyH`Work> It is! 17:21 <@JonnyH`Work> You should see my vulkan backend :P 17:21 <@JonnyH`Work> like 3 kloc just to setup the damn device and swapchain... 17:25 < sf{bed_alloc}> yeah, I kinda get that, but even the "create your context (in a very platform-specific way - or just use SDL, you know) - create your VAO - bind your VAO - create your VBOs while making sure the right VAO is bound - compile and link your shaders while you're at it - specify how your data that you will put in buffers is located - oh, NOW you might try to draw your triangle!" is not THAT straightforward :p 17:25 < sf{bed_alloc}> and I'm probably missing some steps anyway... 17:26 <@JonnyH`Work> Hope you have your shaders in spirv blobs, not something high level like 'glsl' :P 17:26 <@JonnyH`Work> Synchronisation? Your problem 17:26 <@JonnyH`Work> Memory allocation? Your problem 17:26 <@JonnyH`Work> Virtual address mapping? Your problem 17:28 < sf{bed_alloc}> well, at least you're gonna have _one_ compiler, not a thousand and one for each chip out there... right? 17:28 <@JonnyH`Work> Yeah, but most of the bugs aren't in the 'simple' glsl frontend 17:29 <@JonnyH`Work> but the massive optimising machine-code-generating compiler 17:29 <@JonnyH`Work> Like those people said "Compiling glsl is slow!" 17:29 <@JonnyH`Work> but the frontend parsing is like ~2% of the execution time :P 17:33 < sf{bed_alloc}> why are people so sensitive about shader compilation times anyway, you don't want a recompilation mid-frame anyway 17:33 <@JonnyH`Work> It's easy to measure :P 17:34 < sf{bed_alloc}> and you mask your shader compilation times during loading 17:34 < sf{bed_alloc}> and save the binaries if that's so important 17:34 <@JonnyH`Work> Our driver kept being constantly blamed as we had the 'slowest' compiler 17:35 <@JonnyH`Work> but that was a design decision for exactly that reason - android caches it 17:35 <@JonnyH`Work> and the 'benchmarks' explicitly changed the source with random comments etc. to avoid the cache 17:35 <@JonnyH`Work> we could have saved significant time by turning down some optimisation passes 17:35 <@JonnyH`Work> but that would regress non-silly benchmarks 17:36 < sf{bed_alloc}> who even came with the idea to measure that time? It's not like you're gonna want to recompile mid-render 17:37 <@JonnyH`Work> IT's easy to measure :P 17:37 <@JonnyH`Work> THe same with the 'driver overhead' tests 17:37 <@JonnyH`Work> they're _terrible_ for us 17:37 <@JonnyH`Work> as they're explicitly designed to measure time for a single trivial draw from beginning to end 17:37 <@JonnyH`Work> but as we're deferred we benefit from stacking up lots of draws more than most 17:38 <@JonnyH`Work> as in a trivial draw();flush(); takes about the same amount of time as 1000x draw()s then a flush()... 17:39 <@JonnyH`Work> Like we're often the bottom of the 'micro'-benchmark tables 17:39 <@JonnyH`Work> but the top of the 'actual game content' stuff 18:23 < sf{bed_alloc}> wow, apk asset reading is sloooooow 18:23 < sf{bed_alloc}> I mean, I had to wait for several minutes to get the cityscape to load 18:24 -!- pagurus [~user@pD950FC91.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:24 <@JonnyH`Work> I found on windows a large amount of the time was in the case-insensitive search 18:24 <@JonnyH`Work> as it 'stat' every file in every directory in the path 18:24 <@JonnyH`Work> which apparently is really slow on windows w/physfs 18:24 < sf{bed_alloc}> my logs were spammed by trying to load a palette a LOT of times over and over again 18:25 <@JonnyH`Work> which palette? 18:25 <@JonnyH`Work> it *should* be cached after the first successful load? 18:25 <@JonnyH`Work> Maybe it can't read it at all? 18:27 < sf{bed_alloc}> pal_01.dat? It gets "decoded" a lot, from what I'm seeing 18:27 <@JonnyH`Work> hmm.. maybe the cache isn't cache-ing properly... 18:27 <@JonnyH`Work> oh, wait, we don't cache palettes :P 18:27 < sf{bed_alloc}> um, now it's creating spritesheet after spritesheet 18:28 <@JonnyH`Work> Right, time to fix that... 18:28 <@JonnyH`Work> weird, I've never seen it allocate more than 2 in my testing... 18:28 <@JonnyH`Work> It's not clamped to a silly MAX_TEXTURE_SIZE? 18:29 < sf{bed_alloc}> about a spritesheet per second in the menu. Maybe I've messed with the values a bit too much :< 18:29 <@JonnyH`Work> sounds like *something*'s not being cached? 18:30 <@JonnyH`Work> We kinda rely on the cache to 'merge' the same images together 18:30 < sf{bed_alloc}> pagesize is {1024, 1024}, spritebuffer is 1024, 2 spritebuffers 18:30 <@JonnyH`Work> Might be fontcache related... 18:30 <@JonnyH`Work> I'll finish that off 'next' 18:31 <@JonnyH`Work> If you can get an apitrace or something you should be able to see the contents of the spritesheet 18:31 <@JonnyH`Work> or annotate ->upload() in the gles3 backend... 18:32 <@JonnyH`Work> a ->repack just before we would have expanded the spritesheet might also be a good idea, to 'prune' unused sprites 18:32 < sf{bed_alloc}> as for case-insensitive search, I believe it relies on enumerating directory contents, and apk backend *requires* a round trip to java 18:33 <@JonnyH`Work> So if it enumerates a lot of files in lots of directories it'll be a lot of round-trips? 18:33 < sf{bed_alloc}> because for some reason AAssetManager (the C interface) does NOT list directories 18:33 <@JonnyH`Work> TBH case-insensitivity is a kinda nasty hack... 18:33 < sf{bed_alloc}> well, we *could* just cache them 18:34 <@JonnyH`Work> I only added it as $OTHER_DEVS kept adding incorrect cased stuff, as they happen to work on a non-sensitive os :P 18:34 <@JonnyH`Work> Yeah, maybe not the IFiles themselves, but a map of (tolower(path), real_path) would be useful 18:34 <@JonnyH`Work> also a lot of the loading time was spent loading the ufopaedia backgrounds at game start 18:35 < sf{bed_alloc}> I was thinking more about caching in the archiver 18:35 <@JonnyH`Work> I recently made that lazy though, so that should be better... 18:35 <@JonnyH`Work> If it's a problem multiple 'backends' have it might make sense for it to be the layer above 18:35 < sf{bed_alloc}> come to think of it, I've already done it in the (yet unreleased) cue-bin reader... 18:35 <@JonnyH`Work> apparently the physfs iso reader doesn't cache anything 18:36 <@JonnyH`Work> and lots of read(small number of bytes) kills perf on windows :P 18:36 <@JonnyH`Work> as that's how it implements stat (re-reads the iso fs entry) 18:36 < sf{bed_alloc}> ouch 18:36 <@JonnyH`Work> Yup 18:36 <@JonnyH`Work> A lot of these things just don't seem to be a problem on linux 18:37 <@JonnyH`Work> so the first I notice is Sup saying "You've made it so startup takes 5 minutes on an i7!" 18:37 <@JonnyH`Work> and I go "WTF? Less than a second here, and $HOT_FUNCTION doesn't even show up in the profile" :P 18:37 < sf{bed_alloc}> yeah, I've decided to just store filesystem contents in a kinda-recursive map[] 18:38 <@JonnyH`Work> Just a path lookup table in Data would be useful, right? 18:38 <@JonnyH`Work> And I need to add a palette cache, as having the 'same' palette loaded as differen sp<> would not only be more time loading/wasted memory 18:38 <@JonnyH`Work> but barriers for batching renders together 18:39 < sf{bed_alloc}> guess so? so, recursively enumerate files in all mounted points and store them? 18:40 <@JonnyH`Work> Yeah, make it so when we scan a directory add it to the cache 18:40 <@JonnyH`Work> probably stop the vast majority of re-scans 18:40 <@JonnyH`Work> even if we don't store the WHOLE tree at startup 18:48 <@JonnyH`Work> just noticed a bug in the dlfcn() path :P 18:48 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 18:48 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwHj4 18:48 < openapoc-git> OpenApoc/master c6615d3 Jonathan Hamilton: Fix dlfcn path in gles3wrap... 18:48 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 18:48 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:49 <@JonnyH`Work> hi SupSuper 18:51 < sf{bed_alloc}> https://github.com/sfalexrog/OpenApoc/blob/WIP/physfs_rw/framework/platform/android/archiver_apk.cpp#L231 - one of the reasons I should not be allowed to write comments :p 18:52 < sf{bed_alloc}> hey SupSuper 18:52 < SupSuper> hey 18:57 < sf{bed_alloc}> JonnyH`Work: well, here goes: https://github.com/sfalexrog/openapoc_android/tree/WIP/gles3_bugs 18:58 < sf{bed_alloc}> should be close enough to the current state of openapoc source tree 18:58 < sf{bed_alloc}> hope you still have all those crazy android dependencies from before :p 18:59 <@JonnyH`Work> oh god, what magic did I do last time to do this... 18:59 < sf{bed_alloc}> also, I've used ndk-r12 to build, will probably fail on r11 19:01 < sf{bed_alloc}> I'd say something about using android studio to build it, but it takes 30-40 minutes to reindex everything after *every* change to the build configs, and won't let you build/run while it does so 19:02 < sf{bed_alloc}> and that's on a laptop-ish core i7 with 16gb ram and on an ssd 19:02 <@JonnyH`Work> They probably code like me then ;) 19:04 < sf{bed_alloc}> using vim and staying away from java stuff? :p 19:04 <@JonnyH`Work> Naa, just inefficiently 19:04 <@JonnyH`Work> I mean the guys writing android studio 19:07 < sf{bed_alloc}> well, they also tend to drop in platform-specific (okay, windows-specific) bugs and not care about native code development as much as they say they do 19:07 <@JonnyH`Work> We just integrate into the android build tree itself 19:07 <@JonnyH`Work> Much easier than this ndk mess 19:07 < sf{bed_alloc}> (seriously, they recommend using clang and yet their IDE can't even parse #include_next) 19:07 < SupSuper> sf{bed_alloc}: i'll say, you made a typo ;p 19:08 < sf{bed_alloc}> SupSuper: which one :p 19:08 < SupSuper> wistom 19:09 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 19:10 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:11 < sf{bed_alloc}> SupSuper: in my defense, I'll say I was deeply shocked by this thing: https://android.googlesource.com/platform/frameworks/base.git/+/1cadc07dd1e3711fb1e57548038e3026682c5ef8/native/android/asset_manager.cpp#132 19:11 < SupSuper> MUST PRESERVE THE ABSTRACTION AT ALL COSTS 19:12 < SupSuper> i hate that not even usb drivers let me at the android filesystem 19:12 < sf{bed_alloc}> (basically there's a Java interface to a thing and a C interface to a thing and they behave in a different way) 19:13 < sf{bed_alloc}> my recent experience with mtp? I was trying to get a file (an OpenXcom save, of all things) from a device and it was constantly getting truncated 19:14 < sf{bed_alloc}> because at some point in time the device reported the filesize and surely it won't change during the lifetime of usb connection 19:17 <@JonnyH`Work> so... how do I stop it building $EVERY_ARCH again? 19:18 < sf{bed_alloc}> JonnyH`Work: ./gradlew assembleArmv7-aDebug 19:18 < sf{bed_alloc}> or something like that 19:18 < sf{bed_alloc}> I guess referring to .travis.yml is somewhat rude, but https://github.com/sfalexrog/openapoc_android/blob/WIP/gles3_bugs/.travis.yml should be kinda useful 19:19 <@JonnyH`Work> assembleArm64-v8aRelease 19:19 <@JonnyH`Work> is the one I want I guess... 19:19 < sf{bed_alloc}> will probably fail if you don't have a signing config 19:19 <@JonnyH`Work> Last time I signed manually with signapk IIRC... 19:19 < sf{bed_alloc}> or just produce an unsigned apk that you'll have to sign yourself, yeah 19:20 <@JonnyH`Work> Whelp, the clang in the ndk is broken for aarch64... 19:21 <@JonnyH`Work> armv7a it is, I guess 19:21 < sf{bed_alloc}> might be just my compile flags, actually 19:21 < sf{bed_alloc}> and which ndk? 19:21 <@JonnyH`Work> 11c 19:21 <@JonnyH`Work> fatal error: error in backend: Cannot select: 0x218987a8: i32 = AArch64ISD::FCCMP 0x1a0cabf0, 0x1d53ea08, 0x2189db30, 0x220e9030, 0x1b61e0e8 [ORD=3] [ID=18]/home/jonny/code/projects/OpenApoc_android/OpenApoc/src/main/jni/boost_libs/math/include/boost/math/special_functions/detail/ibeta_inverse.hpp:830:37 19:22 < sf{bed_alloc}> haven't seen that one before (no complaining) 19:22 < sf{bed_alloc}> you'll probably want to patch openapoc/build.gradle 19:23 < sf{bed_alloc}> line 307 is probably libc++-specific and ndk-r12-specific 19:23 <@JonnyH`Work> -lunwind is missing too... 19:23 <@JonnyH`Work> and c++abi 19:23 <@JonnyH`Work> and android_support? 19:23 < sf{bed_alloc}> yeah, that's line 307 19:23 <@JonnyH`Work> (wait, isn't that part of the sdk) 19:24 <@JonnyH`Work> wiped the line, trying again... 19:25 < sf{bed_alloc}> another good idea is to change line 283 to read 'toolchain="gcc"' and line 285 to 'stl="gnustl_static"' 19:25 < sf{bed_alloc}> if the build barfs again 19:29 < sf{bed_alloc}> an added bonus is that you'll be able to uncomment lines 78, 82 and 83 to enable some optimizations (lto is still broken with clang... or maybe I'm just not passing enough flags) 19:29 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:31 <@JonnyH`Work> [GLES3Renderer] Version: OpenGL ES 3.1 V@127.0 (GIT@I8366cd0437) 19:31 <@JonnyH`Work> GLES3.0 not available; disabling GLES3 renderer... 19:31 <@JonnyH`Work> huh 19:31 < sf{bed_alloc}> hah! 19:32 <@JonnyH`Work> 'git submodules update' 19:32 < sf{bed_alloc}> is there a --recursive flag or something? 19:33 < sf{bed_alloc}> you probably want that as well 19:36 < sf{bed_alloc}> anyway, where should I put my archivers? framework/archivers or something? (framework/platform/* seems somewhat wrong) 19:37 <@JonnyH`Work> framework/fs? 19:37 <@JonnyH`Work> move physfs_fs there too? 19:37 < sf{bed_alloc}> framework/fs it is then 19:38 <@JonnyH`Work> the pack/unpack part of serialize.cpp probably should be moved to something similar... 19:40 -!- Kaljakoppa is now known as Kaljakoppa_off 19:42 -!- Netsplit *.net <-> *.split quits: kkmic 19:42 < SupSuper> sf{bed_alloc}: is your openxcom port on the master branch or the sdl2 branch? 19:43 < sf{bed_alloc}> sdl2 19:43 < sf{bed_alloc}> sometimes sdl2_nogfx (it's a branch of sdl2 that doesn't use sdl_gfx, instead having the relevant parts copied into the engine) 19:44 <@JonnyH`Work> does gradle not do dependency tracking? 19:44 <@JonnyH`Work> It seems to start the build from scratch each change I make? 19:45 < sf{bed_alloc}> huh? seems to not do that on my end (it still takes quite some time, but not as much as a full recompile) 19:46 <@JonnyH`Work> Or does it wipe everything after a failure? 19:46 < sf{bed_alloc}> well, it does recompile every single thing if you touch any of the .gradle files 19:46 <@JonnyH`Work> naa, just .cpp 19:46 <@JonnyH`Work> *shrug* 19:47 < sf{bed_alloc}> but I've observed opposite behavior, like linking errors that go away after a clean rebuild 19:51 -!- Netsplit over, joins: kkmic 19:56 < SupSuper> sf{bed_alloc}: seems your _nogfx branch is all messed up 19:56 < sf{bed_alloc}> how so? 19:57 < SupSuper> for one thing it still requires sdl_gfx :p 19:57 < sf{bed_alloc}> you're building with cmake? 19:57 < SupSuper> and it has a bunch of compiler errors and broken xml files and etc 19:57 < SupSuper> pfffff never :p 19:57 < sf{bed_alloc}> vs? 19:58 < SupSuper> 'course 19:58 < sf{bed_alloc}> yeah, I probably didn't update the project in a long while (well, any of them) 19:59 < sf{bed_alloc}> you can safely remove sdl_gfx from it 20:03 <@JonnyH`Work> 05-03 13:01:38.958 29457 29471 D OpenApoc: W 509767000 virtual OpenApoc::Renderer *OpenApoc::(anonymous namespace)::OGLES30RendererFactory::create(): 20:04 <@JonnyH`Work> 05-03 13:01:38.958 29457 29471 D OpenApoc: Using OpenGL|ES context 20:04 <@JonnyH`Work> And visually looks fine to me 20:04 < SupSuper> shame sdl2 doesn't have any primitive drawing functions 20:04 <@JonnyH`Work> SupSuper: then you're kinda missing the goal of a *simple* direct media layer 20:05 < sf{bed_alloc}> JonnyH`Work: oh well, time to upgrade apparently :p 20:05 <@JonnyH`Work> Before android M google didn't actually have any gles3 conformance testing as part of the android CTS 20:05 <@JonnyH`Work> otherwise known as "People claimed gles3 compatibility without testing anything" 20:06 < SupSuper> JonnyH`Work: and how *simple* has it been for you to implement drawing rects and lines? :p 20:07 < sf{bed_alloc}> apparently it's a different meaning of "simple" :p 20:07 <@JonnyH`Work> Using SW rendering? Using OpenGL? 20:07 <@JonnyH`Work> Which context? Whose state do you want me to f**ck up? 20:07 < sf{bed_alloc}> as in "thin", not as in "easy to do" 20:07 <@JonnyH`Work> 'simple' could mean unity from another pov, right 20:08 <@JonnyH`Work> sf{bed_alloc}: doesn't seem any faster than the gl_3_0 renderer though 20:08 <@JonnyH`Work> Maybe my phone was never gpu limited? :P 20:09 <@JonnyH`Work> Is there any way of changing the options your loader shows (scale etc.)? 20:09 <@JonnyH`Work> Or are they read-only? 20:09 <@JonnyH`Work> Also, an '--enable-tracing' option would be nice 20:09 < sf{bed_alloc}> not yet (I'm too lazy to finally do nice little dialog boxes for each of those options) 20:09 < sf{bed_alloc}> tracing is enabled by default 20:10 <@JonnyH`Work> Oh, where does it drop the file? 20:10 < sf{bed_alloc}> /sdcard/openapoc 20:10 < sf{bed_alloc}> probably 20:10 <@JonnyH`Work> it failed to load a save too? 20:11 < sf{bed_alloc}> ughhh.... probably setting your working dir properly 20:11 <@JonnyH`Work> it saved save.zip 20:11 <@JonnyH`Work> but failed to load it? 20:12 < sf{bed_alloc}> couldn't find it? :p 20:12 < sf{bed_alloc}> though it's weird 20:12 < sf{bed_alloc}> either I've messed with serialization without knowing better 20:12 < sf{bed_alloc}> or I don't know what's up 20:12 <@JonnyH`Work> Huh, still ~150ms in the renderer 20:13 <@JonnyH`Work> I guess qualcomm implement DrawInstanced 20:13 <@JonnyH`Work> with (for each instance) drawOne() 20:13 <@JonnyH`Work> in software 20:13 < SupSuper> sf{bed_alloc}: your OpenGLRenderer.cpp has a compiler error 20:13 * JonnyH`Work doesn't know why I bother sometimes 20:13 < sf{bed_alloc}> I'm anxious to see pvr results 20:13 < sf{bed_alloc}> SupSuper: wait what 20:15 < SupSuper> in the sdl2 branch, a misplaced try-catch 20:15 <@JonnyH`Work> I also only ever get one spritesheet page :) 20:15 <@JonnyH`Work> Guess something more than rendering artifacts is going on with your renderer... 20:16 < sf{bed_alloc}> SupSuper: probably a mismerge, I've had some like that 20:16 < sf{bed_alloc}> I was going to eventually rewrite that with more gles2 20:17 <@JonnyH`Work> sf{bed_alloc}: building for x86 fails 20:17 <@JonnyH`Work> /home/jonny/code/projects/OpenApoc_android/OpenApoc/src/main/jni/OpenApoc/dependencies/physfs/src/physfs_internal.h:94:19: note: expanded from macro 'malloc' 20:17 <@JonnyH`Work> #define malloc(x) Do not use malloc() directly. 20:17 <@JonnyH`Work> stupid physfs... 20:17 <@JonnyH`Work> that's being included from: 20:17 <@JonnyH`Work> In file included from /home/jonny/code/projects/OpenApoc_android/OpenApoc/src/main/jni/OpenApoc/framework/platform/android/archiver_apk.cpp:14: 20:17 <@JonnyH`Work> In file included from /home/jonny/code/projects/OpenApoc_android/OpenApoc/src/main/jni/SDL/include/SDL.h:38: 20:17 <@JonnyH`Work> In file included from /home/jonny/code/projects/OpenApoc_android/OpenApoc/src/main/jni/SDL/include/SDL_cpuinfo.h:59: 20:17 <@JonnyH`Work> In file included from /opt/android-ndk/toolchains/llvm/prebuilt/linux-x86_64/bin/../lib64/clang/3.8.243773/include/xmmintrin.h:36: 20:17 <@JonnyH`Work> /opt/android-ndk/toolchains/llvm/prebuilt/linux-x86_64/bin/../lib64/clang/3.8.243773/include/mm_malloc.h:49:12: error: use of undeclared identifier 'Do' return malloc(__size); 20:18 <@JonnyH`Work> so physfs is breaking the system malloc() whenever it's included, which some x86 headers happen to use internally? 20:19 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 276 seconds] 20:19 < SupSuper> sf{bed_alloc}: well after some fighting, i can confirm openxcom on sdl2 on windows still works 20:19 < SupSuper> i assume the android-specific stuff is elsewhere? 20:19 < sf{bed_alloc}> well, that's physfs_internal that I shouldn't be including in the first place, but that's... interesting 20:19 < sf{bed_alloc}> SupSuper: all there, #ifdef-guarder 20:19 < sf{bed_alloc}> *guarded 20:20 <@JonnyH`Work> still, it feels like a grade-a dumb thing for physfs to do 20:21 < SupSuper> JonnyH`Work: yeah it should obviously be an assert :p 20:21 < sf{bed_alloc}> #undef malloc? 20:21 <@JonnyH`Work> _Static_Assert() 20:22 < sf{bed_alloc}> SupSuper: yeah, try defining __MOBILE__, see what happens :p 20:22 < sf{bed_alloc}> (probably not a lot, though... minor stuff like missing cursor and touch sensitivity) 20:25 < sf{bed_alloc}> what kind of android-specific stuff are you looking for, anyway? 20:26 < SupSuper> nothing i was just expecting it to look COMPLETELY DIFFERENT instead of... not :p 20:26 < SupSuper> well on my phone the options are different at least 20:27 < sf{bed_alloc}> yeah, __MOBILE__ governs that (there are system-specific options that I had to put in because androids are buggy) 20:28 -!- Colombo1 [~colombo@124.197.25.143] has quit [Quit: Leaving.] 20:29 < SupSuper> building for windows phone is gonna be fun, as i need to do *everything* from source 20:29 < sf{bed_alloc}> welcome to the club! 20:29 < SupSuper> any chance you already have all the sources? :p 20:30 < sf{bed_alloc}> https://github.com/sfalexrog/openxcom-android 20:30 < sf{bed_alloc}> neatly tucked away in all the submodules: https://github.com/sfalexrog/openxcom-android/tree/master/app/src/main/jni 20:30 <@JonnyH`Work> Honestly, do all android apps have to have folder layouts from hell? 20:30 < sf{bed_alloc}> btw, I should probably drop boost already since yaml-cpp doesn't need it anymore 20:31 < SupSuper> does android support c++11? 20:31 < sf{bed_alloc}> JonnyH`Work: that's java residue 20:31 < sf{bed_alloc}> SupSuper: define *support* 20:32 < SupSuper> well to drop boost you need to have c++11 20:32 <@JonnyH`Work> it *claims* to support c++11, if that's what you mean 20:32 < SupSuper> also you'll probably want the latest code so you don't get filled with include errors :p 20:32 < sf{bed_alloc}> well, to compile openapoc I need c++11 as well so :p 20:32 < SupSuper> that would be nice though, the less stuff i have to shove into a windows phone build :p 20:37 <@JonnyH`Work> Heh, just tried it on an n-preview for fugu and it crashes instantly at startup... 20:37 <@JonnyH`Work> Not sure if that's preleases being.. prereleases, x86 weirdness, something else... 20:38 <@JonnyH`Work> Doesn't look like it even gets to the gpu driver part of init :) 20:40 < sf{bed_alloc}> okay, looks like I'm not reading enough of the iso :< 20:41 <@JonnyH`Work> the .iso? Or the .bin? 20:41 < sf{bed_alloc}> the isofs of the .bin 20:41 <@JonnyH`Work> :) 20:41 <@JonnyH`Work> TBH I might have impllemented that as a bin2iso pre-run pass :) 20:42 < sf{bed_alloc}> so, how many iso9660 reader implementations do we have now? 20:50 < SupSuper> less than renderer implementations? 20:51 <@JonnyH`Work> you can never have enough renderers! 20:54 < SupSuper> sf{bed_alloc}: so you actually have a branch of openxcom for sdl2, that then branches into a separate openxcom for android, that then branches the other libraries from source as well? damn 20:54 -!- Pawlac [~Pawlac@p4FDCC1FE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:55 < sf{bed_alloc}> uh, not as complicated as you make it sound 20:55 < sf{bed_alloc}> sdl2 branch is platform-agnostic (well, more or less) 20:56 < sf{bed_alloc}> then I have a separate repo that uses sdl2 branch of openxcom as a submodule 20:56 < sf{bed_alloc}> and all that's there to that I could press a button and get a build :p 20:57 < SupSuper> probably not a bad idea. sounds simpler to just have a separate "openxcom-rt" that pulls the other projects, instead of trying to mix it with your structure 20:58 <@JonnyH`Work> crash on fugu 'fixed' by using gcc over clang... 20:58 < sf{bed_alloc}> so that's why they've decided to deprecate gcc! 21:00 <@JonnyH`Work> MAybe it's like that tls bug I found? 21:00 <@JonnyH`Work> static constructors failing? Would explain why it's a crash before *any* output 21:01 < sf{bed_alloc}> nothing in the logcat? not even a segfault? 21:01 < sf{bed_alloc}> *signal, at the very least 21:01 <@JonnyH`Work> Just a segfault 21:01 <@JonnyH`Work> but they broke the backtrace debuggerd normally gives in n :) 21:02 < sf{bed_alloc}> how do they keep breaking stuff again and again 21:04 < SupSuper> well thanks for the inspiration sf{bed_alloc}, i think i'm just gonna set up a separate repository for openxcom-rt and pull everything else through submodules 21:04 < SupSuper> also i sent you a fix :p 21:06 <@JonnyH`Work> things chrome's trace viewer doesn't like: 21:06 <@JonnyH`Work> 300mb trace files 21:19 < SupSuper> http://puu.sh/oFdST/c0772a748d.png uhhhhhh 21:21 <@JonnyH`Work> heh :D 21:21 <@JonnyH`Work> buffer_contents 21:21 <@JonnyH`Work> "4096" 21:21 <@JonnyH`Work> Wall Duration 21:21 <@JonnyH`Work> 0.160 ms 21:21 <@JonnyH`Work> Not bad for a mobile device :) 21:21 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 21:22 -!- Solarius [~Solar@192.166.202.28] has quit [Client Quit] 21:22 <@JonnyH`Work> WE're hitting ~100ms frame time 21:22 < SupSuper> haha windows 10 is telling me to activate "programmer mode" 21:23 < SupSuper> getit because it's actually a mobile os!!! 21:23 <@JonnyH`Work> of which ~50ms is just looping through the TileMap... 21:23 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 21:23 <@JonnyH`Work> SupSuper: Yeah, it's windows 10, what did you think it was? 21:23 <@JonnyH`Work> An OS usable for anything remotely professional? Pff... 21:23 <@JonnyH`Work> Our driver seems fbo-switch limited from what I can see 21:24 <@JonnyH`Work> spending ~20ms per frame 21:24 < SupSuper> it's just amusing that it hooks into visual studio enough to tell you "hey you're gonna need this programmer mode" but still actually need such a mode... 21:24 <@JonnyH`Work> the actual instanced draw seems pretty small, ~5ms or so 21:26 < SupSuper> the openxcom app is here!! http://puu.sh/oFeo6/edf83fdf9e.jpg 21:27 <@JonnyH`Work> Wow! 3d xcom! 21:33 <@JonnyH`Work> Yup, for us at least it's pretty much pegged by UI rendering 21:33 <@JonnyH`Work> in-game 1080p tileview is taking ~14ms 21:33 <@JonnyH`Work> on a fugu (which isn't exactly a *fast* gpu by modern standards) 21:34 <@JonnyH`Work> and 99% of that is the looping through TileObjects in sw 21:34 < SupSuper> good old STL :p 21:34 <@JonnyH`Work> Maybe I'll look at reducing the constant Surface switching/re-rendering in the Forms 21:34 <@JonnyH`Work> I might switch to an intrusive container, will save at least 1-indirection (and possibly a cache miss) every reref... 21:35 <@JonnyH`Work> FontCache too would help... 21:35 <@JonnyH`Work> At least in the InGameOptions screen 21:38 < SupSuper> isn't every text intrinsically cached by the ui surface anyways? 21:38 <@JonnyH`Work> Only text in a Control 21:38 < SupSuper> why would you have text outside a control! :p 21:39 <@JonnyH`Work> Sorry, a TextButton 21:39 <@JonnyH`Work> Lables are constantly re-rendererd 21:39 <@JonnyH`Work> IIRC TextButton for some reason has a special-case cache 21:39 < SupSuper> oh right every control does its own text rendering... 21:40 <@JonnyH`Work> yup 21:40 <@JonnyH`Work> I'm just going to make a 'dirty' flag for every control 21:40 <@JonnyH`Work> and only re-render if that's set? 21:40 <@JonnyH`Work> Is that sane? 21:40 < SupSuper> dirty rects like it's the 90s! 21:41 <@JonnyH`Work> Yup, It's almost as if they were running on limited hardware or something, so had to be clever about what they actually recalculated 21:41 <@JonnyH`Work> Thank god we don't have to do that today 21:41 < SupSuper> well that's how openxcom does it... so i can't say if it's sane :p 21:41 < SupSuper> mostly because software blits don't scale 21:42 < SupSuper> but it might've also been premature optimization on my part so ??? 21:42 <@JonnyH`Work> This seems to be taking ~70% of the frame time 21:42 <@JonnyH`Work> I think that's no longer 'premature' optimisation :P 21:42 < SupSuper> yeah text tends to be a special-case since it's a lot of teeny tiny blits 21:43 < SupSuper> imagine the ufopedia :p 21:43 <@JonnyH`Work> we construct text in sw... 21:43 <@JonnyH`Work> 'caus it was slower to get the gpu involved 21:44 <@JonnyH`Work> If we did something like a font spritesheet it might be faster, but meh 21:44 < SupSuper> i think we still construct it on OnRender though? so that's probably not great 21:44 <@JonnyH`Work> Show me a profile with that at the top and I'll jump on it :) 21:45 < SupSuper> well the OnRenders are always on top... but that's probably because it's the tick :p 21:47 <@JonnyH`Work> Advantages of a update();render(); pair I guess :P 21:47 <@JonnyH`Work> Not planning to make then out of lockstep though 21:47 < SupSuper> on a tangent, how the hell do submodules work 21:47 <@JonnyH`Work> poorly, apparently 21:48 <@JonnyH`Work> I seem to randomly need to 'git submodule init;git submodule update' again 22:00 < SupSuper> oh good so it's not just me 22:10 <@JonnyH`Work> Ooh, simple 'dirty' flag implementation for Controls: 22:11 <@JonnyH`Work> Goes from 106ms/frame 22:11 <@JonnyH`Work> to (fanfare please) 22:11 <@JonnyH`Work> 20 22:11 <@JonnyH`Work> I guess that's a 'good' optimisation then 22:17 < SupSuper> nice 22:17 < SupSuper> sf{bed_alloc}: let me know if you ever update your sdl2 git clones 22:21 < SupSuper> wonder how much of my win32 abuse is gonna backfire in winrt :p 22:22 <@JonnyH`Work> Choose between (1): Lots, or (1): All 22:23 < SupSuper> still, so far building for uwp has been surprisingly painless 22:23 <@JonnyH`Work> I seem to have somehow disabled touch events... 22:23 < SupSuper> since it's still the same old visual studio workflow, it's just a matter of mashing all your source and dependencies into a uwp project and letting it compile 22:23 < SupSuper> and being glad SDL2 already did the dirty work :p 22:26 <@JonnyH`Work> wtf.... 22:29 < SupSuper> more event system madness? 22:29 <@JonnyH`Work> probably 22:30 <@JonnyH`Work> my 'current solution' is randomly sprinking 'this->markDirty();' around interesting places though... 22:32 <@JonnyH`Work> blerg, looking at the Controls event handling leaves me kinda confused 22:32 <@JonnyH`Work> some things react to 'normal' input 22:33 <@JonnyH`Work> Some things to FORMS_whatever that's derived from that 22:36 < SupSuper> yeah it's a bit messy 22:36 < SupSuper> i think the idea is controls take in raw input, and convert it into generic forms events 22:36 < SupSuper> so stages don't tie directly to raw sdl events and junk 22:40 <@JonnyH`Work> The events is something that's been slowly accululating special-cases/hacks and could do with some 'design'... 22:40 <@JonnyH`Work> If you feel like writing up your current issues with it & ideas it'll probably be helpful 22:45 < SupSuper> i think i've vented plenty :p 22:46 < SupSuper> i just have a hard time getting a big picture out of it 22:46 <@JonnyH`Work> I don't really like having two paths througn everything 22:46 < SupSuper> at the end of the day, you just want something that sends raw events to everything and avoids overlaps 22:47 <@JonnyH`Work> overlaps and conflicts is kinda a good description of what we have now... 22:49 < SupSuper> well i think pmprog's initial idea wasn't too far off. just send events through, child objects first, and if it's "handled" the parents don't get to see it 22:50 <@JonnyH`Work> If every event had a position 22:50 <@JonnyH`Work> we could only 'handle' events in this rect 22:52 < SupSuper> that's usually how mouse events work. the rest rely on some kind of "focus" 22:52 <@JonnyH`Work> then we I think the 'selected' control should be a top-level Form thing 22:52 <@JonnyH`Work> not a 'control-managed' thing 22:52 <@JonnyH`Work> For non-mouse events 22:53 < SupSuper> i guess you could just constantly keep track of the current "focused" element (for mouse events, "focus" is the rect), and only send events to that one, and bubble-up 22:53 <@JonnyH`Work> I also want to start using User events 22:53 <@JonnyH`Work> for stuff like "Research Complete" notification 22:53 < SupSuper> instead of the whole tree spreading thing 22:53 <@JonnyH`Work> I mean for keyboard events 22:53 <@JonnyH`Work> For everything else focus follows mouse 22:54 <@JonnyH`Work> Not sure how (if?) we should do stuff like tabbing between controls... 22:54 < SupSuper> right 22:54 <@JonnyH`Work> If we ignore that for now, I think "All" Control events have a position... 22:54 < SupSuper> well i mean instead of the current "the mouse is clicked, send the event through the control tree until the control that was actually hit turns it into a click" 22:55 < SupSuper> you could have the reverse: "the mouse is clicked, what is the current 'active' control. send the event to it, and bubble up" 22:55 < SupSuper> the bubbling up is important for parent-child management 22:55 <@JonnyH`Work> but finding current 'current active' has to go down the tree? 22:55 <@JonnyH`Work> IE if you move the mose? 22:55 <@JonnyH`Work> ...mouse :P 22:56 < SupSuper> sure, but you're not sending the event itself, just determining who matters. this avoids the mess of everyone getting alerted about it 22:57 < SupSuper> and getting a few dozen clicks when you haven't even decided who should get it... 22:57 <@JonnyH`Work> I still think top-down works... 22:57 <@JonnyH`Work> But they should only be 'handled' by specific controls 22:57 < SupSuper> it's just a thought 22:57 <@JonnyH`Work> and parent controls should only pass it to children if it's within their rect 22:58 < SupSuper> in openxcom, literally every control gets every event, and it works :p 22:58 <@JonnyH`Work> I might prototype a bit of this and see how it works out - after the control rendering dirty flag/some other optimisation 22:59 < SupSuper> like this is the entirety of openxcom's "event system": https://github.com/SupSuper/OpenXcom/blob/master/src/Engine/InteractiveSurface.cpp#L106 23:00 <@JonnyH`Work> Yeah, we don't need a 'general form system' where you can do arbitrary overlaps, occlusion etc. 23:00 <@JonnyH`Work> We just need as required for apoc :P 23:01 < SupSuper> we avoid the overlap problem because only "interactive" controls get events (eg. no sprites), and they never collide 23:01 < SupSuper> and there's no parent-child system so every control deals with it as is fitting 23:01 <@JonnyH`Work> TBH that's the same here 23:01 < SupSuper> it does make for a lot more redundant logic though :p but original x-com is a lot more special-case anyways 23:02 <@JonnyH`Work> if we just restricted "->Handled=true" to active controls where the event is within it's rect that'll do.. right? 23:02 < SupSuper> i think the problem in apoc is, as you said, some stuff use MouseClicks, other use ButtonClicks, it's kinda muddied 23:02 < SupSuper> and i think the Handled stuff is commented out... 23:04 <@JonnyH`Work> that's caus if an event entered a control, it would *always* set it handled 23:04 <@JonnyH`Work> no check for 'is this control active?' or 'Is this within my bounds?' 23:04 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] 23:05 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 23:51 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 23:51 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vwQ7c 23:51 < openapoc-git> OpenApoc/master e01905a Jonathan Hamilton: Add some TRACE_FNs around the renderer & tileview render loop 23:51 < openapoc-git> OpenApoc/master 96fb107 Jonathan Hamilton: Define TileMap::getTile() in header to allow inling... 23:51 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 23:54 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Wed May 04 2016 00:20 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 01:30 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 01:30 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vwQp0 01:30 < openapoc-git> OpenApoc/master 406117c Jonathan Hamilton: Implement font image cache... 01:30 < openapoc-git> OpenApoc/master 61cb441 Jonathan Hamilton: Add palette cache to avoid re-loading Palettes... 01:30 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 01:30 -!- You're now known as JonnyH`Away 01:48 -!- You're now known as JonnyH 01:48 <@JonnyH> sf{bed_alloc}: If you're still around 01:48 <@JonnyH> those last few changes improve the startup on my fugu android by like 2x 01:48 <@JonnyH> and "EXPERIMENTAL/dirty-controls" doubles the fps.. 01:49 <@JonnyH> but breaks touch on my n5x? (and probably should be cleaned up, hence "EXPERIMENTAL" :P) 01:56 -!- You're now known as JonnyH`AWay 03:50 -!- Pawlac [~Pawlac@p4FDCC1FE.dip0.t-ipconnect.de] has joined #OpenApoc 04:43 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:09 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 05:38 -!- Colombo2 [~colombo@124.197.25.143] has joined #OpenApoc 05:41 -!- Pawlac [~Pawlac@p4FDCC1FE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 08:42 -!- _michal [michal@area51.ninex.info] has joined #OpenApoc 09:00 -!- Colombo2 [~colombo@124.197.25.143] has quit [Quit: Leaving.] 09:00 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 09:00 < openapoc-git> [OpenApoc] sfalexrog opened pull request #68: Cuesheet parser/image reader (master...WIP/cuesheet) https://git.io/vw7Eb 09:00 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 09:01 -!- nadir [uid134094@gateway/web/irccloud.com/x-nxkzcytzcsttajih] has quit [Quit: Connection closed for inactivity] 09:05 < sf{bed_alloc}> JonnyH`AWay: Thanks, I'll be sure to check these out! Probably could mean gles2 devices are viable after all :v 09:08 < sf{bed_alloc}> Made cuereader a p/r because even though it seems to load the file and work just fine, it needs a review 09:08 < sf{bed_alloc}> (in my opinion, of course) 10:30 -!- sf{bed_alloc} [~sf@46.39.228.81] has quit [Quit: sf{bed_alloc}] 10:54 -!- pagurus [~user@p4FD6C687.dip0.t-ipconnect.de] has joined #OpenApoc 11:19 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:43 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:44 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Client Quit] 11:44 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:08 -!- nadir [uid134094@gateway/web/irccloud.com/x-pwaydtisdfvxjlxf] has joined #OpenApoc 12:26 -!- sf{bad_alloc} [~sf@128-68-231-195.broadband.corbina.ru] has joined #OpenApoc 12:26 -!- sf{bad_alloc} is now known as sf{bed_alloc} 14:26 -!- Kaljakoppa_off is now known as Kaljakoppa 14:27 -!- You're now known as JonnyH 14:28 <@JonnyH> sf{bed_alloc}: I fully intend to support GLES2 (possibly w/crazy extensions) for the pyra 14:33 < kkmic> OpenApocalypse/game/state/tileview/tile.h:82: OpenApoc::Tile* OpenApoc::TileMap::getTile(int, int, int): Assertion `x > 0' failed. 14:34 < kkmic> Aborted (core dumped) 14:34 <@JonnyH> kkmic: errm... oops 14:34 < kkmic> When starting a beginner game 14:34 <@JonnyH> in debug mode? 14:34 <@JonnyH> 0 is a perfectly valid coord= 14:34 < kkmic> Not sure, lemme check 14:34 <@JonnyH> it should be >= 0 not >0 for that check... 14:35 < kkmic> Debug 14:36 < kkmic> git pull 14:36 < kkmic> Already up-to-date. 14:36 <@JonnyH> yeah, already got the issue 14:36 <@JonnyH> I'll push a fix in seconds... 14:37 < kkmic> 1 14:37 < kkmic> 2 14:37 < kkmic> 3 14:37 < kkmic> 4 14:37 < kkmic> .. 14:37 <@JonnyH> It's pushed 14:37 < kkmic> :p 14:37 <@JonnyH> Just waiting for the irc bot to catch up :P 14:37 < kkmic> Well, that was a fast one 14:37 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 14:37 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vw5Wb 14:37 < openapoc-git> OpenApoc/master 1a9a569 Jonathan Hamilton: Fix bad assert in TileMap::getTile()... 14:37 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 14:38 <@JonnyH> I only changed that last night 14:38 < kkmic> So just a bad assert? Not an actual issue? 14:38 <@JonnyH> and clearly I shouldn't code late at night... 14:38 <@JonnyH> Naa, I changed the check from a LogError() to an assert at the same time as moving it to the header 14:38 <@JonnyH> and copy-pasta wrong :) 14:38 < kkmic> Nobody should drink and code 14:41 < kkmic> Question: what was that test_rect that hanged around a while back? 14:42 <@JonnyH> It was a quick unit-test for some of the Rect<> code, if you're talking about the thing I think you are 14:42 < sf{bed_alloc}> JonnyH: judging by the travis logs, std::regex is broken for clang build :( (though I could probably just have used UString::split() instead) 14:43 < kkmic> Yeah, I think I'm talking about the thing you are 14:43 < kkmic> The map seems to pan a little faster today... 14:44 < kkmic> Cityscape, that is 14:45 < sf{bed_alloc}> kkmic: probably JonnyH's awesome new gles3 renderer in action 14:45 < kkmic> Could be 14:46 < kkmic> Panning the cityscape sucked :) 14:46 < sf{bed_alloc}> that reminds me, I should probably look at how it all works on windows/intel, because apparently that's still a thing: http://www.g-truc.net/post-0720.html 14:47 < kkmic> If I press up or down + left or right on the keyboard, it pans faster 14:47 < kkmic> Strafe-running? 14:48 < sf{bed_alloc}> (in my tests, gl3.2 core context is fine, gles3 context - on Windows/Intel - is oversaturated, as in fig.3) 14:49 < sf{bed_alloc}> then again, maybe it's the intended behavior, and I was just missing some gl call 14:54 < sf{bed_alloc}> JonnyH: compiled upstream+dirtyrects for my n7, not seeing major performance differences wrt graphics, then again that's to be expected probably 14:56 < kkmic> Are you drawing the entire cityscape or only what's in the viewport? 14:57 < sf{bed_alloc}> not seeing major touch issues (minor issues are there, like base menu missing buildable buildings until you touch something) 14:58 < sf{bed_alloc}> kkmic: viewport + a bit more (think: a rectangle that's turned 45 degrees wrt viewport and that contains the viewport entirely) 14:59 < kkmic> I see 15:00 <@JonnyH> sf{bed_alloc}: On my fugu, outside a particularly bad path (our renderer doesn't like fbo switching, it causes a flush of the tiler) that the dirty-controls stuff avoids 15:00 < kkmic> But you are processing the entire cityscape? Weapons, cars, ships, crashes... 15:00 <@JonnyH> It seems to be pretty much vehicles::update bound 15:00 <@JonnyH> 28ms in a 50ms frame 15:00 <@JonnyH> ~10ms constructing all the Vec2 positions for tiles for rendering 15:00 <@JonnyH> Maybe just the atom has a hilariously slow fpu? 15:00 < kkmic> As in everything happens regardless if it is on the screen or not 15:01 < kkmic> Benchmark time? :) 15:01 <@JonnyH> kkmic: Yup, all scenery is checked for falling, projectiles are checked for collisions, all vehicles are recalculated for missions 15:01 < kkmic> Gotta go pick up the wife, have fun doing your thing :) 15:01 <@JonnyH> kkmic: You can use some flags to get a benchmark 'mode': 15:01 <@JonnyH> 1) Make a save (default output name:save.zip) 15:01 < kkmic> I'm listening 15:02 <@JonnyH> 2) run with "./OpenApoc --load-save=save --frame-limit=100" will load the save, dump you straight into the cityscape and quit after 100 frames 15:02 <@JonnyH> as the rng is reproducable it should be a decent benchmark 15:02 <@JonnyH> (Also note - there isn't a '.zip' suffix in the --load-save option) 15:03 < kkmic> Will try it tomorrow if I'll have the time 15:03 <@JonnyH> If you --enable-tracing too 15:03 < sf{bed_alloc}> in my experience atom's performance is kinda close to some arms (I'm seeing about twice the time for vehicles::update) 15:03 <@JonnyH> it outputs an 'openapoc_trace.json' file 15:03 <@JonnyH> you can open in chrome "about:tracing" 15:03 <@JonnyH> that'll show per-frame time and some rundown of what's going on 15:03 < kkmic> You should stick that in the readme somewhere 15:03 <@JonnyH> kkmic: It's kinda itnernal only 15:03 < kkmic> Or it's a dev stuff 15:03 < kkmic> Ah, okay 15:03 <@JonnyH> We simulate *most* things, but not everything 15:03 <@JonnyH> I don't want people reading much into it 15:04 <@JonnyH> But it's useful for comparing platforms/changes in a reproducable manner 15:04 < sf{bed_alloc}> and we could probably just use threaded rendering to not "waste" frame time in updates 15:05 <@JonnyH> sf{bed_alloc}: Naa, it's bottlenecked by the construction of the position and actually looping through the tileObject sets 15:05 <@JonnyH> The 'time in renderer' is pretty trivial now :) 15:05 <@JonnyH> You could probably thread the vehicle update() loop (as I said, ~60% of the frame time) 15:06 < sf{bed_alloc}> well, we should synchronize at some point anyway 15:06 <@JonnyH> but I worry about vehicle interactions, if 2 vehicles are trying to move to the same tile at the same time, one 'wins' in the single-thread scenario 15:06 <@JonnyH> but the multi-threaded they both could (without locking, which will probably remove the perf advantage) 15:08 <@JonnyH> If we can actually get instruction-level profiling, or a sim of the atom 15:08 <@JonnyH> we could possibly verify if it's fpu bound 15:08 <@JonnyH> but that's the biggest 'chunk' of code I can see in the vehicle->update 15:08 < sf{bed_alloc}> instancing is still broken on my n4 :( maybe it's time to seek some unofficial-but-probably-containing-latest-gpu-driver firmware? 15:08 <@JonnyH> *shrug* 15:09 <@JonnyH> Keep the 'old' gles3 renderer? 15:09 <@JonnyH> HAve a fallback 'broken device' list? 15:09 <@JonnyH> (Actually, I was going to make some improvements to gles2 - that may end up being better than the 'old' gles3) 15:13 <@JonnyH> Maybe I should move the whole tileMap to integer coordinates... :P 15:14 < sf{bed_alloc}> huh, adreno profiler has suddenly decided to work 15:15 <@JonnyH> That was nice of it 15:15 <@JonnyH> I kinda suspect we're not GPU limited? 15:15 <@JonnyH> there might be small improvements we can make WRT effeciency though 15:15 < sf{bed_alloc}> says "some active vertex attributes are not being stored in buffer objects". Maybe that's what causing weird bugs? 15:16 <@JonnyH> huh? 15:17 <@JonnyH> I'm sorry mr. Adreno Profiler 15:17 <@JonnyH> but that is simply not true... 15:17 <@JonnyH> Unless it's 'optimised' internally a silly 4-entry buffer object :P 15:17 <@JonnyH> (We do stuff like that, if it's small enough it's more efficient to copy direcly into the command stream) 15:19 <@JonnyH> does the adreno expose KHR_debug extensions/ 15:19 <@JonnyH> I might add a LogWarning() or something round that 15:19 <@JonnyH> possibly behind a 'debug mode' flag... 15:19 < sf{bed_alloc}> seems so iirc 15:19 <@JonnyH> At least the mesa drivers also use that for 'performance warning' messages 15:19 <@JonnyH> so might be useful in the future 15:20 <@JonnyH> if the adreno profiler decides to stop working again 15:20 <@JonnyH> (Or might even tell us what's going on with the nexus4... does that have KHR_debug? 15:21 < sf{bed_alloc}> pretty sure it should, 15:22 <@JonnyH> right... 15:24 < sf{bed_alloc}> okay, somehow that one 4096x4096x1 r8ui texture seems completely black 15:24 <@JonnyH> hmm... 15:24 <@JonnyH> all zeros? 15:24 < sf{bed_alloc}> that's probably not a good sign, right? 15:24 <@JonnyH> Or does it just not display one-channel textures right? 15:25 <@JonnyH> You might be able to workaround that by using a GL_RED (IE not-integer texture) and multiplying the return value by 255.0f? 15:26 <@JonnyH> if it's the ui part, not the r8, that's b0rked :P 15:26 <@JonnyH> It's possible I'm doing something out-of-spec 15:26 < sf{bed_alloc}> could be both, how much should I trust a texture dump? 15:27 < sf{bed_alloc}> from a tool that's, uh, not very reliable? 15:27 <@JonnyH> but I suspect that's unlikely, as it's running fine on our driver, whatever's in my nexus 5x (qualcomm snapdragon 808?), my ivb intel desktop linux, my snb indel laptop windows, my skylake laptop windows & linux, my linux desktop mesa AMD radeon 250, my windows desktop radeon 280, my laptop radeon m265 linux mesa & windows.... 15:29 < sf{bed_alloc}> pretty sure it's not the r8ui part as well, because I've tried that with my gles3 rewrite and it worked just fine 15:29 <@JonnyH> maybe trace the previous gles3 code (assuming that worked) and see if that r8ui texture is also black? 15:30 <@JonnyH> Then it's clearly the tool 15:31 < sf{bed_alloc}> probably just the profiler (I can't remember it ever producing a non-black texture, now that you've mentioned it, I've only got an idea of how sprites got packed with apitrace, but that was on desktop anyway) 15:33 < sf{bed_alloc}> some other textures are black as well (text, probably?) 15:33 < sf{bed_alloc}> wait 15:34 < sf{bed_alloc}> https://drive.google.com/file/d/0B-nEU5c76PeuR1BPYlFxVlMzc3M/view?usp=sharing 15:34 < sf{bed_alloc}> is this vertex data sane? 15:35 <@JonnyH> nope, negative screen position, for one 15:35 <@JonnyH> the others looks ok? 15:35 < sf{bed_alloc}> I'm concerned about fourth vertex 15:35 <@JonnyH> except vertex[3], which is missing a load of stuff? 15:35 < sf{bed_alloc}> shifted, rather 15:36 <@JonnyH> how queer 15:36 <@JonnyH> I'm pretty sure I don't align the last of the array differently... 15:36 <@JonnyH> I don't think you /can/ with gl 15:36 <@JonnyH> that'll explain why your weirdly coloured triangles aren't quads I guess 15:36 < sf{bed_alloc}> as for negative positions - well, that's kinda expected with the current tileview (see kkmic's question about rendering tiles) 15:37 < sf{bed_alloc}> as we don't remove offscreen tiles from rendering completely 15:37 <@JonnyH> Oh, we clamp in tilecoords, right 15:37 <@JonnyH> so there's a fair triangle of 'negative' positions :P 15:37 < sf{bed_alloc}> four triangles, probably 15:37 <@JonnyH> I'm also worried why uses_palette and page are blank 15:37 <@JonnyH> I assume it goes (0 == false == blank) 15:38 < sf{bed_alloc}> but these are ints! 15:39 < sf{bed_alloc}> it should not do that (or maybe the profiler can't understand ints?) 15:39 <@JonnyH> maybe? 15:39 <@JonnyH> Might be interesting to add a 5th vertex 15:39 <@JonnyH> that's just a copy of the 4th 15:39 <@JonnyH> and drawInstanced(5) instaed 15:40 <@JonnyH> and see if the bug is 'last vertex is screwed', or '4th vertex is screwed' 15:40 <@JonnyH> Again, assuming that isn't just more profiler weirdness, and the hw is actually using 'different' data :P 15:44 < sf{bed_alloc}> will definitely give that a try 15:47 -!- You're now known as JonnyH`Work 15:48 <@JonnyH`Work> sf{bed_alloc}: BTW did you repro the touch events not working on buttons anymore? 15:48 <@JonnyH`Work> Possibly caused by my dirty-controls? 15:48 < sf{bed_alloc}> uh, no? 15:48 < sf{bed_alloc}> how can they be, anyway? 15:48 <@JonnyH`Work> On my n5x it seems to do the highlight of the mainmenu buttons as if they've been pressed 15:48 <@JonnyH`Work> but then do nothing... 15:48 <@JonnyH`Work> *shrug* 15:50 < sf{bed_alloc}> huh, maybe the fingerup event is not fired (had that one with oxc) 15:50 <@JonnyH`Work> but it stops highlighting? 15:50 < sf{bed_alloc}> well, that one _is_ weird 15:50 <@JonnyH`Work> as I said, a weird one :P 15:50 < sf{bed_alloc}> touch somewhat longer? :p 15:51 <@JonnyH`Work> meh, I'll try again after a meeting 15:51 <@JonnyH`Work> I just gave it a quick go last night 15:51 <@JonnyH`Work> and didn't really dig into anything 15:52 * sf{bed_alloc} wonders what would be the effect of JonnyH seriosly digging into the android port 15:53 < sf{bed_alloc}> would probably already run 10 times as fast at least 15:59 < sf{bed_alloc}> fifth element doesn't seem to make a rendering difference (though the profiler now displays first four vertices' data correctly) 16:46 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 16:47 <@JonnyH`Work> sf{bed_alloc}: Right, just enabled KHR_debug to the log 16:47 <@JonnyH`Work> give the irc bot a second... 16:47 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 16:47 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vw5yD 16:47 < openapoc-git> OpenApoc/master 19ce650 Jonathan Hamilton: GLES3 renderer: Enable KHR_debug output if available 16:47 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 16:47 <@JonnyH`Work> there we go 16:48 <@JonnyH`Work> Maybe give that a go on the n4? 16:48 <@JonnyH`Work> You might have to #define DEBUG_RENDERER in framework.cpp to get 'more' output 16:48 -!- Pawlac [~Pawlac@p5B02D5C8.dip0.t-ipconnect.de] has joined #OpenApoc 16:48 <@JonnyH`Work> apparently it's optional for drivers to enable/disable more/less debug output based on that flag... 17:59 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 17:59 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwdeu 17:59 < openapoc-git> OpenApoc/master 2e032b1 Jonathan Hamilton: Some compilers don't like Function(type) if 'type' is typedef'd to void 17:59 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 18:02 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:10 < SupSuper> hey 18:11 <@JonnyH`Work> hi 18:14 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 18:51 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 18:51 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwdOK 18:51 < openapoc-git> OpenApoc/master 377b638 Jonathan Hamilton: Optimise StatRef<> resolving a bit... 18:51 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 19:14 < SupSuper> really getting all these ms huh :p 19:15 <@JonnyH`Work> THis is what I love 19:15 <@JonnyH`Work> Well defined requirements 19:15 <@JonnyH`Work> Easy to measure 19:15 <@JonnyH`Work> Quick iteration time 19:15 <@JonnyH`Work> What more could you ask for? :P 19:16 < SupSuper> a sane event system? ;) 19:16 <@JonnyH`Work> pff, that requires thought... 19:17 <@JonnyH`Work> I can't do that in 20 minute bursts while waiting for other things 19:32 < SupSuper> down to 245 errors in openxcom-universal :D 19:33 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:34 < SupSuper> and 200 of those are from cheeky uses of win32 :p 19:35 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 19:35 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwdCX 19:35 < openapoc-git> OpenApoc/master e925806 Jonathan Hamilton: Optimise vehicle::update() for vehicles with multiple weapons... 19:35 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 19:37 < SupSuper> i figured sf{bed_alloc} would have gotten rid of most of these crossplatform nasties, but apparently he just ifdef'd them away... 19:37 <@JonnyH`Work> Meh, cross-platform code doesn't exist... Not really :P 19:38 < SupSuper> well at least those that were fixed in sdl2 :p 19:39 < SupSuper> hmmm how does messing with files in a submodule work out? 19:40 <@JonnyH`Work> A submodule is just a default head revision for the git repo 19:40 < sf{bed_alloc}> commit changes in submodule, then commit submodule - something like that 19:40 <@JonnyH`Work> If you change stuff you need to commit in the submodule, then update the submodule head in the parent & commit that, 19:40 <@JonnyH`Work> yeah,m that :P 19:41 < SupSuper> ah 19:41 < SupSuper> bet vs doesn't support that :p 19:41 < sf{bed_alloc}> and don't forget to push everything because that's submodules for you 19:42 < sf{bed_alloc}> don't they already have linux in windows anyway? 19:42 < sf{bed_alloc}> just use git from the command line :p 19:42 <@JonnyH`Work> sf{bed_alloc}: down to 36ms frames on fugu 19:42 < sf{bed_alloc}> O_O 19:43 <@JonnyH`Work> 1080p@30 goodness 19:43 < sf{bed_alloc}> cinematic experience! 19:43 <@JonnyH`Work> Pff, the human eye can't see over 24fps anyway 19:45 < sf{bed_alloc}> if the bugs persist, I'll probably just try one of those unofficial android 6 builds for mako 19:45 <@JonnyH`Work> and ~60% of that frame time is due to fact that there are millions of vehicles in the map - which is quite a bit more than the 'vanilla' ever did 19:45 <@JonnyH`Work> but I like having a more 'alive' city :) 19:45 <@JonnyH`Work> I want traffic jams to be a real issue 19:46 < Colombo1> JonnyH`Work: 24fps? Where did you get this nonsense? 19:47 <@JonnyH`Work> I find things just _look better_ on an xbox than my pc 19:47 <@JonnyH`Work> :P (/sarcasm btw :) 19:47 < SupSuper> sf{bed_alloc}: what are the odds of you updating your sdl mirrors :D 19:47 < sf{bed_alloc}> there seems to be an up-to-date driver for adreno 320 for n7, and there are reports of it working for n4 on marshmallow 19:48 < sf{bed_alloc}> SupSuper: ugh... probably if I manage to make hg_import work more than once? 19:48 < SupSuper> fine i'll just scour the internet :p 19:50 < sf{bed_alloc}> damn, looks like khr_debug is not supported, time to finally upgrade I guess 19:53 < SupSuper> oh god sdl_gfx is still on svn.. 19:53 < SupSuper> then again it only updates once every year 19:53 < SupSuper> i think we were the most activity it had :p 19:54 < sf{bed_alloc}> you'd want a special patch for it to work with sdl2 19:54 <@JonnyH`Work> I can't quite hit locked 60fps with a more sane number of vehicles... 19:55 < sf{bed_alloc}> probably this one: https://github.com/sfalexrog/OpenXcom/blob/sdl2/patches/SDL_gfx-SDL2.patch 19:56 <@JonnyH`Work> But with those recent change we're once again render-loop limited at slowest speed 20:09 < sf{bed_alloc}> also, JonnyH`Work, about those touch events not firing - I *guess* that's due to the hacky way of needing to send an event twice? maybe it somehow got deleted for touches? 20:10 < sf{bed_alloc}> I'm not sure if that was ever in the master for touches 20:11 <@JonnyH`Work> I'm reasonably sure it was working on my n5x before I started making changed 20:11 <@JonnyH`Work> but I didn't check it wasn't a bad partial build or anything 20:11 <@JonnyH`Work> (At least changing headers doesn't seem to cause complete rebuilds - if there was a mismatch anything could happen :) 20:13 < sf{bed_alloc}> maybe a mismerge or something? 20:13 <@JonnyH`Work> I don't think so 20:13 <@JonnyH`Work> as I said, I had at least one other issue that was due to gradle not correctly rebuilding sources where headers were modified 20:22 < SupSuper> sf{bed_alloc}: doesn't sdl2_gfx work? 20:22 < sf{bed_alloc}> it's another thing completely, I believe it uses sdl_textures as targets 20:23 < sf{bed_alloc}> no, I'm wrong: it uses SDL_renderer 20:23 < sf{bed_alloc}> but still won't really help you 20:23 < sf{bed_alloc}> if you want to draw to an sdl_surface 20:24 < SupSuper> guess i'll just clone yours 20:25 < SupSuper> curiously sdl2 has primitives that use renderer as well... wonder what's up with that 20:25 < SupSuper> i guess if you get the draw order right it won't matter anyways 20:26 -!- pagurus [~user@p4FD6C687.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:26 < sf{bed_alloc}> JonnyH`Work: guess what, updating to some weird, built-by-God-knows-whom marshmallow firmware fixed my graphics issues 20:26 <@JonnyH`Work> well, that's nice... 20:27 <@JonnyH`Work> Hopefully they don't use the same method we use - by putting hw-specific workarounds/bugs as compile-time selection not runtime... 20:27 <@JonnyH`Work> assuming you've wedged in a driver from a 'different' device :) 20:28 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:28 < sf{bed_alloc}> well, if I understand correctly n4 and n7 *should* have the same soc... 20:29 <@JonnyH`Work> We've had different rtl revisions in the 'same' device before :P 20:29 <@JonnyH`Work> let alone the same soc 'marketing name' 20:30 < SupSuper> oh great, UWP support for sdl2_image/sdl2_mixer is only available in source. i don't wanna have to get another client... 20:31 < sf{bed_alloc}> now to get gapps and restore everything... 20:31 < sf{bed_alloc}> SupSuper: you mean hg? 20:32 < SupSuper> yeah 20:33 < SupSuper> oh phew, hg lets you just grab a zip 20:34 < sf{bed_alloc}> but what about source controls! also, it's almost-but-not-quite git and is written in python 20:35 < SupSuper> this is why i hate dependencies :p 20:36 < SupSuper> wait, you have different sdl2s for openxcom and openapoc? 20:37 < sf{bed_alloc}> openapoc one might be stripped down? 20:37 < sf{bed_alloc}> but yeah, openapoc one is newer 20:37 < SupSuper> blah 20:40 <@JonnyH`Work> IIRC everything 'useful' in hg is also a plugin, not a default-enabled thing 20:40 <@JonnyH`Work> but other than that it was pretty good - we used it at work for a while 20:40 < sf{bed_alloc}> or maybe I'm mixing stuff up... I probably ended up just including the "relevant" parts of sdl2 directly in openapoc_android tree, just to save some sanity (because apparently I'm missing something, but in gradle I have to specify which files/paths I *don't* want to include in the build) 21:04 < SupSuper> http://puu.sh/oGn7E/5bca802a89.png this isn't even my final form 21:05 < sf{bed_alloc}> what's up with -uwp and _uwp mixups 21:06 < SupSuper> the _uwp already came with sdl :p the rest i made myself 21:06 < sf{bed_alloc}> looks kinda like how openapoc used to 21:06 < SupSuper> sorry, -uwp are the sdl ones 21:06 <@JonnyH`Work> so.. when can I play openxcom on my xbone? 21:07 < SupSuper> hope there's a mouse addon for that... 21:07 < SupSuper> annoyingly, SDL2_image doesn't have UWP projects yet: https://forums.libsdl.org/viewtopic.php?p=50206 21:08 <@JonnyH`Work> Bah, I'm struggling to get the TileView::Render below ~9.5ms... 21:08 < SupSuper> but SupSuper! surely upgrading some 8.1 projects to UWP is a quick and painless process! uh well https://msdn.microsoft.com/en-us/library/mt148501.aspx#MigrateCPlusPlus 21:08 < sf{bed_alloc}> kb+mouse on an xbone? think about all these 13 year old kids who think they're good at shooters! 21:10 < sf{bed_alloc}> wonder if kinect can be somehow mapped to touch controls :v 21:11 <@JonnyH`Work> "To Rage-quit, start swearing and flip over your coffee table" 21:11 < sf{bed_alloc}> isn't it a "reload your latest save" gesture? 21:12 <@JonnyH`Work> No, that's "Muttered swears as the vein on your forehead starts to bulge" 21:12 < sf{bed_alloc}> in other news, looks like I'm going to find out how much of a pain in the ass it is to reinstall my steam authenticator 21:13 < sf{bed_alloc}> would be fun if I'm going to be locked out of my steam account because of a desire to "update" video drivers :v 22:04 < SupSuper> well looks like openxcom-uwp won't be coming any time soon. damn dependencies... 22:06 <@JonnyH`Work> The curse of 'not programming, but you still have to do it...' 22:06 < SupSuper> at least it's prompted me to clean up CrossPlatform a bit 22:07 < SupSuper> and sdl2 has a nice __WINRT__ define. that file is about to get a whole lot bigger :p 22:08 <@JonnyH`Work> maybe have a CrossPlatform.cpp that #includes "CrossPlatform_Linux.inl" / "CrossPlatform_Win32.inl" whatever? 22:08 <@JonnyH`Work> if you don't want to change the file to be buildsystem selected 22:09 < SupSuper> well between ifdef'ing or breaking out the shared parts, i'm not sure what's worse 22:11 <@JonnyH`Work> how much is shared between linux & win32 22:11 <@JonnyH`Work> that isn't shared between _every_ platform? 22:12 < SupSuper> well the problem is linux actually means linux/bsd/haiku/morphos/android/etc/etc 22:12 <@JonnyH`Work> #include "CrossPlatform_Unix.cpp" then :P 22:13 <@JonnyH`Work> or POSIX 22:13 < SupSuper> and those all have a bunch of "shared linux" and "specific bit for this one little distro" 22:13 < SupSuper> and sometimes win32 happens to support the posix api :p 22:15 < SupSuper> out of curiosity, win32 stuff that isn't available in uwp: SHGetFolderPathA, PathAppendA, PathRemoveFileSpecA, PathIsDirectoryA, PathFileExistsA, GetLocaleInfoA, StrCmpLogicalW, FlashWindow, LoadIcon, GetDateFormatA, GetTimeFormatA 22:16 < SupSuper> so either stuff that is not agnostic or makes no sense in that context. fair enough 22:17 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] 22:20 -!- Kaljakoppa is now known as Kaljakoppa_off 22:21 < SupSuper> now i just have to wait for sf{bed_alloc} to update his openxcom branch ;) 22:21 < sf{bed_alloc}> um, update == sync with upstream? 22:23 < SupSuper> right 22:24 < SupSuper> i'm pretty sure only 1 person is gonna use this port, but at least it's a good exercise :p 22:25 < SupSuper> although openapoc probably would've been easier... 22:26 < sf{bed_alloc}> you should probably start by writing a directx renderer :v 22:26 < SupSuper> oh yeah, no opengl in uwp... 22:27 < SupSuper> although there's this: https://github.com/MSOpenTech/angle 22:28 <@JonnyH`Work> ugh, gradle builds /all/ cpp files in a subdir tree? 22:33 < sf{bed_alloc}> JonnyH`Work: unless you explicitly exclude them with ignore in gradle.build 22:34 < sf{bed_alloc}> https://github.com/sfalexrog/openapoc_android/blob/WIP/gles3_bugs/OpenApoc/build.gradle#L320 22:34 < sf{bed_alloc}> uh, ignore == exclude 22:35 < sf{bed_alloc}> (bet there's probably a much better and easier way of doing this, but oh what the hell) 22:36 < sf{bed_alloc}> SupSuper: that's still gles2 (and maybe gles3), also do you have to build it with your project or is this a system-wide library? 22:39 < sf{bed_alloc}> I'll probably rewrite opengl backend at some point anyway, I've already tried it about a year ago and even got some shaders to work (not those bundled with oxc, but still) 22:44 <@JonnyH`Work> right, eastl _does_ show some decent improvements on android 22:44 <@JonnyH`Work> but not really on a desktop... 22:44 <@JonnyH`Work> and it'll be a _lot_ of work to integrate... 22:47 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 22:47 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwdbQ 22:47 < openapoc-git> OpenApoc/master 606b6e7 Jonathan Hamilton: Add trace points for GameState::saveGame and loadGame 22:47 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 22:54 < sf{bed_alloc}> okay, let's see how badly I've merged yet again... 22:54 < sf{bed_alloc}> somehow git+meld keeps doing weird stuff to my branch, overwriting my changes again and again 22:59 < SupSuper> i moved Logger::now() around fyi 23:00 < sf{bed_alloc}> yeah, noticed that 23:00 < SupSuper> now all the nasty platform errors are in one place :p 23:00 < SupSuper> also building the latest yaml-cpp without boost seems to work fine 23:00 < sf{bed_alloc}> it's just that it keeps reverting stuff lke _color[i].a to _color[i].unused 23:00 < SupSuper> weird 23:01 < sf{bed_alloc}> and makes me forget to re-include CrossPlatform.h all over the place 23:01 < SupSuper> well feel free to send upstream any changes that would help the both of us 23:02 < sf{bed_alloc}> right now everything seems to work just fine, don't know what to fix to be honest 23:03 < sf{bed_alloc}> okay, it compiled for arm, usually means there's nothing too broken 23:03 < SupSuper> also you should probably get rid of openxcom.2013 if you're not gonna maintain it :p 23:03 < sf{bed_alloc}> now to wait for armv7, x86 and x86-64 23:03 < SupSuper> i don't use it but it's just misleading 23:05 < sf{bed_alloc}> yeah, I should probably update it some day (editing .2010 means I'm gonna get screwed every time there's an update to the upstream project) 23:05 < sf{bed_alloc}> and having a working vs2013 project tends to be quite an asset sometimes 23:07 < sf{bed_alloc}> especially since I can't be bothered to convert android project from .mk files to full gradle-experimental (and android studio acts as if it doesn't know anything about cpp if you don't build through gradle...) 23:08 < SupSuper> shame vs doesn't take wildcards 23:11 < sf{bed_alloc}> it could also be a bit more friendly with suggesting relative paths and macro substitutions 23:12 < SupSuper> luckily setting up a new vs project is just a matter of making a new project > Show All Files > right-click src folder > Include In Project 23:13 < sf{bed_alloc}> but will it set up filters according to your folder structure? 23:13 < SupSuper> god no :p 23:14 < SupSuper> if your repository is tidy it's simpler to just use Show All Files all the time (it's what i do for openapoc anyways) 23:16 < sf{bed_alloc}> I tend to not find my files quickly that way (sometimes I miss the double-shift search from android studio/idea) 23:16 <@JonnyH`Work> I pretty much always use filename search/tag search myself 23:17 < SupSuper> you can do Ctrl+, in vs for that (yeah it's not really obvious...) 23:35 < sf{bed_alloc}> oh well, looks like intro playing is broken :< 23:36 < SupSuper> i don't even remember it working :p 23:37 < SupSuper> the only fix i remember doing to the intro in the last few months was a missing setPalette 23:39 < sf{bed_alloc}> probably a mismerge again :< 23:43 < SupSuper> clearly you should just move all your custom code changes to AndroidPleaseDontChange.cpp 23:54 < sf{bed_alloc}> huuuh, looks like openxcom just outright ignores my fingers 23:57 < sf{bed_alloc}> no, not that easy 23:57 < sf{bed_alloc}> stops updating the screen at some point 23:58 < sf{bed_alloc}> maybe a buggy system? --- Day changed Thu May 05 2016 00:00 < sf{bed_alloc}> well, looks like that, apparently... 00:00 < sf{bed_alloc}> nexus 7 runs just fine 00:01 < sf{bed_alloc}> "ah, just ship it!" 00:03 < sf{bed_alloc}> oh, I just had a bad config apparently! 00:04 < sf{bed_alloc}> that's why you always want a clean install 00:07 < sf{bed_alloc}> SupSuper: https://github.com/sfalexrog/OpenXcom/tree/sdl2 - good enough? 00:19 < sf{bed_alloc}> ...and for some reason even the "selected weapon" rectangle is not bugged... 00:20 < sf{bed_alloc}> (or not, looks like it's more or less device-dependent?) 00:42 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 00:42 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwFkz 00:42 < openapoc-git> OpenApoc/master 8dc89d4 Jonathan Hamilton: Make TraceEvents allocate a chunk at a time, shrink from 72 to 64 bytes on x86_64 linux... 00:42 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 01:02 -!- pagurus [~user@p4FD6C687.dip0.t-ipconnect.de] has joined #OpenApoc 01:09 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 02:21 -!- You're now known as JonnyH`Away 02:21 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 02:21 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwFOK 02:21 < openapoc-git> OpenApoc/master 1fed577 Jonathan Hamilton: Re-implement GetCorrectCase enabling a pathcache... 02:21 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 03:42 -!- pagurus [~user@p4FD6C687.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:42 -!- pagurus` [~user@pD950FD20.dip0.t-ipconnect.de] has joined #OpenApoc 03:43 -!- pagurus` [~user@pD950FD20.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:43 -!- pagurus` [~user@pD950FD20.dip0.t-ipconnect.de] has joined #OpenApoc 04:47 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 06:21 -!- Colombo2 [~colombo@124.197.25.143] has joined #OpenApoc 07:01 -!- nadir [uid134094@gateway/web/irccloud.com/x-pwaydtisdfvxjlxf] has quit [Quit: Connection closed for inactivity] 07:09 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 07:13 -!- Kaljakoppa_off is now known as Kaljakoppa 07:16 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 08:08 -!- Colombo2 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 08:31 -!- Pawlac_1 [~Pawlac@p4FDCF763.dip0.t-ipconnect.de] has joined #OpenApoc 08:35 -!- Pawlac [~Pawlac@p5B02D5C8.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 08:49 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 246 seconds] 10:52 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:06 -!- pmprog_work [~pmprog^wo@62.232.19.34] has joined #OpenApoc 11:15 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:42 -!- sf{bed_alloc} [~sf@128-68-231-195.broadband.corbina.ru] has quit [Quit: sf{bed_alloc}] 12:22 -!- nadir [uid134094@gateway/web/irccloud.com/x-epsbxpkzuybslcyf] has joined #OpenApoc 12:36 -!- pmprog_work [~pmprog^wo@62.232.19.34] has quit [Quit: Leaving] 14:28 -!- nadir [uid134094@gateway/web/irccloud.com/x-epsbxpkzuybslcyf] has quit [Quit: work] 14:30 -!- You're now known as JonnyH 14:59 < Pawlac_1> hmm 15:00 <@JonnyH> hmm? 15:00 < Pawlac_1> Is there a tutorial how to run X-Com Apoc under loonix with dosbox? 15:00 < Pawlac_1> appearntly it seems it is a bit different then on windoze one 15:00 <@JonnyH> ..it works for me with exactly the same dosbox.conf that ships with the steam version for me :) 15:01 <@JonnyH> just run 'dosbox' from the 'XCom Apocalypse' dir (IE with dosbox.comf/cd.iso/whatever in) 15:18 -!- You're now known as JonnyH`Work 16:38 -!- nadir [uid134094@gateway/web/irccloud.com/x-qqjbgzssmehqpjvn] has joined #OpenApoc 16:45 -!- Skin36 [~Skin36000@109.168.163.224] has joined #OpenApoc 16:54 -!- Skin36 [~Skin36000@109.168.163.224] has quit [Ping timeout: 240 seconds] 17:07 -!- nadir [uid134094@gateway/web/irccloud.com/x-qqjbgzssmehqpjvn] has quit [] 17:43 -!- pagurus` [~user@pD950FD20.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 18:16 -!- nadir [uid134094@gateway/web/irccloud.com/x-csedjqsmmxsqryba] has joined #OpenApoc 18:49 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:57 < SupSuper> hey 19:13 <@JonnyH`Work> hola 19:20 < SupSuper> goddamn git submodule is bad 19:20 < SupSuper> i thought "git submodule update" would update any submodules that had new changes in the remote 19:20 < SupSuper> instead, it discarded any of my local changes to those submodules :I 19:21 <@JonnyH`Work> what version of git are you using? 19:21 < SupSuper> latest 19:23 <@JonnyH`Work> IIRC submodules default to a specific sha, not HEAD or a branch 19:23 <@JonnyH`Work> If you expected 'git submodule update' to change the head? 19:24 < SupSuper> well they added a feature to track branches, but apparently that's not the command i wanted 19:24 < SupSuper> instead you have to git pull each submodule you wanna bring up to date, and checkout master back on the submodules you left in a headless state 19:24 < SupSuper> live and learn 19:25 <@JonnyH`Work> yeah, submodules are 'sha' by default (detached head, so even if it happened to be a head it's lost) 19:27 -!- pagurus [~user@pD950FD20.dip0.t-ipconnect.de] has joined #OpenApoc 19:30 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:52 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 19:54 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:59 <@JonnyH`Work> I few times I've accidently 'reverted' submodule updates by not updating on another checkout 19:59 <@JonnyH`Work> and then 'git add -u' without checking ;) 20:09 -!- pagurus [~user@pD950FD20.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:10 -!- Pawlac_1 [~Pawlac@p4FDCF763.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:27 <@JonnyH`Work> Ok... So... Events 20:30 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 21:12 < SupSuper> apparently building for uwp is extra stringent about compiler warnings 21:12 < SupSuper> "unused variable! can't compile" 21:13 <@JonnyH`Work> -Werror is a cancer... 21:16 <@JonnyH`Work> I hope they don't enable -Wnarrowing/-Wsign-conversion, otherwise openapoc is going to explode... 21:25 < SupSuper> they do enable those dumb fopen_s warnings, luckily you can still define them away :p 21:26 <@JonnyH`Work> They're not bugs, they're just "more difficult to use correctly" 21:26 < SupSuper> "use these non-standard functions instead!" 21:26 <@JonnyH`Work> and for whatever reason they went for the _s versions instead of the strn versins 21:27 <@JonnyH`Work> claiming that a failure on truncation is better than just returning how many chars were written... 21:43 < SupSuper> "potentially uninitialized local pointer variable 'args' used" what 21:43 <@JonnyH`Work> I've mad msvc go "Function may not return a falure" 21:44 <@JonnyH`Work> for if(A) { return A; } else { return B; } 21:44 <@JonnyH`Work> falure = value 21:44 <@JonnyH`Work> I think I was thinking of both failure and value, and went for both 22:05 -!- Kaljakoppa is now known as Kaljakoppa_off 22:34 < SupSuper> wait, what am i supposed to do when the warning comes from *inside the system header* 22:35 < SupSuper> oh it's probably a template 22:42 <@JonnyH`Work> the call came from *INSIDE THE HOUSE* 22:42 <@JonnyH`Work> gcc has an '-isystem' include path option 22:42 <@JonnyH`Work> so it can be told to ignore stuff from 'system' paths 22:49 < SupSuper> well it seems when compiling for mobile platforms, msvc enforces stricter flags 22:49 < SupSuper> for native code 22:49 < SupSuper> i guess they don't want you bricking their devices? 22:51 <@JonnyH`Work> If you *can* brick the device from a userspace app 22:51 <@JonnyH`Work> You kinda deserve what you get :P 23:26 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:58 < SupSuper> woo, down to only 2 compile errors in uwp --- Day changed Fri May 06 2016 00:00 < SupSuper> also i found the one situation where msvc is the *standards* compiler 00:01 <@JonnyH`Work> Naa, really, stop playing with me... 00:02 <@JonnyH`Work> Right, got the 'easy' part of the VideoPlayer working 00:02 < SupSuper> apparently every other compiler decided to come up with a #warning flag... except msvc 00:02 <@JonnyH`Work> #pragma warning instead? 00:02 < SupSuper> yup 00:22 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Read error: Connection reset by peer] 02:38 <@JonnyH`Work> blerg, sdl_raw audio backend is kinda b0rked for streaming music... 02:38 <@JonnyH`Work> Other than that, WIP/smk now plays videos :) 02:39 -!- You're now known as JonnyH`Away 03:58 -!- You're now known as JonnyH 04:46 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:11 -!- You're now known as JonnyH`Away 06:57 -!- Kaljakoppa_off is now known as Kaljakoppa 08:04 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 08:41 -!- nadir [uid134094@gateway/web/irccloud.com/x-csedjqsmmxsqryba] has quit [Quit: Connection closed for inactivity] 09:25 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 09:49 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:21 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 11:30 -!- Pawlac [~Pawlac@p4FDCC006.dip0.t-ipconnect.de] has joined #OpenApoc 11:55 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 276 seconds] 12:15 -!- nadir [uid134094@gateway/web/irccloud.com/x-tdslyxwiohxhyjff] has joined #OpenApoc 12:35 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:51 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 13:01 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 15:28 -!- You're now known as JonnyH 17:06 -!- Skin36 [~Skin36000@5.138.73.166] has joined #OpenApoc 17:10 -!- Skin36 [~Skin36000@5.138.73.166] has quit [Ping timeout: 250 seconds] 17:12 -!- Solarius [~Solar@77-255-120-135.adsl.inetia.pl] has joined #OpenApoc 18:03 -!- Solarius [~Solar@77-255-120-135.adsl.inetia.pl] has quit [Quit: Leaving] 18:37 -!- Skin36 [~Skin36000@185.3.33.250] has joined #OpenApoc 18:44 < Skin36> hi 18:44 <@JonnyH> hey Skin36 18:44 < Skin36> how things 18:46 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:46 <@JonnyH> Good 18:47 <@JonnyH> Got the smk player working yesterday 18:47 <@JonnyH> which just revealed lots of bugs in the SDL audio backend... 18:47 <@JonnyH> Which I've pretty much just completely rewritten... 18:47 < Skin36> I'm trying to understand the second week of how the generation of vehicles ) 18:49 < SupSuper> JonnyH: it was inevitable huh :p 18:50 < SupSuper> out of curiosity, what kind of bugs? because it worked out for us, though we're not in sdl2 18:51 <@JonnyH> Specific to our backend 18:51 <@JonnyH> Like it was playing 'music' by reading the _Whole_ file into memory 18:51 <@JonnyH> instead of 'streaming' in chunks, which you have to do for video as it's got a new audio chunk per frame 18:52 <@JonnyH> not libsdl bugs, but framework/sound/sdlraw_backend.cpp 18:52 < Skin36> First, using two arrays are created vehocles for the organization, it is a general list. Then, it was under attack from this list are selected some vehicles. As it happens, I can not understand. But this is not a random sample. 18:52 < SupSuper> ah 18:53 < SupSuper> i'm shocked how the "load the *whole* thing into memory" didn't become apparent before, given apoc's raw music format 18:54 <@JonnyH> Adding a trace shows it took ~10ms on my desktop i7... 18:54 <@JonnyH> It also did that and audio conversion in-callback 18:54 <@JonnyH> so it would pretty much always miss some buffers when doing stuff like that 18:54 <@JonnyH> and if it didn't exactly line up to the audio buffer size it would spew noise in the last bit :) 18:55 <@JonnyH> which we probably didn't notice as that'll only be at track transition 18:55 <@JonnyH> as each 'chunk' was the whole track in length :P 18:57 < Skin36> By the way, each track has a name) 19:01 < Skin36> http://shot.qip.ru/00knEU-2tfn6TMr3/ 19:02 < Skin36> 3 track buffer 19:02 < SupSuper> any interesting names? 19:03 <@JonnyH> oh,and msvc std::chrono is completely broken... 19:03 < Skin36> http://shot.qip.ru/00knEU-2tfn6TMr4/ 19:04 < Skin36> names 19:05 < SupSuper> i guess they were originally separate files like the sounds and were packed together for... reasons? 19:06 <@JonnyH> limited open files in dos? 19:07 < SupSuper> well they'd be less than the sounds 19:07 < SupSuper> maybe it was handier for streaming big chunks 19:07 <@JonnyH> Don't have to worry as much about track progression? Just keep going? 19:08 < SupSuper> at least this clarifies which tracks belong to which "group" 19:09 < Skin36> continue to goes the length and offset 19:09 <@JonnyH> I have officially found something I want to use that is only available in msvc2015... 19:09 < SupSuper> lol 19:10 <@JonnyH> and doesn't seem easy to work around... 19:13 <@JonnyH> errm... would it annoy everyone if I pushed a msvc2015 requiremnet? 19:24 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 19:24 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwpJ8 19:24 < openapoc-git> OpenApoc/master a0c35c3 Jonathan Hamilton: Remove ignorecase.c,h from build... 19:24 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 19:25 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 19:25 < openapoc-git> [OpenApoc] JonnyH opened pull request #69: Add SMK video player, Rewrite SDLRaw sound backend (master...WIP/smk) https://git.io/vwpJu 19:25 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 19:25 <@JonnyH> I don't just want to push a change like that stepping on toes - please comment on the merge request! 19:25 -!- You're now known as JonnyH`Work 19:30 <@JonnyH`Work> SupSuper: Does adding a review request magically tag you? Or do I have to 'mention' you or something? 19:33 < SupSuper> JonnyH`Work: where? 19:34 < SupSuper> oh a pull request? i only get notified if i subscribe, though you can also namedrop me for a guaranteed notification 19:34 <@JonnyH`Work> github push requests 19:34 < SupSuper> video player isn't really my specialty though :p 19:34 <@JonnyH`Work> I think I just named you... 19:34 <@JonnyH`Work> It's more 'Is moving to 2015 going to annoy you'? 19:34 < SupSuper> oh i'm a dev of the repository so i get notified anyways 21:03 < SupSuper> well i have both vs2013 and vs2015 so this is fine by me :p sf probably doesn't use vs, pmprog might have an opinion 21:03 <@JonnyH`Work> I also attached sf as it's 'his' sdlraw audio stuff I ended up poking 21:03 <@JonnyH`Work> I might have missed something important he'd notice 21:07 < SupSuper> well not loading a whole 300mb file is probably handy for android :p 21:07 <@JonnyH`Work> I also started scribbling down things to show off in a video this weekend 21:07 <@JonnyH`Work> Plus the video masks a fair bit of the loading :P 21:07 <@JonnyH`Work> it takes ~10 seconds to just load the ui 21:07 <@JonnyH`Work> and most of that is GetCorrectTileName... 21:07 <@JonnyH`Work> As the APK reader is really slow at enumerating files... 21:10 < SupSuper> i'm still shocked you got video up that fast :p 21:10 <@JonnyH`Work> the a/v is out of sync by a few frame though... 21:11 <@JonnyH`Work> they're timed right from the 'start' 21:11 < SupSuper> not sure why vs has Mixed Platforms now 21:11 <@JonnyH`Work> but for whatever reason the first frame on my qcomm device is like ~200ms... 21:11 <@JonnyH`Work> Was that me? I tried to add libsmacker, but for some reason it only setup win32 21:11 <@JonnyH`Work> and tried to link a win32 library to an x64 build -_- 21:12 <@JonnyH`Work> so I added x64 'manually' 21:17 <@JonnyH`Work> and the video was the easy bit... 21:19 -!- Skin36 [~Skin36000@185.3.33.250] has left #OpenApoc [] 21:23 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:35 <@JonnyH`Work> Right, push time... 21:36 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 21:36 < openapoc-git> [OpenApoc] JonnyH closed pull request #69: Add SMK video player, Rewrite SDLRaw sound backend (master...WIP/smk) https://git.io/vwpJu 21:36 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 21:51 < SupSuper> i forget, is this how flags work: (data.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) != 0 21:55 <@JonnyH`Work> I guess so? If it's a bit flag 22:26 < SupSuper> well fixed all the compiler errors 22:27 < SupSuper> and disabled opengl for uwp :p 22:27 < SupSuper> of course now, there's the linker errors... 22:36 < SupSuper> funny we only use sdl_image in one place, we wouldn't need it if everyone used png :p 22:54 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 22:54 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwpVQ 22:54 < openapoc-git> OpenApoc/master d48c30d Jonathan Hamilton: Fix crash at exit if a music thread happens to be running 22:54 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 23:25 -!- Kaljakoppa is now known as Kaljakoppa_off 23:38 < SupSuper> well that was a fun rebuild. openapoc still wins the award for most complex compile process :p 23:38 <@JonnyH`Work> cmake .; make 23:38 <@JonnyH`Work> what more do you want? 23:38 < SupSuper> not taking half an hour :p 23:39 <@JonnyH`Work> make -j 23:39 < SupSuper> also you forgot git submodule update ;) 23:39 <@JonnyH`Work> What do you mean you're not running a dual-socket 8-core xeon with 64gb ram? 23:39 <@JonnyH`Work> I can't be expected to support _everyone_ 23:39 < SupSuper> wait why do we have boost chrono if we have std chrono? 23:42 < SupSuper> C2664 'void (gles_wrap::gles3::KHR_debug::GLDEBUGPROC,const gles_wrap::gles3::GLvoid *)': cannot convert argument 1 from 'overloaded-function' to 'gles_wrap::gles3::KHR_debug::GLDEBUGPROC' framework D:\SupFiles\Coding Projects\OpenApoc\framework\render\gles30_v2\ogles_3_0_renderer_v2.cpp 1544 23:42 < SupSuper> you broke it :p --- Day changed Sat May 07 2016 00:13 <@JonnyH`Work> errm... more reinterpret_cast<>? 00:14 <@JonnyH`Work> Is that uwp? 00:21 <@JonnyH`Work> or win32 -_- 00:28 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 00:28 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwp1P 00:28 < openapoc-git> OpenApoc/master 5d213b3 Jonathan Hamilton: Annotate KHR_debug proc with apientry... 00:28 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 00:29 <@JonnyH`Work> Happy *grumble grumble* 00:29 <@JonnyH`Work> Anyway, I'm off, have a good evening 00:29 -!- You're now known as JonnyH`Away 00:52 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 07:14 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 07:41 -!- Colombo2 [~colombo@124.197.25.143] has joined #OpenApoc 08:12 -!- Colombo2 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 08:17 -!- Kaljakoppa_off is now known as Kaljakoppa 08:29 -!- Pawlac_1 [~Pawlac@p4FDCC0B3.dip0.t-ipconnect.de] has joined #OpenApoc 08:33 -!- Pawlac [~Pawlac@p4FDCC006.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:07 -!- Solarius [~Solar@192.166.202.28] has joined #OpenApoc 09:51 -!- nadir [uid134094@gateway/web/irccloud.com/x-tdslyxwiohxhyjff] has quit [Quit: Connection closed for inactivity] 10:08 < SupSuper> JonnyH`Away: nice job on the intro video :) 10:08 < SupSuper> seems to be synced up fine for me 10:08 < SupSuper> the volume sliders no longer work though 10:18 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 10:28 < Kaljakoppa> OMG we need a proggress video! 11:04 -!- Kaljakoppa is now known as Kaljakoppa_off 11:17 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:48 -!- nadir [uid134094@gateway/web/irccloud.com/x-wllicztwoaktfavj] has joined #OpenApoc 12:02 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:27 -!- Skin36 [~Skin36000@109.168.226.97] has joined #OpenApoc 12:31 -!- Skin36 [~Skin36000@109.168.226.97] has left #OpenApoc [] 12:37 -!- pagurus [~user@pD950CFA8.dip0.t-ipconnect.de] has joined #OpenApoc 13:56 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 13:58 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 14:22 -!- Solarius [~Solar@192.166.202.28] has quit [Quit: Leaving] 15:40 -!- Skin36 [~Skin36000@109.168.226.97] has joined #OpenApoc 16:29 -!- Skin36 [~Skin36000@109.168.226.97] has quit [Ping timeout: 260 seconds] 16:56 -!- Skin36 [~Skin36000@185.3.33.250] has joined #OpenApoc 19:46 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-fmjixexqpvedezwb] has quit [Ping timeout: 276 seconds] 20:40 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-kyohcdotatrbfuxd] has joined #OpenApoc 21:08 -!- You're now known as JonnyH 21:11 -!- pagurus [~user@pD950CFA8.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:15 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 21:15 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwhw5 21:15 < openapoc-git> OpenApoc/master f7ecd9d Jonathan Hamilton: Fix audio volume setting... 21:15 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 21:50 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 21:50 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vwhoC 21:50 < openapoc-git> OpenApoc/master 7b2f3d2 Jonathan Hamilton: Start the game at midday 21:50 < openapoc-git> OpenApoc/master bfddfa1 Jonathan Hamilton: Add interpolated palette based on time of day in the CityView 21:50 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 21:56 < SupSuper> ohhhh shinies 21:56 < SupSuper> let me know if you want me to finish something up for the video 21:56 <@JonnyH> I'm going to do it tomorrow 21:56 <@JonnyH> I just want to get a 'research complete' dialog 21:57 <@JonnyH> There's still the glaring hole of 'items' 21:57 <@JonnyH> then we can add item dependencies to the REsearch 21:57 <@JonnyH> and research dependencies to buildable base modules 21:57 < SupSuper> 'items' aren't something i can just finish up :p 21:58 <@JonnyH> I already have a 'silly' hack for the equip screen... 21:58 <@JonnyH> I suspect most of our core systems are 'silly' hacks that slowly outgrew their purpose 22:25 < SupSuper> we really need to clean up the vehicle equip screen :p 22:25 <@JonnyH> Has it got dusty? 22:25 < SupSuper> it's all hacks instead of ui 22:27 <@JonnyH> True 22:27 <@JonnyH> After research I was going to look at agents, that could extend to the equip screen 22:27 <@JonnyH> I assume a lot of commonality there means I'll end up rewriting half the vequipscreen... 22:40 -!- Skin36 [~Skin36000@185.3.33.250] has quit [Read error: Connection reset by peer] 22:43 < SupSuper> figures id should jump at this: http://www.pcgamer.com/id-software-shows-doom-running-on-gtx-1080-using-vulkan/ 22:45 <@JonnyH> I read the headlines of the nvidia event, I'm kinda cautious, as the numbers they claim are pretty crazy... 22:48 <@JonnyH> And considering the regulay hype for Tegra, and every time them being at best cherry picked (or pretty much lies...) I'm not holding my breath 22:49 < SupSuper> well id are pretty much the only aaa developer caring about opengl and co. 22:49 < SupSuper> which pretty much means it'll run great on a few cards and shit on everything else :p 22:51 <@JonnyH> Honestly, if you're GPU limited you'll probably get nothing out of vulkan.... 22:53 < SupSuper> btw switching to vs2015 actually seems to have sped up compilation, it seems to be smarter about what needs to be rebuilt 22:54 <@JonnyH> It also seems cache previous builds for the LTCG stuff 22:54 <@JonnyH> at least it prints out some messages implying that :) 22:54 < SupSuper> yeah 22:54 < SupSuper> 4> Generating code 22:54 < SupSuper> 4> 384 of 36898 functions ( 1.0%) were compiled, the rest were copied from previous compilation. 22:54 < SupSuper> 4> 63 functions were new in current compilation 22:54 < SupSuper> 4> 428 functions had inline decision re-evaluated but remain unchanged 22:54 < SupSuper> 4> Finished generating code 22:55 <@JonnyH> I still love the way the msvc optimiser is pretty ancient compared to other stuff, it's intra-function analysis is kinda pants 22:55 <@JonnyH> Though apparently they're released a new backend for testing the other day... 22:56 <@JonnyH> TBH we could probably disable the LTCG stuff anyway, as it doesn't gain as much as it did 22:59 < SupSuper> LTCG? 22:59 <@JonnyH> link time code generation? LTO (Link Time Optimisation) in non-msvc verms 22:59 <@JonnyH> cross-.cpp file optimisation, inlining etc. 22:59 < SupSuper> ah 23:00 <@JonnyH> It was pretty necessary as without it 2013 really failed for some of the tilemap stuff... 23:00 <@JonnyH> but that seems to be less of an issue (not sure if 2015 'fixed' it, a new 2013 version, or just changing the code) 23:00 < SupSuper> well 2015 had a significant c++ push 23:02 <@JonnyH> https://blogs.msdn.microsoft.com/vcblog/2016/05/04/new-code-optimizer/ 23:03 <@JonnyH> At least they're trying to fix stuff :) 23:04 < SupSuper> windows core c++ base is probably game devs anyways which never update and optimize way beyond the compiler anyways :p 23:08 <@JonnyH> Generally, I feel like the msvc compiler is great for simple, clear loops & hot paths 23:08 <@JonnyH> but you add a few layers of abstractions/containers/whatever fancyness and GCC's your man 23:10 <@JonnyH> Anyway, I've gotta run 23:10 <@JonnyH> Hopefully get time to record something tomorrow :) 23:10 -!- You're now known as JonnyH`Away 23:15 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 23:36 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 23:36 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vwhXm 23:36 < openapoc-git> OpenApoc/master 964afcc SupSuper: Don't log empty strings as we use them everywhere 23:36 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 23:59 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 23:59 < openapoc-git> [OpenApoc] SupSuper pushed 2 new commits to master: https://git.io/vwhXF 23:59 < openapoc-git> OpenApoc/master 25ed8a9 SupSuper: Added title to Vehicle Equip screen 23:59 < openapoc-git> OpenApoc/master c2b08c7 SupSuper: Moved current city and base to game state, since multiple stages can change it 23:59 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] --- Day changed Sun May 08 2016 00:11 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:59 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 02:00 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 03:16 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 08:29 -!- Pawlac [~Pawlac@p4FDCD37B.dip0.t-ipconnect.de] has joined #OpenApoc 08:32 -!- Pawlac_1 [~Pawlac@p4FDCC0B3.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:01 -!- nadir [uid134094@gateway/web/irccloud.com/x-wllicztwoaktfavj] has quit [Quit: Connection closed for inactivity] 10:39 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 11:12 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:45 -!- pagurus [~user@p4FD6C837.dip0.t-ipconnect.de] has joined #OpenApoc 11:51 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:20 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 12:52 -!- nadir [uid134094@gateway/web/irccloud.com/x-ofbmiwemcuohwrcg] has joined #OpenApoc 15:03 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 15:03 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vwjIh 15:03 < openapoc-git> OpenApoc/master 8b93909 SupSuper: Generalize base switching in screens to BaseStage class.... 15:03 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 15:05 -!- pagurus [~user@p4FD6C837.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 15:27 -!- Skin36 [~Skin36000@178.34.162.160] has joined #OpenApoc 15:28 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 15:28 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vwjtk 15:28 < openapoc-git> OpenApoc/master 9786cf7 SupSuper: Clean up base purchase screens. 15:28 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 15:36 -!- pagurus [~user@p4FD6C837.dip0.t-ipconnect.de] has joined #OpenApoc 15:41 -!- nadir [uid134094@gateway/web/irccloud.com/x-ofbmiwemcuohwrcg] has quit [Quit: Connection closed for inactivity] 16:08 -!- Kaljakoppa_off is now known as Kaljakoppa 16:09 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 16:09 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vwjqQ 16:09 < openapoc-git> OpenApoc/master 331943e SupSuper: Add research dependencies to base facilities 16:09 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 16:10 < SupSuper> JonnyH`Away: things i can't figure out: how to hide the unused "cells" facility, how to make facility build time actually tick down 16:27 -!- You're now known as JonnyH 16:27 <@JonnyH> I guess we'll need to add a updateDaily() callback? 16:27 <@JonnyH> I was thinking about making the cells/whatever depend on 'research' that can never be completed 16:28 < SupSuper> i tried that but then the game crashes over the research not existing :p 16:28 <@JonnyH> Same with the weekly 'new' stuff, have a WEEK0 research item all 'normal' items are dependent on 16:28 <@JonnyH> then a WEEK1 for the hawk air warrior, whatever else is on the next week 16:28 < SupSuper> also i can't check if facilities show a messagebox on completion because days take SO LONG in apoc :p 16:29 <@JonnyH> Add a 'progress day' debug button to the ingameoptions? 16:29 < SupSuper> well i mean in original apoc 16:29 <@JonnyH> It takes I was going to say, at turbo is goes through maybe 2 hours a second for me.. :P 16:30 < SupSuper> specially with all the events you have to sit through 16:30 < SupSuper> either way, i think you got enough for a video ;) 16:31 < SupSuper> people will miss the pew-pews though 16:31 <@JonnyH> You can turn off events inthe ingameoptions 16:31 <@JonnyH> but it'll have to 'slow down' when ufos appear? 16:31 < SupSuper> yeah 16:32 < SupSuper> might be faster to just hexedit a save :p 16:32 <@JonnyH> Possibly? 16:32 <@JonnyH> What do you want to test anyway? 16:32 < SupSuper> just wanted to see if it notified you at all or not 16:35 < SupSuper> ok it does just show you a messagebox 16:36 <@JonnyH> I think so, one for each completed facility after you exit the 'end of day' screen? 16:36 <@JonnyH> From memory... 16:36 < SupSuper> so i guess we'll need some kind of game event notification so we can push messageboxes in the sage 16:36 < SupSuper> *stage 16:36 <@JonnyH> Modal message boxes could just push themselves onto the stage stack? 16:37 <@JonnyH> The whole stageCmd thing is to we don't delete 'this' 16:37 <@JonnyH> really it's only needed for pop (and quit, I suppose) 16:38 <@JonnyH> TBH we could probably do something like Framework::Run() takes a sp<> ref on the stage it's Update()ing 16:38 <@JonnyH> then it will be free to 'pop' itself without worry 16:38 <@JonnyH> as it knows it won't actually be deleted 16:38 <@JonnyH> if that's a better flow 16:38 < SupSuper> the current system isn't very flexible anyways as we can't do multiple push/pops 16:39 <@JonnyH> I was thinking exactly that for the 'research complete' dialog 16:39 <@JonnyH> As in it'll push the 'research' screen 16:39 <@JonnyH> but if you select 'show ufopaedia' it pushes the ufopaeida on top of /that/ 16:39 <@JonnyH> so exiting the ufopaedia goes to the research screen 16:39 <@JonnyH> I might have a look at that today... 16:39 <@JonnyH> If we think that's a decent idea :) 16:40 < SupSuper> everything's a decent idea until we actually see the code and curse ourselves :p 16:40 <@JonnyH> Right, I'll implement it 16:40 <@JonnyH> and do a 'pull request' we can treat as a review 16:40 < SupSuper> on that note, don't look at the new BaseStage :) 16:41 <@JonnyH> It's getting to the point where me going in and hacking/slashing things until they work for me is no longer a great idea... 16:41 <@JonnyH> (If it ever was...) 16:41 <@JonnyH> So expect more 'review requests' from me ;) 16:43 -!- nadir [uid134094@gateway/web/irccloud.com/x-gdhoomtktjwskxkm] has joined #OpenApoc 17:02 < Skin36> hi 17:06 < Skin36> I wrote on a forum about the function of the time of day changing 17:20 <@JonnyH> Hi Skin36 - thanks again :D 17:20 <@JonnyH> I already implemented this yesterday - looking back at your IRC comments from *ages* ago :P 17:21 <@JonnyH> And I think I did it right (3am-6am, 6am-9am, 3pm-6pm, 6pm-9pm as the transitions 17:21 -!- Skin36 [~Skin36000@178.34.162.160] has quit [Ping timeout: 240 seconds] 17:21 < SupSuper> speaking of, you left some unused variables :p i assumed it was WIP 17:22 <@JonnyH> Oh, pal_1 replaced by palette1 and forgot to delete the old one? :P 17:24 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 17:24 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwjOd 17:24 < openapoc-git> OpenApoc/master c2f258a Jonathan Hamilton: Remove unused variables 17:24 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 17:24 < SupSuper> that and more: http://puu.sh/oKHyy/b5957e0880.png 17:25 <@JonnyH> Yeah, I originally wrote it interpolating using 2 floats 17:25 <@JonnyH> then went "Hey, wait, I have a mix() function for stuff like this... 17:25 < SupSuper> funny how it can only flag primitives as unused, possibly because of hidden sideffects 17:31 <@JonnyH> Yeah, I guess an out of line constructor can do *anything* 17:31 <@JonnyH> And I use that for the TraceObj stuff - you don't want it going 'Oh, that's dead, I'll remove it'... 17:35 < SupSuper> reminds me of this: http://jeffq.com/blog/when-code-is-suspiciously-fast-adventures-in-dead-code-elimination/ 17:35 <@JonnyH> msvc2013 also does 'weird' stuff with scope 17:36 <@JonnyH> If you use that to trace you get out-of-order start/end tags 17:36 <@JonnyH> which is 'out of spec' :P 17:43 < SupSuper> also half of the gl rendering code is reported as "unused" because they're basically crazy macro magic :p 17:43 <@JonnyH> crazy macro magic? 17:43 <@JonnyH> Where? 17:44 < SupSuper> well crazy gl magic 17:44 <@JonnyH> I guess if it doesn't realise glWhatever() does something 17:44 < SupSuper> i assume stuff like "ActiveTexture a(unit);" actually changes some state and isn't just dummy variables 17:45 <@JonnyH> You mean crazy constructor magic? :P 17:46 < SupSuper> i mean crazy :P 17:53 < SupSuper> speaking of crazy, today i learned operator overloads don't have to be bidirectional 17:54 <@JonnyH> TBH the fact that msvc2013 clearly does the traceObj stuff 'wrong', which uses the same pattern as the Surface/GL binding stuff 17:54 <@JonnyH> makes me a little worried... 17:54 < SupSuper> you can do StateRef == shared_ptr but not shared_ptr == StateRef 17:54 <@JonnyH> Ha, have you never done "string" + std::string(whatever)? 17:54 <@JonnyH> and wondered why it doesn't work? 17:55 < SupSuper> not since they added "string"s :p 17:56 <@JonnyH> We could add an out-of-class operator==(sp<>, StateRef<>) that should that, if you want 17:56 < SupSuper> still not as bad as doing "number of things: " + 5 17:57 <@JonnyH> or 5["string"] 17:58 <@JonnyH> that probably won't work in c++ though :P 18:05 < SupSuper> it does actually 18:06 < SupSuper> it'll earn you a stern finger-wagging though :P 18:06 <@JonnyH> More than a stern finger-waggling I'd hope... 18:07 < SupSuper> along with doing 0 == x 18:09 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 18:09 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vwjGJ 18:09 < openapoc-git> OpenApoc/master 953ac34 Jonathan Hamilton: Fix research progression 18:09 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 18:20 -!- Skin36 [~Skin36000@85.26.186.181] has joined #OpenApoc 18:25 < SupSuper> can't seem to figure out why a MouseEnter event isn't firing... 18:25 <@JonnyH> Is it getting the Mousemove event? 18:29 < SupSuper> *shrug* 18:29 < SupSuper> it fires fine in the BaseScreen but not in the ResearchScreen 18:29 <@JonnyH> Printf debugging :) 18:30 < SupSuper> and breakpointing events is just asking for a headache 18:30 <@JonnyH> I always do conditional breakpoints on the type at a location 18:30 <@JonnyH> anything else is madness :) 18:39 < SupSuper> found the problem and it was dumber than i expected 18:41 < SupSuper> apparently we don't have any sanity checks for duplicate ui id's... so it's a gamble whatever FindControl dedices to return :p 18:42 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 18:42 < openapoc-git> [OpenApoc] SupSuper pushed 2 new commits to master: https://git.io/vwjZE 18:42 < openapoc-git> OpenApoc/master 6b5f4fe SupSuper: Don't need to reload current base 18:42 < openapoc-git> OpenApoc/master 4ab66bd SupSuper: Remove duplicate items 18:42 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 19:04 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 19:10 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:49 <@JonnyH> https://youtu.be/heP_T4Fu2MY 19:51 < Kaljakoppa> Fug yes :) 19:52 < Pawlac> great progress man 19:53 <@JonnyH> Hopefully you can actually hear me blither over the top 19:53 <@JonnyH> Let me know if that's a good idea, what can be improved etc. 19:54 < Pawlac> well maybe turn up your mic volume a little bit higher 19:55 <@JonnyH> that was unfortunately the highest it will go... :) 19:55 <@JonnyH> I tried to renormalize it a bit, but I thought youtube did total-video normalization anyway? 19:57 -!- Skin36 [~Skin36000@85.26.186.181] has left #OpenApoc [] 20:00 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 240 seconds] 20:02 < SupSuper> JonnyH: usually you fix it in post-edit instead of recording everything together 20:02 < SupSuper> it's more reliable 20:02 -!- Kaljakoppa is now known as Kaljakoppa_off 20:03 <@JonnyH> I couldn't seem to persuade the audio streams to stay unmixed :P 20:03 <@JonnyH> Probably 'good enough' though 20:03 <@JonnyH> as I've gotta run in a few mins, and I want something out today if possible... 20:04 < SupSuper> i'll be sure to tweet it ;) 20:04 <@JonnyH> I'll set it public then? 20:05 <@JonnyH> public it is :) 20:10 <@JonnyH> Right, I'll let that simmer... 20:10 <@JonnyH> Have a good afternoon :) 20:10 -!- You're now known as JonnyH`Away 20:12 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 20:16 -!- sf{bad_alloc} [~sf@46.39.228.27] has joined #OpenApoc 20:16 -!- sf{bad_alloc} is now known as sf{bed_alloc} 20:17 < sf{bed_alloc}> hey everyone 20:21 < SupSuper> hey 20:21 < SupSuper> sf{bed_alloc}: got your sdl2 build working on uwp, but it had a lot of hidden headaches :p 20:22 < sf{bed_alloc}> JonnyH`Away: really liked the intro masking intro times! but apparently my apkfs needs to be much less naive, right now it takes 3 seconds to open a file - (almost) any file. Running without it is a *lot* faster. 20:23 < sf{bed_alloc}> SupSuper: yay! congratulations on getting it to run, bet there's a bunch of terrible stuff left by me in all of the engine files (and some of the states) 20:26 < sf{bed_alloc}> how did you manage resource loading? if I understood correctly there were a bunch of win32 functions you were not allowed to use 20:26 < sf{bed_alloc}> which you were using (?) for exactly that purpose I guess? 20:28 < SupSuper> most of them had winrt equivalents or could just be commented out 20:28 < SupSuper> you didn't even bother to use SDL_MessageBox or SDL_PrefPath :p 20:29 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:30 < SupSuper> your display flags just crash on winrt 20:30 < SupSuper> also you added a new 32bit png which gave me a world of trouble :p 20:30 < sf{bed_alloc}> the weapon selection box? 20:30 < SupSuper> yeah 20:30 < sf{bed_alloc}> it's 32bit? fffuuuuuuuuuuu 20:30 < sf{bed_alloc}> I *knew* there was something wrong with it :( 20:31 < SupSuper> you could've just drawn a rect :p 20:32 < SupSuper> well it was partially my fault because i disabled sdl_image 20:32 < sf{bed_alloc}> it worked just fine for xcom1, then worked okay for xcom2 while you were using sdl_image to load it, but after the switch to lodepng I guess it was getting displayed not as intended 20:33 < sf{bed_alloc}> and I've tried to kinda sorta fix it, but failed spectacularly because I cannot into graphic editors 20:33 < sf{bed_alloc}> but at the time I thought I'd be extra fancy and not just draw a rect, but make it look ~authentic~ 20:34 < sf{bed_alloc}> annnd apparently paint.net bit me in the ass 20:35 < sf{bed_alloc}> and SDL_MessageBox was not implemented for android at the time I might have looked at some code that showed a message box, and then just forgot about it I guess? 20:37 < sf{bed_alloc}> I'm trying to get a gl context no matter what, don't I? and that's what crashes winrt? 20:40 < SupSuper> probably, good thing you kept the sdl renderer :p 20:40 < SupSuper> i think winrt also always needs vsync 20:40 < SupSuper> in the end you still saved me from porting to sdl2 so good job ;) 20:42 < sf{bed_alloc}> well, give page some credit, he was the one who started it all (and probably made the most progress, I just fixed a couple of bugs and then ran git fetch upstream && git merge upstream/master once in a while) 20:43 < sf{bed_alloc}> wonder how sdl_renderer manages to run w/o vsync, doesn't gles2 turn that on by default anyway? 20:43 < SupSuper> *shrug* winrt is directx 20:44 < sf{bed_alloc}> is angle a built-in library or do you have to build it and bundle with your app yourself? 20:45 < SupSuper> you have to get it 20:45 < sf{bed_alloc}> mind you, it's not *that* complicated (I mean, I've managed to build it once), but still - that'd give a nice gles2->dx translator 20:45 < sf{bed_alloc}> prebuilt from nuget? 20:46 < sf{bed_alloc}> or from git and using a weird google-ish toolset? 20:47 < SupSuper> *shrug* it's on github by microsoft 20:47 < SupSuper> you can get it as a vs template 20:50 < sf{bed_alloc}> also, how does it treat resizing the window? 20:51 < sf{bed_alloc}> I remember toying with google's ARC welder (which is a thingy to run apks in chrome, because your browser is an operating system now), and oxc used to crash on resize 20:51 < sf{bed_alloc}> didn't do that on desktops, but then again desktops are relatively more sane 20:53 < SupSuper> resizing seems to work like a normal window 20:54 < sf{bed_alloc}> oh! and are the sources public? I've got a half-crappy windows 10 tablet (which is, I guess, the closest thing to an actual winphone), I'd be extremely glad to look at how it works there (touchscreen and stuff) 20:56 < sf{bed_alloc}> and whether the keyboard appears (don't know whether it works in sdl... remember googling docs about it, apparently you have to jump through hoops to get an on-screen keyboard to appear) 20:58 < SupSuper> i've only tried it on desktop so far so i couldn't tell you :p 20:58 < SupSuper> on desktop it's pretty much the same as normal windows 20:59 < sf{bed_alloc}> except probably some of the mouse stuff does not work properly (pretty sure I gave up on inverted drag-scrolling) 21:04 < sf{bed_alloc}> oh! looks like on-screen keyboard through sdl is fairly recent (as in, less than 24 hours recent - that's the last commit in sdl's hg): https://hg.libsdl.org/SDL/rev/0f89301aae00 21:10 < SupSuper> yeah seems they're still catching up with uwp 21:10 < SupSuper> there's no sdl_image uwp projects yet 21:10 < SupSuper> and my source's a mess because of various projects from submodules, non-submodules, custom patches etc etc all in an effort to just make it run :p 21:11 < SupSuper> well you know how it is ;) 21:15 < sf{bed_alloc}> yeah, I guess I can imagine. Would you mind sending a compiled package then? (there's gonna be some hoop-jumping to install it, but should be worth it) 21:16 < SupSuper> yeah i don't even know where that *is*. vs just magically builds it and installs it on its own 21:16 < SupSuper> and i had to manually shove all the data in there and and and well it's just not ready for prime 21:16 < sf{bed_alloc}> try searching for, uh, .appx? 21:17 < SupSuper> well when debugging the AppX is just a folder 21:17 -!- Pawlac [~Pawlac@p4FDCD37B.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:18 < SupSuper> i'll try making a package from vs, the biggest annoyance is there's no easy way to just package your custom data in there without adding it all in vs 21:19 < SupSuper> which is why i haven't been able to test it in the phone emulator, the data never makes it there :/ 21:21 < sf{bed_alloc}> I had to hack in a build step that would package the data and put it in the proper folder 21:21 < SupSuper> http://puu.sh/oKXa2/fe7fd32e4f.png but even an error message is better than nothing :p 21:21 < sf{bed_alloc}> isn't there a pre-build step in vs that would accomplish the same thing? 21:22 < SupSuper> information on uwp is very flakey 21:22 < SupSuper> apparently if you're manually making the package you can just tell it to package up a whole folder for you 21:22 < sf{bed_alloc}> hey, I'd say it's pretty far in the bootup stage if it prints *this* message! 21:22 < SupSuper> but if you do it through vs, it has its own build steps that override any custom steps you make and just ughhhhhhhhhhhhh 21:23 < SupSuper> but yeah it works fine on desktop: http://puu.sh/oKXjd/b6f86ba39a.png 21:24 < sf{bed_alloc}> at least you don't have to deal with android studio, which outright refuses to work with its default settings (needs more RAM) and re-indexes everything after you change even a single line in the build.gradle :p 21:24 < SupSuper> one weird quirk is that the mouse cursor is always visible, and if you disable it you lose all mouse input (presumably it uses touch instead?). from the sdl docs, showcursor() on winrt is kinda weird 21:25 < SupSuper> yeah the nice thing of just using visual studio is, hey it's just visual studio all over again! 21:25 < sf{bed_alloc}> not even relative input? 21:26 < SupSuper> i haven't given it much debug yet, it's probably "cheating" to test it on a desktop 21:27 < sf{bed_alloc}> yeah, having a build system that's not a functional-programming-inspired script is probably not a bad thing (though I'm having a sort of Stockholm syndrome with gradle if I'm phrasing it like that) 21:27 < SupSuper> anyways if i'm gonna publish this we probably have to decide what goes where. do i pull request the winrt fixes to your repository, or just have a separate repository for that, and then another one for the uwp build stuff? plus more sdl2 submodules... :p 21:29 < sf{bed_alloc}> well, re sdl2 submodules there's this: https://github.com/spurious/SDL-mirror (there are probably mirrors for sdl2_mixer and sdl2_image as well) 21:31 < sf{bed_alloc}> I'd say it'd be better if you had your own sdl2 branch and I'd just keep mine up-to-date with yours (you know more about how to keep your code clean and readable than I do) 21:34 < SupSuper> well i don't have nearly as much time :p 21:35 < SupSuper> i'm already on openxcom and openapoc, openxcom uwp is mostly just an experiment (although openapoc uwp would be interesting as well...) 21:36 < sf{bed_alloc}> oh yeah, better start writing that dx renderer :p 21:37 < sf{bed_alloc}> (at least you won't have to choose between two compilers and 4? 5? different stl implementations...) 21:38 < SupSuper> well this doesn't sound too bad: http://developernote.com/2015/11/combining-opengl-and-xaml-together-in-a-windows-store-app-uwp/ 21:39 < SupSuper> i guess i'll just pull request to you every now and then, since your stuff is already a fork of my stuff anyways, so i can decide what should go in main openxcom and in sdl2 openxcom 21:41 < sf{bed_alloc}> maybe just add you as a committer? (wonder how that works...) 21:42 < SupSuper> as for the mirrors, the problem is we need latest source, and none of them stay up to date :p spurious would be good if he added the libs as well 21:44 < sf{bed_alloc}> we could try setting up our own, probably (should be a matter of running hg-fast-import once in a while, I've probably messed up my sdl2 mirror because of some changes that I've added - in retrospect that was a Bad Idea) 21:56 < SupSuper> see you've totally got this better than me :p 21:58 < SupSuper> wish sdl would add SDL_PreferredLocales soon too 21:59 < sf{bed_alloc}> ugh, hg-fast-export does not like unnamed heads (which apparently sdl2 has) 22:00 < sf{bed_alloc}> uwp has no posix-style locales as well? 22:01 < SupSuper> nope, which is weird because win32 does 22:01 < sf{bed_alloc}> in android I ended up just passing the system locale as a runtime option (and that's still just to select the right display language) 22:01 < sf{bed_alloc}> and the locale was determined at java side 22:01 < SupSuper> at least it's tipped me off that openxcom needs better handling if the locale is invalid :p 22:02 < sf{bed_alloc}> apparently there's a strong belief that posix locale is broken and therefore should not be implemented on new platforms anymore 22:02 < SupSuper> c locale stuff is a mess, it's true 22:02 < sf{bed_alloc}> and no one got the memo with the new standard 22:03 < SupSuper> even the c++11 stuff is... uh... 22:03 < sf{bed_alloc}> JonnyH said they're gonna fix it in c++14? or c++17? 22:03 < SupSuper> rip 22:04 < sf{bed_alloc}> and then we'll have to wait ~4-5 years before there's a reliably working implementation 22:04 < sf{bed_alloc}> and google will surely make a mess of it (although I'm being too harsh, recent toolkits are more standards-compliant) 22:07 < SupSuper> when native isn't your main userbase, you get to be as flexible as you want :p 22:07 < SupSuper> at least winrt c++ is pretty much the same as win32 c++, besides windows-api stuff (which you should be avoiding anyways) 22:28 < SupSuper> JonnyH`Away: nice video! you kinda sound like gollop :p 22:37 < sf{bed_alloc}> oh god I got mentioned 22:39 < sf{bed_alloc}> it's a bit too much credit, considering most of the time I tend to come up on irc and say "oh god everything is broken save me plz" 22:40 < SupSuper> me too :p 22:41 < sf{bed_alloc}> hey, at least you fix stuff and commit stuff 22:42 < SupSuper> also i figured out how to manually make an appx, hold on to your butts 22:42 < sf{bed_alloc}> wooo! 22:43 < SupSuper> i didn't enable any of the mobile stuff though so this will likely just burn on launch 22:43 < SupSuper> also guess what an appx is just a zip in disguise :p 22:46 < sf{bed_alloc}> so the same as .apk (and probably .ipk)? 22:47 < sf{bed_alloc}> well, my win10 tablet is x86, so I guess it might work fine? 22:49 < SupSuper> oh good because i built for x86 :p 22:49 < SupSuper> you'll probably need dev mode as well: http://www.howtogeek.com/219651/windows-10-allows-you-to-sideload-universal-apps-just-like-android-does/ 23:21 < SupSuper> any luck? 23:27 < sf{bed_alloc}> none so far - apparently I'm missing something obvious, but I can't really install the package 23:28 < sf{bed_alloc}> windows won't recognize it as an app package, and some third-party app (WindowsAppBoss) throws some dism errors 23:30 < SupSuper> is this any useful? https://technet.microsoft.com/itpro/windows/deploy/sideload-apps-in-windows-10 23:31 < SupSuper> apparently on desktop you have to use powershell, pfft 23:32 < SupSuper> at least we don't need the store... 23:37 < sf{bed_alloc}> okay, now you're a root certificate issuer for my tablet, apparently 23:37 < SupSuper> hurray for dev certificates! 23:37 < sf{bed_alloc}> annnnd I need Microsoft.VCLibs.140.00.Debug 23:38 < SupSuper> damn 23:38 < SupSuper> should've made a release build 23:38 < sf{bed_alloc}> fun times with different runtimes for debug and release 23:38 < SupSuper> well you also can't distribute debug builds on windows, so at least it's consistent :p 23:39 < sf{bed_alloc}> unless you package all of the *d.dll with your build? (which would make it legally non-distributable I guess...) 23:40 < SupSuper> yeah 23:40 < SupSuper> and who wants a slower build anyways 23:40 < sf{bed_alloc}> but but but my stack traces! 23:47 < SupSuper> great the release build just crashes :p 23:48 < SupSuper> well eventually i'll set up the repository so you can mess around with it 23:51 < SupSuper> nevermind it was just missing the data 23:51 < SupSuper> it shouldn't crash just from missing the data though... --- Day changed Mon May 09 2016 00:04 < sf{bed_alloc}> progress (bar)! 00:05 < sf{bed_alloc}> oh god it runs 00:05 < sf{bed_alloc}> it ruuuuuns! 00:06 < sf{bed_alloc}> and I can pinch the globe 00:06 < sf{bed_alloc}> forever 00:07 < sf{bed_alloc}> ...and apparently touching with fingers *and* using stylus breaks stuff 00:08 < sf{bed_alloc}> and now it refuses to run, claiming something's missing 00:08 < sf{bed_alloc}> I blame microsoft 00:10 < sf{bed_alloc}> oh, looks like it changes working dir on subsequent runs 00:13 < sf{bed_alloc}> at least it starts looking for data in Users/$USER/AppData/Local/Packages/OpenXcom.App_garbledgarbled/LocalState/OpenXcom/OpenXcom 00:14 < sf{bed_alloc}> ...and deleting it just causes the app to crash 00:16 < sf{bed_alloc}> and then it suddenly starts working again 00:16 < sf{bed_alloc}> ~magic~! 00:21 < sf{bed_alloc}> and yeah, I guess building with __MOBILE__ would produce a more touch-oriented build, but nevertheless great job! I really like how it looks and feels. 00:24 < sf{bed_alloc}> Glitches with touch and/or pen might be due to my device's faulty touchscreen (it's a cheap tablet, and I guess I wasn't lucky with this unit, so it now has quite an impressive amount of paper and insulating tape, but apparently it doesn't always help) 00:31 < SupSuper> well i imagine any quirks are due to windows or sdl's touch emulation 00:32 < SupSuper> glad it works though! even if it's basically a repackaged windows app 00:34 < sf{bed_alloc}> well, it's a nicely repackaged windows app, and you are now officially a mobile developer :p 00:36 < sf{bed_alloc}> okay, I'm off to sleep, please check my cuesheet branch (though I've got a couple things I'd like to do with it before a merge) 00:47 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 03:41 -!- pagurus` [~user@pD950F585.dip0.t-ipconnect.de] has joined #OpenApoc 03:42 -!- pagurus` [~user@pD950F585.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:42 -!- pagurus` [~user@pD950F585.dip0.t-ipconnect.de] has joined #OpenApoc 03:43 -!- pagurus` [~user@pD950F585.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:43 -!- pagurus [~user@p4FD6C837.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:45 -!- pagurus` [~user@pD950F585.dip0.t-ipconnect.de] has joined #OpenApoc 04:13 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-kyohcdotatrbfuxd] has quit [Ping timeout: 276 seconds] 04:31 -!- Pawlac [~Pawlac@p4FDCD37B.dip0.t-ipconnect.de] has joined #OpenApoc 04:42 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 05:10 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-hjwslkgoxypxouvy] has joined #OpenApoc 05:41 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:48 -!- Colombo2 [~colombo@124.197.25.143] has joined #OpenApoc 06:31 -!- Pawlac [~Pawlac@p4FDCD37B.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 06:51 -!- Skin36 [~Skin36000@185.3.33.123] has joined #OpenApoc 06:52 -!- Skin36 [~Skin36000@185.3.33.123] has left #OpenApoc [] 07:13 -!- Skin36 [~Skin36000@185.3.33.123] has joined #OpenApoc 07:13 -!- Skin36 [~Skin36000@185.3.33.123] has left #OpenApoc [] 09:11 < Colombo1> Congratulation JonnyH`Away, you have been noticed! 09:11 < Colombo1> https://www.gamingonlinux.com/articles/openapoc-the-open-source-engine-for-x-com-apocalypse-shows-impressive-progress.7186 10:03 -!- Pawlac [~Pawlac@p4FDCD1C6.dip0.t-ipconnect.de] has joined #OpenApoc 10:21 -!- nadir [uid134094@gateway/web/irccloud.com/x-gdhoomtktjwskxkm] has quit [Quit: Connection closed for inactivity] 11:17 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:17 -!- Colombo2 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:54 < kkmic> Intro video... nice 12:30 -!- nadir [uid134094@gateway/web/irccloud.com/x-cmqnbdhboqgpksrk] has joined #OpenApoc 13:54 -!- Skin36 [~Skin36000@46.45.192.229] has joined #OpenApoc 14:11 < Pawlac> what the hell 14:11 < Pawlac> www.openapoc.pmprog.co.uk redirects to some weird ass site 14:12 < Pawlac> removing the www. part shows the forum 15:00 -!- You're now known as JonnyH 15:03 <@JonnyH> Pawlac: Huh, you're right, I guess that breaks whatever virtual server stuff pmprog uses 15:03 <@JonnyH> I 15:04 <@JonnyH> I'll remove any www.s 15:19 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 15:26 < TheSnide> JonnyH: hi 15:28 <@JonnyH> Hi 15:31 <@JonnyH> Whelp, I guess it's time to try to get a list of features to get the 'next' progress video done a bit quicker than this one :) 15:31 < TheSnide> nice progress since last time i lurked here 15:32 <@JonnyH> I dunno, it kinda feels slow to me... 15:32 <@JonnyH> At this rate we'll have a complete game just in time for the heat death of the universe 15:33 < TheSnide> i know the feeling 15:33 < TheSnide> (last visit was last uear) 15:33 < TheSnide> year 15:33 < TheSnide> :-p 15:34 < TheSnide> .. i also started to implement a vixel RT tactical engine 15:34 < TheSnide> but got nowhere 15:34 < TheSnide> ... so, at least you made some progress 15:35 < TheSnide> hence, you have all my admiration 15:35 < TheSnide> :) 15:37 < TheSnide> (useless commznt, i agree. but i felt compelled to say it anyway) 15:41 <@JonnyH> All cheerleading comments are appreciated :D 15:42 < Pawlac> JonnyH: when OpenApoc reaches the status that it's 100% playable i.e. all Apoc features are added, is there any plan for adding cut out contents? like the spying stuff that Apoc was supposed to have. Just wondering. 15:43 <@JonnyH> Pawlac: definately yes 15:43 <@JonnyH> Or at least the 'hooks' for them to be modded in 15:43 <@JonnyH> I don't know if all the planned features will make a 'better' game, so they probably won't be default-on though 15:44 < Pawlac> makes sense, since afaik there is no proper documentation of those things + it would confuse players why OpenApoc plays different then the DOS one. 15:45 <@JonnyH> Plus some game ideas sound good ,but when implemented just don't quite fit 15:46 <@JonnyH> but I do expect an OpenApoc:Extended for something 15:46 <@JonnyH> (At least as a 'build-in' optional mod) 15:47 <@JonnyH> I want to make 'core' openapoc more mod-able than openxcom, so hopefully fewer things require source changes 15:47 < Pawlac> more modable huh? 15:48 < Pawlac> like allowing the modder to use scripting language? 15:48 <@JonnyH> Yeah, I expect to add some script language for some stuff 15:50 <@JonnyH> Back in a bit... 15:50 -!- You're now known as JonnyH`Work 15:50 < Pawlac> alright sounds great 15:51 < Pawlac> I am already curios what kind of mods OpenApoc will have 15:51 < TheSnide> is it still in plan to have a different tactical engine than thr citymap one ? 15:53 < Pawlac> "different tactical engine" like the Real-Time/Turn-Based mode? 15:54 < TheSnide> you're making the citymap firzt, right ? 15:54 < TheSnide> Pawlac: yup 15:55 < Pawlac> ah, iirc he wants to do the Real-Time mode first since the Citymap is in Real-Time then later he will add the Turn-Based one 15:58 < TheSnide> fine for me. i don't lke Trun ;) 15:58 < TheSnide> turn 16:13 < sf{bed_alloc}> JonnyH`Work: judging by the travis logs, clang does not like regex. I *think* I could get away with just splitting strings (though I'd rework the string splitting code first) 16:29 < sf{bed_alloc}> then again, I can't seem to reproduce that behavior locally (gcc5.3/clang3.7.0) 16:38 <@JonnyH`Work> sf{bed_alloc}: IIRC the ubuntu clang builds against an 'old' version of libstc++ by default 16:38 <@JonnyH`Work> for whatever reason... 16:41 < sf{bed_alloc}> so, not an issue then? 16:42 <@JonnyH`Work> Depends if you want to support ubuntu I guess :P 16:45 <@JonnyH`Work> And what's wrong with our String;:split? 16:45 <@JonnyH`Work> It's not very fast, causes unnecessary copies, but you probably shouldn't be doing string management in hot-paths anyway :P 16:46 <@JonnyH`Work> Or do you want to split by strings not chars? 16:46 < sf{bed_alloc}> that should be executed once per cue archive, so not exactly hot path? 16:46 < sf{bed_alloc}> thing is, multiple spaces produce multiple empty strings 16:47 <@JonnyH`Work> Oh, so you want some kind of split & trim :) 16:47 < sf{bed_alloc}> so UString(" FILE something.bin ").split(" ") -> {"", "", "", "", "FILE", "", ""...} - you get the idea 16:48 < sf{bed_alloc}> well, that's how split used to work in python, which is probably the only implementation I've used :p 16:48 <@JonnyH`Work> You could add a 'bool ignoreEmpty' 16:49 <@JonnyH`Work> and instead if 'strings.push_back(tok);' make it 'if (!tok.empty()) strings.push_back(tok); 16:49 <@JonnyH`Work> if that flag is set? 16:49 < sf{bed_alloc}> and even then there could be 'FILE "something with a space in the middle" BINARY' 16:50 <@JonnyH`Work> Yeah, the split isn't really useful for generic parsing :) 16:50 < sf{bed_alloc}> and splitting by spaces would still not do much good (especially if there are multiple consequitive spaces) 16:52 < sf{bed_alloc}> so regexes are probably somewhat overkill, but they tend to get the job done 16:52 <@JonnyH`Work> Probably less overkill than a boost::spirit or bison parser or something 16:53 <@JonnyH`Work> kinda depends if you want it to be bullet proof for all .cue files 16:53 <@JonnyH`Work> Or just work with the ones you're likely to see 16:53 <@JonnyH`Work> Or even just the single one in gog.com's apoc :P 16:55 < sf{bed_alloc}> We could actually generate "virtual" cue files that would point to an .iso file (if we'd like to use this archiver instead of the physfs-bundled one for some reason) 16:56 <@JonnyH`Work> Just assume it's a single iso track of a 'default' mode? 16:57 < sf{bed_alloc}> yeah, just pass it "file /path/to/iso binary\n track 1 mode1/2048\n index 00:00:00" (I'm actually ignoring the contents of index command) 16:59 < sf{bed_alloc}> but we'd have to use something like mountIo or mountMemory instead of a regular mount... 17:05 <@JonnyH`Work> mmap() the whole file and mountMemory might be easiest :P 17:06 <@JonnyH`Work> I really miss mmap using physfs... 17:39 < sf{bed_alloc}> seems to work on android, seems (?) to work on my fc23, haven't tried windows (do you regenerate project files using cmake, by the way?) 17:50 <@JonnyH`Work> Nope, the msvc project files are separate to the cmake files 18:35 -!- pmprog [~quassel@97e2af92.skybroadband.com] has joined #OpenApoc 18:35 -!- mode/#OpenApoc [+o pmprog] by ChanServ 18:35 <@pmprog> Hi 18:36 <@JonnyH`Work> hey pmprog :) 18:36 <@pmprog> Hi JonnyH`Work, how's things? 18:36 <@JonnyH`Work> Alright - finally did another progress video 18:36 <@JonnyH`Work> (which I guess you've noticed :) 18:36 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:36 <@JonnyH`Work> Oh my, supsuper too, the whole gang's here 18:37 <@pmprog> Yes, I saw the video, great work guys! 18:38 < SupSuper> hey 18:38 <@JonnyH`Work> They get a fair few views (the october one has ~6k) 18:38 <@JonnyH`Work> but not sure if they attract devs :P 18:39 <@pmprog> I saw this -- https://www.gamingonlinux.com/articles/openapoc-the-open-source-engine-for-x-com-apocalypse-shows-impressive-progress.7186 18:39 <@JonnyH`Work> me too :) 18:39 < SupSuper> yeah i shared it on the openxcom networks, since a bunch of people follow 18:39 < SupSuper> JonnyH`Work: in my experience you don't attract devs, devs come to you :P 18:40 < SupSuper> every now and then someone shows up at #openxcom wanting to fix ALL the thing and adding ALL the features. and then we got nothing for them :P that's how you know 18:40 <@pmprog> Yes, thanks for sharing SupSuper 18:40 <@JonnyH`Work> And I sound like gollop... in a good way? 18:41 < SupSuper> you have that awkward-dev-in-the-spotlight down ;) 18:41 < SupSuper> j/k you have a similar british accent i guess 18:42 <@pmprog> lol - this comment -- https://www.gamingonlinux.com/articles/openapoc-the-open-source-engine-for-x-com-apocalypse-shows-impressive-progress.7186#60715 18:42 <@pmprog> Collecting engine source code :) 18:42 <@pmprog> Sounds kinda like what I used to do 18:42 <@pmprog> Until I realised I never used them or read the source, so they were a bit pointless 18:44 < SupSuper> i just bookmark them all :p 18:45 <@pmprog> You should check my github stars ;-) 18:45 <@JonnyH`Work> You don't fork them? It seems to be what everyone else does.... 18:46 <@pmprog> I only fork them depending on my intentions 18:46 <@JonnyH`Work> Naa, I'm joking about people who don't know what it means using it to 'tag' stuff 18:46 -!- pagurus` [~user@pD950F585.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 18:46 <@pmprog> I figured, but still, I do fork some projects 18:47 <@JonnyH`Work> Hell, I forked openapoc 18:47 <@pmprog> :D 18:47 <@pmprog> and it's a good thing that you did 18:47 <@JonnyH`Work> and made.. one or two branches :) 18:47 < SupSuper> given every bugfix becomes a "fork", you can't trust those much either :p 18:47 <@pmprog> To be honest, I still to this day, do not fully understand branches 18:48 <@JonnyH`Work> pmprog: *spooky git magic* 18:48 < SupSuper> ^^^^ 18:48 <@pmprog> I kinda mean their use, not the technicals on how they work :P 18:48 < SupSuper> i think the name "branch" is a misnomer, because actual branches don't normally split and merge back and intertwine and what not :p 18:49 < SupSuper> pmprog: mostly so you can work on separate things without having them all in the same bag 18:49 <@pmprog> I guess most of my code was pretty much solo efforts, so I only ever really worked on one thing at a time 18:50 <@JonnyH`Work> I tend to use them for work-in-progress stuff where it takes longer than one 'coding session' 18:50 <@JonnyH`Work> as I can write notes/have broken commits/whatever and nobody complains 18:50 < SupSuper> yeah i can never get into them, but "theoretically" they're nice so you can undo/redo stuff without affecting some other unrelated feature 18:50 <@JonnyH`Work> then squash merge to hide all the crappy middle stages 18:50 < SupSuper> atlassian has a pretty good (and verbose) write-up: https://www.atlassian.com/git/tutorials/comparing-workflows/ 18:51 <@pmprog> Does it seem bad that I have 83 repos in my account? with 60 of them being original projects! 18:51 < SupSuper> it builds character! 18:52 <@pmprog> lol - "This guy starts lots and finishes none"... Sad but true 18:52 <@pmprog> Well, mostly true 18:53 <@pmprog> My Nexys4 FPGA board I bought to help test out the MEGA65 firmware hasn't even made it out of the box yet 18:53 <@JonnyH`Work> heh, I've got a nexys4 ddr somewhere.. 18:55 <@pmprog> Well... One project I was making was rehousing a RaspPi in my old Amiga 600 case... After not bothering trying to solder and code a Teensy to control the keyboard, I just bought a Keyrah... and it now sits on my desk unconnected 18:55 <@pmprog> I really should try and work out how to expose all the Pi bits out of the back of the case 18:56 <@pmprog> But it's that time thing again... 18:56 <@pmprog> ... and speaking of which, I better get off. Just wanted to drop by and say congrats on the vid and the progress :-) 18:56 <@pmprog> Cya next time 18:56 <@JonnyH`Work> o7 18:56 -!- pmprog [~quassel@97e2af92.skybroadband.com] has quit [Remote host closed the connection] 18:59 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 18:59 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vrvyZ 18:59 < openapoc-git> OpenApoc/master 3e773cf Jonathan Hamilton: Some warning fixes 18:59 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 19:18 < SupSuper> btw i also twitted gollop ;) doubt he'll reply though 19:19 <@JonnyH`Work> You never know... 19:22 -!- koso [~kos@87.13.229.65] has joined #OpenApoc 19:22 -!- koso [~kos@87.13.229.65] has left #OpenApoc [] 19:42 -!- pagurus [~user@pD950F585.dip0.t-ipconnect.de] has joined #OpenApoc 19:54 -!- Skin36 [~Skin36000@46.45.192.229] has quit [Ping timeout: 265 seconds] 20:03 -!- Pawlac [~Pawlac@p4FDCD1C6.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:15 -!- Skin36 [~Skin36000@185.3.33.123] has joined #OpenApoc 20:26 -!- JonnyH`Work [~jonny@s2.jonnyh.net] has quit [Ping timeout: 260 seconds] --- Log closed Mon May 09 20:26:17 2016 --- Log opened Mon May 09 20:26:26 2016 20:26 -!- JonnyH`Work [~jonny@s2.jonnyh.net] has joined #OpenApoc 20:26 -!- Irssi: #OpenApoc: Total of 11 nicks [0 ops, 0 halfops, 0 voices, 11 normal] 20:26 -!- Irssi: Join to #OpenApoc was synced in 10 secs 20:32 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 20:32 < openapoc-git> [OpenApoc] JonnyH opened pull request #70: Add ID and data to UserEvent and use it for 'research complete' (master...WIP/research_complete_message) https://git.io/vrvjP 20:32 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 20:34 < JonnyH`Work> Let's keep extending Events until they literally explode! 21:19 -!- Skin36 [~Skin36000@185.3.33.123] has left #OpenApoc [] 23:07 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 23:53 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Tue May 10 2016 00:09 -!- You're now known as JonnyH`Away 00:52 -!- Colombo2 [~colombo@124.197.25.143] has joined #OpenApoc 02:02 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 02:56 -!- Colombo2 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 03:42 -!- pagurus` [~user@pD950F71E.dip0.t-ipconnect.de] has joined #OpenApoc 03:42 -!- pagurus` [~user@pD950F71E.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:42 -!- pagurus` [~user@pD950F71E.dip0.t-ipconnect.de] has joined #OpenApoc 03:43 -!- pagurus` [~user@pD950F71E.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:44 -!- pagurus` [~user@pD950F71E.dip0.t-ipconnect.de] has joined #OpenApoc 03:45 -!- pagurus [~user@pD950F585.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:12 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 04:26 -!- Pawlac [~Pawlac@p4FDCD1C6.dip0.t-ipconnect.de] has joined #OpenApoc 04:37 -!- sf{bed_alloc} [~sf@46.39.228.27] has quit [Quit: sf{bed_alloc}] 04:38 -!- sf{bad_alloc} [~sf@46.39.228.27] has joined #OpenApoc 04:38 -!- sf{bad_alloc} is now known as sf{bed_alloc} 04:50 -!- sf{bed_alloc} [~sf@46.39.228.27] has quit [Ping timeout: 244 seconds] 06:26 -!- Pawlac [~Pawlac@p4FDCD1C6.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 07:21 < TheSnide> btw, is it possible to extract all the files from the iso ? 07:33 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 08:01 < kkmic> Are you asking if it is possible to unpack the ISO or if it is possible to play OpenApoc with it unpacked? 09:40 < TheSnide> well, i was more asking about having all the individual files extracted from the pack files (which are on the iso.. but that's not an issue) 09:41 < TheSnide> --> i'd be specifically interested in having a bunch of png for all the sprites 09:42 < TheSnide> (ie, ripping the sprites) 10:20 -!- Pawlac [~Pawlac@p4FDCD031.dip0.t-ipconnect.de] has joined #OpenApoc 11:41 < kkmic> AFAIK, the physfs library used allows you to extract the individual files that are in the ISO and use them unpacked - not sure though if this is actually implemented in the OAC code 11:41 -!- nadir [uid134094@gateway/web/irccloud.com/x-cmqnbdhboqgpksrk] has quit [Quit: Connection closed for inactivity] 11:41 < kkmic> As for the individual sprites... hmm... 11:41 < kkmic> Technically it is possible 11:42 < kkmic> But you'll have to ask JonnyH if support for this is planned or possible 12:50 < TheSnide> kkmic: as then a 1srt extract could be done. ahead of time sortof 12:51 < TheSnide> and then, just reuse the one without phyf 12:51 < TheSnide> phyfs 12:57 < kkmic> What's 'lsrt'? 13:13 -!- nadir [uid134094@gateway/web/irccloud.com/x-hbdtylhtxoywuprf] has joined #OpenApoc 13:38 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 13:38 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vrJNZ 13:38 < openapoc-git> OpenApoc/master 971f46c Jonathan Hamilton: Add a String "ID" and sp to UserEvent and use it for 'research complete'... 13:38 < openapoc-git> OpenApoc/master 985ee21 Jonathan Hamilton: Merge pull request #70 from JonnyH/WIP/research_complete_message... 13:38 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 13:38 -!- You're now known as JonnyH 13:39 < JonnyH> TheSnide: Yes, you can play with the 'cd path' pointing to a directory instead of an .iso 13:40 < JonnyH> And if you want the extracted sprites: http://s2.jonnyh.net/pub/list/extracted/ 13:49 < Skin36> I wrote about the change of day and night, but you have already done it 13:50 < JonnyH> Yeah, I looked back at the IRC logs when you were discussing it :) 13:50 < JonnyH> So thanks! 13:54 < Skin36> I am preparing an article on the generation of veh for organizations, but not yet clear. the generation of all vehs algorithm is clear, but how they are distributed on buildings is not clear. 13:54 < JonnyH> I'm looking forward to removing my current 'hack' :) 14:07 < Skin36> have a question, map of the city to its present size will be expanded? 14:07 < JonnyH> The data files are 100x100x10 14:07 < JonnyH> But there's nothing in openapoc that means that can't be expanded 14:08 < JonnyH> there are no limits really in open apoc :) 14:08 < JonnyH> Up to memory size... 14:09 < JonnyH> Or 'int' size I guess (2billion x 2billion x 2bollion) ;) 14:09 < JonnyH> though if MASSIVE maps become a thing I'll probably have to change how some of the update loop works 14:09 < JonnyH> as it won't be very efficient if it's really big 14:10 < Pawlac> chunk based updates? 14:10 < JonnyH> At least some kind of 'activity check' 14:10 < JonnyH> so it doesn't have to check each tile only to realise it's not doing anything interesting 14:12 < Skin36> but the map of the city in the game more, she supplemented with grass tiles 14:13 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-hjwslkgoxypxouvy] has quit [Ping timeout: 276 seconds] 14:13 < JonnyH> That's not in the city itself, you can never get an object in those tiles 14:14 < JonnyH> It's just the renderer goes "No tile? Draw grass" 14:17 < Skin36> I thought that the vehs can go outside of 100x100 or I'm wrong 14:17 < JonnyH> No they can't 14:17 < JonnyH> There's some grass in the 100x100 map 14:17 < JonnyH> and you can go to that 14:20 < kkmic> Hi JonnyH 14:21 < JonnyH> hi kkmic 14:21 < kkmic> Nice one with the intro video 14:22 < kkmic> I was not remembering it SO grainy though... 14:22 < kkmic> :) 14:22 < JonnyH> It always was awful 14:22 < JonnyH> You just have rose-tinted glasses :) 14:22 < kkmic> :) 14:22 < JonnyH> I could make it bilinear filtered 14:22 < JonnyH> but then it just looks blurry instead of blocky 14:22 < kkmic> Do you think that applying some kind of filtering on it will help? 14:23 < JonnyH> Maybe something fancy like lancosz 14:23 < kkmic> Play it in a smaller area? :) 14:23 < JonnyH> It looks great on my phone! 14:23 < kkmic> :) 14:24 < JonnyH> well, no, it pretty crap on my phone 14:24 < JonnyH> But not as bad as on my 28" screen... 14:24 < kkmic> Let's try with a smaller screensize 14:24 < kkmic> Where is the config file again? 14:25 < JonnyH> on linux? ~/.local/share/OpenApoc/settings.cfg 14:25 < JonnyH> I really should add an options screen ;) 14:25 < JonnyH> I have a half-assed start of a qt 'editor' that allows changing that 14:25 < JonnyH> Maybe make that into a 'launch screen' or something... 14:26 < kkmic> .local? Why not .config? 14:26 < JonnyH> It's the default PHYSFS_writeDir()... 14:26 < kkmic> OTOH, OXC uses both .config and .local 14:27 -!- Kaljakoppa [Kaljakoppa@gateway/shell/bnc4free/x-ujxnalqhmjbwqkeo] has joined #OpenApoc 14:28 < kkmic> Headache incoming 14:28 < JonnyH> TBH small platform issues can be sorted later :) 14:29 < JonnyH> Like I don't even have a 'save/load' screen, let alone decided paths for that.. 14:29 < kkmic> Well, at 640/480, the intro is watchable 14:30 < kkmic> It's not a masterpiece either, but at least it won't convolute your brain when trying to watch it 14:34 < JonnyH> checkout my "EXPERIMENTAL/video-linear-filtering" branch if you want to see how it looks w/bilinear filtering 14:35 < kkmic> Too much hassle :) 14:36 < JonnyH> I want to add more fancy scaling filters anyway 14:36 < JonnyH> as having everything at 1:1 pixel isn't great on high-dpi screens 14:36 < JonnyH> So something like 1:1.5/1:2 might be better 14:36 < JonnyH> and then we need filtering 14:36 < JonnyH> And bilinear isn't great :) 14:38 < kkmic> :) 14:43 < Pawlac> tbh fam I don't like mipmapping/billinear mapping because it makes the texture look like it came from a swamp 14:44 < JonnyH> Mipmapping looks good 14:44 < JonnyH> But it's only for making textures look smaller, not larger :) 14:44 < JonnyH> Bilinear is 'Ok' for up to 2x the size 14:44 < JonnyH> Any more than that and I believe the technical word for the look is 'ass' 14:45 < JonnyH> We (powervr) expose bicubic as a magnification filter too, which is a fair bit better 14:45 < JonnyH> but it's a non-standard opengl extension... 14:45 < JonnyH> So to make it work everywhere we'll need to implement it in the shader 14:49 < Pawlac> Is the shader variant more "expensive"? 14:49 < JonnyH> Yes, quite a bit 14:50 < kkmic> Question: can it be implemented so that it will filter each sprite individually instead of filtering the entire screen at once? 14:50 < JonnyH> In our HW the bicubic filtering is done in the texture unit 14:50 < JonnyH> It can do either :) 15:27 -!- You're now known as JonnyH`Work 15:34 < Pawlac> http://ppmforums.com/viewtopic.php?t=24839&postorder=asc&sid=820cff90f41ab9443582e84cf88c6fd0 just found this while searching for texture filtering 15:34 < Pawlac> fucking pig disgusting 15:36 < JonnyH`Work> what's wrong with that? 15:36 < JonnyH`Work> the meshes look pretty good IMHO 15:47 < Pawlac> this one? http://www.ppmsite.com/images/trucka_000.gif nope it's crap, and all the pictures at 2nd page looks like it is made from clay 15:47 < JonnyH`Work> Sharpen the textures and it'll look alright... 15:47 < JonnyH`Work> But voxel->mesh is kinda hard anyway 15:52 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 16:55 < TheSnide> JonnyH`Work: holymolly! thx for the png ! 16:56 < JonnyH`Work> Currently the palette replacement stuff makes it difficult to 'import' .png files into openapoc... 16:57 < JonnyH`Work> but we can export them fine :) 17:16 -!- Skin36_ [~Skin36000@212.96.112.155] has joined #OpenApoc 17:22 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 18:45 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:58 < JonnyH`Work> hey SupSuper 18:58 < SupSuper> hey 18:58 < SupSuper> how goes? 18:58 < JonnyH`Work> Alright 18:59 < JonnyH`Work> I added a 'Research Completed' event the other day 18:59 < JonnyH`Work> and was looking at adding updateDay()/updateWeek() hooks 18:59 < SupSuper> ohhhh 19:00 < SupSuper> have you fixed the events yet? :p 19:00 < JonnyH`Work> TBH if we don't actually think about what they *should* do 19:01 < JonnyH`Work> I'll just make them so they're 'differently broken' :P 19:02 < SupSuper> i thought you had an idea last time 19:02 < SupSuper> i forget 19:02 < SupSuper> i think i've thought all i can about events 19:03 < JonnyH`Work> There's a few thing I 'don't like' about it currently 19:03 < JonnyH`Work> but I've not really done due dilligence in the 'best way of fixing them' 19:04 < SupSuper> is there some convenient open-source ui :p 19:04 < SupSuper> not for replacing but for er borrowing ideas 19:04 < JonnyH`Work> (though at least the forms handling changes are a 'clear' improvement, and probably separate from any 'core' event changes) 19:05 < JonnyH`Work> QTs signals/slots? 19:05 < SupSuper> i said *convenient* 19:06 < JonnyH`Work> but 'multiple producers' might be a decent idea.. 19:07 < SupSuper> admittedly the only other one i know is CEGUI 19:08 < JonnyH`Work> I *do* want to (ab)use it for 'game' events too 19:08 < JonnyH`Work> No point have 2 parallel systems for GUI/Game 19:08 < JonnyH`Work> (like "Research completed", "live alien spotted", whatever... 19:09 < JonnyH`Work> ) 19:21 -!- Skin36_ [~Skin36000@212.96.112.155] has left #OpenApoc [] 19:22 < SupSuper> as long as it doesn't depend on forms :p 19:23 < JonnyH`Work> Naa, I expect to keep the heirachy as is now 19:23 < JonnyH`Work> As in it'll be libFramework, not libForms 19:24 < JonnyH`Work> woop, new radiohead album :) 20:22 -!- Kaljakoppa is now known as Kaljakoppa_off 20:35 < JonnyH`Work> Seems quiet today... 20:35 < JonnyH`Work> And here I am looking for distractions from work... 20:35 < SupSuper> coding to distract from coding huh :p 20:36 < JonnyH`Work> It would be fine if I was actually coding at the minute... 20:39 < JonnyH`Work> Babysitting something through the QA team 20:39 < JonnyH`Work> Just involved enough I can't get anything else really done 20:40 < JonnyH`Work> But long enough turnaround times to be annoying 22:00 -!- Pawlac [~Pawlac@p4FDCD031.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:42 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 23:25 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 260 seconds] 23:27 < JonnyH`Work> I might go full-steam into a generated gamestate :) 23:27 < JonnyH`Work> Just to warn you 23:27 < JonnyH`Work> Anyway... 23:27 < JonnyH`Work> Have a good evening 23:27 -!- You're now known as JonnyH`Away 23:39 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Wed May 11 2016 01:31 -!- You're now known as JonnyH 03:42 -!- pagurus`` [~user@pD950F806.dip0.t-ipconnect.de] has joined #OpenApoc 03:43 -!- pagurus`` [~user@pD950F806.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:43 -!- pagurus`` [~user@pD950F806.dip0.t-ipconnect.de] has joined #OpenApoc 03:44 -!- pagurus`` [~user@pD950F806.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:45 -!- pagurus` [~user@pD950F71E.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:46 -!- pagurus`` [~user@pD950F806.dip0.t-ipconnect.de] has joined #OpenApoc 04:07 -!- You're now known as JonnyH`Away 04:16 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 05:28 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 08:41 -!- nadir [uid134094@gateway/web/irccloud.com/x-hbdtylhtxoywuprf] has quit [Quit: Connection closed for inactivity] 11:58 -!- nadir [uid134094@gateway/web/irccloud.com/x-txnagqvfnllvbksl] has joined #OpenApoc 12:57 -!- Pawlac [~Pawlac@p5B02DCFA.dip0.t-ipconnect.de] has joined #OpenApoc 13:48 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:49 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 13:49 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Client Quit] 14:17 -!- You're now known as JonnyH 15:24 -!- You're now known as JonnyH`Work 15:46 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 16:13 -!- Kaljakoppa_off is now known as Kaljakoppa 16:53 -!- Colombo1 [~colombo@46.13.174.189] has joined #OpenApoc 17:45 -!- Skin36_ [~Skin36000@178.34.162.244] has joined #OpenApoc 18:47 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:52 < JonnyH`Work> https://github.com/JonnyH/OpenApoc/commit/78f7ea80accca09ec09023ddda89c85ce87acd24 18:52 < JonnyH`Work> all that BS is why I want to generate the gamestate... 18:52 < JonnyH`Work> with a 'deep' operator== 18:53 < SupSuper> fun ;D 18:53 < JonnyH`Work> Plus I can generate the UI for the editor :P 18:53 < JonnyH`Work> But my initial 'designs' seem to involve re-implementing half the c++ type system in some kind of nasty xml... 18:54 < SupSuper> just give it up and make your own language already :p 18:54 < JonnyH`Work> I was thinking about 'autogenerating' it from the c++ sources 18:54 < JonnyH`Work> with a libclang app to parse the headers and pull out data :P 18:55 < SupSuper> that's how most serializers/binders already work 18:55 < JonnyH`Work> Or some nasty MACRO_(WHATEVER) hacks to try to avoid a 'full' c++ parser 18:57 < SupSuper> macros are basically a full parser since they're turing-complete :p 18:58 -!- Colombo1 [~colombo@46.13.174.189] has quit [Remote host closed the connection] 19:37 -!- Kaljakoppa is now known as Kaljakoppa_off 19:57 -!- Skin36_ [~Skin36000@178.34.162.244] has left #OpenApoc [] 20:07 -!- Colombo1 [~colombo@46.13.174.189] 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has joined #OpenApoc 11:18 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 11:58 -!- Pawlac [~Pawlac@p4FDCC344.dip0.t-ipconnect.de] has joined #OpenApoc 12:03 -!- nadir [uid134094@gateway/web/irccloud.com/x-fdxdvrwetvjnfypx] has joined #OpenApoc 13:12 -!- Colombo1 [~colombo@89.246.71.130] has joined #OpenApoc 14:16 -!- Kaljakoppa_off is now known as Kaljakoppa 14:23 -!- nadir [uid134094@gateway/web/irccloud.com/x-fdxdvrwetvjnfypx] has quit [Ping timeout: 276 seconds] 14:26 -!- nadir [uid134094@gateway/web/irccloud.com/x-rozixfmddbrpoety] has joined #OpenApoc 15:06 -!- You're now known as JonnyH 16:33 < Pawlac> uh-huh 16:33 < Pawlac> one might call the Cult of Sirius as bunch of cucks 16:34 < JonnyH> #MakeMegaPrimusGreatAgain 16:35 < Pawlac> Donald Trump for Mega Primus when 16:36 < JonnyH> They've successfully built a wall 16:36 < JonnyH> but UFOs fly unfortunately... 16:37 < Pawlac> I guess it would be time for some Heavy AA weaponry then 16:54 -!- You're now known as JonnyH`Work 17:26 < Pawlac> will there later a possibility to change the GUI layout? 17:27 < JonnyH`Work> Yes? You should be able to change quite a bit right now :) 17:27 < JonnyH`Work> It's not integrated into the 'mod' system yet though... 17:28 < Pawlac> That's great. 17:28 < JonnyH`Work> and not everything can be changed... 17:28 < Pawlac> might be useful later when a Mini-TC mod pops up just in case that it adds alot of items, as the current GUI layout doesn't seem to be adequate for large amount of items 17:29 < JonnyH`Work> And the UI will certainly need work for different DPI/resolutions 17:29 < JonnyH`Work> currently it's just the 640x480 'center' of the screen 17:30 < JonnyH`Work> so looks kinda silly in the middle of a massive 4k screen :) 17:30 < JonnyH`Work> Plus touchscreen interfaces will likely need some tweaks too.. 17:30 < JonnyH`Work> but all this is 'post version 1.0' 17:30 < JonnyH`Work> so my plan is to 'make it possible to change' at the moment 17:30 < JonnyH`Work> rather than actually making the changes 17:31 < Pawlac> Alright, good to hear about that. 17:44 -!- pagurus [~user@pD950FABA.dip0.t-ipconnect.de] has joined #OpenApoc 19:04 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:26 < SupSuper> https://www.reddit.com/r/opensourcegames/comments/4ionje/openapoc_xcom_apocalypse_engine_progress_video/ 19:28 < JonnyH`Work> "The dude's a superhero to me" 19:28 < JonnyH`Work> How come you have fanboys? 19:28 < JonnyH`Work> *grumble* 19:29 < SupSuper> that's what you get for namedropping me :p 19:29 < JonnyH`Work> usurped? :P 19:29 < SupSuper> on the other hand you also don't get hateboys :P feedback really goes two ways 19:29 < JonnyH`Work> True, I don't get bitchey bugs about not documenting live builds :P 19:43 < JonnyH`Work> IIRC ivan posted on /r/xcom too 19:44 < JonnyH`Work> https://www.reddit.com/r/Xcom/comments/4iknfc/openapoc_may_2016_progress_video_progress_report/ 20:25 -!- Colombo1 [~colombo@89.246.71.130] has quit [Remote host closed the connection] 20:30 -!- Kaljakoppa is now known as Kaljakoppa_off 21:37 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 22:02 -!- Pawlac [~Pawlac@p4FDCC344.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:59 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 23:38 -!- You're now known as JonnyH`Away 23:52 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Fri May 13 2016 03:44 -!- pagurus` [~user@pD950CA06.dip0.t-ipconnect.de] has joined #OpenApoc 03:45 -!- pagurus` [~user@pD950CA06.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:45 -!- pagurus` [~user@pD950CA06.dip0.t-ipconnect.de] has joined #OpenApoc 03:47 -!- pagurus [~user@pD950FABA.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:45 -!- Pawlac [~Pawlac@p4FDCC344.dip0.t-ipconnect.de] has joined #OpenApoc 05:58 -!- Pawlac [~Pawlac@p4FDCC344.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 06:25 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-ujxnalqhmjbwqkeo] has quit [Ping timeout: 276 seconds] 09:11 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-yvsmyzryfonqulgd] has joined #OpenApoc 09:36 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Remote host closed the connection] 09:37 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 10:31 -!- Pawlac [~Pawlac@p5B02D9A9.dip0.t-ipconnect.de] has joined #OpenApoc 10:51 -!- nadir [uid134094@gateway/web/irccloud.com/x-rozixfmddbrpoety] has quit [Quit: Connection closed for inactivity] 11:23 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 276 seconds] 11:50 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-yvsmyzryfonqulgd] has quit [Ping timeout: 260 seconds] 12:35 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-uipyidkgkrkwewso] has joined #OpenApoc 12:36 -!- nadir [uid134094@gateway/web/irccloud.com/x-ueicuvnmogtkfsnl] has joined #OpenApoc 12:39 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-uipyidkgkrkwewso] has quit [Ping timeout: 250 seconds] 12:46 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-mzvdnbvzfwjqndxt] has joined #OpenApoc 12:55 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:13 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 260 seconds] 14:31 -!- You're now known as JonnyH 14:31 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 14:31 < openapoc-git> [OpenApoc] JonnyH pushed 5 new commits to master: https://git.io/vrOCN 14:31 < openapoc-git> OpenApoc/master 5ecaf4a Jonathan Hamilton: Remove 'go faster research' hack :) 14:31 < openapoc-git> OpenApoc/master 6ffa291 Jonathan Hamilton: Add updateEndOfDay/updateEndOfWeek hooks 14:31 < openapoc-git> OpenApoc/master 0ca19c5 Jonathan Hamilton: Regenerate gamestate data with 'day' variable 14:31 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 14:56 < kkmic> Hi JonnyH 14:57 < JonnyH> hi 14:59 < kkmic> What's brewing? 14:59 < JonnyH> errm... more structural stuff? 15:00 < JonnyH> Autogenerated state, so we can make 'relative' saves (IE no longer need to hand-write 'patches' and 'mods' - instead you can just make the change and get the system to figure out what changed) 15:00 < JonnyH> A qt5 based editor for the same 15:00 < JonnyH> 'caus nobody likes xml :P 15:01 < JonnyH> waiting with baited breath for the new amd & nvidia cards to be released... 15:04 < kkmic> XML is too verbose, IMHO 15:05 < JonnyH> It works :) 15:05 < kkmic> pmprog said he favored it over yaml or others, and it was the end of it 15:05 < JonnyH> And other markup languases have other issues 15:05 < JonnyH> Yeah, we inherited xml from pmprog's forms really 15:06 < JonnyH> I might have gone for something else if we started 'from scratch' 15:06 < JonnyH> but I think it's better to have one markup language than many 15:06 < JonnyH> and there doesn't seem to be anything sufficiently better to go through and change everything... 15:12 -!- Kaljakoppa_off is now known as Kaljakoppa 15:18 -!- You're now known as JonnyH`Work 15:29 -!- Kaljakoppa is now known as Kaljakoppa_off 15:44 < kkmic> This is the same argument that ended my discussion with pmprog 15:44 < kkmic> That there is no 'clearly better' alternative 15:44 < JonnyH`Work> Honest, as we abstract the whole serialization code changing it for something else wouldn't be the end of the world 15:45 < JonnyH`Work> Or even supporting multiple backends at the same time... 15:45 < JonnyH`Work> Except the Forms stuff, that's still it's own custom stuff ;) 15:45 < kkmic> So I feel that XML is too verbose, but I must admit I cannot recommend another markup language that is clearly better suited for this than what is already in use 15:46 < JonnyH`Work> Everything sucks 15:46 < kkmic> :) 15:46 < kkmic> Gotta go, have a nice weekend 15:47 < JonnyH`Work> You too 16:03 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 16:24 -!- Kaljakoppa_off is now known as Kaljakoppa 17:27 -!- Skin36_ [~Skin36000@178.34.160.218] has joined #OpenApoc 18:02 < Skin36_> I wrote about the generation vehicles park. Later I will try to write about the vehicles generating the attack on the building. 18:03 -!- Skin36_ is now known as Skin36 18:10 < JonnyH`Work> nice :) 18:23 -!- SupSuper [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has joined #OpenApoc 18:23 -!- SupSuper [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has quit [Changing host] 18:23 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:28 < JonnyH`Work> hey SupSuper 18:29 < JonnyH`Work> so my whole beef with 'generated gamestate' is to get compile-time introspection of the objects 18:29 < JonnyH`Work> then I read about bost 1.61 release, and it's compile time introspection framework... :) 18:29 < JonnyH`Work> But naturally doesn't work with msvc... 18:30 < SupSuper> it's like i don't eve know you anymore :p 18:31 < JonnyH`Work> True, since when has lack of windows support every stopped me :P 18:31 < JonnyH`Work> Naa, but if we 'already have' boost... 18:31 < JonnyH`Work> but even then it's not a perfect solution, having to annotate the definitions 18:32 < JonnyH`Work> but might be better than a 'custom definition format' anyway... 18:42 < SupSuper> fine i'll start this no-more-boost group over here, all on my lonesome 18:57 -!- Skin36 [~Skin36000@178.34.160.218] has quit [Ping timeout: 260 seconds] 19:11 < JonnyH`Work> It'll totally be standard c++ by 2024 though :P 21:12 -!- Kaljakoppa is now known as Kaljakoppa_off 23:12 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] --- Day changed Sat May 14 2016 00:12 -!- You're now known as JonnyH`Away 00:54 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 02:59 -!- MEATcollector [~lizzy@5-198-115-199.static.kc.net.uk] has joined #OpenApoc 03:44 -!- pagurus`` [~user@pD950FC7D.dip0.t-ipconnect.de] has joined #OpenApoc 03:44 -!- pagurus`` [~user@pD950FC7D.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:45 -!- pagurus`` [~user@pD950FC7D.dip0.t-ipconnect.de] has joined #OpenApoc 03:45 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joined #OpenApoc 11:31 -!- nadir [uid134094@gateway/web/irccloud.com/x-plqkikpjcalibiug] has quit [Quit: Connection closed for inactivity] 11:53 -!- nadir [uid134094@gateway/web/irccloud.com/x-avcdaqovgazmpcqk] has joined #OpenApoc 12:09 < kkmic> git submodule update 12:09 < kkmic> fatal: reference is not a tree: 407d671954030b5875f3ad0328f2810ab7839f37 12:09 < kkmic> Unable to checkout '407d671954030b5875f3ad0328f2810ab7839f37' in submodule path 'dependencies/glm' 12:09 < kkmic> Hmmm.... 12:50 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 14:05 -!- You're now known as JonnyH 14:06 < JonnyH> kkmic: I had that, apparently the glm guys removed something upstream 14:07 < JonnyH> you might have to de-init and re-init glm... 14:07 < JonnyH> I can't remember how to get it to refetch... 14:22 < kkmic> So how do I de-init and re-init the thing? 14:23 < JonnyH> errm... 14:23 < JonnyH> git submodule deinit dependnecies/glm 14:23 < JonnyH> git submodule init dependencies/glm 14:23 < JonnyH> ? 14:27 < kkmic> Same 14:27 < kkmic> Hmm... 14:27 < JonnyH> huh 14:27 < JonnyH> if you go to dependnecies/glm 14:27 < JonnyH> and 'git remote -v' 14:27 < JonnyH> what does it print out? 14:28 < kkmic> origin https://github.com/JonnyH/glm.git (fetch) 14:28 < kkmic> origin https://github.com/JonnyH/glm.git (push) 14:28 < JonnyH> if you do 'git fetch origin' 14:28 < kkmic> No error 14:28 < JonnyH> then 'git log 407d671954030b5875f3ad0328f2810ab7839f37' 14:28 < JonnyH> ? 14:29 < kkmic> fatal: bad object 407d671954030b5875f3ad0328f2810ab7839f37 14:29 < kkmic> Should I try a git pull or something on dependencies/glm? 14:30 < JonnyH> naa, the 'git pull' is just 'git fetch && git merge FETCH_HEAD' 14:30 < JonnyH> the fetch should bring in the objects... 14:30 < JonnyH> This clearly worked last week... 14:30 < kkmic> If I delete the whole glm dir and then run a git submodule init && git submodule update on the openapoc repo? 14:30 < JonnyH> I'll try to push branches instead of tags 14:31 < JonnyH> maybe github removes revisions it doesn't "think" are needed? 14:31 < kkmic> No idea 14:31 < JonnyH> try a git submodule update again now 14:32 < kkmic> Seems to have worked 14:32 < kkmic> Submodule path 'dependencies/glm': checked out '407d671954030b5875f3ad0328f2810ab7839f37' 14:33 < JonnyH> *shrug* 14:33 < kkmic> Do I need to recompile GLM after this ... update? 14:33 < JonnyH> I tested this with a 'fresh' checkout.. no way that wouldn't have worked if it didn't have the revision... 14:33 < JonnyH> Naa, glm is header-only 14:33 < JonnyH> it'll rebuild *Everything* after you change it anyway :P 14:34 < JonnyH> Unless you use your system glm, which you probably should... 14:34 < kkmic> Okay, I'll take your word on this ;) 14:34 < kkmic> I'm not sure what GLM I am using 14:34 < JonnyH> It only uses dependnecies/glm if your system glm is too old (ubuntu 12.04 IIRC), and on windows 14:34 < kkmic> Checking 14:34 < JonnyH> If you're not manually setting any CMAKE variables to point to the path it'll use your system one 14:35 < JonnyH> I only updated it as they removed the revision I happened to previously use 14:35 < kkmic> The phyfs is used from the dependencies 14:35 < JonnyH> Not for any 'real' reason (not aware of any API changes or bug fixes that affect us) 14:36 < kkmic> tinyxm... that one I had to install system-wide, I'm not sure why it didn't worked from the dependencies dir... 14:36 < JonnyH> yeah, we need a 'pre-release' version of physfs and some custom iso patches 14:36 < kkmic> *tinyxml 14:36 < JonnyH> Generally, it's preferably to use the system libs unless we have a specific reason 14:36 < kkmic> I don't see any GLM-related config in CMAKE 14:36 < kkmic> Yep 14:36 < JonnyH> again, tinyxml2 in dependencies/ is only used on windows 14:37 < JonnyH> GLM_INCLUDE_DIR is the varaible name - it's marked as 'advanced' though 14:37 < kkmic> Are you sure? I remember doing a install for tinyxml... 14:37 < JonnyH> Well, you can compile & install the version in dependencies, but there's no advantage over using the system one 14:37 < kkmic> If it's "advanced" then I have definitely not touched it 14:37 < JonnyH> assuming your system has a tinyxml2-dev package :P 14:37 < kkmic> Hmm.... 14:38 < kkmic> Might have I missed the -dev package? 14:38 < JonnyH> pugixml and miniz are header-only, so are used from dependencies. 14:38 < JonnyH> libsmacker is a small project and doesn't seem commonly packaged by distros, so we use the dependencies/ one there too 14:38 < kkmic> GLM_INCLUDE_DIR /usr/local/include 14:38 < JonnyH> huh, /usr/local/include implies you've installed your own version of glm 14:39 < JonnyH> system ones normally appear in /usr/local... 14:39 < JonnyH> ..sorry, not /usr/local, but /usr (so /usr/include) 14:39 < kkmic> Hmm... could b 14:39 < kkmic> I don't CLEARLY remember what I did for each dependency 14:40 < kkmic> But I am sure that I have not manually edited any "advanced" option for openapoc\ 14:40 < JonnyH> Instead of setting and 'advanced' options 14:40 < JonnyH> if you 'make install' in glm it'll do what might have happened to your system - install it in /usr/local 14:41 < JonnyH> then the 'normal' find-glm part of cmake searches both /usr/include and /usr/local/include 14:41 < JonnyH> so it'll probably be pretty random which one it uses -_- 14:41 < JonnyH> TBH, on a 'perfect' system (IE everything from the distro package manager) you shouldn't have anything in /usr/local ;) 14:42 < JonnyH> but that falls apart when you 'need' a pre-release physfs etc. 14:42 < kkmic> :) 14:43 < kkmic> Yeah, I'd rather not "sudo make install" on anything 14:43 < kkmic> I try to keep things as mint as possible 14:45 < JonnyH> If you happen to run gentoo I've made ebuilds for everything already :P 14:47 < kkmic> Kubuntu 14:47 < kkmic> 14.04 I believe 14:48 < kkmic> Yep, trusty 14:48 < kkmic> Ubuntu 14.04.4 LTS 14:48 < JonnyH> Meh, gentoo has the abilty to automatically build from a git repository, which is really cool for 'active' developemnt :) 14:50 < kkmic> I do web development, so that's a feature that I don't need 14:50 < JonnyH> not sure if I *need* it 14:50 < JonnyH> or if I've just been using gentoo so long stockholm syndrome has set in... 14:53 < kkmic> :) 14:53 < kkmic> Habits change hard 14:53 < JonnyH> there's value to be had in knowing in depth how it works 14:53 < JonnyH> and accumulated setup/config/scripts 14:58 < kkmic> Knowledge is always valueable 15:17 -!- Kaljakoppa_off is now known as Kaljakoppa 15:26 -!- You're now known as JonnyH`Work 18:10 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:10 < JonnyH`Work> Morning SupSuper 18:13 < SupSuper> hey 18:14 < SupSuper> have you reinvented c++ yet 18:14 < JonnyH`Work> I'm calling it "c+++" 18:16 < JonnyH`Work> naa, but srsly, I'm still not sure if the mess of having a generator / crazy macro magic / crazy template magic 18:16 < JonnyH`Work> is 'better' than having the 'same' thing copied in ~3 different places... 18:16 < JonnyH`Work> I'm seeing this as a 'prototype that may go nowhere', rather than "something I /will/ push" 18:17 < Pawlac_1> why don't you use HolyC 18:17 < JonnyH`Work> so far it seems to be a loop of: Try $NEW_THING, start implementing a part of the GameState, realise it looks really ugly, NEW_THINK=$NEXT_THING; loop 18:18 < JonnyH`Work> TempleOS is our only supported platform 18:18 < Pawlac_1> Great, blasphemers don't need to apply. 18:22 < SupSuper> don't look at me, i'm the king of copy-paste :p 19:34 -!- Kaljakoppa is now known as Kaljakoppa_off 20:55 -!- Pawlac_1 [~Pawlac@p4FDCDD17.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:58 * JonnyH`Work is trying to find docs on when we were figuring out the projectile sprite drawing... 22:04 < SupSuper> we should probably have *some* form of comments 22:04 < SupSuper> besides FIX ME OH GAWD WHY 22:06 < JonnyH`Work> //FIXME: Has Anyone Really Been Far Even as Decided to Use Even Go Want to do Look More Like? 22:09 < JonnyH`Work> but srsly, I really should at least say the expectations about inputs/outputs in headers for functions... 22:38 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-biazaerpqaxcstyx] has quit [Ping timeout: 250 seconds] 22:41 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-sfjtyhvbagevlgby] has joined #OpenApoc 23:02 < JonnyH`Work> I'm glad I keep logs of this channel :) 23:02 < JonnyH`Work> (That's right, I'm spying on you) 23:06 < SupSuper> ~~spooky~~ 23:56 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] --- Day changed Tue May 17 2016 00:40 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:16 -!- You're now known as JonnyH`Away 03:49 -!- pagurus```` [~user@pD950C88D.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:49 -!- pagurus [~user@p4FD6D7CB.dip0.t-ipconnect.de] has joined #OpenApoc 03:49 -!- pagurus [~user@p4FD6D7CB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:50 -!- pagurus [~user@p4FD6D7CB.dip0.t-ipconnect.de] has joined #OpenApoc 06:50 < Skin36> JonnyH`Work is trying to find docs on when we were figuring out the projectile sprite drawing... see forum ) 08:11 -!- nadir [uid134094@gateway/web/irccloud.com/x-avcdaqovgazmpcqk] has quit [Quit: Connection closed for inactivity] 10:01 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:43 -!- Pawlac [~Pawlac@p4FDCFC3F.dip0.t-ipconnect.de] has joined #OpenApoc 10:57 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 10:58 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:03 -!- nadir [uid134094@gateway/web/irccloud.com/x-mjmoyaojwasbuggm] has joined #OpenApoc 12:31 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 14:06 -!- You're now known as JonnyH 14:06 < JonnyH> Skin36: I found this: http://openapoc.pmprog.co.uk/index.php?topic=124.msg1239#msg1239 14:07 < JonnyH> but that didn't have the location in the .exe and stuff like that 14:07 < JonnyH> but I found some screenshots of IDA in chat from you that did :) 14:12 < Skin36> ок, im sent u offset for image 14:12 < JonnyH> I already found everything 14:12 < Skin36> cool 14:12 < JonnyH> and 'documented' it in a header :) https://github.com/JonnyH/OpenApoc/blob/WIP/bulletsprites/tools/extractors/common/bulletsprite.h 14:13 < JonnyH> so I have all the info I need, I just need to write code to extract the images, then draw then in-game 14:19 < Pawlac> noice 14:19 < Skin36> By the way, I was a bit wrong with the generation veh organizations. Because the structure of the funds was with totaly wrong offset in the ApocD. 14:20 < Pawlac> http://b.1339.cf/irqexsw.webm 14:23 < JonnyH> Oh? 14:24 < JonnyH> Do you need to correct any comments in the forum? 14:25 < Skin36> im ? yes 14:26 < Skin36> its need some work 14:29 -!- You're now known as JonnyH`Work 15:30 -!- Skin36_ [~Skin36000@109.168.198.35] has joined #OpenApoc 15:47 -!- Kaljakoppa_off is now known as Kaljakoppa 15:56 < JonnyH`Work> Projectiles are working :) 15:56 < JonnyH`Work> but they're all backwards... 15:56 < Kaljakoppa> Small thing :) At least they are working 15:57 < JonnyH`Work> Speak for yourself, I think it's a big thing :P 16:04 < JonnyH`Work> I think that's officially a "Skin36" feature - it couldn't have been done without your help, so thanks! 16:28 < Skin36_> cool ) ! 16:30 < Skin36_> thanks u JonnyH`Work for u work :) 16:36 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 16:36 < openapoc-git> [OpenApoc] JonnyH pushed 6 new commits to master: https://git.io/vrWqz 16:36 < openapoc-git> OpenApoc/master 3370431 Jonathan Hamilton: Initial bullet sprite definitions in ufo2p.exe 16:36 < openapoc-git> OpenApoc/master 94f6482 Jonathan Hamilton: Pull out line drawing into Library 16:36 < openapoc-git> OpenApoc/master ea3c827 Jonathan Hamilton: Extract bullet sprite images 16:36 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 16:45 < Skin36_> http://shot.qip.ru/00knEU-5tfn6TMxi/ 16:45 < Skin36_> its wrong offset 16:47 < JonnyH`Work> so some of the 'unknown' values at the end are actually the start of the next organisation info? 17:08 < Skin36_> yes 17:09 < Skin36_> I think this shift is 8 bytes 18:12 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:13 < JonnyH`Work> hi SupSuper 18:13 < JonnyH`Work> Projectile sprites are now working 18:13 < JonnyH`Work> Though you can't tell 'caus everyone loves everyone 18:13 < SupSuper> aw :p 18:14 < SupSuper> time to implement attack commands? 18:14 < JonnyH`Work> I had to turn off hippy mode to test it 18:15 < JonnyH`Work> I'm really happy with my line-drawing iterator :p 18:18 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Read error: Connection reset by peer] 18:19 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:47 -!- Skin36_ [~Skin36000@109.168.198.35] has left #OpenApoc [] 20:24 < JonnyH`Work> Huh, apparently the guy who wrote libsmacker cares enough about us to point out bugfixes 20:40 -!- Kaljakoppa is now known as Kaljakoppa_off 20:41 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 20:41 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vrWhZ 20:41 < openapoc-git> OpenApoc/master d6fe7ff Jonathan Hamilton: Update libsmacker... 20:41 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 20:57 -!- Pawlac [~Pawlac@p4FDCFC3F.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:58 -!- pagurus [~user@p4FD6D7CB.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:48 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 22:49 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 276 seconds] 22:53 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 22:53 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Ping timeout: 276 seconds] --- Day changed Wed May 18 2016 00:04 -!- pagurus [~user@p4FD6D7CB.dip0.t-ipconnect.de] has joined #OpenApoc 00:11 -!- You're now known as JonnyH`Away 01:41 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 03:49 -!- pagurus [~user@p4FD6D7CB.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:49 -!- pagurus` [~user@pD950F971.dip0.t-ipconnect.de] has joined #OpenApoc 03:50 -!- pagurus` [~user@pD950F971.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:51 -!- pagurus [~user@pD950F971.dip0.t-ipconnect.de] has joined #OpenApoc 04:48 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 05:12 -!- kkmic_ [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 05:12 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 246 seconds] 06:00 -!- kkmic_ [~kkmic@unaffiliated/kkmic] has quit [Remote host closed the connection] 06:02 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 06:15 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 08:44 -!- nadir_ [uid134094@gateway/web/irccloud.com/x-nhguwgsycurpiwpf] has joined #OpenApoc 08:45 -!- nadir [uid134094@gateway/web/irccloud.com/x-mjmoyaojwasbuggm] has quit [Ping timeout: 250 seconds] 08:45 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-sfjtyhvbagevlgby] has quit [Ping timeout: 250 seconds] 08:45 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 250 seconds] 08:46 -!- nadir_ is now known as nadir 08:46 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-qfkdilckwrfrljzt] has joined #OpenApoc 10:31 -!- nadir [uid134094@gateway/web/irccloud.com/x-nhguwgsycurpiwpf] has quit [Quit: Connection closed for inactivity] 12:18 -!- nadir [uid134094@gateway/web/irccloud.com/x-itcdtzoydwskpfmw] has joined #OpenApoc 12:24 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 12:54 -!- Pawlac [~Pawlac@p4FDCD015.dip0.t-ipconnect.de] has joined #OpenApoc 12:54 -!- Pawlac [~Pawlac@p4FDCD015.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 12:55 -!- Pawlac [~Pawlac@p4FDCD015.dip0.t-ipconnect.de] has joined #OpenApoc 13:44 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 14:04 -!- You're now known as JonnyH 14:32 -!- Kaljakoppa_off is now known as Kaljakoppa 15:39 -!- Skin36_ [~Skin36000@178.34.161.24] has joined #OpenApoc 15:47 < Pawlac> hmm since mega-primus got the capabilities to travel to a different world like to mars and the moon, doesn't it mean that x-com need to actually go there for possible alien infiltration? 15:50 -!- Skin36_ [~Skin36000@178.34.161.24] has left #OpenApoc [] 16:31 < JonnyH> Pawlac: Yeah, even if we allow multiple cities/whatever 16:31 < JonnyH> it'll be a massive pain keeping track of them 16:31 < JonnyH> and not sure how 'time' works - playing each day multiple times (effectively how the alien dimension is implemented in the original) sounds like a terrible idea.. 16:34 -!- You're now known as JonnyH`Work 16:39 < Pawlac> hmm right, the player would be probably screwed even more because he forget to clean a site at moon 16:40 < Pawlac> I was just a bit confused why there is only a brief mention of moon and mar 16:40 < Pawlac> mars* 16:49 -!- Skin36_ [~Skin36000@46.63.129.232] has joined #OpenApoc 17:03 < JonnyH`Work> IIRC the lore says apoc happens after interceptor 17:04 < JonnyH`Work> so really you kinda expect mentions of bases across the whole frontier :) 17:50 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 260 seconds] 19:32 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:44 -!- Skin36_ [~Skin36000@46.63.129.232] has quit [Ping timeout: 260 seconds] 19:54 -!- Kaljakoppa is now known as Kaljakoppa_off 19:56 -!- Solarius_Scorch [~Solar@77-255-113-199.adsl.inetia.pl] has joined #OpenApoc 19:58 -!- Solarius_Scorch [~Solar@77-255-113-199.adsl.inetia.pl] has quit [Client Quit] 19:58 -!- Solarius_Scorch [~Solar@77-255-113-199.adsl.inetia.pl] has joined #OpenApoc 20:13 -!- pmprog_laptop [~pmprog@97e2af92.skybroadband.com] has joined #OpenApoc 20:13 < pmprog_laptop> Morning 20:14 < JonnyH`Work> afternoon 20:14 < JonnyH`Work> How's things pmprog? 20:14 < pmprog_laptop> They're okay, thanks. How's things with you? 20:14 < JonnyH`Work> Good enough, I guess :) 20:15 < JonnyH`Work> Oh, I put my pre-order down for the pyra :P 20:15 < pmprog_laptop> Cool, me too 20:15 < JonnyH`Work> and I was in the process of getting openapoc up to speed on the pandora 20:15 < pmprog_laptop> Thought it was basically unplayable on the Pandora? 20:15 < JonnyH`Work> Not sure if the cpu is going to base enough on that though... 20:16 < JonnyH`Work> Not without lots of optimisations it's not playable, no 20:16 < JonnyH`Work> though there is plenty of areas we can improve 20:16 < JonnyH`Work> I'm not sure if it'll be worth it, as it'll be pretty much device-specific... 20:16 < JonnyH`Work> and there's a million other things I probably should do first 20:17 < JonnyH`Work> but I kinda enjoy trying to get stuff to work on limited hw :) 20:18 < pmprog_laptop> Yeah, but the Pandora's probably not worth it TBH 20:19 < JonnyH`Work> yeah, but it's a challenge... 20:19 < pmprog_laptop> True 20:19 < JonnyH`Work> Though at this point making driver changes seems a bit worthless 20:19 < JonnyH`Work> if I can't release them... 20:19 < pmprog_laptop> Seems a shame really 20:20 < pmprog_laptop> The Pandora really could do with that boost 20:20 < JonnyH`Work> yeah, I feel sorry for the apparent lack of support they get for the gpu from TI 20:20 < JonnyH`Work> like it's painful that people are struggling on ancient driver versions with bugs I've fixed... 20:21 < pmprog_laptop> I really hope they get something better for the Pyra, but I'm worried that they won't 20:21 < JonnyH`Work> Hopefully they have a new enough version to support dma-buf 20:21 < JonnyH`Work> then I can write a compositor using omapfb and the gpu 20:22 < JonnyH`Work> and can treat the gpu as just a 'dumb' device 20:22 < JonnyH`Work> rather than the nasty 'device-specific' integration we had to do before that 20:22 < JonnyH`Work> (without code available effectively meaning you're stuck with the whatever ti used) 20:22 < pmprog_laptop> Sounds interesting 20:22 < JonnyH`Work> not holding my breath though, as ti closed the omap division ages ago... 20:23 < pmprog_laptop> I know, but apparently ED and co have some contacts within TI 20:23 < JonnyH`Work> Something like the allwinner chip would be cool 20:23 < JonnyH`Work> but I know their video backend has some issues WRT gpl compliance... 20:23 < pmprog_laptop> He won't pick them because of the GPL violations 20:24 < JonnyH`Work> Unfortunately, the wiki listing all the 'gpl compliance issues' is wrong on most of them 20:24 < JonnyH`Work> the code is available (we use it) it's just weirdly hard to find :) 20:25 < pmprog_laptop> Hmmm, maybe that point should be raised 20:25 < JonnyH`Work> They still have issues, specifically with their nand driver and video block IIRC 20:25 < pmprog_laptop> Suppose it doesn;t matter now... but I guess it does mean that an Allwinner CPU board could be produced later 20:25 < JonnyH`Work> so 'less issues' != 'no issues' 20:27 < pmprog_laptop> Yeah, and I guess for some of the zealots on the board one issue is an issue too many 20:27 < JonnyH`Work> the nand thing is kinda a big issue TBH 20:27 < JonnyH`Work> the video less so 20:28 < JonnyH`Work> IIRC specs & docs are available 20:28 < JonnyH`Work> so someone could write a driver 20:28 < JonnyH`Work> but why should they do work for allwinner? 20:29 < pmprog_laptop> The whole SoC market seems very broken... Everybody seems to produce chips and boards but make no drivers or don't support them 20:29 < JonnyH`Work> really it's a shame omap was killed 20:29 < JonnyH`Work> the omap5 was late, but the omap6 was already on the go 20:31 < JonnyH`Work> the rockchip SoCs look nice 20:31 < JonnyH`Work> but they all seem weirdly under-gpu'd 20:31 < JonnyH`Work> so it'll barely be an upgrade from the omap5 20:31 < JonnyH`Work> maybe amd or someone will release a 5w apu... 20:33 < pmprog_laptop> AMD would be an interesting choice, but ED would immediately lose Notaz (who doesn't want to work with non-ARM system) 20:34 < JonnyH`Work> amd have at least an a57 core released 20:34 < JonnyH`Work> and have a 'k12' internal arm64-microarchitecture core planned for 2017 20:35 < JonnyH`Work> so you never know ;) 20:35 < pmprog_laptop> I guess ED's seperate CPU board might have been a good choice for upgrades 20:36 < JonnyH`Work> you never know, with pop/hbm or something it might be quite a simple design 20:36 < pmprog_laptop> Though could really fragment he's user-base 20:37 < pmprog_laptop> *his even 20:37 < JonnyH`Work> Yeah, backward-compatible maybe 20:37 < JonnyH`Work> but possible difficult for forwards-compat... 20:37 < JonnyH`Work> TBH I doubt they'll really do an 'upgrade board' 20:38 < pmprog_laptop> I'd probably agree 20:39 < JonnyH`Work> Or at most a "pyra2" that you can upgrade old pyras to 20:39 < pmprog_laptop> but it's a nice consideration... Esp' when you consider the GPD-WIN that's on the way 20:39 < JonnyH`Work> but re-design/tweak the base unit at the same time... 20:41 < pmprog_laptop> I'm hoping the keyboard is nice to use... He's convex'd the keys like the Pandora :( 20:41 < JonnyH`Work> heh, that looks like the hp 200lx 20:43 < JonnyH`Work> TBH for a 'game console' device 20:43 < JonnyH`Work> you could drop 2 of the cpus and use that area for gpu 20:43 < pmprog_laptop> I actually quite liked the HP Jornada devices, despite never actually buying one myself 20:43 < JonnyH`Work> and probably get a better balance 20:44 < JonnyH`Work> honestly, hbm will make creating a system like that much easuer 20:44 < pmprog_laptop> I still quite like the idea of an ARM/FPGA board, but it's probably not worth the cost 20:44 < JonnyH`Work> MAybe if they actually release full SoCs with that we'll see an explosion of similar projecfts 20:45 < JonnyH`Work> FPGAs are massive power hogs 20:45 < JonnyH`Work> mobile fpga? Nonsense 20:45 < pmprog_laptop> :-) 20:45 < pmprog_laptop> I think you'd need to be able to expose more pins out if you were to do that 20:46 < JonnyH`Work> or on-die 20:46 < JonnyH`Work> if you have memory onboard 20:46 < JonnyH`Work> you only need power/usb/video/'whatever gpios' 20:46 < JonnyH`Work> not routing memory will make the cpu board soooooo much easier 20:46 < pmprog_laptop> I think I've finally figured out why my Chameleon code would run... not tested it yet though 20:46 < pmprog_laptop> *wouldn't 20:47 < pmprog_laptop> Yeah, but the Pyra has nowhere to expose GPIOs 20:47 < pmprog_laptop> The Pandora had that naff "ext" connector, but at least it had something 20:49 < JonnyH`Work> I mean 'gpios' for whatever connections I didn't think of 20:49 < JonnyH`Work> like keyboard, touchscreen, whatever 20:49 < JonnyH`Work> stuff that doesn't need high-speed 20:54 < JonnyH`Work> IT's a shame the omap5 isn't rogue powered anyway... 20:54 < JonnyH`Work> gles3.1, compute, vulkan, actively-developed codebase still... 20:55 < JonnyH`Work> I want that more than *moar faster* :) 20:56 < JonnyH`Work> I am looking forward to treating the pyra like a console 20:57 < JonnyH`Work> and using it to the 'max' - the dsp can be used for the audio mixing, the vivante blitter can be used for composition 20:58 < pmprog_laptop> The dsp on the Pandora got basically no use 20:58 < JonnyH`Work> same as the dsp on any omap on android either 20:58 < JonnyH`Work> For whatever reason the omap devices were always stuffed full of 'nice ideas' 20:59 < JonnyH`Work> that never quite got the sw love to be very useful 20:59 < pmprog_laptop> hehe, sounds like my head... "nice idea projects" that never get implemented 20:59 < JonnyH`Work> like the dss on the omap3 can do fullscreen compositition from ~4 buffers, YUV video decode, rotation 20:59 < JonnyH`Work> all for 'free' 20:59 < JonnyH`Work> but people keep using the gpu 'caus it's easier 21:00 < JonnyH`Work> (And the pyra added a rotation chip for some weird reason too) 21:00 < JonnyH`Work> I spent the best part of a year making the android hwcomposer use as much of the dss as possible 21:01 < pmprog_laptop> Problem for people like me, is using libs like SDL and Allegro, I wouldn't know how to use the DSS 21:01 < JonnyH`Work> Most likely, it'll actually be most useful as a 'wayland/X backend driver' level compositor 21:01 < JonnyH`Work> so you'd still go "Create me a window and just me draw" 21:02 < JonnyH`Work> but composition of multiple windows/XV video playback/whatever would just magically use it when possible 21:02 < JonnyH`Work> the gc320 vivante gpu was a weird addition too 21:02 < JonnyH`Work> not sure if that was ever used on android... 21:02 < pmprog_laptop> Yeah, but you'd need that smart person to write the version of SDL/Allegro to do that first though, surely 21:02 < JonnyH`Work> So they literally have ~3 hw blocks that do pretty much the same thing on omap5 :) 21:03 < JonnyH`Work> Not SDL/Allegro, but the X DDX/wayland backend/XCompMgr thing 21:03 < JonnyH`Work> (that's why I hope it has dma-buf support, as that's the api we need to support to do that without driver code changes) 21:03 < JonnyH`Work> When I get my pyra I might give it a go myself 21:03 < JonnyH`Work> you never know ;) 21:04 < pmprog_laptop> Look forward to it :D 21:04 < JonnyH`Work> Look forward to a half-based solution in ~3 years you mean? 21:04 < pmprog_laptop> Sure 21:04 < JonnyH`Work> I'll probably do just enough to prove it's possible 21:04 < JonnyH`Work> then drop it 21:04 < JonnyH`Work> as *NEW SHINY* comes along :) 21:04 < pmprog_laptop> That;s how the rest of the SoC business works 21:04 < JonnyH`Work> Pff, SoCs are obsolete before they come back from the fab... 21:05 < JonnyH`Work> Like we recently signed a deal for something that might be perfect for the pyra-upgrade level thing 21:05 < pmprog_laptop> Did you ever discuss with ED about the rotator chip? 21:05 < JonnyH`Work> but you won't see silicon for ~2 years 21:05 < JonnyH`Work> Oh, no, never got round to it 21:06 < JonnyH`Work> I might try to dig out an omap5 EVM and see if I can repro their environment 21:06 < JonnyH`Work> as I'm sure there must have been a reason they didn't "echo 90 > /sys/devices/dsscomp/rotation" 21:06 < pmprog_laptop> Isn't is something to do with then they couldn't use the framebuffer object? 21:07 < pmprog_laptop> omapfb? 21:07 < JonnyH`Work> Perhaps as they need to allocate framebuffers from the TILER heap memory, which might not be implemented in ti's integration code with the gpu 21:08 < JonnyH`Work> *shrug* the compositor can directly use the DSSCOMP apis and override omapfb 21:08 < JonnyH`Work> and I'm not sure if people really care about the bootspash being rotated 90 in memory before the compositor starts up 21:09 < pmprog_laptop> Would look a bit weird though 21:09 < JonnyH`Work> (My experience with DSS is with the omap4 - on paper they have the 'same' block on omap5, but never actually used it) 21:09 < pmprog_laptop> Though you could store the boot splash pre-rotated 21:09 < JonnyH`Work> I mean the bootspash would just be pre-rotated 21:09 < JonnyH`Work> :) 21:09 < JonnyH`Work> the kernel log output (if you enable that) might be sideways though... 21:10 < JonnyH`Work> but if you need to see that you're probably doing weird system dev stuff anyway, not an 'end user' 21:10 < pmprog_laptop> Well, the rotators here to stay anyway (though it can be disabled/bypassed) 21:11 < JonnyH`Work> omapfb.rotate= 21:11 < JonnyH`Work> global omapfb setting :) 21:11 < JonnyH`Work> seems to work on my beagleboard (omap3 - same as the pandora?) 21:12 < JonnyH`Work> maybe I should have a look at the kernel they're using and see which fb driver they're using.. 21:13 * JonnyH`Work goes trawling through the forums 21:16 < JonnyH`Work> Kek, the first google result for a pyra kernel is a link to my fork 21:16 < pmprog_laptop> :) 21:19 < pmprog_laptop> I doubt they'll change the circuit boards now, but would be interesting to see a comparison between rotator chip and it disabled with omapfb.rotate (if it works) 21:19 < pmprog_laptop> in terms of performance and power usage 21:20 < JonnyH`Work> TBH the rotater would likely be 'faster', as if it has it's internal buffer it doesn't need the extra memory BW the dss TILER rotation requires 21:20 < JonnyH`Work> if you're memory bound, ofc 21:24 < JonnyH`Work> ...though the TILER swizzling better matches the sgx pbe pattern... os rendering to the framebuffer might be more efficient.... 21:24 < JonnyH`Work> bah, performance is hard 21:26 < pmprog_laptop> hehe, I wouldn't know... I haven't ever really tried to optimise anything 21:27 < JonnyH`Work> we had something on the omap3 where enabling swizzled framebuffer output improved composition by like 2x 21:27 < pmprog_laptop> most projects die before that stage 21:27 < JonnyH`Work> as it wasn't blowing the texture cache for strided accesses 21:27 < JonnyH`Work> AKA *spooky magic go faster button* 21:32 < pmprog_laptop> I like go faster magic buttons :D 21:33 < pmprog_laptop> I need to go, g'night 21:33 -!- pmprog_laptop [~pmprog@97e2af92.skybroadband.com] has quit [Quit: Konversation terminated!] 21:34 < JonnyH`Work> night 21:45 -!- Pawlac [~Pawlac@p4FDCD015.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:07 -!- Solarius_Scorch [~Solar@77-255-113-199.adsl.inetia.pl] has quit [Quit: Leaving] 22:44 < JonnyH`Work> openxcom: 50% open source game, 50% personality cult 22:46 < SupSuper> isn't that what open-source really means? :p 22:46 * JonnyH`Work is really tempted to book a conference room to have a nap... 23:39 < JonnyH`Work> I'm off home before I fall asleep 23:39 < JonnyH`Work> Have a good evening 23:39 -!- You're now known as JonnyH`Away --- Day changed Thu May 19 2016 00:45 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:05 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 03:49 -!- pagurus [~user@pD950F971.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:49 -!- pagurus [~user@pD950FF5C.dip0.t-ipconnect.de] has joined #OpenApoc 03:50 -!- pagurus [~user@pD950FF5C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:54 -!- pagurus [~user@pD950FF5C.dip0.t-ipconnect.de] has joined #OpenApoc 04:39 -!- Pawlac [~Pawlac@p4FDCD015.dip0.t-ipconnect.de] has joined #OpenApoc 07:55 -!- Pawlac [~Pawlac@p4FDCD015.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 09:48 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:01 -!- nadir [uid134094@gateway/web/irccloud.com/x-itcdtzoydwskpfmw] has quit [Quit: Connection closed for inactivity] 11:33 -!- nadir [uid134094@gateway/web/irccloud.com/x-edhijptjrbbnscxw] has joined #OpenApoc 12:15 -!- Pawlac [~Pawlac@p4FDCCD74.dip0.t-ipconnect.de] has joined #OpenApoc 12:55 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 12:56 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 252 seconds] 12:58 -!- NoBrain__ [~NoBrain@213.235.73.73] has joined #OpenApoc 12:59 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Ping timeout: 240 seconds] 13:13 -!- scionga [~scionga@227.53.222.87.dynamic.jazztel.es] has joined #OpenApoc 13:15 < scionga> hihi 13:15 < scionga> I just saw openapocmay 2016 progress video, was watching a gallop interview on mattchat, so exited to see an effort to remake it 13:53 < Skin36> hi 13:56 < Skin36> gallop see 2016 progress video ? 14:15 < scionga> no I wish xD 14:15 < scionga> I just googled apoc remake when he was talking about it 14:15 < scionga> and found you guys :p 14:15 < scionga> https://www.youtube.com/watch?v=iBcupDyS2UE 14:15 < scionga> theres 3 videos to the interview 14:15 < scionga> I worked a long time ago 14:15 < scionga> on a mod for Halflife 14:16 < scionga> called xcom apocalypse 14:16 < scionga> I mean fuck xcom lasthope 14:16 < scionga> http://www.moddb.com/mods/x-com-last-hope 14:16 < scionga> this one, we made a mod for hl1 first 14:44 -!- Kaljakoppa_off is now known as Kaljakoppa 16:10 -!- NoBrain__ [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 16:47 -!- You're now known as JonnyH 16:48 < JonnyH> :D It's nice people care about us 16:48 < JonnyH> Still a lot of work to go before it's playable though... 17:08 < Kaljakoppa> You guys have holiday in the summer right? 17:08 < Kaljakoppa> Cancel all stupid plans 17:08 < Kaljakoppa> Sun gives cancer and makes your skin older 17:08 < Kaljakoppa> Deving on the other hand.... 17:14 < scionga> ^^ 17:55 < JonnyH> I just booked my holiday, I don't intend to take my laptop 17:55 < JonnyH> Sorry to disappoint :P 17:56 < Kaljakoppa> Fug 17:58 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 18:04 -!- You're now known as JonnyH`Work 18:17 < Pawlac> " It's nice people care about us" well I am highly interested on being able to play it natively because DOSbox performance isn't that great tbh 18:18 < TheSnide> i'm wondering about when copyright on games will expire 18:18 < JonnyH`Work> As it was created after mickey mouse 18:18 < JonnyH`Work> I guess 'never' 18:18 < TheSnide> meaning ? 18:19 < Pawlac> isn't mickey mouse on use 18:19 < Pawlac> still on use?* 18:20 < JonnyH`Work> copyright for creative works in the US seems to extend 1 year every year, exactly co-inciding with the release of mickey mouse 18:20 < TheSnide> 95 years... 18:21 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:24 < TheSnide> .... will be a long time for vid games ;) 18:35 < Pawlac> so that means classic x-com copyright got extended because of those 2 newer release? 18:35 < JonnyH`Work> IANAL - and it'll likely be different for different countries too 19:36 -!- Kaljakoppa is now known as Kaljakoppa_off 20:17 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 21:09 -!- Pawlac [~Pawlac@p4FDCCD74.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:09 -!- pagurus [~user@pD950FF5C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 23:49 < JonnyH`Work> ...I wish our saves were only ~2.2 mb :P --- Day changed Fri May 20 2016 00:37 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:44 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 00:45 -!- You're now known as JonnyH`Away 04:30 -!- Pawlac [~Pawlac@p4FDCCD74.dip0.t-ipconnect.de] has joined #OpenApoc 04:30 -!- Pawlac [~Pawlac@p4FDCCD74.dip0.t-ipconnect.de] has quit [Client Quit] 06:17 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Remote host closed the connection] 06:18 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 06:20 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Remote host closed the connection] 06:20 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 06:22 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Remote host closed the connection] 06:23 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 06:26 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Remote host closed the connection] 06:27 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 06:40 -!- Zone51 [4650eb49@gateway/web/freenode/ip.70.80.235.73] has joined #OpenApoc 06:40 < Zone51> hi 06:43 < Zone51> it would be a good idea to add a progress bar to the main website (with notes on each stages of developement on the progress bar) 06:44 < Zone51> welp i gotta sleep,i may be back 06:44 -!- Zone51 [4650eb49@gateway/web/freenode/ip.70.80.235.73] has quit [Client Quit] 09:21 -!- nadir [uid134094@gateway/web/irccloud.com/x-edhijptjrbbnscxw] has quit [Quit: Connection closed for inactivity] 09:53 < scionga> morning 10:01 < Skin36> hi 12:04 -!- Pawlac [~Pawlac@p4FDCC086.dip0.t-ipconnect.de] has joined #OpenApoc 12:08 -!- nadir [uid134094@gateway/web/irccloud.com/x-cnyqrdwaxrkbykji] has joined #OpenApoc 12:24 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 12:35 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 12:58 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 13:24 < scionga> http://openxcom.org/forum/index.php/topic,929.60.html 13:24 < scionga> btw, I have all the source code, and model file 13:24 < scionga> I was hosting the server for xcom last hope mod back then 13:24 < scionga> Im trying to get in contact again with some of the the guys 13:24 < scionga> so far I got Pendra back, I need to figure out Nod 14:31 -!- icarus330 [~icarus330@122.200.0.2] has joined #OpenApoc 14:31 -!- icarus330 [~icarus330@122.200.0.2] has left #OpenApoc [] 15:21 -!- You're now known as JonnyH 15:37 -!- Skin36_ [~Skin36000@109.168.250.239] has joined #OpenApoc 15:37 -!- Skin36_ is now known as Skin36 15:54 -!- Kaljakoppa_off is now known as Kaljakoppa 17:07 -!- You're now known as JonnyH`Work 18:05 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:56 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 20:13 < JonnyH`Work> Whelp, looks like I might have a quiet afternoon at work 20:13 < JonnyH`Work> Maybe fire up the old openapoc again? :P 20:23 < SupSuper> maybe :P 20:30 -!- Skin36 [~Skin36000@109.168.250.239] has left #OpenApoc [] 21:38 -!- Kaljakoppa is now known as Kaljakoppa_off --- Day changed Sat May 21 2016 00:29 < JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/EXPERIMENTAL/gamestate-playground/game/state/gamestate_serialize.inl 00:29 < JonnyH`Work> Is that too ugly? 00:31 -!- You're now known as JonnyH`Away 01:51 -!- nadir [uid134094@gateway/web/irccloud.com/x-cnyqrdwaxrkbykji] has quit [Quit: Connection closed for inactivity] 02:08 -!- nadir [uid134094@gateway/web/irccloud.com/x-tlriaggwqrpqpehr] has joined #OpenApoc 02:42 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 07:43 -!- Kaljakoppa_off is now known as Kaljakoppa 08:00 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 08:14 -!- Pawlac_1 [~Pawlac@p4FDCD7E2.dip0.t-ipconnect.de] has joined #OpenApoc 08:18 -!- Pawlac [~Pawlac@p4FDCC086.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 08:34 -!- Skin36 [~Skin36000@85.26.183.104] has joined #OpenApoc 08:34 -!- Skin36 [~Skin36000@85.26.183.104] has left #OpenApoc [] 09:12 < scionga> it's fucking sexy *_* 11:07 < scionga> https://www.youtube.com/watch?v=GF6lmoBrf3Y&list=PLZVMGCh7sZUjkMaVhfTOXwZ2uSy8rCyiF 14:29 < Pawlac_1> "This is the most hippy peaceful city in the world" man everytime I hear this I am havin' a giggle'. 14:32 < Pawlac_1> http://openapoc.pmprog.co.uk/index.php?PHPSESSID=6v6mmtg7b7rrc3tlt8fdug8pd2&topic=5.0 huh looks like this page hasn't been updated for a while 15:35 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 16:10 < Pawlac_1> http://openapoc.pmprog.co.uk/index.php?PHPSESSID=6v6mmtg7b7rrc3tlt8fdug8pd2&topic=69.msg1280#msg1280 16:10 < Pawlac_1> "Also i wonder if dev team would add a simple 3d support, so we can model vehicles for cityscape instead of drawing a new sprites. Though sprites may be fine too." 16:10 < Pawlac_1> ahahahahah 16:10 < Pawlac_1> those sprites are renders 16:38 -!- You're now known as JonnyH 17:22 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 17:22 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vr2fz 17:22 < openapoc-git> OpenApoc/master 9b0f0a5 Jonathan Hamilton: Add big TODO list... 17:22 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 17:22 < JonnyH> So I started a TODO list 17:29 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 17:41 < Kaljakoppa> https://www.facebook.com/openkeeper/ 17:41 < Kaljakoppa> Custom textures :) 17:41 < JonnyH> Looking good there 17:43 < Kaljakoppa> Thanks, so slow that decided to release some news, we've had it for awhile 17:43 < Kaljakoppa> the feature 17:44 < SupSuper> i love all the "gross you're using *java*" comments that always show up 17:44 < Kaljakoppa> Yeah :D On every media 17:45 < Kaljakoppa> People take these things seriously 17:46 < SupSuper> even though c# is basically java but nobody dares call out unity over it, because everyone's using it, and it's finally proven everyone's damn sick of c++ and don't care about cycle-level optimizations 17:48 < Kaljakoppa> Yeah, the one that suits you, the one you are most productive in, should be ok nowadays 17:48 < Kaljakoppa> Things evolve 17:50 < JonnyH> Yeah, if starting 'from scratch' I probably wouldn't choose c++ for openapoc either 17:51 < Pawlac_1> so something like Rust? hueheuheuehu 17:51 < Kaljakoppa> Or that BrainFuck 17:51 < JonnyH> whitespace 17:52 < JonnyH> Naa, but "fast paths" like the renderer might be c++ or something 17:52 < JonnyH> but all the game logic is kinda unnecessary, may as well use a managed language 17:52 < SupSuper> well it's nice having that low-level access for old-skool 2d manipulation but that's about it 17:53 < SupSuper> if someone wanted to remake it in 3d i sure as well wouldn't write it myself :p 17:53 < JonnyH> You design a '3d' game different;y 17:53 < JonnyH> It won't be the same xcom 17:55 < SupSuper> well you know what i mean 17:58 -!- Skin36 [~Skin36000@85.26.183.104] has joined #OpenApoc 18:03 -!- Skin36 [~Skin36000@85.26.183.104] has left #OpenApoc [] 18:03 -!- Skin36 [~Skin36000@85.26.183.104] has joined #OpenApoc 18:09 < JonnyH> SupSuper: BTW, please add anything you think I missed in TODO.mk 18:10 < SupSuper> i'm probably the last person to have a detailed apoc mechanics breakdown :p 18:10 < JonnyH> A good amount of the time I'm the same :P 18:11 < JonnyH> my assumptions about how things worked are completely wrong 18:11 < JonnyH> Maybe add "Events are a mess" to the framework chunk? 18:11 < SupSuper> lol 18:11 < SupSuper> that's usually how it goes, games are just smoke'n'mirrors so you never really know what's going on 18:12 < SupSuper> like i still have no idea how we're gonna figure out the actual "simulation" that drives it, everything else is just bullet points on top 18:12 < JonnyH> We're slowly carving bits out of the simulation :) 18:13 < SupSuper> i'm sure it's probably not much fancier than "keep spawning ufos in waves" though 18:13 < JonnyH> there are a few different 'groups' of UFOs that spawn each week, depending on the week number 18:14 < SupSuper> we also need a "cut features everyone wants to see us restore" list ;) 18:15 < JonnyH> I've been trying to say "1.0 won't have any of that BS" 18:15 < JonnyH> ..but it *may* have the hooks to mod it in ;) 18:16 < SupSuper> yeah we tried that with openxcom, it didn't last :p 18:16 < JonnyH> The 'hooks' will be "Here's the code, get gud" 18:31 -!- You're now known as JonnyH`Away 18:34 < SupSuper> someone suggested adding a "console", boy that would be interesting 19:11 -!- Skin36 [~Skin36000@85.26.183.104] has left #OpenApoc [] 20:16 -!- Skin36 [~Skin36000@85.26.183.104] has joined #OpenApoc 20:34 -!- Solarius [~Solar@91.202.195.196] has joined #OpenApoc 21:02 -!- Skin36 [~Skin36000@85.26.183.104] has left #OpenApoc [] 21:18 -!- Solarius [~Solar@91.202.195.196] has quit [Ping timeout: 260 seconds] 21:28 -!- Solarius [~Solar@91.202.195.196] has joined #OpenApoc 21:35 -!- Kaljakoppa is now known as Kaljakoppa_off 22:02 -!- Solarius [~Solar@91.202.195.196] has quit [Quit: Leaving] 22:24 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:11 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc --- Log closed Sat May 21 23:49:59 2016 --- Log opened Sun May 22 03:42:19 2016 03:42 -!- JonnyH [~jonny@s2.jonnyh.net] has joined #OpenApoc 03:42 -!- Irssi: #OpenApoc: Total of 9 nicks [0 ops, 0 halfops, 0 voices, 9 normal] 03:42 -!- Irssi: Join to #OpenApoc was synced in 18 secs 03:42 -!- mode/#OpenApoc [+o JonnyH] by ChanServ 03:49 -!- You're now known as JonnyH`Away 04:03 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 07:34 -!- Kaljakoppa_off is now known as Kaljakoppa 08:14 -!- Pawlac 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#OpenApoc 14:56 < SupSuper> https://lh3.googleusercontent.com/1LLtBLI4iJ8wBwM_FE5oqZvW9wwjTQeuk54SXSd42c9fJJmaLf8xKeq6Lb9EM7qgU9ESxglcWSc=w1920-h1080-rw-no 15:05 -!- nadir [uid134094@gateway/web/irccloud.com/x-akekrbblyncablxy] has joined #OpenApoc 17:32 -!- Skin36 [~Skin36000@85.26.183.118] has joined #OpenApoc 17:41 -!- Skin36 [~Skin36000@85.26.183.118] has left #OpenApoc [] 18:33 -!- Skin36 [~Skin36000@85.26.183.118] has joined #OpenApoc 18:46 -!- Solarius_Scorch [~Solar@77-255-110-144.adsl.inetia.pl] has joined #OpenApoc 18:55 -!- Solarius_Scorch [~Solar@77-255-110-144.adsl.inetia.pl] has quit [Ping timeout: 276 seconds] 19:31 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 19:35 -!- Pawlac [~Pawlac@p4FDCFBD1.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 19:52 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 20:15 -!- Skin36 [~Skin36000@85.26.183.118] has left #OpenApoc [] 20:25 -!- Kaljakoppa is now known as Kaljakoppa_off 21:53 -!- 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the connection] 03:51 -!- pagurus [~user@p4FD6D420.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:52 -!- pagurus [~user@pD950D60D.dip0.t-ipconnect.de] has joined #OpenApoc 04:22 -!- Pawlac [~Pawlac@p4FDCFBD1.dip0.t-ipconnect.de] has joined #OpenApoc 05:33 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 05:57 -!- nadir [uid134094@gateway/web/irccloud.com/x-akekrbblyncablxy] has quit [Remote host closed the connection] 06:03 -!- Pawlac [~Pawlac@p4FDCFBD1.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 06:11 -!- nadir_ [uid134094@gateway/web/irccloud.com/x-bglyxldnemppdskx] has joined #OpenApoc 06:12 -!- nadir_ is now known as nadir 06:56 -!- scionga2 [~scionga@252.13.16.95.dynamic.jazztel.es] has joined #OpenApoc 06:57 -!- scionga [~scionga@227.53.222.87.dynamic.jazztel.es] has quit [Ping timeout: 276 seconds] 06:59 -!- scionga [~scionga@164.207.76.188.dynamic.jazztel.es] has joined #OpenApoc 07:01 -!- scionga2 [~scionga@252.13.16.95.dynamic.jazztel.es] has quit [Ping timeout: 272 seconds] 10:17 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:30 -!- nadir [uid134094@gateway/web/irccloud.com/x-bglyxldnemppdskx] has quit [Quit: Connection closed for inactivity] 11:43 -!- Pawlac [~Pawlac@p4FDCDFD6.dip0.t-ipconnect.de] has joined #OpenApoc 14:29 -!- You're now known as JonnyH 15:20 -!- nadir [uid134094@gateway/web/irccloud.com/x-soujncltjmiokjjo] has joined #OpenApoc 15:21 -!- Kaljakoppa_off is now known as Kaljakoppa 15:43 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 15:44 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 16:53 -!- You're now known as JonnyH`Work 17:58 -!- Skin36- [~Skin36000@109.168.213.137] has joined #OpenApoc 18:47 -!- Solarius_Scorch [~Solar@178-37-146-145.adsl.inetia.pl] has joined #OpenApoc 18:49 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:56 -!- Kaljakoppa is now known as Kaljakoppa_off 19:21 -!- Solarius_Scorch [~Solar@178-37-146-145.adsl.inetia.pl] has quit [Ping timeout: 260 seconds] 19:27 -!- Solarius_Scorch [~Solar@178-37-146-145.adsl.inetia.pl] has joined #OpenApoc 19:28 -!- Skin36- [~Skin36000@109.168.213.137] has left #OpenApoc [] 19:44 <@JonnyH`Work> huh, just realised I've kinda f**ked up the projectile view on the minimap 19:53 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 21:08 -!- Pawlac [~Pawlac@p4FDCDFD6.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:52 -!- Kaljakopg [Kaljakoppa@gateway/shell/bnc4free/x-zzzkjczqagnwvoyv] has joined #OpenApoc 22:53 -!- Netsplit *.net <-> *.split quits: Kaljakoppa_off 23:34 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 23:35 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 23:40 -!- Solarius_Scorch [~Solar@178-37-146-145.adsl.inetia.pl] has quit [Quit: Leaving] --- Day changed Tue May 24 2016 00:31 -!- 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timeout: 272 seconds] 09:50 -!- nadir [uid134094@gateway/web/irccloud.com/x-xabghjsjjtswbfks] has quit [Quit: Connection closed for inactivity] 10:34 -!- Pawlac [~Pawlac@p4FDCC622.dip0.t-ipconnect.de] has joined #OpenApoc 11:41 -!- Pawlac_1 [~Pawlac@p4FDCD752.dip0.t-ipconnect.de] has joined #OpenApoc 11:43 -!- Pawlac [~Pawlac@p4FDCC622.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 11:46 -!- nadir [uid134094@gateway/web/irccloud.com/x-fucvgxbovqkgxqgs] has joined #OpenApoc 11:59 -!- scionga2 [~scionga@43.6.16.95.dynamic.jazztel.es] has quit [Quit: Nettalk6 - www.ntalk.de] 12:09 -!- scionga [~scionga@43.6.16.95.dynamic.jazztel.es] has joined #OpenApoc 13:38 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 15:28 -!- scionga [~scionga@43.6.16.95.dynamic.jazztel.es] has quit [Read error: Connection reset by peer] 15:29 -!- scionga [~scionga@41.51.222.87.dynamic.jazztel.es] has joined #OpenApoc 16:24 -!- scionga2 [~scionga@149.57.222.87.dynamic.jazztel.es] has joined #OpenApoc 16:25 -!- scionga [~scionga@41.51.222.87.dynamic.jazztel.es] has quit [Ping timeout: 276 seconds] 16:53 -!- You're now known as JonnyH`Work 17:09 -!- scionga [~scionga@193.196.76.188.dynamic.jazztel.es] has joined #OpenApoc 17:11 -!- scionga2 [~scionga@149.57.222.87.dynamic.jazztel.es] has quit [Ping timeout: 260 seconds] 17:11 -!- scionga2 [~scionga@178.48.222.87.dynamic.jazztel.es] has joined #OpenApoc 17:14 -!- scionga [~scionga@193.196.76.188.dynamic.jazztel.es] has quit [Ping timeout: 240 seconds] 18:01 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:03 <@JonnyH`Work> hey SupSuper 18:03 <@JonnyH`Work> Noticed another guy hitting the yaml-0.5.2 issue 18:03 -!- Skin36- [~Skin36000@185.3.33.107] has joined #OpenApoc 18:04 <@JonnyH`Work> so pushed a pull request with an check and (hopefully) better error message 18:05 < SupSuper> what issue? 18:06 <@JonnyH`Work> the fail to load any rules thing 18:06 < SupSuper> ah 18:06 < SupSuper> yeah i guess it's only a problem for do-it-yourself-ers 18:07 <@JonnyH`Work> If 0.5.2 is the default on ubuntu 16.04 I only expect the number of people hitting it to increase 18:07 <@JonnyH`Work> *shrug* feel free not to merge it if it's just going to make things look messier 18:08 < SupSuper> if your definition of "messy" is one extra line in cmake, i dread to think what "clean" is :p 18:09 <@JonnyH`Work> openapoc is my definition of clean, clearly I'm not quite right in the head 18:09 < SupSuper> i'm just wondering if it should be a code-level check 18:10 <@JonnyH`Work> TBH it's probably only a short term thing anyway, as everyone slowly picks up newer versions... 18:17 < SupSuper> yeahh right :p 18:17 < SupSuper> i bet some distros are still on 0.3 18:18 <@JonnyH`Work> And some people still run winxp 18:18 <@JonnyH`Work> really the best solution is to statically link 18:18 <@JonnyH`Work> as yaml-cpp isn't really 'replaceable' anyway 18:19 <@JonnyH`Work> as the headers & .so cannot be changed out of sync 18:24 < SupSuper> yeah but these are people doing it themselves so 18:24 < SupSuper> i don't know how the linking mumbo jumbo works on linux, on windows i just give them the dlls :p 18:26 <@JonnyH`Work> You *can* ship the .so files with openxcom, but $PWD isn't in the library search path by default 18:27 <@JonnyH`Work> You might have seen some linux games etc. on steam that are actually a script that sets the lib paths & then runs the 'real' executable 18:28 < SupSuper> well i'm not the on that makes the linux packages either :p they could be statically linked for all i know 18:28 <@JonnyH`Work> I don't think they are, as they 'depend' on a special version of yaml-cpp package etc. 18:28 <@JonnyH`Work> at leas the ubuntu ppa I saw... 18:33 < SupSuper> well the ppa has its own yaml-cpp so it hopefully doesn't matter 18:33 < SupSuper> i guess people like packages :p packages usually aren't distributed with statics 18:33 <@JonnyH`Work> Yeah, but if *anything else* on the system uses yaml-cpp it'll explode 18:35 <@JonnyH`Work> MEh, not really my problem 18:35 <@JonnyH`Work> Just on my mind as I was trying to get openapoc packages together :) 18:35 < SupSuper> now i'm kinda curious, doesn't cmake just let you enforce minimum library versions? 18:36 <@JonnyH`Work> Yes? 18:37 < SupSuper> well i guess all we need is sdl 1.2 18:39 <@JonnyH`Work> and sdl at least has forward compatability (unlike yaml-cpp) 18:39 <@JonnyH`Work> IE something built against sdl 1.2.1 headers will work with the 1.2.2 lib 18:39 <@JonnyH`Work> but that's not the case with yaml-cpp 18:40 < SupSuper> well it's also a c api 18:41 <@JonnyH`Work> Yeah, c++ headers with templates etc. makes it *really* difficult for that sort of thing 18:43 < SupSuper> ugh data paths are always a sore spot 18:43 <@JonnyH`Work> case sensitive too? 18:44 <@JonnyH`Work> if it wasn't for physfs and linux's iso filesystem driver disagreeing about the case of files I'd just remove out hacky case-insensitive stuff... 18:45 < SupSuper> we also have case sensitivity hacks :p 18:47 < SupSuper> it doesn't help that xcom is old enough that the files might be all lowercase, uppercase or some variation depending on the original filesystem 18:50 <@JonnyH`Work> I really hate SHOUTYNAMES 18:55 < SupSuper> good old fat16 18:55 <@JonnyH`Work> SHOUTYNA.MES 19:21 -!- Skin36- [~Skin36000@185.3.33.107] has left #OpenApoc [] 19:34 -!- Kaljakopg is now known as Kaljakopg_off 21:13 -!- Pawlac_1 [~Pawlac@p4FDCD752.dip0.t-ipconnect.de] has quit [Remote host closed the connection] --- Day changed Wed May 25 2016 00:06 -!- You're now known as JonnyH`Away 01:40 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 02:46 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 02:49 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 03:53 -!- pagurus [~user@pD950C0DE.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:53 -!- 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17:29 -!- Skin36- [~Skin36000@185.3.33.175] has joined #OpenApoc 18:34 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:35 <@JonnyH`Work> hey SupSuper 18:35 <@JonnyH`Work> I finally got state deltas working 18:36 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/EXPERIMENTAL/gamestate-playground/data/difficulty1_patch_common_diff/gamestate.xml 18:36 <@JonnyH`Work> for example is the result of adding the common_patch and then serializing out the delta 18:37 <@JonnyH`Work> so hopefully I'll then pull in the ediro 18:37 <@JonnyH`Work> and never have to write a single line of xml again 18:37 * JonnyH`Work can dream 18:38 < SupSuper> not as long as we need data not found in the original :p 18:38 <@JonnyH`Work> No, we'll still have the patches 18:38 <@JonnyH`Work> but 'adding' said data should be done in the editor, not in xml 18:38 <@JonnyH`Work> that's my plan, at least 18:41 <@JonnyH`Work> I'll probably merge in the QT editor framework to master soonish too 18:41 <@JonnyH`Work> but as a non-default build target on windows 18:41 <@JonnyH`Work> so you don't have to install the qt sdk if you don't want that 19:30 < Skin36-> hi 19:31 -!- nadir is now known as Periapsis 19:33 <@JonnyH`Work> hi Skin36- 19:34 < Skin36-> I found out something interesting - the exact structure of organizations 19:35 < Skin36-> +Total Income formula for orgs 19:37 -!- Kaljakoppa is now known as Kaljakoppa_off 19:37 -!- Periapsis is now known as nadir 19:38 <@JonnyH`Work> Cool ") 19:38 <@JonnyH`Work> I really want to get more of the organisation stuff less 'fake' 19:39 <@JonnyH`Work> We also have the massive looming 'battlescape' I at least want to start prototying soon... 19:40 < Skin36-> I found that the structure of the game itself, in the editor 19:41 < Skin36-> http://shot.qip.ru/00knEU-4tfn6TMB4/ 19:41 < Skin36-> see on it 19:41 <@JonnyH`Work> don't forget to put on the forum 19:41 <@JonnyH`Work> I can't really review it right now :) 19:41 < Skin36-> ok 20:31 -!- Skin36- [~Skin36000@185.3.33.175] has left #OpenApoc [] 20:32 <@JonnyH`Work> Oh ffs msvc 2015 variadic macros are broken.. 20:50 <@JonnyH`Work> Fixed 20:50 <@JonnyH`Work> now msvc & gcc both produce the same output 20:50 <@JonnyH`Work> which is nice :) 23:42 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:44 < SupSuper> JonnyH`Work: finally got his attention: https://twitter.com/julian_gollop/status/735490330775150592 23:48 <@JonnyH`Work> Cooool! 23:49 * JonnyH`Work expects the views to come flying in 23:50 <@JonnyH`Work> Anyway, I'm off 23:50 <@JonnyH`Work> Expect silly changes to the gamestate stuff Soon (tm) 23:50 -!- You're now known as JonnyH`Away --- Day changed Thu May 26 2016 02:18 -!- You're now known as JonnyH 03:52 -!- pagurus [~user@pD950D95D.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:53 -!- pagurus [~user@pD950F013.dip0.t-ipconnect.de] has joined #OpenApoc 03:53 -!- pagurus [~user@pD950F013.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:55 -!- pagurus [~user@pD950F013.dip0.t-ipconnect.de] has joined #OpenApoc 08:38 -!- Pawlac_1 [~Pawlac@p4FDCE7C0.dip0.t-ipconnect.de] has joined #OpenApoc 08:42 -!- Pawlac [~Pawlac@p4FDCE4F0.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:10 -!- nadir [uid134094@gateway/web/irccloud.com/x-nfvdvttfxjrzbbgu] has quit [Quit: Connection closed for inactivity] 11:25 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:26 -!- Pawlac_1 [~Pawlac@p4FDCE7C0.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 13:49 -!- Pawlac [~Pawlac@p4FDCE7C0.dip0.t-ipconnect.de] has joined #OpenApoc 14:00 -!- Pawlac [~Pawlac@p4FDCE7C0.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 14:08 -!- Pawlac [~Pawlac@p4FDCE7C0.dip0.t-ipconnect.de] has joined #OpenApoc 14:32 -!- nadir [uid134094@gateway/web/irccloud.com/x-wyqqpcavwbrfwuce] has joined #OpenApoc 14:50 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 14:53 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 15:12 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-zzzkjczqagnwvoyv] has quit [Ping timeout: 260 seconds] 15:42 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-sganggaxpmxvsbfx] has joined #OpenApoc 16:20 -!- pmprog [~quassel@97e2af92.skybroadband.com] has joined #OpenApoc 16:20 -!- mode/#OpenApoc [+o pmprog] by ChanServ 16:21 <@pmprog> Morning 16:23 < SupSuper> hey 16:24 <@pmprog> Hi SupSuper, how's things? 16:25 < SupSuper> 'tis good. got time off work til monday, enjoying it by doing absolutely nothing :3 16:26 < SupSuper> also gollop said a thing!! https://twitter.com/julian_gollop/status/735490330775150592 16:28 <@JonnyH> hey 16:30 <@pmprog> Cool, hope you enjoy your time off. Also, great that he's acknowledged the project :) 16:30 <@pmprog> Hi JonnyH 16:35 -!- Kaljakoppa_off is now known as Kaljakoppa 16:35 <@JonnyH> SupSuper: Hope you enjoy your holiday 16:35 <@JonnyH> I've got half of next month off myself, just limping along until then... 16:36 <@pmprog> Neat. I have a couple of holidays next month too 16:36 <@JonnyH> flying back to the UK and everything :) 16:37 <@pmprog> :) 16:37 <@JonnyH> So, I got the delta state serialisation working 16:37 <@JonnyH> so I'm currently working on the editor proper :) 16:38 <@JonnyH> currently.. it lets you set paths and extract an iso 16:38 <@JonnyH> nothing state based.. yet :) 16:38 <@pmprog> Sounds great 16:38 <@JonnyH> slow going as I figure out qt... 16:38 <@pmprog> Are you using Qt for the editor? 16:39 <@JonnyH> yup 16:39 <@JonnyH> https://github.com/JonnyH/OpenApoc/tree/EXPERIMENTAL/gamestate-playground 16:39 <@JonnyH> tools/editor 16:39 <@JonnyH> if you want to spy on my wip 16:41 <@pmprog> Interesting, how come you code the UI rather than a WYSIWYG tool? Just preference? 16:42 <@JonnyH> Yeah 16:42 <@JonnyH> and I intend the majority to be generated from the gamestate.inl definitions 16:44 <@pmprog> cool 16:53 -!- You're now known as JonnyH`Work 17:02 <@JonnyH`Work> and I'm thinking about forking physfs to have a context 17:03 <@JonnyH`Work> rather than global state... 17:03 * JonnyH`Work needs someone to stop me 17:03 <@JonnyH`Work> While we're at it we could change the physfs iso backend to default to lowercase filenames 17:03 <@JonnyH`Work> and remove the GetRealCase hackery... 17:08 <@pmprog> Though we already forked physfs to fix that weird bug 17:16 -!- Skin36- [~Skin36000@185.3.33.172] has joined #OpenApoc 17:17 <@JonnyH`Work> a few other 'less weird' bugs in the iso backend too... 17:18 <@JonnyH`Work> But I mean 'fork' as in 'change the api' 17:18 <@JonnyH`Work> not just bugfixes 17:33 < TheSnide> JonnyH`Work: just use regular fs, and extract everything offline 17:34 < TheSnide> via INSTALL.EXE #huhuhu 17:37 < TheSnide> JonnyH`Work: .... but to add a context, no need to fork, just put a wrapper around it. changing the global state prior each call 17:37 <@JonnyH`Work> TheSnide: I kinda do that 17:37 <@JonnyH`Work> but there's state that cannot be queried, like the mount order 17:37 <@JonnyH`Work> and it breaks if you happen to try to mount the same file twice 17:37 <@JonnyH`Work> and if you have multiple threads god help you 17:38 < TheSnide> phyfs is single threaded anyway, no ? 17:38 <@JonnyH`Work> naa, it's accessible from any thread 17:38 <@JonnyH`Work> it's all mutexed internally 17:45 <@JonnyH`Work> Plus it's been weeks since I last re-wrote some core system library 17:45 <@JonnyH`Work> I'm getting a little anstey and need to blow off steam 17:47 < SupSuper> we need a "it's been X days since a rewrite" sign 17:49 <@JonnyH`Work> You probably don't need to get enough numbers for a second digit... 17:51 <@pmprog> I think you should move back to Allegro, they just put out 5.2 :D 17:52 <@JonnyH`Work> You mean you weren't using 5.2 pre-releases? 17:53 <@pmprog> Well, I always used 5.1.x... but odd minor versions meant "unstable" api, 5.2 is now stable 17:53 <@JonnyH`Work> Does it have vulkan support yet? 17:54 <@pmprog> No idea... I'm just hoping it's supported on the Pyra... I don't really fancy recoding everything 17:54 <@JonnyH`Work> Sure, it should work 17:54 <@JonnyH`Work> IIRc 5.1 introduces GLES compatibility 17:54 <@pmprog> If they get the 3D driver going 17:54 <@JonnyH`Work> I really should look into seeing if I can find an omap5 sevm and try their current kernel... 17:55 <@pmprog> sevm? 17:55 <@JonnyH`Work> the TI dev boards 17:55 <@JonnyH`Work> the EVM is just a board 17:56 <@JonnyH`Work> the SEVM is a 'phone' form factor (though closer to the triggerhappy TV phone than one you'll actually use :) 17:56 <@JonnyH`Work> we had a stack before they closed omap 17:56 <@JonnyH`Work> I think we still have *some*... somewhere 17:57 <@pmprog> ah cool 17:57 <@JonnyH`Work> not in this office unfortunately 17:57 <@JonnyH`Work> as we moved after the closed omap and sent everything back then :( 17:58 <@JonnyH`Work> I was digging through the cupboards the other day to check 17:58 <@JonnyH`Work> and I know we threw at least 3 out then... :( 17:59 <@JonnyH`Work> I probably could have hawked them on the pyra forums thinking about it... 18:01 <@pmprog> Does anyone here use GIMP? 18:03 <@pmprog> I don't get why if you want to save a PNG, you have to select "Export" rather than Save 18:03 <@JonnyH`Work> 'caus you lose data, like layers/whatnot 18:04 < SupSuper> yeah audacity uses the same thought process, which kinda annoys me 18:04 <@pmprog> Yeah, but you can have them all under save, but just select which file format you want 18:04 <@pmprog> That's how every other tool I use works 18:05 <@pmprog> Then they warn you if you are to "lose" information 18:05 < SupSuper> ~~open-source~~ 18:05 <@JonnyH`Work> literally copied from photoshop :P 18:05 <@pmprog> Pity PSP9 doesn't work properly through WINE 18:06 <@pmprog> Best graphic editor I've ever used 18:06 <@JonnyH`Work> Probably makes sense if your 'normal' use case is working on the same image for multiple sessions, not just sticking something together in 5 mins... 18:06 <@pmprog> Well, I've been doing my art in Inkscape, and I've just been trying to extract the pieces in GIMP so I can try and animate it in Spriter 18:07 <@pmprog> I almost wish I had a developer for my game, and I'd just do the art 18:07 <@pmprog> Actually quite fun for a change 18:07 < SupSuper> i've become quite fond of pixel art editors, and just use something average enough like paint.net for the rest 18:08 <@pmprog> aseprite is pretty nice 18:08 < SupSuper> at least pixel art editors aren't trying to do everything all the time 18:08 <@pmprog> I found Paint Shop Pro 5 and 9 were both great at doing Pixel art, and more of the layers and other neat features 18:08 < SupSuper> yeah i bought aseprite, totally worth it. finally i have a tool that can deal with palettes and grids :3 18:09 <@pmprog> I haven't yet... I have donated to Inkscape, as I've really come to love that tool 18:11 < SupSuper> http://puu.sh/p61wb/b9488067b3.png for all my xcom needs :p 18:11 <@pmprog> Bah, I'm really gutted I missed the humble bundle with Spriter Pro! 18:12 <@pmprog> :) 18:12 < SupSuper> yeah i wasn't enough of an artist to pick that up 18:13 < SupSuper> but ended up buying aseprite because of the amount of effort it saved me fiddling with x-com's paletted images and writing my own sdl-based tools 18:13 <@pmprog> Urm, this is odd... You alt+click to draw bones in spriter, but for some reason it's resizing and moving my window... I'm sure it never used to do that! 18:15 <@JonnyH`Work> alt-click is one of the normal linux wm keys? 18:16 <@JonnyH`Work> It's a bit like using alt-f4 for something 18:16 <@JonnyH`Work> that's pretty crazy? 18:17 <@pmprog> Well, I know on the Pandy, you can press Left Shoulder and it'll let you move the window - which I think is the same... but I'm sure I've used Spriter before on this PC 18:17 <@JonnyH`Work> maybe the wm changed the order in which hotkeys are processed or something? 18:18 <@JonnyH`Work> Just rebind meta to something else 18:18 <@pmprog> Yep, just changed it from Alt to Meta, so I can Win+Click to move, and Alt+Click to draw bones 18:24 <@JonnyH`Work> spriter pro was in last years steam summer sale, so you never know ;) 18:24 <@JonnyH`Work> wait.. can you gift humble bundle steam keys? 18:31 <@pmprog> Don't know, but I missed the bundle... They didn't add it until right at the end, and I'd written the bundle off as it was 90% RPG stuff 18:31 <@pmprog> Well, I've got my character rigged 18:35 <@JonnyH`Work> what sort of game are you making there pmprog? 18:36 < SupSuper> JonnyH`Work: you can gift unused keys yeah 18:38 <@pmprog> It's a game set in medieval times, you are (or were) a retired knight. It'll have two modes of gameplay, a kind of isometric engine for the "world", where there'll be a few puzzles, and a combat arena 18:38 <@pmprog> So for the gameworld, think https://www.youtube.com/watch?v=il9PLzZqPac 18:38 <@pmprog> And for the duel arena, this is my current prototype https://www.youtube.com/watch?v=XfSjabY49q0 18:40 <@pmprog> I'm thinking of trying to sell it on Itch and Humble (if they'll take it) when and if I'm happy that it runs fine, looks great, and I actually finish it 18:42 <@JonnyH`Work> I wonder if there's enough of a market for stuff like a pyra 'store'... 18:44 <@pmprog> Well, one of the guys who released a commercial game for the Pandora shared all the details about his experience 18:44 <@JonnyH`Work> ..bad? 18:44 <@pmprog> No, but not something you could survive off alone 18:45 <@JonnyH`Work> I mean if literally everyone buys the game... there's been what, ~700 pre-orders? 18:45 <@pmprog> Heh, Maybe I could do a deal with ED :) 18:45 <@JonnyH`Work> My biggest worry is 'selling' something implies support that 'give away' doesn't really have :) 18:45 <@pmprog> Yeah, that's a worry for me too 18:46 <@pmprog> But I guess if I don't try, I'll never find out 18:46 <@JonnyH`Work> if it's not going to be enough to stop working/move to part time or something, I'm fine with hobbyist stuff :P 18:46 <@JonnyH`Work> You don't know if you don't try 18:46 <@JonnyH`Work> you never know, you could be the next xNotch 18:46 <@JonnyH`Work> and I'll be telling people about how I know you before you got big 18:46 <@pmprog> Well, I read Tom Francis's blog (he wrote Gunpoint) 18:46 <@pmprog> and that really pushed me to try and actually do this 18:47 <@pmprog> http://www.pentadact.com/2013-06-18-gunpoint-recoups-development-costs-in-64-seconds/ 18:47 <@JonnyH`Work> If you want help getting it running fast on a 486-dx 50 or something equally silly let me know ;) 18:47 <@pmprog> Gunpoint was okay, it wasn't brilliant, and it was rather short 18:48 <@pmprog> How about an FPGA? ;-) 18:48 <@pmprog> I could sell it to Arcades 18:49 <@pmprog> And developing in my spare time (what little I have of it), means that if I don't complete, or it doesn't sell, it's not really been a big loss 18:49 <@JonnyH`Work> If the workload is anywhere *near* what an asic can do well enough, that's nearly always better... 18:50 <@pmprog> I've still not downloaded the Mega65 core for my Nexys4 board yet 18:50 <@pmprog> Though I did finally get my test FPGA project running on my Chameleon! 18:51 <@JonnyH`Work> :D 18:51 <@pmprog> All these projects though serve as a bad distraction! 18:51 <@pmprog> one of my mates asked he could pair program a game with me 18:51 <@pmprog> but he hasn't comeonline 18:51 <@pmprog> brb 19:10 <@pmprog> back 19:16 <@pmprog> JonnyH`Work: https://pyra-handheld.com/boards/threads/kami-retro-update-fix-commercial-release.67976/page-3#post-1148128 19:22 <@JonnyH`Work> Interesting 19:22 <@JonnyH`Work> but don't quit your day job ;) 19:22 <@pmprog> Not for a Pyra only game, for sure 19:23 -!- pmprog_laptop [~pmprog@97e2af92.skybroadband.com] has joined #OpenApoc 19:24 <@JonnyH`Work> I'm reasonably sure I'm supposed to be in a customer meeting in ~3 mins 19:25 <@JonnyH`Work> but nobody's given me call-in details or anything 19:25 <@JonnyH`Work> so instead I'm off for lunch 19:32 < pmprog_laptop> hehe, enjoy 19:33 -!- Skin36- [~Skin36000@185.3.33.172] has left #OpenApoc [] 19:34 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 246 seconds] 19:35 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 19:36 -!- Kaljakoppa is now known as Kaljakoppa_off 20:25 -!- pmprog_laptop [~pmprog@97e2af92.skybroadband.com] has quit [Quit: Konversation terminated!] 20:44 -!- pmprog [~quassel@97e2af92.skybroadband.com] has quit [Remote host closed the connection] 21:48 <@JonnyH`Work> Who let the chat bot into #openxcom? 21:54 < SupSuper> it keeps the place active :v --- Day changed Fri May 27 2016 00:12 -!- You're now known as JonnyH`Away 00:27 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 01:42 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 03:53 -!- pagurus [~user@pD950F013.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:53 -!- pagurus` [~user@pD950FADC.dip0.t-ipconnect.de] has joined #OpenApoc 03:54 -!- pagurus` [~user@pD950FADC.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 03:54 -!- pagurus [~user@pD950FADC.dip0.t-ipconnect.de] has joined #OpenApoc 07:22 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 08:21 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 08:37 -!- Pawlac_1 [~Pawlac@p4FDCF154.dip0.t-ipconnect.de] has joined #OpenApoc 08:40 -!- Pawlac [~Pawlac@p4FDCE7C0.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 10:20 -!- nadir [uid134094@gateway/web/irccloud.com/x-wyqqpcavwbrfwuce] has quit [Quit: Connection closed for inactivity] 11:55 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:22 -!- nadir [uid134094@gateway/web/irccloud.com/x-cwjlyzmcamyermar] has joined #OpenApoc 12:41 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 13:02 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 14:39 -!- Kaljakoppa_off is now known as Kaljakoppa 15:45 -!- You're now known as JonnyH 15:47 <@JonnyH> hola SupSuper 15:47 <@JonnyH> enjoying your holiday? 15:47 < SupSuper> hey 15:47 < SupSuper> yessir 15:48 <@JonnyH> well too bad, get back to fixing openxcom! 15:49 -!- pmprog [~quassel@97e2af92.skybroadband.com] has joined #OpenApoc 15:49 -!- mode/#OpenApoc [+o pmprog] by ChanServ 15:49 < SupSuper> :p 15:50 <@JonnyH> hi pmprog 15:50 <@pmprog> Hi... I'm in a bad mood. My Cyanogen phone updated and it's broken pretty much everything 15:50 <@JonnyH> :( 15:50 <@JonnyH> Clearly should have got an iPhone 15:50 <@pmprog> And there's a big fucking Google menu ... 15:51 <@JonnyH> then you get a free flannel shirt, bushy beard and glasses with no lenses 15:51 <@pmprog> No, I'm going to get a feature phone next 15:51 <@JonnyH> or a nokia brick :) 15:54 <@pmprog> Wish that was the only thing going wrong 15:54 <@pmprog> Bah, have fun... I'm off 15:54 -!- pmprog [~quassel@97e2af92.skybroadband.com] has quit [Remote host closed the connection] 16:09 -!- You're now known as JonnyH`Work 17:34 -!- Skin36- [~Skin36000@85.26.183.3] has joined #OpenApoc 17:35 -!- Skin36- is now known as Skin36 17:35 < Skin36> hi 17:36 < SupSuper> hey 17:38 <@JonnyH`Work> hey 17:39 < Skin36> I have some questions) 17:40 < Skin36> I'm trying to figure out how to get money to the organization 17:41 < Skin36> http://shot.qip.ru/00knEU-3tfn6TMCS/ 17:41 <@JonnyH`Work> I was just looking at your forum post :) 17:42 <@JonnyH`Work> I would guess: v8 (bld[97]) is the number of tiles in the building 17:42 <@JonnyH`Work> bld[99] is then the income from each tile for that building 17:42 <@JonnyH`Work> bld[95] is a fixed upkeep cost for the building 17:42 <@JonnyH`Work> and bld[98] is the per-tile upkeep cost 17:42 < Skin36> it may be in the range of 250- 2500? 17:43 <@JonnyH`Work> which one? The per-tile? 17:43 <@JonnyH`Work> cost? Income? 17:43 < Skin36> tiles count 17:44 <@JonnyH`Work> What pointer type is 'v7'? uint16_t? 17:44 < Skin36> yes 17:44 < Skin36> it all uint 16 17:47 < Skin36> http://shot.qip.ru/00knEU-5tfn6TMCT/ 17:47 < Skin36> OMG 57 17:47 < Skin36> http://shot.qip.ru/00knEU-3tfn6TMCU/ 17:48 < Skin36> 2100 17:48 < Skin36> 50,60, 2400... 17:49 < Skin36> its +194 offset 17:53 < Skin36> http://shot.qip.ru/00knEU-1tfn6TMCV/ 17:53 < Skin36> sorry its char 17:55 <@JonnyH`Work> if it's a char* 17:56 <@JonnyH`Work> that means (v7+96) is only 96 bytes into the struct, not 192? 17:59 < Skin36> No, the correct value of 192 17:59 <@JonnyH`Work> ...so is that char* a disasm bug? 18:00 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/commit/ac72e0de188343218c084b53421712f30d8fa5eb 18:00 < Skin36> perhaps 18:00 <@JonnyH`Work> that's a quick dump of the data? 18:01 <@JonnyH`Work> sorry, that should be https://github.com/JonnyH/OpenApoc/commit/d5e3128fb5ffbcd7b40448a8c4f35893df4fbd3b 18:02 < Skin36> num_units ? 18:02 <@JonnyH`Work> the names are made up :P 18:02 <@JonnyH`Work> I assumed it was NUM_UNITS * PER_UNIT_COST 18:02 < Skin36> not tile ? 18:03 <@JonnyH`Work> clearly not number of tiles, too large 18:03 <@JonnyH`Work> might be some arbitrary scale 18:03 < Skin36> may be its members of org ? 18:03 < Skin36> or so 18:03 <@JonnyH`Work> Can you see if that offset is used anywhere else in the game? 18:04 <@JonnyH`Work> It might just be a value they tweaked for 'balance' 18:04 <@JonnyH`Work> (assuming that is *is* a uint16 - if it's truncated to an int8_t it will be a different value) 18:05 <@JonnyH`Work> but I've seen other places where the 'type' of pointer is wrong in IDAs disasm 18:06 <@JonnyH`Work> if it's never taken out of a register 18:07 < Skin36> if its 97 - its too 50...6000 18:07 <@JonnyH`Work> but if it's just the high 8 bits in a char 18:08 < Skin36> not 18:08 < Skin36> see 18:08 < Skin36> http://shot.qip.ru/00knEU-1tfn6TMCW/ 18:08 <@JonnyH`Work> it's (-112..120) which doesn't look right 18:09 <@JonnyH`Work> yeah, 16bit registers 18:09 <@JonnyH`Work> got knows where ida for the char* from :) 18:10 < Skin36> its 194 18:10 <@JonnyH`Work> cool 18:10 <@JonnyH`Work> so I guess my dumps are correct (though the names are probably misleading, the values should be good) 18:10 < Skin36> 200 mean owner 18:12 < Skin36> then another question 18:13 < Skin36> http://shot.qip.ru/00knEU-2tfn6TMCX/ 18:14 <@JonnyH`Work> security_number? 18:14 < Skin36> im call it Security_number 18:14 <@JonnyH`Work> It seems to be off the global save_funding 18:14 <@JonnyH`Work> where I guess the score etc. is? 18:14 < Skin36> I do not know whether this is true 18:15 <@JonnyH`Work> I think the 'difficulty' of assaulting organisations increases over time (faster if you have a higher score) 18:15 < Skin36> global save_funding yes 18:15 < Skin36> its gen secur for org 18:16 <@JonnyH`Work> I think there were some comments on ufopaedia about how that progression affects what technology is available for the defending security guys 18:16 <@JonnyH`Work> Is it per-organisation, or global? 18:16 < Skin36> per-organisation 18:16 <@JonnyH`Work> [v2] is an organisation offset into save_funding then? 18:17 <@JonnyH`Work> aah, yea, bld[200] is the 'owner' right? 18:17 < Skin36> yes 18:18 <@JonnyH`Work> I guess it's spawning how many defending agents there are? 18:18 < Skin36> bld_num -its per bild 18:18 < Skin36> yes dep of org 18:19 <@JonnyH`Work> It uses the bld to lookup the owning organsiation, then save_funding[organisation] is the struct it looks security_number in 18:19 <@JonnyH`Work> it looks like it changes how many defenders there are 18:19 < Skin36> yes 18:19 < Skin36> v4 = (make_random(50) + 75) * v3->Security_number / 100 18:19 <@JonnyH`Work> and the if( check_relation_no_hostile...) 18:19 < Skin36> wtf mean Security_number 18:20 <@JonnyH`Work> stuff seems to say there are only defenders if they're hostile to xcom, xcom are hostile to them, or they're org '3' or '4' 18:20 <@JonnyH`Work> otherwise there are no defending agents (so unarmed civilians only?) 18:21 < Skin36> yes 18:22 < Skin36> type = 13; // Security Guard default 18:24 < Skin36> check_relation_no_hostle(0, bld[200]) 0-xcom bld[200] -bld owner 18:25 < Skin36> Now watch other use ... 18:25 < Skin36> http://shot.qip.ru/00knEU-1tfn6TMCY/ 18:26 < Skin36> save_funding[v1].Security_number * save_funding[v1].Security_number what is it ? 18:27 < Skin36> area ? 18:29 < Skin36> compare it v4 = (make_random(50) + 75) * v3->Security_number / 100 and v5 = save_funding[v1].Security_number * save_funding[v1].Security_number * (*(v7 + 97) / 100) 18:30 <@JonnyH`Work> I guess it uses Secutity_number^2 for some things? 18:30 <@JonnyH`Work> Secutiy_number * (bld[97]/100) 18:30 <@JonnyH`Work> bld[97] is used in the income/cost 18:30 <@JonnyH`Work> Maybe it's like a building 'value'? 18:30 <@JonnyH`Work> So it costs more, has higher income, and more defence 18:31 < Skin36> hm 18:32 <@JonnyH`Work> Or security_number isn't *just* security 18:33 < Skin36> I thought so, too 18:33 <@JonnyH`Work> but something like 'organisation tech level' - so it affects the funding too? 18:33 < Skin36> but it is used to generate security anyway 18:34 < Skin36> not its not level 18:35 <@JonnyH`Work> It kinda depends on the context of the 'secrity_number ^ 2' chunk - if that's still related to defence it's not really saying anything else 18:35 < Skin36> http://shot.qip.ru/00knEU-4tfn6TMCZ/ 18:36 < Skin36> 'secrity_number ^ 2 it is difficult to say how it is used 18:37 < Skin36> I think in the construction of a new base 18:38 <@JonnyH`Work> huh... weird? 18:38 <@JonnyH`Work> Why would the security_level of who you're buying a building off matter? 18:39 < Skin36> no, its not correct 18:39 < SupSuper> maybe it's tied to the magical building cost? 18:39 < Skin36> not 18:40 < Skin36> http://shot.qip.ru/00knEU-5tfn6TMD0/ 18:40 <@JonnyH`Work> so it's doing for each (org/org) pair? 18:40 < Skin36> a comparison between all the organizations 18:40 < Skin36> yes 18:45 < Skin36> http://shot.qip.ru/00knEU-6tfn6TMD2/ 18:46 < Skin36> then 0,1,2 use for ofset 30 byte mass 18:46 < Skin36> http://shot.qip.ru/00knEU-6tfn6TMD3/ 18:47 < Skin36> 1 mass for unfrend xcom, 2 -frendly 18:48 <@JonnyH`Work> so the ...A8 array is only used for orgs 20, 21, 22, 3, and anything with 'like_alien' set? 18:48 <@JonnyH`Work> otherwise the C6 array 18:49 < Skin36> 20, 21, 22 gansters 18:50 <@JonnyH`Work> Gotta go to a meeting for a bit... 18:50 < Skin36> like_alien- captured organization 18:50 <@JonnyH`Work> Don't forget to put stuff you figure out on the forums! 18:50 < Skin36> but I did not understand ( 18:50 <@JonnyH`Work> Just a reminder of when we do :) 18:56 -!- scionga [~scionga@178.48.222.87.dynamic.jazztel.es] has quit [Ping timeout: 244 seconds] 18:57 < Skin36> rebuildrate its so intristing 18:57 -!- scionga [~scionga@175.6.16.95.dynamic.jazztel.es] has joined #OpenApoc 19:00 -!- scionga2 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-!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:08 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 11:26 -!- scionga2 [~scionga@219.6.16.95.dynamic.jazztel.es] has quit [Ping timeout: 240 seconds] 12:26 -!- scionga [~scionga@219.6.16.95.dynamic.jazztel.es] has joined #OpenApoc 12:30 -!- nadir [uid134094@gateway/web/irccloud.com/x-zvzqsfrpbboxjmzm] has quit [Quit: Connection closed for inactivity] 13:03 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 258 seconds] 13:16 -!- kkmic_ [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 13:36 -!- Pawlac [~Pawlac@p4FDCF8C3.dip0.t-ipconnect.de] has joined #OpenApoc 14:23 -!- You're now known as JonnyH 14:29 < kkmic_> Hi JonnyH 14:29 <@JonnyH> Good morning 14:30 <@JonnyH> Back to work for me after a long weekend :( 15:01 < kkmic_> Already? 15:01 < kkmic_> :) 15:05 <@JonnyH> It does feel like a lot less than 3 days, I'll admit... 15:06 -!- You're now known as JonnyH`Work 15:36 -!- Kaljakoppa_off is now known as Kaljakoppa 17:07 -!- Skin36_ [~Skin36000@178.34.160.193] has joined #OpenApoc 17:12 < Skin36_> hi 17:13 <@JonnyH`Work> hey 17:14 < Skin36_> I understood, as income goes to organizations) 17:14 <@JonnyH`Work> Nice :D 17:16 < Skin36_> all considered to be the number of tiles. But the price of the tile depends on the type of building, and is calculated by the index of the array. In addition, the destroyed building has fewer tiles, its price falls. 17:35 <@JonnyH`Work> So it's number of tiles in *3d* 17:35 <@JonnyH`Work> not just the size in x/y 2d? 17:51 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 18:07 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 18:12 < Skin36_> its 3d 18:12 <@JonnyH`Work> and it's live,so takes into account 'destroyed' tiles 18:12 <@JonnyH`Work> heh 18:12 < Skin36_> start count on 5 tile 18:13 < Skin36_> 5-> value 18:13 <@JonnyH`Work> I'm not sure what you mean? 18:14 < Skin36_> tile->value 18:14 <@JonnyH`Work> you mean the value is at offset'5' in the tile struct? 18:15 < Skin36_> in editor 18:15 <@JonnyH`Work> Maybe a screenshot would help clarify? 18:16 < Skin36_> CITYMAP.DAT 18:16 < Skin36_> in * 18:16 < Skin36_> yep 18:16 <@JonnyH`Work> Oh, so that is the tile structs :) 18:16 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:16 <@JonnyH`Work> hi sup 18:17 < SupSuper> heya 18:17 < Skin36_> hi 18:17 <@JonnyH`Work> Have a good holiday? 18:19 < Skin36_> see it 18:19 < Skin36_> http://pastebin.com/Bg9TRBgC 18:19 < SupSuper> it was good. it's nice and warm out 18:20 <@JonnyH`Work> It was over 30 degres over here 18:20 < SupSuper> of course i'll be leaving in a week, and then i'll need a holiday for that leave :p 18:20 < Skin36_> I hope everything is clear 18:20 <@JonnyH`Work> and might peak at ~35 this week... 18:20 <@JonnyH`Work> it was a 3 day weekend here 18:20 <@JonnyH`Work> and I barely even looked at a computer 18:20 <@JonnyH`Work> It was nice :) 18:21 < SupSuper> hopefully it'll still be that nice when i get there 18:21 <@JonnyH`Work> where will you be? 18:21 < SupSuper> malvern, near philadelphia 18:21 <@JonnyH`Work> ..."there"... the us is pretty big ya know :) 18:22 <@JonnyH`Work> that's like ~2800 miles away 18:23 < SupSuper> i'm an european, where would i be without my generalizations :p 18:23 <@JonnyH`Work> it's like saying "The weather in Lisbon is nice, hope it's still nice when I stop by Warsaw next week" 18:24 < TheSnide> JonnyH`Work: how long in warsaw ? 18:24 <@JonnyH`Work> Naa, just an example :) 18:24 <@JonnyH`Work> Found somewhere about 2800 miles from lisbon :P 18:24 <@JonnyH`Work> and that came up 18:25 < TheSnide> oh. /me will be in warsaw next week ;) 18:25 <@JonnyH`Work> not going back to europe until the end of July 18:25 < SupSuper> don't give my colleague ideas, he'd probably be all aboard a roadtrip across the us 18:25 <@JonnyH`Work> and then probably won't leave the uk 18:25 <@JonnyH`Work> If you spend 24/7 driving (literally never stop or sleep) 18:26 < TheSnide> meh, uk isn't really eu ;) 18:26 <@JonnyH`Work> it'll be over 2 days 18:26 <@JonnyH`Work> TheSnide: Certainly not for long! ;) 18:26 < TheSnide> lol 18:26 <@JonnyH`Work> but then the whole world will be destroyed anyway 18:27 <@JonnyH`Work> at least according to the hyperbole (on both sides of the 'Britain stay/leave' divide) 18:27 < TheSnide> i have some mixed feelings about it. 18:27 <@JonnyH`Work> I don't really see the issue of saying in the eu 18:28 <@JonnyH`Work> even with "OMG the polish are coming!" 18:28 <@JonnyH`Work> we never even got near hitting the 'immigration caps' they're worried about 18:29 < SupSuper> i don't think anyone wants to be in the EU at this rate :p 18:29 < TheSnide> ooh, "go for it, and dont annoy us anymore", otoh, "eu was all about *unity*. don't let the past divides reoccur" 18:31 < SupSuper> the eu's fine when everything's already fine, and awful when everything's already awful 18:32 <@JonnyH`Work> it seems a bit "It isn't perfect" 18:32 <@JonnyH`Work> so the clear solution is to throw everything away 18:32 * TheSnide secretly whishes for "1. brexit. 2 uk collapses. 3 uk goes into eu again. 4 no more *uk exception* for rules. 5. EuropeanUnitedStates emerege as a new country" 18:32 <@JonnyH`Work> The UK doesn't really have any more exceptions than pretty much any other "big" eu nation 18:33 <@JonnyH`Work> it's just we make a bigger deal about talking about them 18:33 < SupSuper> well when you're already struggling, what more can you lose 18:33 < TheSnide> JonnyH`Work: everyone wants some "coz uk has some" 18:34 <@JonnyH`Work> If we just shut up about them it wouldn't be a big deal 18:34 < SupSuper> the economic standardization is great for the big guys, but not when you need the flexibility to fix your shit up 18:34 <@JonnyH`Work> but locally they pander to the "UK is totally special" by pretending they're a big deal 18:34 < TheSnide> i'd say "bite the bullet, and make it a real county. with a real *elected* gov" 18:34 <@JonnyH`Work> Let's standardise on something that's already working for the "big guys 18:35 <@JonnyH`Work> They are elected 18:35 <@JonnyH`Work> It's just a shame the electorate is 100% dumb 18:35 <@JonnyH`Work> (myself included) 18:35 < SupSuper> democracy works*! 18:36 <@JonnyH`Work> democracy tends to stop people causing damage with crazy decisions 18:36 < TheSnide> SupSuper: that's a entire philosophical domain. 18:36 <@JonnyH`Work> but makes 'death by 1000 cuts' near guaranteed 18:37 < TheSnide> dictatorship is way more efficient. true. yet it might not be *your* effciciency. 18:37 <@JonnyH`Work> dictatorship may be great 18:38 <@JonnyH`Work> but OTOH has a much higher chance of you beig put in a gulag 18:38 < TheSnide> its choosing the dictatoe that usually causes trouble 18:38 < TheSnide> ;) 18:38 <@JonnyH`Work> The greeks had a the right idea 18:38 <@JonnyH`Work> random ballot 18:38 <@JonnyH`Work> where it's public service & a sacrifice 18:38 <@JonnyH`Work> not a life goal 18:39 < TheSnide> true 18:39 <@JonnyH`Work> but then again you might 'randomly' choose someone who likes "The Voice"... 18:39 < TheSnide> things got awry when politics became a *job* 18:39 <@JonnyH`Work> It becomes an issue when you have to plan your life around getting "into politics" 18:40 < TheSnide> in some .ch counties IIRC they randomly choose part of local gov 18:40 <@JonnyH`Work> you only get people who are willing to bet their lives on getting onto power 18:40 <@JonnyH`Work> which is probably the opposite of the sort of person you want 18:41 < TheSnide> let's make it *unejoyable* to reign ;) 18:43 < TheSnide> if you limit "civil duty" to 10y per lifetime, it becomes much more difficult to walk into power 18:44 < TheSnide> JonnyH`Work: you'r uk ? 18:45 <@JonnyH`Work> I'm from the UK 18:45 < TheSnide> anyway.. let's pretend politics works. and go back to our mundane life ;) 18:45 <@JonnyH`Work> though been working in the US for the last ~3 uears 18:46 < SupSuper> traitor :p 18:46 <@JonnyH`Work> *shrug* 18:46 < TheSnide> SupSuper: pragmatic. 18:46 <@JonnyH`Work> I'll probably be kicked out back to Mexico when trump get's in anyway 18:47 < TheSnide> SupSuper: he's from UK... not EU. 18:47 < TheSnide> ;-) 18:47 <@JonnyH`Work> My plan is to save up working now in the US 18:47 < TheSnide> he won't understand us. 18:47 <@JonnyH`Work> then move back to sanity-land 18:47 <@JonnyH`Work> I mean, you wouldn't want to raise a family out here or anything... -_- 18:48 < TheSnide> JonnyH`Work: why ? 18:48 < SupSuper> family, what's that? :P 18:48 <@JonnyH`Work> Certainly in the bay area 18:48 <@JonnyH`Work> like $1million gets you a small 2 bedroom apartment 18:48 <@JonnyH`Work> It's best if I rent a shed for a couple of years 18:49 <@JonnyH`Work> then live like a king on savings in the north-east of england 18:49 < TheSnide> london isn't cheapo either 18:49 <@JonnyH`Work> (and at home I'm a 'small village' guy - the bay area really doesn't sit with me culturally) 18:49 <@JonnyH`Work> Don't like London either :) 18:49 < SupSuper> https://www.washingtonpost.com/news/morning-mix/wp/2016/03/29/man-moves-to-san-francisco-pays-400-a-month-to-sleep-in-wooden-box-inside-friends-living-room/ 18:49 < TheSnide> JonnyH`Work: move to utah ? ;-) 18:50 <@JonnyH`Work> Maybe, it might be more "small town vs endless spawl" than "UK vs US" 18:50 <@JonnyH`Work> really, the bay area is like the worse place to live ever 18:50 <@JonnyH`Work> it's not no real culture - just people whose life is work 18:51 <@JonnyH`Work> http://www.businessinsider.com/why-google-employees-live-in-the-parking-lot-2015-10 18:51 < TheSnide> mmm, $wife is evaluating to move there. 18:51 <@JonnyH`Work> Sure, I'd recommend it for like a couple of years 18:51 <@JonnyH`Work> some parts are nice, if you're a massive geek 18:52 <@JonnyH`Work> get housemates 18:52 <@JonnyH`Work> earn $silly 18:52 <@JonnyH`Work> then 'retire' when you're 40 and do something interesting :) 18:53 < SupSuper> finally finish openapoc :p 18:54 <@JonnyH`Work> sure, so if I retire in 10 years 18:54 <@JonnyH`Work> then we can *start* :P 18:54 < TheSnide> oh. as we already are 40... let's directly move to then 2nd part 18:54 < TheSnide> ;-) 18:55 < TheSnide> ... so i guess it'll be more .sg than .sf ;) 18:55 <@JonnyH`Work> sg? 18:56 < TheSnide> sngapore 18:56 <@JonnyH`Work> *shrug* 18:56 <@JonnyH`Work> not sure what it's like over there 18:56 < TheSnide> same nolife. better pay. 18:57 < TheSnide> ;+) 18:57 <@JonnyH`Work> One of my uni mates spend 2 years working near shenzen, china 18:57 <@JonnyH`Work> literally living out of a hotel 18:57 <@JonnyH`Work> but saved $EVERYTHING 18:57 <@JonnyH`Work> as all living expenses were paid for 18:57 < TheSnide> yeah. that's the plan. 18:57 <@JonnyH`Work> and he said it was useful for that long, but 'never again'.... 18:58 <@JonnyH`Work> careful, as certainly in the BA there's a lot of age-ism 18:58 <@JonnyH`Work> people seem obsessed over the 'chance of the next best thing' 18:58 <@JonnyH`Work> more than 'proven good results' 18:58 < TheSnide> ba ? 18:58 <@JonnyH`Work> and that seems to extend to hiring - better to get a chance of some genius than the guarantee of 'Good' 18:58 <@JonnyH`Work> Bay Area 18:58 < TheSnide> oh. 18:59 < TheSnide> SG is the oppoqite. 18:59 <@JonnyH`Work> I think that's slowly being overturned though 18:59 < TheSnide> don't like geniuses. 18:59 < TheSnide> too hairy to manage 18:59 <@JonnyH`Work> as the "Gold Rush" of startups on silly products that are loud and get aquired for $millions then never heard of again" seems to be fading 18:59 < TheSnide> better have a robot 19:00 <@JonnyH`Work> I would say the sort of person who can hammer together a decent prototype 19:00 <@JonnyH`Work> and someone who can make a solid product 19:00 < TheSnide> oh, you mean *even* BA is feeling the turmoil ? 19:00 <@JonnyH`Work> are often different (not one is better than the other, just different skillsets) 19:00 <@JonnyH`Work> I would say it was a mini-bubble that's slowly deflating 19:01 <@JonnyH`Work> maybe deflating due to lack of results 19:01 <@JonnyH`Work> maybe deflating to general 'financian downturn' 19:01 <@JonnyH`Work> not sure myself 19:01 < TheSnide> oh. i fully agree. 19:01 <@JonnyH`Work> as I'm not interested in 'Go fast, burn out' startup culture 19:01 < TheSnide> i'm the *patching* type. not the *building* one. 19:02 <@JonnyH`Work> At work I'm very much "slowly building things right" 19:02 <@JonnyH`Work> which is why it's often fun to let my hair down with openapoc :P 19:02 < TheSnide> i manage to make a good product excellent. but cannot build even a decent one from scratch 19:03 <@JonnyH`Work> Well, working on embedded GPU drivers puts slightly different requirements on you than "Web App that does something kinda neat but ultimately useless" 19:03 < TheSnide> muhahaha. 19:04 <@JonnyH`Work> If your web app needs refreshing before you see some photos of food so what 19:04 <@JonnyH`Work> If your phone reboots when trying to call 911... we have issues 19:04 < TheSnide> $wife started new job recently. before she was in embedded soft dev. now she's in the J2ee one. she was like "OMG, OMG, OMG... 19:04 < TheSnide> " 19:06 < TheSnide> "better pay, but i don't want to be brainwashed, so let's keep searchinh ;)" 19:06 <@JonnyH`Work> the bay area is terrible for that 19:06 <@JonnyH`Work> I do a bit of 'game dev' stuff on the side 19:07 <@JonnyH`Work> more helping friends with 3d stuff 19:07 <@JonnyH`Work> and they look at me funny when I prototype a little app in C or something 19:07 < TheSnide> 3d is overrated. 19:07 < TheSnide> 2 19:07 < TheSnide> 2 19:07 <@JonnyH`Work> rather than Sapphire-On-Tracks or some javascript framework 19:07 < TheSnide> 2.5d is the thng ;) 19:07 <@JonnyH`Work> or $NEXT_BUT_THING 19:08 < TheSnide> js frameworks have 2016 fall collections ;) 19:08 <@JonnyH`Work> node.js? pff, that's so winter 2015 19:08 <@JonnyH`Work> We've moved on since then! 19:09 < TheSnide> huhu, yup 19:10 -!- nadir [uid134094@gateway/web/irccloud.com/x-spjnzhrfswqytsvp] has joined #OpenApoc 19:10 < TheSnide> sapphire on tracks isn't so 2010 ? 19:10 < TheSnide> ok, good luck with oapoc. 19:11 < TheSnide> OApoc even. looks more hypy than the so 2014 openApoc 19:11 < TheSnide> ;-) 19:11 <@JonnyH`Work> ty, we probably need it :) 19:12 < TheSnide> if i may help, i'd be glad to. but i don't think i can. ENOTIME and ENOCLUE 19:12 -!- Skin36_ [~Skin36000@178.34.160.193] has left #OpenApoc [] 19:13 -!- Skin36_ [~Skin36000@178.34.160.193] has joined #OpenApoc 19:15 <@JonnyH`Work> All help is greatly appeciated 19:15 <@JonnyH`Work> even if it's just pointing out typos in my comments 19:15 <@JonnyH`Work> ...Or letting me know about where there probably should be comments :) 19:16 < Skin36_> http://shot.qip.ru/00knEU-1tfn6TMFw/ 19:17 <@JonnyH`Work> graphs?? 19:17 <@JonnyH`Work> Where did they come from? 19:17 < Skin36_> It is a beta 19:18 <@JonnyH`Work> Oh, I grabbed that the other day 19:18 <@JonnyH`Work> but it seems to SEGV dosbox... 19:18 < Skin36_> in the original it is, -History for 52 weeks, but not displayed 19:18 <@JonnyH`Work> Honestly, who ever took 52 weeks to complete apoc? 19:19 < Skin36_> :) 19:19 < TheSnide> hip.ru ? 19:19 <@JonnyH`Work> crazy russians :) 19:20 < TheSnide> i use http://lut.im/ 19:20 <@JonnyH`Work> I tend to use jonnyh.net 19:20 < TheSnide> (from a friend) 19:21 < TheSnide> yeah, selfhosting works well also 19:25 <@JonnyH`Work> TBH if there was a single cmdline image / binary / text uploader I'd probably use that 19:25 <@JonnyH`Work> like sprunge but binaries too 19:29 < SupSuper> curl? :p 19:29 <@JonnyH`Work> that's what sprunge uses :P 19:30 <@JonnyH`Work> I can pipe someting to "curl -F 'sprunge=<-' http://sprunge.us" 19:30 < SupSuper> hah 19:30 <@JonnyH`Work> but if that used fileinfo on the contents and setthe mime type accordingly it'd be perfect 19:30 <@JonnyH`Work> Instead it treats everything as text 19:30 < SupSuper> funny, there are a bunch of windows one-click upload tools... but they always get dated fast, so i always feel like writing my own :p 19:31 <@JonnyH`Work> pipe-to-stdin is my go-to UI 19:32 < SupSuper> usually the issue is every host does things *slightly different*. unless you own it, but wrapping ftp isn't pretty either :p 19:32 -!- Kaljakoppa is now known as Kaljakoppa_off 19:33 <@JonnyH`Work> surey 'http put' is a standard? 19:34 -!- Skin36_ [~Skin36000@178.34.160.193] has quit [Ping timeout: 252 seconds] 19:36 < SupSuper> you mean there's more than get and post????? ;) 19:36 <@JonnyH`Work> https://www.w3.org/Protocols/rfc2616/rfc2616-sec9.html 19:37 <@JonnyH`Work> Loot at all those methods nobody uses! 19:41 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 19:46 < SupSuper> that's what happens when you let browsers rule 19:51 -!- pagurus` [~user@pD950F192.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:28 -!- Pawlac [~Pawlac@p4FDCF8C3.dip0.t-ipconnect.de] has quit [Remote host closed the connection] --- Day changed Wed Jun 01 2016 01:17 -!- You're now known as JonnyH`Away 02:07 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 04:41 -!- Pawlac [~Pawlac@p4FDCF8C3.dip0.t-ipconnect.de] has joined #OpenApoc 06:07 -!- Pawlac [~Pawlac@p4FDCF8C3.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 06:15 < kkmic_> Hehe 06:15 < kkmic_> A hidden side of the Internet was revealed to SupSuper 06:16 < kkmic_> :) 06:18 < kkmic_> And they are not unused... they are not used mostly because GET and POST will usually cover all edge cases 06:19 < kkmic_> I made use myself of the HEAD one for several projects 06:55 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 07:28 < TheSnide> PUT, PATCH & DELETE get some light due to REST 08:26 -!- kkmic_ is now known as kkmic 09:23 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:19 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 13:34 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 14:05 -!- Pawlac [~Pawlac@p4FDCE157.dip0.t-ipconnect.de] has joined #OpenApoc 15:05 -!- Kaljakoppa_off is now known as Kaljakoppa 15:15 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 16:27 -!- You're now known as JonnyH 17:40 -!- nadir [uid134094@gateway/web/irccloud.com/x-spjnzhrfswqytsvp] has quit [Quit: Connection closed for inactivity] 17:48 -!- Skin36_ [~Skin36000@5.138.32.132] has joined #OpenApoc 17:49 < Skin36_> hi 17:49 <@JonnyH> hey 17:50 < Skin36_> im have a question) 17:50 <@JonnyH> shoot 17:52 < Skin36_> name building ... 17:52 < Skin36_> http://shot.qip.ru/00knEU-3tfn6TMGj/ 17:52 < Skin36_> on start a game it name a building 17:53 < Skin36_> name index: 17:53 < Skin36_> http://shot.qip.ru/00knEU-5tfn6TMGk/ 17:55 <@JonnyH> no idea... 17:56 <@JonnyH> maybe it's looking up the "function" text? 17:56 < Skin36_> http://shot.qip.ru/00knEU-6tfn6TMGl/ 17:56 < Skin36_> 37-http://shot.qip.ru/00knEU-6tfn6TMGl/ 17:56 <@JonnyH> Yeah, that's the "function" 17:56 < Skin36_> Building function 17:57 < Skin36_> no 17:57 < Skin36_> its not "function" text 17:58 <@JonnyH> http://static.giantbomb.com/uploads/square_small/6/60173/2402285-dosbox_2012_12_28_15_46_29_69.jpg 17:58 < Skin36_> its http://shot.qip.ru/00knEU-2tfn6TMGm/ 17:58 <@JonnyH> Ok, so you're asking why it's indexing the 'building_names' list with a variable that seems to come from 'building_function'? 18:01 < Skin36_> these names already defined in the file SITYMAP *.BILD why they redefined? 18:03 <@JonnyH> There isn't an index for the names in the .BLD file 18:03 <@JonnyH> I just assumed they were in order 18:03 < Skin36_> http://shot.qip.ru/00knEU-1tfn6TMGn/ 18:03 <@JonnyH> I haven't gone through all the maps and verified that is true though 18:03 <@JonnyH> Looks like they are in order there? 18:04 <@JonnyH> So that may be the 'correct' way of doing it, but they happen to have the same results? 18:04 < Skin36_> the order corresponds to the order of names on the map 18:05 <@JonnyH> I guess that index is a set of [25] names for each building 'type' 18:05 <@JonnyH> and we probably *should* use that instead of just assuming the .bld order matches the name order 18:05 < Skin36_> I did not find differences 18:06 <@JonnyH> Still, if someone modded/changed it maybe we should do it 'right' anyway 18:06 < Skin36_> yes, 25 variant 18:06 < Skin36_> I guess that index is a set of [25] names for each building 'type' yes 18:07 <@JonnyH> so it does: 18:07 <@JonnyH> For each building type, loop through all buildings 18:07 <@JonnyH> If the building matches the 'current' type, set the name to build_name_ind[current_type][number_of_this_type] 18:07 <@JonnyH> then increment number_of_this_type 18:08 < Skin36_> maybe it's the rest of the city map generator? 18:09 -!- pmprog [~quassel@97e2af92.skybroadband.com] has joined #OpenApoc 18:09 -!- mode/#OpenApoc [+o pmprog] by ChanServ 18:09 <@JonnyH> hey pmprog 18:09 <@pmprog> Morning JonnyH et all 18:09 < Skin36_> hi pmprog 18:09 <@pmprog> Hi Skin36_ 18:09 <@pmprog> How is everyone? 18:09 <@JonnyH> I'm good thanks 18:09 < Skin36_> good ) 18:10 <@pmprog> glad to hear 18:10 <@JonnyH> Currently getting a bit confused about the apoc data files 18:11 <@JonnyH> They seem to like putting redundant info in them 18:11 <@JonnyH> (Or we're missing something :) 18:11 <@pmprog> Perhaps they were for features that got cut? 18:11 <@JonnyH> Just seems to be building names 18:12 <@JonnyH> An overly-complex way of assigning names that has exactly the same results as the simple way :P 18:12 <@pmprog> Lookup table based on a linked list based on RNG? 18:13 <@JonnyH> Naa, looping through all buildings for each building "type" 18:13 <@JonnyH> counting how many of each type there are 18:13 <@pmprog> Is that to say "SLUMS_1" and "SLUMS_2"? 18:13 <@JonnyH> and assigning the name based on the 'count' of each building from a table of type indices 18:14 <@JonnyH> which happens to be an ordered integer array... (1,2,3,4,5....) 18:14 <@pmprog> :) 18:14 <@JonnyH> The names "Whatever Apartments" "Something-or-other block" are indexed by 'building type' 18:15 <@JonnyH> a 2d array of [type][index] 18:15 <@JonnyH> with a max index of 25 (so max 25 buildings of each type) 18:15 <@JonnyH> I can only assume some coder was being paid by the line 18:16 <@JonnyH> brb 18:16 <@pmprog> Unless their plan was for rebuilding destroyed buildings, or maybe some cities were going to be larger or whatnot? 18:16 <@JonnyH> Maybe renaming buildings as they changed hands? 18:18 <@pmprog> Possibly 18:18 < Skin36_> This function works only at the beginning of the game and in the editor 18:19 <@pmprog> Oh, then I guess my best guess would be that they were going to have maps of different sizes (different number of buildings), but scaled back due to memory or something? 18:20 < Skin36_> Why should buildings be assigned the same names that they already have? 18:23 <@pmprog> Maybe they originally were going to allocate them through the array, but then added the quicker route and forgot to take out the other? 18:23 <@pmprog> I'm just guessing wildly now 18:26 <@JonnyH> back 18:26 <@JonnyH> Maybe they intended to be able to build new buildings? 18:26 <@JonnyH> So would need a name 'pool' for each type? 18:26 < Skin36_> pmprog you're right, this piece seems not work 18:26 < Skin36_> http://pastebin.com/h5iUL08N 18:27 < Skin36_> or no ? 18:28 <@JonnyH> half the apoc code seems to be stubbed out and disabled features :P 18:30 < Skin36_> :) 18:30 <@JonnyH> It probably makes your work even harder skin - figuring out what's useful and what's not... 18:32 <@pmprog> What's "a1" on the first line? 18:32 <@JonnyH> IIRC IDA names the arguments (a...) 18:33 <@JonnyH> From the context I guess it's a pointer to the 'current building' struct? 18:34 -!- nadir [uid134094@gateway/web/irccloud.com/x-axtcfzbibkegmqah] has joined #OpenApoc 18:34 < Skin36_> a1 its 226 building struc 18:35 <@pmprog> It's very confusing v34 seems to point to the building struct, yet v3 is just the reference? On line 11 it clears a single building name 18:36 <@JonnyH> v3 in incremented at the end of the while(1) loop 18:36 <@JonnyH> so whats effectively: 18:36 <@pmprog> ah, missed that bit 18:36 <@JonnyH> while (1) { if (building_num > bld_count) break; ... do stuff to current building... ; current_building++; num_buildings++} 18:37 < Skin36_> http://shot.qip.ru/00knEU-4tfn6TMGq/ its exit ? 18:37 <@JonnyH> Not sure why *v34 is used in the loop though 18:38 <@JonnyH> maybe the 'first building struct member' actually has some global data in it? 18:38 <@pmprog> Okay, so I'm lost on what you're confused for... The first loop clears it's name, and calculates the number of buildings in the map, the second loop works out who owns what, then the third seems to assign names 18:39 <@pmprog> Is it just because they could have done the third loop inside the first? 18:39 <@JonnyH> v3 contains the 'current building' 18:39 <@pmprog> v3 isn't used in the last "naming" loop 18:39 <@JonnyH> *v34 contains the 'first building' - v34 doesn't seem to be incremented in the loop? 18:39 <@JonnyH> I'm just looking in the first loop (counting the number of tiles in the building?) 18:40 < Skin36_> yep 18:41 <@JonnyH> should I be amused that the first loop is checking against the variable 'bld_count' 18:41 <@JonnyH> while the second just does ( < 37) :P 18:41 <@JonnyH> magic numbers... 18:41 < Skin36_> not 18:41 <@pmprog> Perhaps some maps were smaller? 18:42 <@pmprog> I'll be honest, it looks very confusing 18:42 <@JonnyH> Could well be some half-assed code to deal with different sized maps? 18:42 <@JonnyH> afk again for a few 18:42 <@pmprog> What does this code do -- ++*&v34[4]; 18:42 < Skin36_> 37 its http://shot.qip.ru/00knEU-4tfn6TMGs/ 18:48 < Skin36_> ++*&v34[4]; its ida bug 18:49 < Skin36_> its only increment 18:50 < Skin36_> http://shot.qip.ru/00knEU-3tfn6TMGt/ 18:51 <@pmprog> Ah, okay :) 18:56 < TheSnide> that's the asm of ? 18:59 < Skin36_> yess 19:07 <@JonnyH> Skin36_: is that not incrementing * (v32 + 4)? 19:07 <@JonnyH> v34 sorry 19:08 <@JonnyH> Not 'v34' itself? 19:10 < Skin36_> not 19:12 < Skin36_> *&v34[4] = 0; = ++*&v34[4]; a variable 19:12 < Skin36_> only 19:12 < Skin36_> *v34 pounter 19:12 <@JonnyH> Oh, so 'v34' is on the stack and so v34[4] is just the next temporary? 19:13 < Skin36_> yes 19:13 <@JonnyH> an ida disasm 'weirdness'? 19:13 < Skin36_> It is often 19:17 < Skin36_> here's another interesting field for buildings ... 19:17 < Skin36_> http://shot.qip.ru/00knEU-3tfn6TMGu/ 19:18 <@JonnyH> ..hotels? 19:18 < Skin36_> or 19:18 < Skin36_> http://shot.qip.ru/00knEU-2tfn6TMGv/ 19:18 < Skin36_> yes 19:19 < Skin36_> respect 19:19 <@JonnyH> Maybe that's some remanant of the VIP code? Like deciding where they 'go'? 19:19 <@JonnyH> ...why do buildings need respect?? 19:19 <@JonnyH> TheSnide: Skin36_ has been looking into the 'original' apoc 19:19 <@JonnyH> to try to figure out how the hell it works 19:19 < Skin36_> $$needed 19:19 <@JonnyH> (Apparently the answer is 'weirdly') 19:20 <@JonnyH> Maybe $$needed == "upkeep cost" or something? 19:20 < Skin36_> hm 19:22 < Skin36_> $$needed +- more precisely 19:23 <@JonnyH> maybe it could be negative? 19:23 <@JonnyH> ...Or the +- means it's a 'range' 19:23 <@JonnyH> like a small randomiser on something? 19:26 < TheSnide> oh, reverse eng 19:27 <@JonnyH> yeah, Skin36_ is our resident reverse engineer genius 19:27 < TheSnide> ... that's why you are coding so fast ;) 19:27 < TheSnide> you know what to do ;) 19:27 < TheSnide> (just choose the how) 19:29 <@JonnyH> yeah, I already have a list of things Skin36_ has already figured out 19:29 <@JonnyH> but I've not yet implemented 19:29 <@JonnyH> so he's going too fast :P 19:29 <@JonnyH> (though a lot of the 'core design' of openapoc is quite different to the original - so it's not as simple as 'doing the same thing') 19:39 < Skin36_> im go sleep now :) 19:39 -!- Kaljakoppa is now known as Kaljakoppa_off 19:39 <@JonnyH> night 19:39 -!- Skin36_ [~Skin36000@5.138.32.132] has left #OpenApoc [] 19:41 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:49 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: rip] 19:49 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:57 <@pmprog> Sorry, got dragged away, and shutting down now. Catch you next time 19:57 -!- pmprog [~quassel@97e2af92.skybroadband.com] has quit [Remote host closed the connection] 19:58 <@JonnyH> o7 20:31 -!- Pawlac [~Pawlac@p4FDCE157.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:00 -!- nadir [uid134094@gateway/web/irccloud.com/x-axtcfzbibkegmqah] has quit [Quit: Connection closed for inactivity] 21:05 < SupSuper> so any updates? 21:05 <@JonnyH> from me? 21:05 <@JonnyH> not really... 21:06 < SupSuper> just in general 21:06 < SupSuper> any new secrets uncovered? 21:06 <@JonnyH> just some weirdness about how buildings are named 21:07 <@JonnyH> and some 'early' info on how income is generated 21:07 < SupSuper> weirdness? 21:08 <@JonnyH> like there is an index in the .bld file that *seemed* to me to be the index into the name array 21:08 <@JonnyH> but Skin36 showed some code that suggested it's actually some weird combination of a lookup into list of name indices for each building 'function' 21:09 <@JonnyH> ...but they seem to have exactly the same result at the end of the day... 21:09 <@JonnyH> I might implement Skin36's found code chunk and see if it matches exactly for all maps, as I can't be bothered to manually double check each building against the original dosbox game ;) 21:10 < SupSuper> well i did mention there was something magical about the building type strings before 21:10 < SupSuper> though they're probably just flavor 21:13 <@JonnyH> I *suspect* the intention was new buildings could be built 21:13 <@JonnyH> then you have a pool of names for each 'type' 21:13 <@JonnyH> Like you don't want to call an apartment building "Warehouse 5" 21:15 < SupSuper> and possibly their role could actually dictate behavior 21:15 < SupSuper> i guess it was more important when owners were dynamic, otherwise it's pretty obvious what buildings are for based on who owns them 21:16 <@JonnyH> Maybe? I *think* it's involved in the 'random vehicle pathfinding' 21:16 <@JonnyH> like emergency vehicles are more likely to visit the rescue place 21:16 <@JonnyH> and cargo trucks the warehouses etc. 21:16 < SupSuper> time to start peeking where all the supply trucks come from 21:16 <@JonnyH> and it seems like the organisation income is calculated per building 21:16 <@JonnyH> based on how many tiles there are 21:17 <@JonnyH> and the building type (IE larger building = more income, some building types have higher income than others) 21:17 <@JonnyH> plus the types are obviously used to select the tacmap :) 21:18 < SupSuper> so probably the same as the price 21:18 < SupSuper> which from observation was number_of_tiles * some_magical_value_number 21:18 <@JonnyH> there seems to be an 'upkeep' per tile too 21:18 <@JonnyH> which seems odd to me, as you could have just taken that off the income ;) 21:19 < SupSuper> god we're gonna have to restore all this functionality aren't we :p 21:19 <@JonnyH> not even scratched the surface yet 21:19 < SupSuper> at least it makes the archeology more exciting 21:22 < SupSuper> even if it makes the development much slower :p 21:23 <@JonnyH> It seems to be "Look at all this weirdly overdone and overly complex code that does a simple thing" 21:24 <@JonnyH> ..."I wonder if this was intended to do *really fancy thing* but was disabled halfway through?" 21:27 < SupSuper> only one way to find out! *kidnaps gollop* 21:28 * JonnyH books ticket to bulgaria 21:30 < SupSuper> it probably would take less time 21:30 <@JonnyH> Depends how much he remembers/was actually involved with coding 21:31 <@JonnyH> and how much mr. HalfBrickInASock reminds him :D 21:31 < SupSuper> i imagine he was very involved given how much he regrets it :p 21:31 < SupSuper> remembering on the other hand... 21:33 <@JonnyH> MR GOLLOP IF YOU EVER WANT TO SEE YOUR CHILDREN AGAIN SEND DETAILED NOTES ON HOW FIRE SPREADS TO THIS NUMBERED SWISS ACCOUNT 21:33 -!- nadir [uid134094@gateway/web/irccloud.com/x-xbqphppkixqxlhta] has joined #OpenApoc 21:35 <@JonnyH> That reminds me, we haven't even started on the battlescape :) 21:36 < SupSuper> surely it's just a tileview ;) 21:36 <@JonnyH> https://blogs.msdn.microsoft.com/vcblog/2016/05/26/may-update-for-the-cc-extension-in-visual-studio-code/ 21:36 <@JonnyH> VS:Code now has clang-format integration? 21:36 * JonnyH hopes that'll make it to full-fat vs 21:36 <@JonnyH> then you can all stop checking in bad indents :) 21:38 <@JonnyH> so.. is VS:Code a parallel project? Or are the intending to merge it in/replace the VS editor at some point? 21:38 <@JonnyH> 'caus ms currently seems to have 2 IDEs? 21:38 < SupSuper> it's probably just 2 different GUIs for the same backend 21:38 <@JonnyH> naa, it runs in linux and it all JS based IIRC 21:39 <@JonnyH> so doubt it's the same codebase 21:39 < SupSuper> yeah but i mean that's the frontend. presumably all the magical compiler stuff is very similar 21:40 < SupSuper> or at least the stuff they can afford to cross-platform :p 21:40 <@JonnyH> it doesn't use the same project files, and relies on external make etc. too? 21:40 <@JonnyH> but honestly, I've never really had a look.. 21:40 <@JonnyH> *downloads now* 21:40 < SupSuper> well you can also point vs at other tools now (and it soon won't need project files either) 21:40 <@JonnyH> yeah, it's node.js based? 21:41 < SupSuper> yeah it probably uses the same thing that all the webby editors use (cloud9/atom/sublime/etc) 21:42 < SupSuper> but i doubt it will ever replace vs as that's a legacy behemoth (it doesn't even have 64-bit!) 21:42 < SupSuper> it's probably more of an exercise in "we can't cross-platform vs, but we can cross-platform bits of it" 21:42 <@JonnyH> it's all based on office 21:42 <@JonnyH> as installing office 2013 conflicted with some of the core stuff IIRC 21:43 < SupSuper> office has 64-bit at least :p 21:43 <@JonnyH> if you buy the 64-bit version - different sku 21:44 < SupSuper> luckily i have msdn ;) 21:44 <@JonnyH> show off... 21:44 < SupSuper> also there's a clang-format extension for full vs but no actual *docs* on it anywhere, probably because nobody uses it... kinda wish microsoft made their own instead 22:13 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 22:14 <@JonnyH> My 'openapoc dev' thoughts are still circling around gamestate BS at the minute 22:14 <@JonnyH> like I've implemented a *working* state delta using macros 22:14 <@JonnyH> but it's *really* ugly 22:14 < SupSuper> ok i figured out how the visual studio clang-format plugin works, it's just not intuitive at all :p 22:14 <@JonnyH> oh? 22:15 < SupSuper> well first you have to install clang for windows first, but the 32-bit one! vs doesn't seem to like the 64-bit one 22:15 <@JonnyH> of course, 'caus that *totally* makes a difference...? 22:15 < SupSuper> then you install the plugin from the nightlies page (there isn't a release version for some reason) 22:16 <@JonnyH> do people still use 32bit? :P 22:16 < SupSuper> like i said, vs is 32-bit :p 22:16 <@JonnyH> naa, but it's just calling an external process right? 22:16 <@JonnyH> It's not re-implementing clang-format against libclang itself right? 22:16 <@JonnyH> right???? 22:16 < SupSuper> probably, but i dunno how inter-process communication works 22:16 * JonnyH is never sure with windwos tools 22:17 < SupSuper> anyways then you have to dig into the hidden vsclangformat options and set style to "file" so it actually picks up your clang-format 22:17 <@JonnyH> Did you use your budding psychic powers to figure this out? 22:17 < SupSuper> and then, *finally*, you can use clang-format... by manually selecting the piece of text you wanna format and selecting "tools > clang-format". there is no batch functionality 22:18 < SupSuper> also this screams "sample": http://puu.sh/pdh7W/d67e7ed518.png 22:19 < SupSuper> talk about the black sheep of the family 22:19 <@JonnyH> none of the vs icons make sense, they're just keeping to that tradition 22:19 <@JonnyH> how about just adding clang-format to your git commit hooks? 22:19 < SupSuper> we're number one! we're number one! 22:56 <@JonnyH> Bah, I keep forgetting just hot limited opengles2 really is... 22:56 <@JonnyH> Annoyingly, the hw supports many of the things I want to do 22:56 <@JonnyH> just not exposed through the driver... 22:57 < SupSuper> gonna write your own driver huh 23:00 <@JonnyH> I wonder if people would be OK with weird shader binary blobs :) 23:57 -!- You're now known as JonnyH`Away --- Day changed Thu Jun 02 2016 00:10 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 05:42 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-sganggaxpmxvsbfx] has quit [Ping timeout: 272 seconds] 06:02 -!- Pawlac [~Pawlac@p4FDCE157.dip0.t-ipconnect.de] has joined #OpenApoc 06:20 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-yfpuhvhhraxwajcp] has joined #OpenApoc 06:40 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 07:17 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-yfpuhvhhraxwajcp] has quit [Ping timeout: 250 seconds] 07:36 -!- Pawlac [~Pawlac@p4FDCE157.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 09:39 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-jobcmcaqdwnkvkig] has joined #OpenApoc 11:37 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:51 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-jobcmcaqdwnkvkig] has quit [Ping timeout: 250 seconds] 13:00 -!- Pawlac [~Pawlac@p4FDCD117.dip0.t-ipconnect.de] has joined #OpenApoc 14:46 -!- You're now known as JonnyH 15:02 -!- Kaljakoppa_off [Kaljakoppa@gateway/shell/bnc4free/x-jwbyrnhmlquibqrb] has joined #OpenApoc 15:22 -!- Kaljakoppa_off is now known as Kaljakoppa 15:30 -!- Skin36_ [~Skin36000@5.138.50.69] has joined #OpenApoc 15:30 < Skin36_> hi 15:32 < Skin36_> I figured out how the calculation of of funfs for the week 15:33 < Skin36_> *funds 15:34 <@JonnyH> hi Skin36_ 15:34 <@JonnyH> Great :) 15:34 <@JonnyH> Don't forget to put it on the forums 15:34 <@JonnyH> I've gotta go to work in a few mins, so won't be able to work on it *right now* :P 15:35 -!- Skin36_ [~Skin36000@5.138.50.69] has left #OpenApoc [] 15:45 -!- Skin36_ [~Skin36000@5.138.50.69] has joined #OpenApoc 15:50 -!- Skin36_ [~Skin36000@5.138.50.69] has left #OpenApoc [] 17:35 -!- Skin36_ [~Skin36000@5.138.50.69] has joined #OpenApoc 17:40 -!- nadir [uid134094@gateway/web/irccloud.com/x-xbqphppkixqxlhta] has quit [Quit: Connection closed for inactivity] 18:39 -!- Kaljakoppa is now known as Kaljakoppa_off 19:22 -!- Skin36_ [~Skin36000@5.138.50.69] has left #OpenApoc [] 19:24 -!- Skin36_ [~Skin36000@5.138.50.69] has joined #OpenApoc 19:24 < Skin36_> hi 19:25 <@JonnyH> hey 19:27 < Skin36_> I seem to understand how finances are calculated 19:27 < Skin36_> its seems bed 19:27 <@JonnyH> crazy complex is it? 19:28 -!- pagurus [~user@pD950D888.dip0.t-ipconnect.de] has joined #OpenApoc 19:28 < Skin36_> not 19:28 -!- pmprog_laptop [~pmprog@97e2af92.skybroadband.com] has joined #OpenApoc 19:29 <@JonnyH> hey pmprog_laptop 19:29 < Skin36_> its very simple 19:29 < pmprog_laptop> Mornink 19:29 <@JonnyH> ...afternoon :) 19:29 < Skin36_> hi 19:29 < pmprog_laptop> how's it going? 19:29 <@JonnyH> good, good 19:30 <@JonnyH> Randomly browsing forums while -pretending to work- working Really Hard 19:30 < pmprog_laptop> sounds like my work, only I spend as much time on The Register too 19:30 <@JonnyH> ooh, bofh, that's something that'll waste another few mins ;) 19:33 <@JonnyH> also doing a few GLES ports for some pandora games, which might be nice :) 19:33 <@JonnyH> BTW do you know if anyone has tried regal on the pandora? 19:34 < Skin36_> funnds incom based on score system only 19:34 < pmprog_laptop> Nice. And no, I don't think so, but not sure what it is 19:34 <@JonnyH> it's an implementation of 'desktop opengl' on gles 19:35 <@JonnyH> (Or emulating 'newer' versions of opengl on older) 19:35 < pmprog_laptop> Hmm, there's a few posts on it 19:35 < pmprog_laptop> https://pyra-handheld.com/boards/search/190054/?q=regal&o=relevance 19:35 <@JonnyH> IIRC glwrap does the same, but limited to gles1? 19:36 < pmprog_laptop> Don't ask me :) 19:36 <@JonnyH> TBH people still using gles1 kinda makes me shudder... 19:36 < pmprog_laptop> I still don't know if shaders are possible on the Pandora 19:37 < pmprog_laptop> Not that I've ever used them 19:37 <@JonnyH> yeah, it has full gles2 support 19:37 <@JonnyH> which can be quite a bit faster than gles1 as you can limit the shaders to what you actally use 19:37 < pmprog_laptop> Hmmm, does that mean the Allegro Shader functions would work? Maybe I should look into what you can actually do with shaders 19:40 <@JonnyH> BTW I recently built a full hardfloat root image for the pandy to get openapoc working on it 19:40 <@JonnyH> I think I'm realistically going to have to wait for the pyra... 19:41 < pmprog_laptop> petitSeb says he's compiled but never used Regal -- https://pyra-handheld.com/boards/threads/neverball-neverputt.74201/page-2#post-1300665 19:41 <@JonnyH> without putting a lot of time into it :) 19:41 < pmprog_laptop> Notaz released some changes which add hardfloat support IIRC 19:42 <@JonnyH> The issue I had was finding a sgx hardfloat driver 19:42 < pmprog_laptop> What games were you thinking of porting? 19:43 < pmprog_laptop> Not that I haven't loaded up anything other than Vice and Deadbeef in a long time (and maybe DraStic and FBA) 19:44 <@JonnyH> i spent a bit of time the other day trying to wedge as much of the pcsx renderer into gles2 as possible 19:44 <@JonnyH> It's really annoying knowing the hw supports a feature, but it's not exposed through gles -_- 19:47 < pmprog_laptop> I loved poor SNESFANs post in the M4 roadmap thread -- https://pyra-handheld.com/boards/threads/roadmap-using-the-cortex-m4-cpus.77494/page-2#post-1381229 19:47 < pmprog_laptop> Sort of sums up some of the community members for me 19:48 <@JonnyH> ITT: If I plug in my arduino into my PC, I can use that to make it run faster, right? 19:48 < pmprog_laptop> Hehe, well, that's not quite what some of us were thinking about 19:49 <@JonnyH> It's great for stuff like background tasks that keep running even if the a15 is off 19:49 < pmprog_laptop> There was kinda a mixed suggestion. But one of them is a low power mode that could be used to run the phone segments; maybe even a low power MP3 player 19:49 <@JonnyH> sure, you might be able to use that to drive the dsp/audio decoder with the ap off 19:50 < pmprog_laptop> That's the thing, I don't think anybody really knows, yet some people wade in going "Not possible" 19:50 <@JonnyH> sure, it'll be possible 19:50 <@JonnyH> but they can't run full linux/the same armv7a binaries 19:51 < pmprog_laptop> That's okay, at least as far as I'm concerned 19:51 < pmprog_laptop> Having it handle phone and GPS is sufficient for me 19:51 <@JonnyH> TBH you can probably do that with the dsp on the pandora 19:51 <@JonnyH> IIRC the phone is handed by the modem 19:51 <@JonnyH> they have microcontrollers of their own 19:51 < pmprog_laptop> and obviously an MP3 boot mode would be fantastic 19:52 <@JonnyH> something like opportunistic sleep on android should be do-able 19:52 <@JonnyH> like set a mp3 player going on the m4/dsp 19:52 <@JonnyH> then let the a15 go into suspend 19:52 <@JonnyH> and power off 19:52 < pmprog_laptop> Sounds good to me 19:52 <@JonnyH> the m4 then interrupts the a15 to wake it when it's running out of buffers to playu 19:52 <@JonnyH> it wakes to dump more data... 19:53 <@JonnyH> AKA what android does today 19:53 < pmprog_laptop> I often wondered what it'd be like if I actually followed up on most of my project ideas... 19:53 <@JonnyH> You would either be super productive 19:53 <@JonnyH> Or a complete burned our wreck 19:53 < pmprog_laptop> Well, I think I'm pretty much a burnt out wreck anyway 19:53 <@JonnyH> Some part of me wants to use *all* of the omap5 19:53 < pmprog_laptop> I think that's why most of my projects suffer 19:53 <@JonnyH> it's like a grab bag of weird bits of hardware 19:54 <@JonnyH> like 4 different ways of compositing/blitting pixels around 19:54 <@JonnyH> people like apple went the opposite way 19:54 <@JonnyH> where instead of having 50 slightly different dedicated units 19:54 <@JonnyH> they used the extra transistor/space budget to make the 'general purpose' parts better 19:54 <@JonnyH> and just use those 19:55 <@JonnyH> "Run the android kernel on the m4s" 19:55 <@JonnyH> pff hehe 19:56 < pmprog_laptop> I often wonder whether I should try and learn GL and shaders etc.... and on the other hand, I sometimes wonder if I should try and move to game making tools like Unity... then I just go back to my C++/Allegro projects 19:56 < pmprog_laptop> I used to like the idea of Android on the Pyra... I have a few Android apps... but I guess I wouldn't cry if I never used them again 19:57 < pmprog_laptop> although the banking ones are helpful 19:57 <@JonnyH> you might be able to get art runtime running on the pyra reasonably enough 19:57 <@JonnyH> but I suspect the banking stuff uses some of the more esoteric android APIs 19:57 <@JonnyH> for 'security' etc. 19:59 <@JonnyH> Bah, stupid omap5, stupid 5 year old soc... 20:00 < pmprog_laptop> :) 20:00 < pmprog_laptop> brb 20:04 < pmprog_laptop> back 20:04 -!- Skin36_ [~Skin36000@5.138.50.69] has left #OpenApoc [] 20:08 < pmprog_laptop> Bah, not heard from my artist in ages 20:08 <@JonnyH> you have an artist? 20:08 <@JonnyH> You keep him in the basement and feed him fish heads? :P 20:08 < pmprog_laptop> haha, not quite. He's my friend, but he said he'd work on some art for my Ivan game 20:09 < pmprog_laptop> I could possibly do all the art myself, but it'll delay the game. Not that I have a deadline or anything 20:10 < pmprog_laptop> This is the main character that I designed -- https://github.com/pmprog/IvanIronfist/blob/master/resources/ivan_placeholder.png 20:19 <@JonnyH> ...oops 20:19 <@JonnyH> I suspect I may have just thrown out my new drivers license 20:19 <@JonnyH> and kept my out of date one... 20:19 * JonnyH is not a smart man 20:19 < pmprog_laptop> d'oh 20:20 <@JonnyH> Noticed just as one of my co-workers asked if I could sit in the car for his drivers test... 20:20 <@JonnyH> AKA I look like a complete dumbass right now... 20:22 < pmprog_laptop> Will you be able to find it in your rubbish? 20:23 <@JonnyH> It was collected on tues... 20:23 < pmprog_laptop> :-( 20:23 <@JonnyH> Whelp, time to get another dmv appointment 20:24 < pmprog_laptop> Can they not just reissue lost cards? Surely they have a record you received one 20:24 <@JonnyH> Yeah, I guess so, it's still on the dmv online system as "I have a valid license" 20:24 <@JonnyH> but apparently as a foreign national I can't go through the "simple" ways of doing stuff 20:27 < pmprog_laptop> pah 20:28 <@JonnyH> "Sure, I'll go to the dmv with you" ... checks wallet... "Errm... about that" 20:28 < pmprog_laptop> Well, you might need to go to the dmv too :) 20:28 <@JonnyH> yeah, but without an appointment it's like a 2 hour wait 20:28 <@JonnyH> I ain't got time for that on a workday!~ 20:29 < pmprog_laptop> My wife has just said "I've been waiting for you to talk to me for 2 hours" 20:29 < pmprog_laptop> So I argued that she could have actually started talking to me :) Conversation is a two way thing 20:32 < pmprog_laptop> I better go. Hope you get your licence sorted 20:32 -!- pmprog_laptop [~pmprog@97e2af92.skybroadband.com] has quit [Quit: Konversation terminated!] 20:59 -!- nadir [uid134094@gateway/web/irccloud.com/x-nkjhclrbetanmzbf] has joined #OpenApoc 22:23 -!- SupSuper [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has joined #OpenApoc 22:23 -!- SupSuper [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has quit [Changing host] 22:23 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 22:24 <@JonnyH> g'day sup 22:27 < SupSuper> hey 22:30 < SupSuper> long day of preparations :p 22:43 <@JonnyH> preparing for what? 22:46 < SupSuper> for the work trip! leaving this saturday 22:46 <@JonnyH> Of course! 22:46 <@JonnyH> to the other side of the US than me :) 22:46 <@JonnyH> (probably for the best...) 22:48 < SupSuper> yeah can't get distracted by openapoc :p 22:49 <@JonnyH> Much more important things to do! 23:03 < SupSuper> maybe you can sneak into e3 ;) 23:36 <@JonnyH> LA? 23:36 <@JonnyH> It'll be a fair trip... 23:48 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] --- Day changed Fri Jun 03 2016 00:34 -!- You're now known as JonnyH`Away 03:58 -!- pagurus` [~user@pD950D57D.dip0.t-ipconnect.de] has joined #OpenApoc 03:58 -!- pagurus [~user@pD950D888.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:39 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 05:21 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has joined #OpenApoc 05:23 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Ping timeout: 246 seconds] 07:19 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has quit [Quit: Rip] 08:29 -!- Pawlac_1 [~Pawlac@p4FDCF646.dip0.t-ipconnect.de] has joined #OpenApoc 08:33 -!- Pawlac [~Pawlac@p4FDCD117.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:19 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:16 -!- Netsplit *.net <-> *.split quits: Pawlac_1 10:49 -!- Netsplit over, joins: Pawlac_1 12:53 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 14:17 -!- Skin36_ [~Skin36000@178.34.160.221] has joined #OpenApoc 15:41 -!- Skin36_ [~Skin36000@178.34.160.221] has left #OpenApoc [] 15:51 -!- Kaljakoppa_off is now known as Kaljakoppa 15:59 -!- You're now known as JonnyH 16:13 -!- Pawlac_1 [~Pawlac@p4FDCF646.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 16:19 -!- Pawlac [~Pawlac@p4FDCF646.dip0.t-ipconnect.de] has joined #OpenApoc 16:23 -!- Pawlac [~Pawlac@p4FDCF646.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 16:34 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 260 seconds] 16:39 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 16:48 -!- Pawlac [~Pawlac@p4FDCF646.dip0.t-ipconnect.de] has joined #OpenApoc 17:06 -!- Skin36_ [~Skin36000@178.34.160.221] has joined #OpenApoc 17:06 < Skin36_> hi 17:06 <@JonnyH> good morning 17:06 -!- Skin36_ is now known as Skin36 17:08 < Skin36> funding income based only score system 17:08 <@JonnyH> So funding increase only depends on your score every week? 17:08 < Skin36> yes 17:09 <@JonnyH> I guess it'll be similar to the monthly stuff in the previous xcoms... 17:09 <@JonnyH> Though I seem to remember the funding is 'paid' by the government 17:09 < Skin36> 7 level scorr system 17:09 <@JonnyH> so if they don't have enough money you only get what they can afford :) 17:13 < Skin36> there func for week calc funding 17:13 < Skin36> http://pastebin.com/D1NS3NGN 17:14 < Skin36> see line 337 17:14 <@JonnyH> there's only 332 lines? 17:15 < Skin36> 260 sorry 17:15 <@JonnyH> Oh, so it had different levels if your score is: 17:16 <@JonnyH> (-2400, -1600, -800, -400, 0, 400, 800, 1600, 3200, 6400, 12800) 17:16 < Skin36> v53 = (v54 - (__CFSHL__(v54 >> 31, 4) + 16 * (v54 >> 31))) >> 4; this shit only /16 ets. 17:17 < Skin36> more score more income 17:19 < Skin36> I even have thought, for what and how much give score 17:19 <@JonnyH> brb 17:19 < Skin36> kk 17:26 <@JonnyH> back - sorry about that :) 17:29 < Skin36> ok 17:31 < Skin36> oh sorry 17:31 < Skin36> v59 = save_funding[2].balance / 2; 17:31 < Skin36> 2 this overnment ? 17:32 <@JonnyH> I think so - 0 is xcom, 1 aliens, 2 government 17:32 < Skin36> yep 17:32 <@JonnyH> So it only allows you up to half the current government balance in funding 17:33 < Skin36> hm 17:34 < Skin36> v57 += dword_E0C5C[2 * v58]; 17:34 < Skin36> v55 += dword_E0C60[2 * v58]; 17:34 < Skin36> v57 week score 17:34 < Skin36> v55 total score 17:38 < Skin36> weight http://shot.qip.ru/00knEU-2tfn6TMHV/ 17:39 <@JonnyH> Nice! 17:40 <@JonnyH> I guess from that we can actually start calculating a score :) 17:44 < Skin36> cool 17:49 -!- You're now known as JonnyH`Work 18:39 < TheSnide> Skin36: btw, why *img* instead of textual ? 18:40 <@JonnyH`Work> IIRC the 'free' version of the ida decompiler restricts copy/paste :P 18:41 < TheSnide> JonnyH`Work: really ? 18:41 < TheSnide> nothing a good OCR cannot handle :) 18:41 <@JonnyH`Work> wait... that wasn't ida, but some other one I was trying out... 18:41 <@JonnyH`Work> Maybe ida too? *shrug* 18:41 < TheSnide> i was wondering about it running in dosbox, and not being able to copy/paste 18:54 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:01 < Skin36> coz JonnyH ban me for many text ) 19:15 <@JonnyH`Work> huh, I'm banning people? 19:16 <@JonnyH`Work> Or do you just mean pasting lots of text in irc? 19:16 <@JonnyH`Work> as that does break irc :P 19:17 <@JonnyH`Work> I assume TheSnide was referring to using an image pasting site instead of a 'text' pasting site 19:26 < Skin36> I'm joking) 19:26 <@JonnyH`Work> :P 19:27 < Skin36> http://pastebin.com/D1NS3NGN is that not text 19:27 <@JonnyH`Work> Yup, that's text 19:27 <@JonnyH`Work> git http://shot.qip.ru/00knEU-2tfn6TMHV/ is an image? 19:28 < Skin36> yep its only 7 value 19:59 -!- Skin36 [~Skin36000@178.34.160.221] has quit [Ping timeout: 264 seconds] 20:04 -!- Skin36 [~Skin36000@185.3.32.159] has joined #OpenApoc 21:50 -!- nadir [uid134094@gateway/web/irccloud.com/x-nkjhclrbetanmzbf] has quit [Quit: Connection closed for inactivity] 21:56 -!- Kaljakoppa is now known as Kaljakoppa_off 22:18 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 22:26 -!- Skin36 [~Skin36000@185.3.32.159] has left #OpenApoc [] 23:31 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] --- Day changed Sat Jun 04 2016 00:01 -!- You're now known as JonnyH`Away 00:07 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 03:58 -!- pagurus` [~user@pD950D57D.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:58 -!- pagurus [~user@pD950F346.dip0.t-ipconnect.de] has joined #OpenApoc 06:55 -!- Kaljakoppa_off is now known as Kaljakoppa 08:28 -!- Pawlac_1 [~Pawlac@p4FDCE787.dip0.t-ipconnect.de] has joined #OpenApoc 08:32 -!- Pawlac [~Pawlac@p4FDCF646.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:04 * TheSnide didn't 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[~NoBrain@213.235.73.73] has joined #OpenApoc 13:12 -!- Kaljakoppa is now known as Kaljakoppa_off 13:39 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 17:52 -!- You're now known as JonnyH 18:18 -!- Skin36_ [~Skin36000@178.34.162.141] has joined #OpenApoc 18:22 < Skin36_> hi 18:22 <@JonnyH> o7 18:22 < Skin36_> :o 18:24 < Skin36_> you could see that the mean image in beta PLANET.PSK ? 18:25 <@JonnyH> Nope, what's that? 18:26 < Skin36_> image 18:26 < Skin36_> u can extract ? 18:27 <@JonnyH> yeah, got a copy around here somewhere... 18:27 <@JonnyH> ...can't find anything called planet.psk... 18:27 <@JonnyH> what's the path? 18:27 < Skin36_> ufodata 18:27 <@JonnyH> Ooh, planet.pck :) 18:28 < Skin36_> yes ) 18:28 < Skin36_> googl translit ) 18:28 <@JonnyH> :) 18:29 <@JonnyH> If you're on linux you can probably try my xcapoc-resources project... 18:29 <@JonnyH> I'll give that a go see ifit works 18:29 < Skin36_> no linux in ma comp ) 18:31 < Skin36_> I wonder what these 10 maps? ASTRUC0*.MAP 18:32 <@JonnyH> not sure, but clearly not citymap files - much too small... 18:32 <@JonnyH> Maybe part of the alien structure -> tactical map link? 18:33 < Skin36_> should be checked, it is difficult to say 18:34 <@JonnyH> not sure if it's worth it.. 18:34 <@JonnyH> Might be useful if it gives us clues on how the released version works 18:34 <@JonnyH> or if we want to include resources that are only ijn the beta 18:34 <@JonnyH> but it'll be lower priority than the released version :) 18:39 <@JonnyH> http://s2.jonnyh.net/pub/list/beta/ 18:39 <@JonnyH> not sure whic is the correct palette.. 18:39 <@JonnyH> but they look like spheres - so maybe the plan was you can traven to different planets? 18:47 < Skin36_> interesting 18:49 < Skin36_> ASTRUC is planet map 18:54 < Skin36_> if we decide to add it, it will be necessary to have two CD? 19:03 <@JonnyH> don't think so? We can have directories as data sources too 19:14 -!- pmprog_laptop [~pmprog@2a02:c7f:6417:100:993d:b4cd:d9f2:caef] has joined #OpenApoc 19:16 <@JonnyH> hey pmprog_laptop 19:16 < pmprog_laptop> Hiya, how's things? 19:16 <@JonnyH> Quiet :) 19:16 <@JonnyH> Not looked at openapoc the last couple of weeks 19:17 <@JonnyH> and sup's on some business trip 19:18 < pmprog_laptop> Fair enough :) I'm being killed by hayfever 19:19 <@JonnyH> I used to get that awfully 19:19 <@JonnyH> but not noticed anything since moving over here... 19:19 <@JonnyH> Maybe different pollen types? 19:19 < pmprog_laptop> Think mine's grass 19:20 <@JonnyH> Or my house used to back onto fields, but here's a bit more urban 19:20 < pmprog_laptop> but it wrecks my eyes 19:21 <@JonnyH> I think it's officially time to update my PC too 19:22 <@JonnyH> My new laptop now has a faster cpu than my desktop ) 19:22 < pmprog_laptop> My game has stalled... in fact, everything in my life has stalled 19:22 < pmprog_laptop> Wow, that's impressive 19:22 <@JonnyH> Take a couple of weeks off then, no need to burnout 19:23 <@JonnyH> so you don't feel like you *should* be doing anyhting to it :) 19:23 < pmprog_laptop> Well, I'm on holiday for 10 days. Going to Anglesey, so was thinking of leaving the laptop at home 19:23 < pmprog_laptop> I'm already burnt out 19:23 < pmprog_laptop> Wonder if I'll ever not be any more 19:25 < pmprog_laptop> I don't think having two developer jobs helps either 19:25 <@JonnyH> Yeah, I think I'll leave my laptop when visiting the uk next month... 19:25 <@JonnyH> Sometimes I kinda feel I should get a job in a completely unrelated field 19:25 <@JonnyH> to leave my 'developer effort' for my own projects 19:25 < pmprog_laptop> I'm always thinking that 19:26 < pmprog_laptop> Even to a point I was thinking of going stacking shelves in a supermarket 19:26 <@JonnyH> Or save for like ~5 years living frugally 19:26 <@JonnyH> then 'retire' when I'm 30 19:26 <@JonnyH> (or move to part time or something) 19:26 < pmprog_laptop> haha, well, I'm already "part time". My day job is 4 days a week 19:27 < pmprog_laptop> I plan to retire at 45 and move to Llandudno 19:27 < pmprog_laptop> :-D 19:27 < pmprog_laptop> I could do with completing my game and it being somewhat successful 19:28 < pmprog_laptop> Doesn't have to be "very successful", we're not big spenders 19:28 <@JonnyH> Meh, I don't think games as income is a good investment 19:28 <@JonnyH> It seems you only ever get "MASSIVE BREAKOUT HIT" or nothing 19:28 <@JonnyH> a massive gulf in between... 19:28 <@JonnyH> but you never know :) 19:28 <@JonnyH> it might just be those are the two kinds of people loud on the internet 19:28 <@JonnyH> the people just earning a living aren't wasting their time on forums :) 19:28 < pmprog_laptop> Yeah, I bet... Still, if I can make the game, would be worth seeing what would happen 19:30 < pmprog_laptop> Well, my friend knows one of the developers of Gang Beasts. It came out about 4 years ago, they've done nothing since (as far as their website declares), yet they are still "in business" 19:35 <@JonnyH> I don't really know many gamedevs irl :) 19:35 <@JonnyH> I suspect most can't afford it in the bay area... 19:35 <@JonnyH> if you don't *need* to be here 19:35 <@JonnyH> it really doesn't make sense... 19:41 <@JonnyH> offtopic: can you remember if the pyra was intending to use X or wayland? 19:48 -!- Skin36_ [~Skin36000@178.34.162.141] has left #OpenApoc [] 19:49 < pmprog_laptop> Pyra's planning on X for now AFAIK 19:51 <@JonnyH> I'm poking around in #dragonbox-pyra 19:52 < pmprog_laptop> hope it's better than #openpandora is/was :) 20:04 < pmprog_laptop> Wow, you're getting harrassed :) 20:04 <@JonnyH> :) 20:04 <@JonnyH> Valid questions IMHO 20:06 <@JonnyH> I do kinda want the pyra to do well 20:06 <@JonnyH> and am willing to put in effort to help it 20:06 <@JonnyH> plus the 'challenge' of actually using 'all' the omap5 crazy hw blocks 20:06 < pmprog_laptop> Not disagreeing :) 20:07 <@JonnyH> 'caus I wrote the hwcomposer used on omap for android 20:07 <@JonnyH> and that was clearly lightyears ahead of what the pandora does today (and what the pyra can do) 20:08 < pmprog_laptop> I certainly hope that the pyra does benefit from your knowledge and we do actually get a nice machine 20:20 <@JonnyH> This is fun :) 20:24 -!- pmprog [~pmprog@2a02:c7f:6417:100:341b:87fc:ca88:81f7] has joined #OpenApoc 20:26 -!- pmprog_laptop [~pmprog@2a02:c7f:6417:100:993d:b4cd:d9f2:caef] has quit [Ping timeout: 264 seconds] 20:27 < pmprog> crappy network driver :( 20:27 * JonnyH just found out the git messages are translated when pulling from a foreign server 20:27 <@JonnyH> At least I hope so, or someone has replaced my locale with german again... 20:28 < pmprog> ? 20:28 < pmprog> sounds crazy 20:35 <@JonnyH> Cloning into 'gta04-kernel'... 20:35 <@JonnyH> remote: Zähle Objekte: 5902438, Fertig. 20:35 <@JonnyH> remote: Komprimiere Objekte: 100% (863409/863409), Fertig. 20:35 <@JonnyH> *shrug* 20:35 < pmprog> FERTIG!!! 20:54 < pmprog> heading bed. g'night 20:54 -!- pmprog [~pmprog@2a02:c7f:6417:100:341b:87fc:ca88:81f7] has quit [Quit: Konversation terminated!] 22:47 -!- nadir [uid134094@gateway/web/irccloud.com/x-catjsshlbzuaopcb] has quit [Quit: Connection closed for inactivity] 23:41 -!- You're now known as JonnyH`Away --- Day changed Fri Jun 10 2016 00:00 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 00:03 -!- nadir [uid134094@gateway/web/irccloud.com/x-qermtrsarhioqpaq] has joined #OpenApoc 00:21 -!- Colombo1 [~colombo@124.197.25.143] has quit [Quit: Leaving.] 00:23 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 00:36 -!- pagurus [~user@pD950D266.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 01:08 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 06:27 -!- nadir [uid134094@gateway/web/irccloud.com/x-qermtrsarhioqpaq] has quit [Quit: Connection closed for inactivity] 06:51 -!- nadir [uid134094@gateway/web/irccloud.com/x-dkhamrehzrttxdsz] has joined #OpenApoc 07:21 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 08:56 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 11:28 -!- scionga [~scionga@219.6.16.95.dynamic.jazztel.es] has quit [Quit: Nettalk6 - www.ntalk.de] 11:54 -!- scionga [~scionga@219.6.16.95.dynamic.jazztel.es] has joined #OpenApoc 12:14 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 272 seconds] 12:16 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 13:10 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:10 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 14:00 -!- You're now known as JonnyH 14:49 -!- pmprog_laptop [~pmprog@2a02:c7f:6417:100:419e:a62d:8630:b133] has joined #OpenApoc 14:50 <@JonnyH> hello again pmprog :) 14:50 < pmprog_laptop> morning 14:50 < pmprog_laptop> hows things? 14:50 <@JonnyH> Alright, asking for permission to help out the pandora guys 14:50 * JonnyH is actually somewhat optimistic 14:50 < pmprog_laptop> Wow, neat 14:51 <@JonnyH> as in I haven't got a 'no' :) 14:51 < pmprog_laptop> That'd be pretty great if you could 14:52 <@JonnyH> I'm also bringing up the open-source discussion again... not much hope there though 14:53 <@JonnyH> We were burned by that a while back, and the guys in charge still shy away from even thinking about that :( 14:58 <@JonnyH> I also started 'porting' my craptacular bullet hell 'engine' to the pandora 14:58 <@JonnyH> It *might* be able to run it... 14:58 <@JonnyH> TBH I bet the pandora/pyra layout would be pretty cool for twin-stick style shooters.... 14:58 * JonnyH has ideas.... 15:02 < pmprog_laptop> Yeah, there was a nice twin stick shooter ages ago, don't think it runs on modern OS though 15:03 < pmprog_laptop> TBH, I hate the Pandys nubs 15:03 <@JonnyH> my current engine makes heavy use of gles3 batching 15:03 <@JonnyH> so we get a few 10s of thousand of projectiles on screen... 15:03 <@JonnyH> I might have to rethink some of that... 15:04 <@JonnyH> I feel my thumbs are just a little too short for the pandy... 15:04 <@JonnyH> Clearly ED has massive bear-hands 15:04 < pmprog_laptop> Nice, you'll undoubtled get somebody asking you to add C4A support. I'd probably suggest Tounament Hub, but I doubt I'll ever finish that :/ 15:04 <@JonnyH> c4a? 15:04 < pmprog_laptop> It's the online scoreboarding 15:05 <@JonnyH> I don't actually have a 'game' yet 15:05 < pmprog_laptop> I started Tournament Hub to make a more "complete" system, with game launcher 15:05 < pmprog_laptop> Bullethell IS the game ;-) 15:06 <@JonnyH> Like the 'spawn script' is currently a plan, not code :) 15:07 < pmprog_laptop> I love rRootage for bullet hell, but on the Pandy, the blue bullets are almost invisible to see (at least on mine) 15:37 < pmprog_laptop> JonnyH: In case you can get it develiered when you've back in the UK : http://www.watterott.com/en/OMAP5432-EVM 15:39 <@JonnyH> I *think* svtronics have them in stock too 15:39 <@JonnyH> but the checkout link just pops up a server error :) 15:40 < pmprog_laptop> Ah, try a different broswer :) 15:42 -!- pmprog_laptop is now known as pmprog-afk 16:03 -!- You're now known as JonnyH`Work 16:53 -!- Skin36_ [~Skin36000@178.34.162.129] has joined #OpenApoc 18:40 -!- Skin36_ [~Skin36000@178.34.162.129] has left #OpenApoc [] 19:00 -!- Skin36_ [~Skin36000@178.34.162.129] has joined #OpenApoc 20:57 -!- pmprog-afk [~pmprog@2a02:c7f:6417:100:419e:a62d:8630:b133] has quit [Quit: Konversation terminated!] 21:04 -!- Skin36_ [~Skin36000@178.34.162.129] has quit [Ping timeout: 244 seconds] 21:13 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 21:14 -!- Skin36_ [~Skin36000@85.26.183.70] has joined #OpenApoc 22:04 -!- Skin36_ [~Skin36000@85.26.183.70] has left #OpenApoc [] 22:52 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 23:30 -!- You're now known as JonnyH`Away --- Day changed Sat Jun 11 2016 01:47 -!- nadir [uid134094@gateway/web/irccloud.com/x-dkhamrehzrttxdsz] has quit [Quit: Connection closed for inactivity] 03:26 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 07:15 -!- nadir [uid134094@gateway/web/irccloud.com/x-wreulldbxpmdgmyd] has joined #OpenApoc 11:51 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:07 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:23 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 260 seconds] 15:22 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 16:29 -!- Pawlac [~Pawlac@p4FDCD312.dip0.t-ipconnect.de] has joined #OpenApoc 16:32 -!- Pawlac [~Pawlac@p4FDCD312.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:14 -!- Skin36_ [~Skin36000@85.26.183.48] has joined #OpenApoc 20:18 -!- scionga2 [~scionga@111.205.76.188.dynamic.jazztel.es] has joined #OpenApoc 20:20 -!- scionga [~scionga@219.6.16.95.dynamic.jazztel.es] has quit [Ping timeout: 276 seconds] 20:57 -!- Skin36_ [~Skin36000@85.26.183.48] has left #OpenApoc [] 21:05 -!- Skin36_ [~Skin36000@85.26.183.48] has joined #OpenApoc 21:12 -!- You're now known as JonnyH 21:23 -!- Skin36_ [~Skin36000@85.26.183.48] has left #OpenApoc [] 23:31 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc --- Day changed Sun Jun 12 2016 00:12 -!- You're now known as JonnyH`Away 01:49 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 04:07 -!- nadir [uid134094@gateway/web/irccloud.com/x-wreulldbxpmdgmyd] has quit [Quit: Connection closed for inactivity] 07:40 -!- nadir [uid134094@gateway/web/irccloud.com/x-zqiiccmemcrujksg] has joined #OpenApoc 11:01 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:01 -!- Treonin [2e8bc8b1@gateway/web/freenode/ip.46.139.200.177] has joined #OpenApoc 11:05 -!- Treonin [2e8bc8b1@gateway/web/freenode/ip.46.139.200.177] has quit [Client Quit] 12:48 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 18:10 -!- Kaljakoppa_off is now known as Kaljakoppa 19:25 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:36 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 22:21 -!- Kaljakoppa is now known as Kaljakoppa_off 22:33 -!- scionga2 [~scionga@111.205.76.188.dynamic.jazztel.es] has quit [Quit: Nettalk6 - 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BNC4FREE 05:00 < Kaljakoppa> Back here idling with PanicBNC :) 05:40 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 08:37 -!- nadir [uid134094@gateway/web/irccloud.com/x-zrckiwqbtqrwegry] has quit [Quit: Connection closed for inactivity] 10:43 -!- nadir [uid134094@gateway/web/irccloud.com/x-gauozijomnzfcdbl] has joined #OpenApoc 11:54 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:03 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 12:13 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:05 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 14:12 -!- pagurus [~user@ppp-46-244-226-178.dynamic.mnet-online.de] has joined #OpenApoc 15:55 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 260 seconds] 16:11 -!- You're now known as JonnyH 16:14 -!- pagurus [~user@ppp-46-244-226-178.dynamic.mnet-online.de] has quit [Ping timeout: 276 seconds] 16:18 -!- You're now known as JonnyH`Work 17:24 -!- 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Connection closed for inactivity] 11:39 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 15:50 -!- You're now known as JonnyH`Work 16:21 -!- nadir [uid134094@gateway/web/irccloud.com/x-jdqksqmatlnfkfvs] has joined #OpenApoc 17:41 -!- Skin36_ [~Skin36000@178.34.161.84] has joined #OpenApoc 17:42 < Skin36_> hi 17:42 <@JonnyH`Work> hey 17:42 < Skin36_> how things ? 17:43 <@JonnyH`Work> busy busy busy :P 17:43 <@JonnyH`Work> not really had any time for openapoc... 17:43 < Skin36_> omg 17:44 < Skin36_> I hope this is not forever 17:44 <@JonnyH`Work> me to... 17:44 <@JonnyH`Work> Hopefully short term 17:44 <@JonnyH`Work> as a couple of co-workers are on holiday 17:45 < Skin36_> recently I figured out the algorithm of music. It is very interesting 17:46 <@JonnyH`Work> oh? 17:46 <@JonnyH`Work> You mean how it decides which track to play? 17:46 <@JonnyH`Work> Or some modification of the music data itself 17:47 < Skin36_> All music tracks are divided into four groups, each corresponding to a level of anxiety in the game. In addition, there is a play list for each group 17:48 < Skin36_> I was struck by this difficult choice, in such a simple place. 17:48 < Skin36_> :) 18:20 -!- Skin36_ [~Skin36000@178.34.161.84] has quit [Ping timeout: 240 seconds] 18:45 -!- Skin36_ [~Skin36000@178.34.160.68] has joined #OpenApoc 19:17 < Kaljakoppa> https://youtu.be/WHk7i4SXA-Y 19:17 < Kaljakoppa> We progressed! :P 19:17 <@JonnyH`Work> :D 19:17 < Kaljakoppa> Or regressed... 19:29 -!- scionga [~scionga@111.205.76.188.dynamic.jazztel.es] has quit [Ping timeout: 264 seconds] 19:30 -!- scionga [~scionga@111.205.76.188.dynamic.jazztel.es] has joined #OpenApoc 20:06 -!- Skin36_ [~Skin36000@178.34.160.68] has left #OpenApoc [] 20:24 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:05 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 21:08 <@JonnyH`Work> BTW so we don't waste work 21:08 <@JonnyH`Work> https://github.com/JonnyH/omap5-sgx-ddk-linux/tree/ti-img-sgx/1.14.3699939/k4.4 21:08 <@JonnyH`Work> is the kernel 4.7 build fixes 21:09 <@JonnyH`Work> heh, wrong channel :P 21:54 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 23:54 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Wed Jun 22 2016 00:34 -!- You're now known as JonnyH`Away 00:49 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 01:18 -!- scionga [~scionga@111.205.76.188.dynamic.jazztel.es] has quit [Read error: Connection reset by peer] 01:19 -!- scionga [~scionga@111.205.76.188.dynamic.jazztel.es] has joined #OpenApoc 01:21 -!- You're now known as JonnyH 02:07 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 02:28 -!- You're now known as JonnyH`Away 05:55 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 09:04 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 09:49 -!- nadir [uid134094@gateway/web/irccloud.com/x-jdqksqmatlnfkfvs] has quit [Quit: Connection closed for inactivity] 11:33 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:04 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 13:04 -!- scionga [~scionga@111.205.76.188.dynamic.jazztel.es] has quit [Ping timeout: 264 seconds] 13:17 -!- scionga [~scionga@132.251.76.188.dynamic.jazztel.es] has joined #OpenApoc 13:35 -!- scionga2 [~scionga@147.250.76.188.dynamic.jazztel.es] has joined #OpenApoc 13:36 -!- scionga [~scionga@132.251.76.188.dynamic.jazztel.es] has quit [Ping timeout: 252 seconds] 13:44 -!- scionga2 [~scionga@147.250.76.188.dynamic.jazztel.es] has quit [Ping timeout: 240 seconds] 13:48 -!- scionga2 [~scionga@123.0.16.95.dynamic.jazztel.es] has joined #OpenApoc 14:24 -!- You're now known as JonnyH 14:24 < Skin36> hi ) 14:25 <@JonnyH> hey 14:27 < Skin36> I take care of the music and the level of anxiety. He began to deal with the generation of portals 14:27 <@JonnyH> Cool 14:28 <@JonnyH> Don't forget to put notes on the forum or somewhere 14:28 <@JonnyH> I still won't have time to look into much directly this week :( 14:28 < Skin36> I can not understand why portals are moving within a small range 14:30 < kkmic> Hey JonnyH 14:40 <@JonnyH> hi kkmic 14:48 < kkmic> What's cooking? 14:49 <@JonnyH> Not much right now :) 14:49 <@JonnyH> Spent what little free time so far this week trying to get the graphics working on my pyra 16:05 -!- You're now known as JonnyH`Work 17:11 -!- pmprog [~quassel@2a02:c7f:6417:100:49e0:c25b:8d64:46c4] has joined #OpenApoc 17:11 -!- mode/#OpenApoc [+o pmprog] by ChanServ 17:11 <@JonnyH`Work> hey pmprog 17:11 <@pmprog> Hey JonnyH`Work, how's things? 17:11 <@JonnyH`Work> Alright 17:11 <@JonnyH`Work> Got my omap5 dev board 17:11 <@pmprog> cool 17:11 <@JonnyH`Work> been playing around with getting the sgx on that working 17:12 <@pmprog> that's great news 17:12 <@JonnyH`Work> 'caus the pandy is a mess of 3d drivers 17:12 <@JonnyH`Work> I'm sure we can do better... 17:12 <@pmprog> yep 17:12 <@JonnyH`Work> AKA we can do better :P 17:12 <@JonnyH`Work> And 'caus the omap hasn't really changed, I wouldn't be surprised if we can backport everything to the pandy too... 17:13 <@pmprog> Neat 17:13 <@JonnyH`Work> but, openapoc has suffered from a lack of attention :P 17:15 <@pmprog> Never mind 17:16 <@pmprog> I've been playing with some C64 development... https://www.youtube.com/watch?v=yMhorlxntEg -- didn't really do any work today at work 17:16 <@JonnyH`Work> plus holiday next month probably means it'll be Aug before I get back in to the groove... 17:17 <@JonnyH`Work> :P 17:18 <@pmprog> I don't really help myself randomly jumping into other projects, but meh 17:26 <@JonnyH`Work> plus everything is currently on fire at work 17:26 <@JonnyH`Work> just as half my team are on holiday.... 17:34 <@pmprog> that's usually the way :) 18:04 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:11 <@JonnyH`Work> hey SupSuper 18:11 < SupSuper> heya 18:12 < SupSuper> i just did a git clone that took 117381750 ms. gamedev is amazing 18:12 <@JonnyH`Work> ...someone checking in binaries? 18:13 < SupSuper> probably. the .git folder alone is 10gb 18:13 <@JonnyH`Work> ugh 18:13 < SupSuper> well, binary assets 18:13 <@JonnyH`Work> git relies on being able to diff stuff 18:14 < SupSuper> and for whatever reason the git server caps at 100kb/s 18:14 < SupSuper> i have recommended they look into lfs 18:16 <@pmprog> heading off, laters 18:16 -!- pmprog [~quassel@2a02:c7f:6417:100:49e0:c25b:8d64:46c4] has quit [Remote host closed the connection] 18:16 <@JonnyH`Work> cyua 18:25 -!- nadir [uid134094@gateway/web/irccloud.com/x-ynevqqyaqemkufdr] has joined #OpenApoc 19:08 <@JonnyH`Work> Oh god 19:08 <@JonnyH`Work> Just found an "Everything Is Broken" bug in our driver... 19:08 < SupSuper> rip 19:08 <@JonnyH`Work> and have a device RTM this afternoon... 19:09 < SupSuper> ignore it until it goes away? 19:35 -!- Skin36_ [~Skin36000@5.138.41.193] has joined #OpenApoc 19:53 -!- Colombo [~colombo@124.197.25.143] has joined #OpenApoc 20:06 -!- Skin36_ [~Skin36000@5.138.41.193] has left #OpenApoc [] 20:13 <@JonnyH`Work> oh god EVERYTHINGS BROKEN 20:13 <@JonnyH`Work> and everyone else is on holiday 20:23 < SupSuper> you should join them 20:24 <@JonnyH`Work> Or I could fix this... 20:24 <@JonnyH`Work> It's only a fundamental rewrite of the synchronisation code 20:24 <@JonnyH`Work> Nothing hard... right? 20:25 < SupSuper> you've done worse i'm sure :p 20:25 <@JonnyH`Work> no comment :P 20:51 -!- Colombo [~colombo@124.197.25.143] has quit [Remote host closed the connection] 21:24 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 21:37 < nadir> Ah, there ya go! Perfect! Comment out the parts that break things! 23:18 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Thu Jun 23 2016 00:12 -!- You're now known as JonnyH`Away 01:00 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 05:42 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 07:30 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 08:40 -!- smoke_fumus|2 [~smoke_fum@188.35.176.90] has joined #OpenApoc 08:40 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 09:26 -!- smoke_fumus|2 [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 09:26 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 09:43 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 244 seconds] 09:55 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 11:35 -!- Colombo1 [~colombo@124.197.25.143] has quit [Quit: Leaving.] 12:49 -!- nadir [uid134094@gateway/web/irccloud.com/x-ynevqqyaqemkufdr] has quit [Quit: Connection closed for inactivity] 13:50 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 15:06 -!- You're now known as JonnyH`Work 18:09 -!- Skin36_ [~Skin36000@109.168.163.226] has joined #OpenApoc 18:10 < Skin36_> hi 18:13 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:28 -!- nadir [uid134094@gateway/web/irccloud.com/x-sdtpvfbaoysohwzp] has joined #OpenApoc 19:11 -!- Skin36_ [~Skin36000@109.168.163.226] has quit [Ping timeout: 272 seconds] 19:23 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 244 seconds] 19:33 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 19:51 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:25 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 23:25 -!- You're now known as JonnyH`Away --- Day changed Fri Jun 24 2016 00:24 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 05:37 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:40 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 06:57 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 06:59 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 08:17 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 09:37 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:55 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 276 seconds] 12:17 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:43 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 12:46 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 264 seconds] 13:03 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 13:22 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 13:32 -!- Keise [416ed118@gateway/web/freenode/ip.65.110.209.24] has joined #OpenApoc 14:03 < Keise> hey, anyone around? 14:06 < Keise> anyway, I was curious to get in - got the master build running from github 14:06 < Keise> problem is that it's lagging immensively and window freezes if set to highest speed 14:07 < Keise> although utilizing only 10-13% of cpu 14:07 < Keise> is it normal for Debug build? :) 14:08 < Keise> impossible to test stuff huh 14:08 < Keise> I'm on Windows btw, x86 or x64 - doesn't matter 14:15 -!- [1]Fork [~ForK@65-110-209-24.cpe.pppoe.ca] has joined #OpenApoc 15:40 -!- You're now known as JonnyH 15:40 <@JonnyH> Keise: Yeah, that's normal for a windows debug build 15:40 <@JonnyH> We make heavy use of c++ STL containers 15:40 <@JonnyH> and the MSVC compiler makes that REALLY SLOW in debug mode 15:42 < Keise> I see 15:42 <@JonnyH> I think supsuper tried to make a "RelWithDebInfo" build type 15:42 <@JonnyH> that still has all the debug info, but turns down some of the slower STL checks 15:43 < Keise> at least release is fine 15:44 <@JonnyH> Good :D 15:44 < Keise> I'm interested in vehicle missons btw 15:44 <@JonnyH> In release mode it runs at 60fps on a nexus player (android intel atom) 15:45 <@JonnyH> Oh? Currently the mission system is kinda working 15:45 < Keise> yeah, the system is good 15:45 <@JonnyH> Are you interested from a 'dev' perspective? 15:45 < Keise> sure 15:46 < Keise> trying to write something for AttackVehicle 15:46 <@JonnyH> 'caus I've not really had time to finish it :) 15:46 <@JonnyH> Cool 15:46 < Keise> you've put it aside for now? 15:46 <@JonnyH> not specifically 15:47 <@JonnyH> But It's been crazy busy at work recently 15:47 <@JonnyH> and I'll be out the country much of next month 15:47 <@JonnyH> so haven't had time to work on *Anything* 15:47 < Keise> I hear you 15:47 < Keise> had a couple crazy weeks at work myself 15:48 <@JonnyH> Hopefully i'll get a bit more time soon, big release today hopefully means it'll calm down... 15:48 < Keise> cool 15:48 <@JonnyH> Speaking of, I've gotta go to work 15:48 <@JonnyH> I normally kinda-idle here 15:48 <@JonnyH> so I should be able to respond if you have any questions 15:49 -!- You're now known as JonnyH`Work 15:51 < Keise> okay, I'm sure something will come up 15:51 < Keise> still trying to make sense of everything 15:51 <@JonnyH`Work> Some of it doesn't really make sense :) 15:51 <@JonnyH`Work> I treated some of it as a 'learn c++11' thing 15:51 <@JonnyH`Work> and you can sort of tell I was still figuring things out... 15:51 < Keise> yea, I had a project like that :) 15:51 <@JonnyH`Work> So apologies for that in advance 15:52 < Keise> it doesn't have to be faithful to the original for now? mechanics wise.. 15:52 <@JonnyH`Work> Not for the AI 15:52 <@JonnyH`Work> I want the 'mechanics' to be as similar as possible 15:53 <@JonnyH`Work> but, to be honest, the pathing and AI was so bad it makes sense to improve 15:53 < Keise> sure 15:53 <@JonnyH`Work> I want it to "play" the same 15:53 <@JonnyH`Work> so 'inaccuracies' the user doesn't really notice are fine 15:57 < Keise> yea I just wouldn't reverse the original 15:57 < Keise> although I even modded it 15:57 < Keise> toxiguns OP haha 15:57 <@JonnyH`Work> We're 'reversing it' kinda to figure out how it works generally 15:58 <@JonnyH`Work> and what all the stats in the data files actually *mean* 15:58 <@JonnyH`Work> but we're not using that as the 'one true reference' on how to actually implement it if we think we can do better 15:58 < Keise> that's what I wanter to hear 15:58 < Keise> awesome 15:59 <@JonnyH`Work> Like I said, I want to make it 'feel' the same to the casual user 16:00 <@JonnyH`Work> but we're already breaking from some things 16:00 <@JonnyH`Work> like it was locked at a 18fps update tick 16:00 <@JonnyH`Work> which feels really janky today 16:00 <@JonnyH`Work> same with the fixed point precision issues for the maps 18:15 < TheSnide_> 18fps ? 18:15 -!- TheSnide_ is now known as TheSnode 18:16 -!- TheSnode is now known as TheSnide 18:19 <@JonnyH`Work> Yeah, it uses the 8086 timer that runs around that 18:37 -!- Keise [416ed118@gateway/web/freenode/ip.65.110.209.24] has quit [Quit: Page closed] 18:38 -!- [1]Fork is now known as Keise 18:39 < Keise> have shooting stuff in cityscape worked properly in the past? 18:39 <@JonnyH`Work> "properly"? 18:39 <@JonnyH`Work> Collisions should work 18:39 <@JonnyH`Work> but the damage model for vehicles isn't yet working 18:39 < Keise> my projectile does only ~50% of distance and the direction way off 18:40 <@JonnyH`Work> so they're 'invincible' 18:40 < Keise> collision is fine, yeah 18:40 <@JonnyH`Work> No, they should shoot straight... 18:40 <@JonnyH`Work> If you wany to test it out 18:41 <@JonnyH`Work> make everyone hostile (IE make Organisation::isRelatedTo() always return Hostile) 18:41 <@JonnyH`Work> any they should shoot at each other 18:41 <@JonnyH`Work> that *Was* working... 18:41 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:41 < Keise> thanks 20:05 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Ping timeout: 252 seconds] 20:11 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 20:53 < Keise> yeah 20:53 < Keise> figured it out 20:54 < Keise> now you can tell them to shoot each other :) 20:54 <@JonnyH`Work> :D 20:54 <@JonnyH`Work> The 'selection' of vehicles in the cityscape is a little dodgey 20:54 <@JonnyH`Work> we currently use the voxel 'hit box' 20:54 <@JonnyH`Work> which is often smaller/misaligned to the sprite 20:55 < Keise> yeah, hawk works fine but others are tricky 20:55 <@JonnyH`Work> I have a plan to change it so it uses the pixel bounds of the image instead 20:55 <@JonnyH`Work> as I think that'll be a better user experience 20:56 < Keise> by the way projectile dissapeared because of Z overflow 20:56 < Keise> there was target +0.5 position calculation when aiming 20:56 < Keise> so it went straigth up 20:58 < Keise> because my ships fly at max height 20:59 <@JonnyH`Work> I think that's because the 'vehicle' tile goes from {0,0.0} to {1,1,1}, so the 'center' is at {0.5,0.5,0.5}? 20:59 <@JonnyH`Work> There might be some extra offset being applied incorrectly somewhere... 20:59 < Keise> yea, I removed the offset and it's fine 21:00 < Keise> bullseye everytime heh 21:00 <@JonnyH`Work> I think I changed it a while ago so the 'position' was now the center of the tile, not {0,0,0} 21:00 <@JonnyH`Work> so that offset may have been incorrect since then... 21:00 < Keise> yea it was hard to notice when vehicles are moving 21:01 <@JonnyH`Work> And we have some initial reveng stuff on how the 'accuracy' value is actually used 21:01 < Keise> evasion and accuracy stuff in the original was very weird 21:01 <@JonnyH`Work> but as yet not implemented... 21:01 < Keise> can't say it worked well 21:01 <@JonnyH`Work> Generally, things seem similar to the previous xcoms 21:02 < Keise> totally makes sense 21:02 < Keise> :) 21:02 <@JonnyH`Work> (but that tends to 'break' in realtime, like it doesn't lead shots so you end up demolishing the city half the time) 21:03 <@JonnyH`Work> that's one of the things I don't intend to be 'accurate to the original' with 21:03 < Keise> yea 21:04 < Keise> damage model was very simple 21:05 < Keise> I'll test some more stuff 21:05 <@JonnyH`Work> directional armor + health 21:05 <@JonnyH`Work> exactly the same calculations as the previous xcom's battlescape from what we can tell 21:05 < Keise> yea, damage - armor on the spot 21:06 < Keise> I remember rebalancing hoverbikes by impoving bottom armor on big UFOs 21:07 < Keise> how it works with pull requests by the way? 21:07 < Keise> if I clean it up eventually... 21:08 <@JonnyH`Work> BTW we have a clang-format script that automatically formats the code to the 'standard' style 21:08 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 21:09 < Keise> useful 21:09 <@JonnyH`Work> supsuper has some luck locally integrating that with his visual studio 21:09 <@JonnyH`Work> I don't really use windows so not much help unfortunately -_- 21:09 < Keise> I can figure out something.. 21:10 <@JonnyH`Work> if you install clang-3.8 21:10 <@JonnyH`Work> you can run 'clang-format.exe -i whatever.cpp' 21:10 <@JonnyH`Work> if it's run from the openapoc directory it'll automatically pick up the .clang-format settings file 21:11 <@JonnyH`Work> There's also a travis-ci (for linux) and appveyor (for window) CI setup on my personal github (https://github.com/JonnyH/OpenApoc) - I tend to use that as a 'staging' point for stuff before I push to pmpro 21:13 <@JonnyH`Work> the travis one also does a clang-check static analysis pass, if you find that useful 21:14 < Keise> okay 21:16 < SupSuper> you can also install the clang-format vs addon and do it in vs 21:17 < SupSuper> but that's about your only windows options :p 21:17 <@JonnyH`Work> SupSuper: That's nothing that can be put 'into' the repostory and kept in git is it? 21:18 < SupSuper> nah 21:18 <@JonnyH`Work> :( 21:18 < SupSuper> i put a clang-win-format.bat in git you can use if you want 21:18 < SupSuper> it just clang-formats everything in source subfolders, possibly too much 21:18 < SupSuper> installing clang is pretty straightforward 21:33 < Keise> looks like plugin works 21:33 < Keise> fixed 0 lines lol 21:33 <@JonnyH`Work> Then we don't have to fight about tabs/spaces :) 21:38 < SupSuper> you have to highlight what you wanna format with the plugin 21:38 < SupSuper> it's not great :p 21:47 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 21:58 -!- Skin36_ [~Skin36000@185.3.32.46] has joined #OpenApoc 21:58 < Skin36_> hi 21:59 <@JonnyH`Work> hi Skin36_ 22:01 < Skin36_> I found out how to appear portals, their movement and timing of UFO 22:03 <@JonnyH`Work> Nice 22:03 <@JonnyH`Work> So are they completely random? 22:03 < Skin36_> offset in save game b0(dword) is timer for portals jamp and ufo 22:03 <@JonnyH`Work> Or are there specific locations it chooses 22:04 < Skin36_> LOWORD(v2) = make_random(2820); 22:04 < Skin36_> v3 = 135 * v2; 22:04 < Skin36_> LOWORD(v4) = make_random(3600); 22:04 < Skin36_> portal_replace_count = 36 * v4 + 16 * v3 + 3110400; 22:04 < Skin36_> portal_replace(); 22:05 < Skin36_> its timer 22:05 < Skin36_> 3110400/36/60/60=24 hour 22:05 < Skin36_> interval 24...48 22:06 < Skin36_> 1 interval 0...18 hour 22:07 < Skin36_> portal jump does not depend on the complexity, but only on the week. The higher the week, the more likely to jump on. 22:08 <@JonnyH`Work> 2820*135*16 + 3600*36 = 6220800 = 36*60*60*48 = 48 hours? 22:09 < Skin36_> 6220800+3110400=48 22:10 <@JonnyH`Work> so it's not 24..48 hours, but 24..72? 22:10 < Skin36_> sorry? yes 22:10 <@JonnyH`Work> as it's 24 + (rand(0-48)) hours 22:10 < Skin36_> 24...72 22:11 < Skin36_> I do not understand why they made such a complex formula, rather than a single value 22:12 <@JonnyH`Work> presumably as a 16-bit imul(135) then a 32bit(shift 4) is cheaper than an imul(32)? 22:12 <@JonnyH`Work> sorry, 32-bit wide imul? 22:13 <@JonnyH`Work> but 2 calls to rand()? Not sure 22:13 < Skin36_> its no rand 22:14 <@JonnyH`Work> make_random() sorry :P 22:14 < Skin36_> ah 22:14 < Skin36_> their own function 22:15 <@JonnyH`Work> I mean logcally it's kinda random(0-47 hours) +_ random(0-59 minutes) 22:16 < Skin36_> yes 22:16 <@JonnyH`Work> but I don't know what that gives you different to random(0-48 hours) :P 22:17 < SupSuper> granularity? 22:17 < SupSuper> so you don't stare waiting for the hourly tick 22:18 <@JonnyH`Work> I mean random(0...9331200) as it's all in integer ticks 22:18 <@JonnyH`Work> Surely that's the same thing? 22:18 < SupSuper> true. saves on bits? :p 22:19 <@JonnyH`Work> It's all packed into a 32bit register anyway? 22:20 < Skin36_> yes 22:20 <@JonnyH`Work> MAybe make_random() doesn't copy with numbers that high 22:20 <@JonnyH`Work> so they split it for granularity, as you said sup 22:20 < Skin36_> http://shot.qip.ru/00knEU-4tfn6TMUu/ 22:21 < Skin36_> make_random() 22:21 <@JonnyH`Work> it uses libc rand)? 22:21 <@JonnyH`Work> and...the mouse position?? 22:21 < Skin36_> yes 22:21 < Skin36_> yes 22:21 <@JonnyH`Work> huh 22:21 <@JonnyH`Work> I guess it might be the libc they used (Wacom?) had limitations as to it's rand() 22:21 < SupSuper> that's an interesting way to seed it 22:21 <@JonnyH`Work> maybe it only returned a 16-bit integer? 22:22 < SupSuper> so after 10000 goes it rerolls to keep you guessing 22:22 <@JonnyH`Work> no, it srand(rand) 22:23 <@JonnyH`Work> so it's still deterministic on the rand() implementation 22:23 <@JonnyH`Work> so that gives you nothing 'more' random than just calling rand() without the 'reseed' 22:23 < SupSuper> it feels like the whole "the more stuff we add to it the more random it'll be!" 22:25 <@JonnyH`Work> Yeah, cargo-cult randomness :) 22:25 < Skin36_> ) 22:25 <@JonnyH`Work> Unless there were noticable issues with a terrible libc rand() 22:26 <@JonnyH`Work> int make_random() { return 4; } 22:26 <@JonnyH`Work> much simpler :) 22:27 < SupSuper> as long as all the shots miss :p 22:28 <@JonnyH`Work> Anyway... seriously... Anyone in portugal hiring an opengl driver engineer? :P 22:28 < Skin36_> I tested, values are quite different ) 22:28 < SupSuper> JonnyH`Work: what's happening? 22:28 <@JonnyH`Work> 'brexit' :P 22:29 < SupSuper> well you're technically not in the uk atm 22:29 <@JonnyH`Work> The number of people who came up to me today asking "What are you going to do now?" 22:29 <@JonnyH`Work> makes it sound like some kind of doomsday scenario 22:29 <@JonnyH`Work> so I can only assume they know something I don't 22:29 < SupSuper> well i think everyone's been asking that to every immigrant 22:30 < SupSuper> but you have to be pretty desperate to look at portugal as a positive job market :P 22:30 <@JonnyH`Work> :P 22:32 <@JonnyH`Work> It's a shame as it directly causing my brother lose his job 22:32 <@JonnyH`Work> But I guess that's your own fault for speciaising in EU law :P 22:35 < Skin36_> sorry, can we add portal in map ? 22:35 -!- Skin36_ is now known as Skin36 22:35 <@JonnyH`Work> Probably, I guess I'll have to create a new TileObject 22:35 <@JonnyH`Work> You could add it as a Dooddad but that's not interact-able 22:36 < Skin36> 3 portals 22:36 < Skin36> x_portal_coord = make_random(99) 22:36 < Skin36> y_portal_coord = make_random(99) 22:36 < Skin36> z_portal_coordmake_random(6)+2 22:36 < Skin36> tile=0 22:36 <@JonnyH`Work> So, it's just a random position with a z from 2..8 22:36 < SupSuper> are portals interactable? 22:36 <@JonnyH`Work> You can 'go to location' on them 22:36 <@JonnyH`Work> But you can also 'go to location' on crashed ufos 22:37 <@JonnyH`Work> so there's 'more magic' that we don't implement their either 22:37 <@JonnyH`Work> That reminds me... when a UFO crashes above a building 22:37 <@JonnyH`Work> I magically shifts sideways so it always hits the ground not the building 22:38 <@JonnyH`Work> I wonder if there's a flag in the tile or something that says it's a building or the ground? 22:38 < Skin36> before raid the portals make jump 22:39 < Skin36> for portals empty tile 22:39 < Skin36> *needs 22:40 <@JonnyH`Work> so... if you want a portal-free cityscape 22:40 <@JonnyH`Work> just park a hoverbike in all 60000 possible tiles? :P 22:40 <@JonnyH`Work> Does it re-random if it's not empty? 22:40 <@JonnyH`Work> Or something else? 22:40 < Skin36> yes 22:41 <@JonnyH`Work> so that'll actually probably lockup as it constantly randomises the location and find it's full, forever... 22:41 <@JonnyH`Work> maybe not a good idea then =/ 22:42 < SupSuper> it worked for base modules :p 22:43 <@JonnyH`Work> and I already had to reorder the module spawning order to work around that :P 22:43 < SupSuper> keep moving left until you find a free tile? the building can't be that big 22:44 <@JonnyH`Work> Keep a list of posible locations and randomise within that? then you can special case "0 possible locations, PANIC!" 22:45 < Skin36> http://pastebin.com/1Vk0gkuC 22:45 <@JonnyH`Work> but 'creating anew list of 100000 tiles' sounds like a bad idea :P 22:45 < SupSuper> if that happens you've reached the meat planet 22:46 <@JonnyH`Work> Skin36: what's that? 22:48 < Skin36> jamp portals 22:48 < Skin36> v6 = (*(x_coord) - (2 * week_count + 15); 22:48 < Skin36> v7 = make_random((4 * week_count + 30)); 22:48 < Skin36> new_x_coord = v6 + v7 22:49 <@JonnyH`Work> ((v21 + 2)>>16) and ((v21 + 22)>>16) are the x_coord and y_coord? 22:50 <@JonnyH`Work> Seems to clamp them between -10 and 110 too 22:50 <@JonnyH`Work> Seems a little odd, as clamping to JUST_OUTSIDE_THE_MAP doesn't really make sense to me? 22:50 < Skin36> yes 22:50 <@JonnyH`Work> Oh no wait 22:51 <@JonnyH`Work> portals can be in the 'endless grass outside the city' right? 22:51 <@JonnyH`Work> I guess by at most 10 tiles 22:51 <@JonnyH`Work> I might have to tweak my tileview code 22:51 <@JonnyH`Work> as I've been assuming nothing usable actually exists out there... 22:51 <@JonnyH`Work> so you can't move a vehicle there or anything 22:52 < Skin36> I checked the coordinates stored in the game, they were sometimes -2 and so on 22:52 <@JonnyH`Work> Balls 22:52 <@JonnyH`Work> So much for simplicity 22:52 <@JonnyH`Work> But then what else did we expect from apoc... 22:57 < Skin36> *(v21 + 2) = v24; 22:57 < Skin36> *(v21 + 12) = v25; 22:57 < Skin36> *(v21 + 22) = v22; x,y,z 22:57 < Skin36> oh time to go bed 23:00 -!- pagurus [~user@p4FD6C574.dip0.t-ipconnect.de] has joined #OpenApoc 23:00 <@JonnyH`Work> night Skin36 23:02 < Skin36> night :) 23:02 -!- Skin36 [~Skin36000@185.3.32.46] has left #OpenApoc [] 23:26 <@JonnyH`Work> I'm off, have a good evening 23:26 -!- You're now known as JonnyH`Away 23:39 -!- nadir [uid134094@gateway/web/irccloud.com/x-sdtpvfbaoysohwzp] has quit [Quit: Connection closed for inactivity] 23:44 -!- nadir [uid134094@gateway/web/irccloud.com/x-lrugpwfuegpyvmrt] has joined #OpenApoc --- Day changed Sat Jun 25 2016 00:55 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 00:56 -!- SupSuper 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[~colombo@124.197.25.143] has quit [Remote host closed the connection] 23:21 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 23:24 < nadir> Ok I shall ask my Apoc question here because this is where the Apoc specialists are :v 23:24 < nadir> Is there any point in grabbing the wrecks of unmanned UFOs if I've already researched them? 23:29 < SupSuper> nope 23:29 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 23:31 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 23:31 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:43 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 23:52 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 23:55 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 23:57 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc --- Day changed Sun Jun 26 2016 00:04 -!- Colombo1 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<@JonnyH`Work> there's some info in how the alien dimension spawns UFOs in the ufopaedia.org... 18:30 <@JonnyH`Work> and IIRC that changes what 'missions' are chosen 18:32 < Skin36> it is not necessary, and so I can see) 18:47 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:15 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:45 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:09 -!- Skin36 [~Skin36000@46.63.239.112] has left #OpenApoc [] 23:21 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Tue Jun 28 2016 01:17 -!- You're now known as JonnyH`Away 01:31 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 01:48 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 04:10 -!- pagurus [~user@pD950CA0B.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:11 -!- pagurus 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You're now known as JonnyH 16:51 -!- scionga [~scionga@111.53.222.87.dynamic.jazztel.es] has joined #OpenApoc 16:51 -!- scionga2 [~scionga@123.0.16.95.dynamic.jazztel.es] has quit [Ping timeout: 244 seconds] 17:41 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 17:41 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 17:49 -!- Skin36_ [~Skin36000@46.63.239.112] has joined #OpenApoc 18:07 -!- pagurus [~user@p4FD6C283.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-qbitnvpkbzkztuxz] has quit [Quit: Connection closed for inactivity] 18:22 -!- You're now known as JonnyH`Work 18:30 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:04 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 19:32 -!- nadir [uid134094@gateway/web/irccloud.com/x-addwpxpfoznbocxx] has joined #OpenApoc 19:48 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 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Skin36_ [~Skin36000@185.3.34.12] has joined #OpenApoc 18:46 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:27 < Skin36_> hi 19:29 <@JonnyH`Work> good afternoon 19:29 <@JonnyH`Work> ..or whatever it is wherever you are :P 19:29 < Skin36_> http://shot.qip.ru/00knEU-6tfn6TMX3/ 19:30 <@JonnyH`Work> Is that the editor? 19:31 < Skin36_> I downloaded from the beta file organizations(ORGS.001) 19:31 < Skin36_> in editor 19:32 < Skin36_> what mean "members" im dont know 19:32 <@JonnyH`Work> Might be how many people 'work' for it? 19:33 < Skin36_> maybe 19:38 < SupSuper> it's great getting to see all these variables and realizing programmers' greatest weakness: names 19:44 < Skin36_> combat value not use in final version 19:45 < Skin36_> is the sum of the combat power of the organization veh 19:46 -!- Skin36_ [~Skin36000@185.3.34.12] has left #OpenApoc [] 19:52 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:53 -!- Colombo1 [~colombo@124.197.25.143] has 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[~user@pD950F6E8.dip0.t-ipconnect.de] has joined #OpenApoc 01:00 -!- nadir [uid134094@gateway/web/irccloud.com/x-xcvkcmgxxnydigga] has joined #OpenApoc 01:01 -!- You're now known as JonnyH`Away 02:14 -!- You're now known as JonnyH 03:39 -!- You're now known as JonnyH`Away 04:12 -!- pagurus [~user@pD950F6E8.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:13 -!- pagurus [~user@p4FD6C3AF.dip0.t-ipconnect.de] has joined #OpenApoc 05:19 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 05:29 -!- nadir [uid134094@gateway/web/irccloud.com/x-xcvkcmgxxnydigga] has quit [Quit: Connection closed for inactivity] 05:34 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 07:11 -!- nadir [uid134094@gateway/web/irccloud.com/x-allzsrdqtvwixsrf] has joined #OpenApoc 09:29 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 10:08 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 10:43 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:09 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:26 -!- pagurus [~user@p4FD6C3AF.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 12:45 -!- pagurus [~user@p4FD6C3AF.dip0.t-ipconnect.de] has joined #OpenApoc 13:03 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 14:48 -!- pagurus [~user@p4FD6C3AF.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 14:54 -!- Keise [~Batt@69-165-146-6.dsl.teksavvy.com] has joined #OpenApoc 14:55 -!- You're now known as JonnyH 14:55 < Keise> hey 14:55 <@JonnyH> good morning 14:56 < Keise> as I dived deeper into the code I have stuff to discuss :) 14:57 < Keise> UI for example 14:57 <@JonnyH> Oh? 14:57 < Keise> I need agression/heigth buttons on the vehicle to work 14:58 < Keise> but couldn't figure out how to add those 14:58 <@JonnyH> So the UI is kinda mix of a definition in an xml file 14:58 <@JonnyH> and code 14:59 < Keise> so I need xml definition first? 14:59 < Keise> and then callback in the code 14:59 <@JonnyH> Yeah, you probably want to add a to data/UI/city/city.xml for the right tab 15:00 <@JonnyH> you might also need to dig through the data files to find which image is the 'correct' image to use for when the button is depressed 15:00 < Keise> yea and probably coords too 15:02 <@JonnyH> I have .pngs of most of the images here: 15:02 <@JonnyH> http://s2.jonnyh.net/pub/list/extracted/ufodata/ 15:02 <@JonnyH> Might make it easier to find what matches :) 15:02 < Keise> nice 15:02 <@JonnyH> And 'caus there's no visual editor I keep getting the coords a few pixels out 15:02 <@JonnyH> and end up having to tweak it manually after running... 15:03 <@JonnyH> I think 'icon_m' is where most of the other city UI buttons are, so it's probably one of those 15:06 <@JonnyH> And before you complain, we kinda know it's not the best UI system in the world 15:06 <@JonnyH> We seem to have got stuck between 'declarative UI in xml' and 'define UI in code' 15:06 <@JonnyH> and ended up with the worst of both worlds -_- 15:07 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 264 seconds] 15:08 < Keise> that'll do it for now 15:09 < Keise> I want to update city pathfinder as well so it tried to stay at required height 15:10 < Keise> in original it just went diagonally until it reached 15:11 <@JonnyH> Keise: Maybe modifiy the weight so it 'costs less' to move along the correct height? 15:15 < Keise> hm.. that might do it 15:16 < Keise> and finally, pull requests 15:17 -!- You're now known as JonnyH`Work 15:17 < Keise> you have access to pmprog repo? 15:17 <@JonnyH`Work> yup 15:17 <@JonnyH`Work> sup too 15:17 < Keise> or I can PR to yours 15:17 <@JonnyH`Work> pmprog tends to act as 'upstream' so use that 15:18 < Keise> oke 15:18 <@JonnyH`Work> I like using mine to try out crazy things, probably best not relying on it 15:18 < Keise> yea, I forked pmprog's 15:18 < Keise> doing stuff on the branches anyway 15:29 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 15:33 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 15:49 -!- pagurus [~user@p4FD6C3AF.dip0.t-ipconnect.de] has joined #OpenApoc 15:54 -!- pagurus [~user@p4FD6C3AF.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 15:55 -!- pagurus [~user@p4FD6C3AF.dip0.t-ipconnect.de] has joined #OpenApoc 17:33 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 17:48 -!- pmprog [~quassel@2a02:c7f:6417:100:2c25:52d7:b81d:6854] has joined #OpenApoc 17:48 -!- mode/#OpenApoc [+o pmprog] by ChanServ 17:54 -!- Skin36_ [~Skin36000@46.63.147.150] has joined #OpenApoc 17:54 -!- Skin36_ is now known as Skin36 19:12 -!- Skin36 [~Skin36000@46.63.147.150] has quit [Ping timeout: 276 seconds] 19:28 -!- Skin36 [~Skin36000@85.26.183.241] has joined #OpenApoc 19:39 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:55 -!- pmprog [~quassel@2a02:c7f:6417:100:2c25:52d7:b81d:6854] has quit [Remote host closed the connection] 20:38 -!- Skin36 [~Skin36000@85.26.183.241] has quit [Ping timeout: 240 seconds] 21:04 -!- Skin36 [~Skin36000@85.26.183.241] has joined #OpenApoc 21:21 -!- Skin36 [~Skin36000@85.26.183.241] has quit [Ping timeout: 240 seconds] 21:22 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 22:49 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 23:22 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 23:24 -!- You're now known as JonnyH`Away --- Day changed Sat Jul 02 2016 00:02 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 01:24 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 04:10 -!- pagurus` [~user@pD950E21B.dip0.t-ipconnect.de] has joined #OpenApoc 04:11 -!- pagurus` [~user@pD950E21B.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:11 -!- pagurus` [~user@pD950E21B.dip0.t-ipconnect.de] has joined #OpenApoc 04:12 -!- pagurus` [~user@pD950E21B.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:12 -!- pagurus` [~user@pD950E21B.dip0.t-ipconnect.de] has joined #OpenApoc 04:12 -!- pagurus [~user@p4FD6C3AF.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:13 -!- pagurus` [~user@pD950E21B.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:14 -!- pagurus [~user@pD950E21B.dip0.t-ipconnect.de] has joined #OpenApoc 04:19 -!- nadir [uid134094@gateway/web/irccloud.com/x-allzsrdqtvwixsrf] has quit [Quit: Connection closed for inactivity] 04:50 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 04:50 < openapoc-git> [OpenApoc] idshibanov opened pull request #72: Gameplay: vehicle altitude and attack mission (master...gameplay/vehicles) https://git.io/vKvCR 04:50 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 04:54 < Keise> heh, nice bot 04:54 -!- Keise 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[uid134094@gateway/web/irccloud.com/x-fhguiipdtmfwvbfq] has joined #OpenApoc 17:39 -!- You're now known as JonnyH 17:50 -!- Skin36_ [~Skin36000@46.45.204.137] has joined #OpenApoc 17:50 < Skin36_> hi 17:50 <@JonnyH> good morning Skin36_ 17:51 < Skin36_> :) 17:52 < Skin36_> Have you heard about the bids and the auction of the game? 17:52 <@JonnyH> Huh? No? 17:52 <@JonnyH> Is that related to 'buying buildings'? 17:53 <@JonnyH> And was disabled for release? 17:53 < Skin36_> It seems it was not realized, but remained in the game functions 17:53 <@JonnyH> Like half the stuff on apoc :P 17:54 < Skin36_> I do not even know what they want to buy or sell at auction) 17:54 <@JonnyH> I seem to remember some stings being in the same chunk for buying/selling buildings talking about auctions 17:56 < Skin36_> http://pastebin.com/7GB8yYfB 17:57 <@JonnyH> Workforce/wages? 17:57 <@JonnyH> I guess it was intended for you to be able to buy businesses? 17:57 < Skin36_> hm 18:02 -!- Skin36_ [~Skin36000@46.45.204.137] has quit [Ping timeout: 276 seconds] 18:16 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:17 <@JonnyH> Hey SupSuper 18:21 < SupSuper> hey 18:21 < SupSuper> is openapoc dead yet? :p 18:22 <@JonnyH> nope, I've acutally got a bit of time today 18:22 -!- Skin36_ [~Skin36000@178.34.161.185] has joined #OpenApoc 18:23 <@JonnyH> just having a look at that vehicle altitude & attack mission stuff 18:28 < Skin36_> my internet lose ) 18:28 <@JonnyH> Though part of me is saying if I wanted to 'finish' this in a sane time 18:29 <@JonnyH> we should have started with something like java/c# 18:30 < Skin36_> This function provides a graphical interface to the auction. I can try to call her 18:30 < SupSuper> JonnyH: oh no, you're falling to the xenocide effect :p 18:31 < Skin36_> the auction sold the building 18:32 <@JonnyH> MOAR REWRITES 18:32 <@JonnyH> naa, I think this is the point where 'starting again' is slower :P 18:33 <@JonnyH> Skin36_: Sold an x-com building to a 3rd party? Or can a 3rd party building be purchased by x-com? 18:33 < SupSuper> i don't know any similar low-level java/c# apis anyways 18:34 < SupSuper> besides crude GL wrappers :p 18:35 <@JonnyH> or completely overblown frameworks like unity/'game engine de jour' 18:36 < Skin36_> http://shot.qip.ru/00knEU-5tfn6TMZr/ 18:39 < SupSuper> JonnyH: everyone knows the 'game engine de jour' is webdev ;) 18:40 <@JonnyH> html5 bro 18:40 <@JonnyH> Skin36_: I suspect that's one game system we're not going to implement for v1.0 :p 18:40 <@JonnyH> I really don't know how tacking on a company management sim will help the game... 18:41 < SupSuper> finally i can sue the cult of sirius out of business! 18:45 < Skin36_> This has some advantages ... found the name for the field structure of the building ... 18:45 < Skin36_> http://shot.qip.ru/00knEU-2tfn6TMZt/ 18:45 <@JonnyH> Yeah, we would never have guessed those :P 18:46 <@JonnyH> are the last 2 the same string? 18:46 <@JonnyH> 'Fixed costs'? 18:47 < Skin36_> sorry 18:47 < Skin36_> v39 = read_string(37u, 116u); // Current income: 18:47 <@JonnyH> Oh, cool 18:47 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 18:47 < openapoc-git> [OpenApoc] JonnyH pushed 7 new commits to master: https://git.io/vKUmv 18:47 < openapoc-git> OpenApoc/master d1d533e Ivan Shibanov: Very basic AttackVehicle mission & fixed vehicle accuracy calculation 18:47 < openapoc-git> OpenApoc/master 0329965 Ivan Shibanov: Follow logic 18:47 < openapoc-git> OpenApoc/master 2dc0439 Ivan Shibanov: Extra checks/avoid extra pathfinding 18:47 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 18:47 < Skin36_> Ivan Shibanov who is 18:47 < Skin36_> ) 18:48 <@JonnyH> 'Keise' - popped up a week or so back offered to help 18:48 < Skin36_> cool 18:48 <@JonnyH> More help is always welcome :) 18:48 <@JonnyH> And seems to work for me, and that's my criteria for merging at this point 18:51 < SupSuper> everyone wants to get the shooty bang bang done ;) 18:51 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 18:51 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vKUmn 18:51 < openapoc-git> OpenApoc/master d8ce549 Jonathan Hamilton: Make clang-tidy pass save replacements to a file... 18:51 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 18:55 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 18:55 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vKUmz 18:55 < openapoc-git> OpenApoc/master 43d69f1 Jonathan Hamilton: Update TODO... 18:55 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 19:20 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 19:44 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:22 -!- Skin36_ [~Skin36000@178.34.161.185] has left #OpenApoc [] 20:27 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:32 -!- Keise [~Batt@69-165-146-6.dsl.teksavvy.com] has joined #OpenApoc 20:42 < Keise> hey JonnyH, thanks for the merge 20:42 <@JonnyH> No problem 20:42 < Keise> had more questions for you but can't recall them now lol 20:42 <@JonnyH> Thanks for the work :) 20:43 <@JonnyH> You should keep poking me until I 'fix' selection 20:43 <@JonnyH> And we probably need a check in the 'looking for someone to shoot at' 20:43 <@JonnyH> to prefer the 'current target' - as AFAICT in the original if you manually 'attacked' a vehicle it'll shoot at it even if you're not hostile 20:43 <@JonnyH> and shoot that in preference if multiple enemies are in range 20:43 < Keise> yea 20:44 < Keise> still have couple things to fix 20:45 < Keise> and I have no idea how "agressive" mode compares to "evasive" 20:45 < Keise> tested stuff in the original but seen no difference 20:46 <@JonnyH> I 'think' it's the range from the target they stop approaching and start moving sideways etc. 20:46 < Keise> probably.. I had idea similar to the interception modes in first x-com 20:47 <@JonnyH> I assume everything is the same as the previous xcoms unless proven otherwise :P 20:47 < Keise> heh 20:48 < Keise> and yeah, the distance between targets is calculated in tiles in the code 20:49 < Keise> but weapon have some arbitrary numbers like 400 20:49 < Keise> so right now it pretty much ignores the distance :) 20:49 <@JonnyH> I think it subdivides the tiles into the voxel submunits 20:50 <@JonnyH> so each tile is actually 32x32x16? 20:50 <@JonnyH> it'll probably make sense if it uses those units for other values (like the range etc.?) 20:51 <@JonnyH> Assuming it's actually 'range', not 'lifetime' or something 21:09 < SupSuper> or it'll be like the first xcom where the units make no sense :P 21:30 < Keise> something to test I guess 21:31 <@JonnyH> All the units used in vehicle movement are also kinda 'made up' for now 21:31 <@JonnyH> like the distance each moves per 'tick' etc. 21:32 < Keise> by the way, map Z is capped at 10 right now, but UFO/highest altitude setting is at 11 21:33 < Keise> plus on X&Y map is also bigger somewhat 21:33 <@JonnyH> Skin36 already pointed out in 'vanilla' objects could get -10/+10 outside the map in x/y 21:34 <@JonnyH> So I know I'm going to have to relax those restructions... 21:35 < Keise> dimensions are coming from the map extractor right now? that's the only place where I found them 21:35 <@JonnyH> Yup 21:36 <@JonnyH> I assumed the map size == the 'playable area' size 21:36 <@JonnyH> but clearly that's not quite right 21:37 <@JonnyH> Right, I'm off for the day (likely) 21:37 <@JonnyH> I'll probably be on tomorrow 21:38 -!- You're now known as JonnyH`Away 21:56 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Read error: Connection reset by peer] 23:49 < Keise> hmm.. right now it hits the target only on a straigth line 23:49 < Keise> one tile higher or one tile to the side and it passes right through 23:50 < Keise> armor/damage model is almost ready btw 23:51 < Keise> have to figure out how to properly blow up vehicles --- Day changed Tue Jul 05 2016 04:15 -!- pagurus [~user@p4FD6C35A.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:15 -!- pagurus [~user@p4FD6C435.dip0.t-ipconnect.de] has joined #OpenApoc 04:26 -!- Keise [~Batt@69-165-146-6.dsl.teksavvy.com] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Now with extra fish!] 05:18 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 10:39 -!- nadir [uid134094@gateway/web/irccloud.com/x-fhguiipdtmfwvbfq] has quit [Quit: Connection closed for inactivity] 10:43 -!- nadir [uid134094@gateway/web/irccloud.com/x-jeykxyglwtowgkmk] has joined #OpenApoc 11:31 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:49 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:01 -!- Keise [~Batt@69-165-146-6.dsl.teksavvy.com] has joined #OpenApoc 12:01 -!- Keise [~Batt@69-165-146-6.dsl.teksavvy.com] has quit [Client Quit] 12:01 -!- Keise [~Batt@69-165-146-6.dsl.teksavvy.com] has joined #OpenApoc 13:30 -!- Keise [~Batt@69-165-146-6.dsl.teksavvy.com] has quit [Quit: Try HydraIRC -> http://www.hydrairc.com <-] 15:02 -!- You're now known as JonnyH 16:30 -!- You're now known as JonnyH`Work 17:02 -!- Keise [8a3376b0@gateway/web/freenode/ip.138.51.118.176] has joined #OpenApoc 17:04 < Keise> hey Jonny, got a minute? I need a hint 17:04 <@JonnyH`Work> sure 17:04 < Keise> I'm blowing up a vehicle, using tile->removeFromMap() (judging by the scenery code) 17:05 < Keise> plus shadowtile->remove 17:05 < Keise> however vehicle is still in the UI list and probably sits somewhere else 17:06 < Keise> obviously it crashes if you try to assign order to one 17:06 <@JonnyH`Work> removeFromMap just removes it from the (non-persistant) tilemap state 17:06 <@JonnyH`Work> you also need it remote from gamestate->vehicles? 17:06 < Keise> state.vehicles.erase() didn't do it either 17:06 <@JonnyH`Work> Is the ui list keeping a reference on top of that? It probably shouldn't... 17:07 < Keise> yea, I'm not sure if it's just a reference left or it is stored somewhere else 17:08 < Keise> I can PR again once I figure it out.. 17:09 < Keise> forgot that rear armour on the hawk 3 times stronger than front.. 17:10 < Keise> thought I have a bug in the code when tested lol 17:12 <@JonnyH`Work> Is that a data-entry bug do you think? Wouldn't be the first one :P 17:12 <@JonnyH`Work> But I suspect if something is holding an sp or StateRef outside the 'serialisable' state it's probably a bug 17:13 <@JonnyH`Work> they should hold weak references if possible (IE the ID string, and copy with it disappearing) 17:13 <@JonnyH`Work> if it /is/ in the serializable state 17:13 < Keise> oh, I can save it and check xml? 17:14 <@JonnyH`Work> then we might need a removeObjectFromAllPossibleRefences() helper then, like the research stuff 17:14 <@JonnyH`Work> Sure, if the ID of a removed object still exists in the saved xml 17:14 <@JonnyH`Work> that's an indicator of a bug 17:14 < Keise> that's a lead 17:15 <@JonnyH`Work> TBH I was thinking of adding 'create'/'remove' helpers for all StateObjects 17:15 <@JonnyH`Work> so they can guarantee unique IDs etc. 17:15 <@JonnyH`Work> and instead of having 'this object is deleted, that object has to go through a remove() helper' it'll be consistend... 17:16 < Keise> yea, that's a way to go 17:16 < Keise> and it would be easier to jump in and call generic remove instead of figuring out all possible references 17:19 <@JonnyH`Work> Maybe I should add a 'weak' StateREf<> ? 17:19 <@JonnyH`Work> instead of having to keep the ID string and re-resolve... 17:26 < Keise> sounds better 17:27 < Keise> but not too sure here since I haven't looked much at gamestate code 17:27 <@JonnyH`Work> Probably for the best 17:27 <@JonnyH`Work> I keep trying to replace it 17:28 <@JonnyH`Work> then ending something that is even worse... 17:28 <@JonnyH`Work> just make sure every time you modify a gamestate class 17:28 <@JonnyH`Work> you fixup the corresponding serializeIn/serializeOut too 17:29 <@JonnyH`Work> I was trying to make that serialiation code autogenerated 17:29 <@JonnyH`Work> but introspection in c++ is a mess of templates (or X-macros) if you want compile-time introspeciton 17:30 <@JonnyH`Work> then I was looking at generating that from a common source 17:30 <@JonnyH`Work> but then that ended up trying to implmenent half the c++ type system in it's 'simpler' format... 17:30 <@JonnyH`Work> so I shelved it for now 17:31 <@JonnyH`Work> (ideas welcome though :) 17:32 -!- Keise [8a3376b0@gateway/web/freenode/ip.138.51.118.176] has quit [Ping timeout: 250 seconds] 17:33 -!- Keise [8a3376b0@gateway/web/freenode/ip.138.51.118.176] has joined #OpenApoc 17:34 < Keise> hm.. webchat hangs 17:34 <@JonnyH`Work> Never had much luck with that myself 17:34 <@JonnyH`Work> Hence my irc-client-on-a-random-vps 'solution' :P 17:35 < Keise> don't have irc client on this laptop 17:35 < Keise> anyway 17:36 < Keise> you're saying that tiles are not permanent 17:36 < Keise> if I just cleanup gamestate 17:36 <@JonnyH`Work> NAa, the 'tileMAp' is just an 'optimisation' of 3d-lookup 17:36 <@JonnyH`Work> it shouldn't be definitive for tile existance (and it's not kept in the serialised state, but re-generated at serialisation load) 17:37 < Keise> I see 17:37 <@JonnyH`Work> that was the plan at least 17:39 < Keise> I remember you mentioned voxel stuff for collisions 17:40 <@JonnyH`Work> Yeah, the collision code first tests the TileMap to see if any objects are in the tile 17:40 <@JonnyH`Work> then for each object starts looping through their voxels for collision detection 17:40 <@JonnyH`Work> It's also used for pathfinding, as 'any' objects in a tile block it for pathing 17:41 < Keise> so it basically for everything? mouse clicks as well 17:41 <@JonnyH`Work> (any collideable objects that is, so scenery & vehicles, not doodads and projectiles) 17:41 <@JonnyH`Work> mouse clicks use the 'same' collision detection, so yes 17:42 <@JonnyH`Work> though as you showed the voxels don't quite line up to the 'visual' sprites 17:42 <@JonnyH`Work> which makes clicking on vehicles kinda annoying 17:42 <@JonnyH`Work> so I might change that to match the visual sprite 17:42 < Keise> yea and valkyrie shoots itself 17:42 < Keise> and blows up 17:42 <@JonnyH`Work> So it spawns it's own projectiles 'inside' it's voxel map? 17:42 <@JonnyH`Work> I don't know how the original dealt with that 17:42 < Keise> looks like it 17:43 <@JonnyH`Work> if it has a 'magic' position outside the voxel it spawns projectiles 17:43 <@JonnyH`Work> or something like it ignores collisions from the 'firer' 17:43 < Keise> that might be a workaround 17:43 < Keise> however missile may hit the firer I think 17:44 <@JonnyH`Work> IIRC we just spawn projectiles in the middle of the tile 17:44 <@JonnyH`Work> so it might be quite a common problem for 'tall' vehicles... 17:44 <@JonnyH`Work> stuff like the hovercar are probably less than half a tile tall 17:44 <@JonnyH`Work> so they probably spawn projectiles 'above' the craft :P 17:44 < Keise> hawk is fine surprisingly 17:44 < Keise> it's my goto vehicle for tests 17:45 < Keise> where voxel signatures are defined? is it in game data? 17:46 <@JonnyH`Work> It's in the game state 17:46 <@JonnyH`Work> it's generated from the vehicle definitions in the 'origianl' data files 17:46 < Keise> oh 17:46 <@JonnyH`Work> on a half-guess value in the vehicle struct (which may be wrong :) 17:46 <@JonnyH`Work> 'caus it seems to be about right 17:46 <@JonnyH`Work> stuff like the scenery clearly has 16 voxel 'slices' in it's data 17:47 <@JonnyH`Work> while the vehicles seems to have one and a 'height' 17:47 <@JonnyH`Work> so I've assumed it's (height * that one slice) 17:47 <@JonnyH`Work> it might be something different in reality though 17:47 < Keise> interesting 17:47 <@JonnyH`Work> but playing the original seems to show some collision is a bit iffy anyway :P 17:47 <@JonnyH`Work> at least comparing visuals to what hits and what doesn't 17:48 < Keise> yea 17:48 < Keise> we might just fix the voxel models.. the vehicle list is not that big 17:48 <@JonnyH`Work> I suspect what I've done is mostly correct 17:48 <@JonnyH`Work> but think the 'height' might be off 17:49 <@JonnyH`Work> IE I've assumed it's starting at the 'bottom' of the tilke 17:49 <@JonnyH`Work> but it might actually be 'around' the tile center 17:49 < Keise> maybe 17:49 <@JonnyH`Work> which would explain why the collision voxels seem slightly 'lower' than the sprite 17:49 <@JonnyH`Work> (noticible when trying to click on a vehicle :) 17:49 < Keise> is there way to display them now? 17:49 <@JonnyH`Work> Not right now 17:50 <@JonnyH`Work> I could add a debug mode to dump collisions 17:50 <@JonnyH`Work> like for (every pixel on screen) test for collisions 17:50 <@JonnyH`Work> and colour differently depending on which object they collide 17:50 <@JonnyH`Work> maybe dump to an image 17:50 <@JonnyH`Work> it'll probably be too slow for a 'live' view 17:50 <@JonnyH`Work> but might be useful anyway... 17:50 < Keise> yea 17:51 < Keise> btw, none of the UFO stuff is in, right? 17:51 <@JonnyH`Work> Not yet 17:51 <@JonnyH`Work> IIRC they only difference is they have no 'inertia' (which isn't really implemented for vehicles anyway) as they turn 'instantly' 17:51 <@JonnyH`Work> and animate 17:52 <@JonnyH`Work> intertia/acceleration is something I've been meaning to look into for ages 17:52 <@JonnyH`Work> but we've never really figured out how the original did it 17:52 <@JonnyH`Work> so I could implement a mockup... but it'll probably be slightly 'wrong' 17:52 < Keise> I don't think that original was right either 17:53 <@JonnyH`Work> (though my plan is to make openapoc 'feel' the same as the original - small differences in implementation are OK) 17:53 <@JonnyH`Work> I seem to remember stuff 'stopped' instantly, but took time to accelerate 17:53 <@JonnyH`Work> but 'turning 'was just a visual effect 17:53 <@JonnyH`Work> IE it would instantly start moving in the desired direction, even as the sprite 'slowly' rotated 17:56 < Keise> yea, but gameplay-wise it's minor.. 17:56 <@JonnyH`Work> Yup 17:56 < Keise> collisions would be great to fix 17:57 <@JonnyH`Work> Yeah, the 'target' location is the same as the 'projectile' spawning location too 17:57 <@JonnyH`Work> so the issue I mentioned above means most vehicles are actually shooting slightly above the target :P 17:57 <@JonnyH`Work> would be nice to fix.. 17:58 <@JonnyH`Work> Maybe we should add a pass to find the 'middle' of a voxel map 17:58 <@JonnyH`Work> Probably something like the 'mean x/y/z of all filled voxels' would be good 17:58 < Keise> hmm 17:58 <@JonnyH`Work> it'll be like the 'center of mass' 17:59 < Keise> yea, it sounds right 17:59 < Keise> useful for debug too 17:59 <@JonnyH`Work> Hopefully I'll have a bit of time this afternoon after work to look into that properly 18:00 <@JonnyH`Work> but I want to get the research stuff 'finished' before moving on though 18:00 <@JonnyH`Work> though that's ending up depending on a lot of other systems (the next one is 'stores')... 18:00 < Keise> I was thinking about purchase screen/market after vehicles too 18:01 <@JonnyH`Work> organisation relations would be nice 18:01 <@JonnyH`Work> like actually becoming hostile to people if you shoot at them :) 18:02 <@JonnyH`Work> And 'attack building'... And fixing the 'support' code to re-enable building collapses... And a million other things (see: TODO.md :) 18:02 < Keise> that's the first file I looked at tbh :) 18:02 <@JonnyH`Work> If you fix something / realise something is missing 18:02 <@JonnyH`Work> please change accordingly 18:02 <@JonnyH`Work> Even if it's to 'split' a single item into multiple sub-items 18:04 < Keise> sure 18:52 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:52 -!- pmprog_laptop [~pmprog@2a02:c7f:6417:100:e989:e785:e6e2:2b58] has joined #OpenApoc 18:52 <@JonnyH`Work> hi pmprog_laptop 18:52 <@JonnyH`Work> ... and SupSuper I guess :P 18:55 < SupSuper> hello 18:56 < pmprog_laptop> Hi JonnyH`Work and SupSuper 18:56 < pmprog_laptop> and anyone else who's lurking :) 18:57 < pmprog_laptop> How's everyone doing? 18:58 <@JonnyH`Work> Good I suppose 18:58 <@JonnyH`Work> Big Project at work winding down, so might have some openapoc time again 18:58 <@JonnyH`Work> Keise is helping with some cool stuff soo, which is nice :D 18:59 <@JonnyH`Work> and I've gotta run for a meeting... back in a bit :) 18:59 < pmprog_laptop> I saw somebody send in a pull request 18:59 < pmprog_laptop> you know him? 18:59 < pmprog_laptop> ok 19:01 <@JonnyH`Work> pmprog_laptop: that was Keise 19:02 < pmprog_laptop> Worth adding him to the repo so he can commit directly? 19:02 <@JonnyH`Work> Probably, he's still around at least :) 19:03 <@JonnyH`Work> Nice quick meeting 19:03 <@JonnyH`Work> "Anything to talk about?".... "Nope?"... "Well, bye then" 19:04 < pmprog_laptop> I like those :) 19:04 < pmprog_laptop> Added him as a collaborator 19:05 < pmprog_laptop> Weird, as it's indicating that he needs to accept the invite, I'm sure it never did that when I added everyone else 19:05 <@JonnyH`Work> maybe they changed it? 19:05 <@JonnyH`Work> I can't remember what I did... 19:05 < pmprog_laptop> Possibly 19:06 < pmprog_laptop> Welcome aboard Keise :) 19:06 <@JonnyH`Work> but I think there was an issue where people could get 'spammed' through github w/adding people to projects... 19:06 <@JonnyH`Work> Right, now I'm going to run off for lunck :) 19:06 <@JonnyH`Work> ..lunch... 19:07 < pmprog_laptop> Enjoy 19:18 < Keise> hello 19:19 < Keise> thanks for the collab 19:20 < Keise> I've been bugging Jonny for the past week with questions :) 19:21 < pmprog_laptop> Hi Keise, no problems, glad you're interested in the project :) 19:26 < Keise> yea, I am a fan of apoc and good strategy games in general 19:28 < Keise> I'm planning to work mostly on gameplay.. vehicle-related stuff for now 19:29 < Keise> then maybe organizations or market 19:29 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:33 < pmprog_laptop> Sounds great 19:50 <@JonnyH`Work> heh, it's always a bit weird as a brit going to a 4th July party in the us.. 19:51 <@JonnyH`Work> People kept coming up to me seeminly thinking it was a national day of mourning in the UK or something... 19:51 -!- pagurus [~user@p4FD6C435.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 19:51 < pmprog_laptop> Just make sure you take plenty of tea :-) 19:51 <@JonnyH`Work> They had a swimming pool 19:51 <@JonnyH`Work> I should have brought some crates of tea so they could ritually thow them in ;) 19:52 < pmprog_laptop> That'll make for one huge cuppa then 19:52 <@JonnyH`Work> It's warm over here 19:52 <@JonnyH`Work> but not quite enough for a proper brew I'm afraid ;) 19:52 < pmprog_laptop> :D 19:52 <@JonnyH`Work> and chlorinated tea? No thanks... 19:52 <@JonnyH`Work> And how much milk would you need? 19:53 < pmprog_laptop> Just throw in a few cows 19:53 <@JonnyH`Work> I'm pretty sure we had a few full cows on the bbq... 19:54 < pmprog_laptop> :) 19:59 < pmprog_laptop> I really hate how I lose momentum on everything :( 19:59 <@JonnyH`Work> ? 19:59 <@JonnyH`Work> What project are you leaving now? 20:00 < pmprog_laptop> heh, I'm not leaving, but I've not worked on either Ivan or SJKT64 for a few days and I struggle to pick them up 20:02 <@JonnyH`Work> I feel like I've had a terribly unproductive week toio 20:02 <@JonnyH`Work> Fighting with the TI ddk for the omap5 20:02 <@JonnyH`Work> God knows what they've done 20:02 <@JonnyH`Work> but nothing works... 20:02 < pmprog_laptop> I really want to get back on Ivan, but I don't really know what to do about graphics. I was going to use a spritesheet, but as my sprites are quite large, I wasn't sure whether my spritesheet would be too large to upload to GPUs 20:02 <@JonnyH`Work> It's even more frustrating as I pulled the equivalent non-ti version from our internal repos 20:02 <@JonnyH`Work> and no issues... 20:03 <@JonnyH`Work> 4k is probably the realistic limit 20:03 < pmprog_laptop> So I was tempted to use Spriter, but that's a bit overkill 20:03 < pmprog_laptop> Hehe, I saw ED's post about the 3D driver, I take it that was your handy work? 20:03 <@JonnyH`Work> If you're ok with gl3 compatibility you can use array textures to increase that :) 20:03 < pmprog_laptop> I use Allegro... Does that help? 20:04 <@JonnyH`Work> errm... no 20:04 <@JonnyH`Work> https://twitter.com/EvilDragon1717/statuses/749769754659946497 20:04 <@JonnyH`Work> That's my hand on the video 20:04 <@JonnyH`Work> and I manageed to get someone else (aTc) to get to the same point to make sure it's not me doing something weird 20:04 <@JonnyH`Work> it's a the same point as the pandy (Not integrating with X, just taking over the display) 20:05 <@JonnyH`Work> I was hoping to do it properly with dri3 or wayland or something 20:05 <@JonnyH`Work> but after ~7 days fighting... Meh 20:05 < pmprog_laptop> Good work 20:05 <@JonnyH`Work> It wasn't much work really :) 20:05 <@JonnyH`Work> It was just putting together all the little bits I'd already done 20:05 < pmprog_laptop> But still good 20:06 <@JonnyH`Work> It's good as a proof of concept 20:06 <@JonnyH`Work> the HW is working 20:06 <@JonnyH`Work> everything then is 'just' software... 20:06 <@JonnyH`Work> If we really wanted to we could write our own wayland backend/xcompmgr/xf86-video driver to get everything working, the interfaces are 'public' so it's do-able 20:07 <@JonnyH`Work> just work :) 20:07 < pmprog_laptop> that's good news for the pyra project 20:07 <@JonnyH`Work> that's with the dra7xx drivers too 20:07 <@JonnyH`Work> (slightly hacked to recognise the 'omap5432' string) 20:07 -!- Keise [8a3376b0@gateway/web/freenode/ip.138.51.118.176] has quit [Quit: Page closed] 20:07 <@JonnyH`Work> Told you they were the same soc :) 20:08 < pmprog_laptop> :) 20:09 <@JonnyH`Work> for some reason ti have added some magic 'platform detection' code that was messing stuff up 20:09 < pmprog_laptop> There's a surprise 20:09 <@JonnyH`Work> so it only 'detected' one core (which it did with strcmp() on the soc name...) 20:09 <@JonnyH`Work> instead of using the 'num cores' register provided by the sgx for some reason 20:09 <@JonnyH`Work> VALUE ADD BABY 20:09 <@JonnyH`Work> aren't you glad TI paid someone to do that? 20:10 < pmprog_laptop> I wish they'd paid me to do it :D 20:10 < pmprog_laptop> Sounds like the sort of hacks I can do 20:10 -!- pagurus [~user@p4FD6C435.dip0.t-ipconnect.de] has joined #OpenApoc 20:10 <@JonnyH`Work> _aegis_ 'fixed' it IIRC 20:10 <@JonnyH`Work> by finding the function and hexediting it to "return 2;" 20:10 < pmprog_laptop> lol 20:12 < pmprog_laptop> Right, I'm shutting down for the evening. Maybe I'll find my fire again and I'll reappear with SJKT64, Ivan and a load of battlescape code for OpenApoc... I wouldn't hold my breath though 20:12 <@JonnyH`Work> Take a week off 20:13 <@JonnyH`Work> Ban yourself from a keyboard 20:13 <@JonnyH`Work> It works! 20:13 <@JonnyH`Work> (for me at least :) 20:13 < pmprog_laptop> It doesn't really, I've tried that, that's partly why I lost speed and motivation on Ivan and SJKT64 20:13 <@JonnyH`Work> but pls have a functional battlescape by Thursday 20:13 < pmprog_laptop> :) 20:13 <@JonnyH`Work> or I'll have to pop round yours with a cricket bat again 20:13 <@JonnyH`Work> and take our your other knee 20:13 < pmprog_laptop> You want to play cricket now 20:14 < pmprog_laptop> ? 20:14 < pmprog_laptop> :) 20:14 <@JonnyH`Work> anyway, have a good evening 20:14 < pmprog_laptop> Man, as for OpenApoc, not sure I've even built it since we moved to SDL! 20:14 < pmprog_laptop> I'm so badly disorganised and run down, maybe I'm about to have a midlife crisis 20:15 < pmprog_laptop> Take care, and catch you again soon, hopefully 20:15 -!- pmprog_laptop [~pmprog@2a02:c7f:6417:100:e989:e785:e6e2:2b58] has quit [Quit: Konversation terminated!] 20:22 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:26 -!- Keise [~Batt@69-165-146-6.dsl.teksavvy.com] has joined #OpenApoc 20:41 < SupSuper> i'm sure given enough time JonnyH`Work will move it to something else :p 20:42 <@JonnyH`Work> It's been over 2 weeks since I last changes some fore part of the framework for no reason 20:42 <@JonnyH`Work> I'm starting to get withdrawal symptoms 20:48 < SupSuper> on that note, do you use any fancy library for audio streaming or is it all you? 20:49 <@JonnyH`Work> me 20:49 <@JonnyH`Work> we just use SDL's audio callback 20:49 <@JonnyH`Work> and do mixing etc. outselves 20:49 <@JonnyH`Work> 'caus writing core OS functionaity is fun, right? 20:49 <@JonnyH`Work> Is it breaking with something? 20:52 <@JonnyH`Work> 'caus I could (should?) remove the big audio mutex, as that's kinda nasty having in a realtime path 20:52 <@JonnyH`Work> and use atomic refcounts & lockless lists instead 20:53 < SupSuper> nah i was just looking into "free audio cross-platform libraries" but the options are basically 0 :p 20:54 <@JonnyH`Work> Doing mixing etc. ? really hard 20:54 <@JonnyH`Work> openal is pretty much 'the' option if you want any hw acceleration too 21:02 < SupSuper> which one :p 21:03 < SupSuper> there's like a million implementations now 21:03 <@JonnyH`Work> 'ideally' the interface is the same... right? 21:07 < SupSuper> well afaik the only free versions are the ancient openal 1.1 or a branched software-driven version 21:07 <@JonnyH`Work> the 'software' openal at least allows hw mixing etc. 21:08 <@JonnyH`Work> just not the 3d positioning stuff 21:10 < SupSuper> i'll stick to pointing people to fmod and let go their gpl-blindness 21:10 <@JonnyH`Work> I *love* having code 21:11 < SupSuper> i *love* having something that actually works :p 21:11 <@JonnyH`Work> SDL works 21:12 <@JonnyH`Work> SDL_mixer does too 21:12 <@JonnyH`Work> sometimes 21:12 < SupSuper> when you're not looking 21:12 <@JonnyH`Work> When the planets are aligned 21:12 <@JonnyH`Work> I've personally found sacrificing a goat before each release works well 21:13 < SupSuper> i'm all out 21:15 < SupSuper> i dunno what is it about audio stacks that makes them so crazy wacky compared to graphics stacks 21:16 < SupSuper> bizarre codecs? unrealiable streaming protocols? ...dumb luck? 23:17 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:28 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Wed Jul 06 2016 00:45 -!- You're now known as JonnyH`Away 03:27 -!- Skin36_ [~Skin36000@85.26.186.217] has joined #OpenApoc 03:28 < Skin36_> hi Keise 03:33 < Keise> hi 03:38 < Keise> weapon range notes: looks like 100m ingame is around 6 tiles 03:40 < Keise> with current 32x32x16 velocity scale projectiles did only half of what they are supposed to 03:41 < Keise> I will be updating those made up values in tile.h 03:55 < Keise> and range stored is 2 times higher than shown ingame.. 03:55 < Keise> 400 = 200m 03:59 -!- Skin36_ [~Skin36000@85.26.186.217] has left #OpenApoc [] 04:10 -!- Keise [~Batt@69-165-146-6.dsl.teksavvy.com] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Wibbly Wobbly IRC] 04:15 -!- pagurus [~user@p4FD6C435.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:15 -!- pagurus` [~user@pD950C9D4.dip0.t-ipconnect.de] has joined #OpenApoc 04:16 -!- pagurus` [~user@pD950C9D4.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:17 -!- pagurus [~user@pD950C9D4.dip0.t-ipconnect.de] has joined #OpenApoc 05:18 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:20 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Quit: Nettalk6 - www.ntalk.de] 06:08 < TheSnide> is openal soft the same api than openal non free ? 06:59 -!- nadir [uid134094@gateway/web/irccloud.com/x-jeykxyglwtowgkmk] has quit [Quit: Connection closed for inactivity] 09:14 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Ping timeout: 258 seconds] 09:26 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 11:27 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:32 -!- nadir [uid134094@gateway/web/irccloud.com/x-mqwunsmyzqigelrj] has joined #OpenApoc 13:04 -!- Keise [~Batt@69-165-146-6.dsl.teksavvy.com] has joined #OpenApoc 13:41 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 14:13 -!- Keise [~Batt@69-165-146-6.dsl.teksavvy.com] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- It'll be on slashdot one day...] 14:20 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 14:55 -!- Mutter [~Mutter@85.26.186.217] has joined #OpenApoc 14:56 -!- Mutter is now known as skin36_ 15:09 -!- skin36_ [~Mutter@85.26.186.217] has quit [Ping timeout: 246 seconds] 15:09 -!- skin36_ [~Mutter@85.26.186.217] has joined #OpenApoc 15:18 -!- skin36_ [~Mutter@85.26.186.217] has quit [Ping timeout: 250 seconds] 15:31 -!- skin36_ [~Mutter@85.26.186.217] has joined #OpenApoc 15:33 -!- skin36__ [~Mutter@85.26.186.217] has joined #OpenApoc 15:33 -!- skin36_ [~Mutter@85.26.186.217] has quit [Read error: Connection reset by peer] 15:35 -!- skin36__ [~Mutter@85.26.186.217] has quit [Remote host closed the connection] 16:00 -!- skin36__ [~Mutter@85.26.186.217] has joined #OpenApoc 16:05 -!- skin36__ [~Mutter@85.26.186.217] has quit [Remote host closed the connection] 16:19 -!- You're now known as JonnyH`Work 16:27 -!- skin36__ [~Mutter@85.26.186.217] has joined #OpenApoc 16:32 -!- skin36__ [~Mutter@85.26.186.217] has quit [Remote host closed the connection] 16:44 -!- Keise [8a33fb19@gateway/web/freenode/ip.138.51.251.25] has joined #OpenApoc 17:04 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 272 seconds] 17:06 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 17:16 -!- pmprog_laptop [~pmprog@2a02:c7f:6417:100:d840:b8ef:d05c:baeb] has joined #OpenApoc 17:30 -!- Skin36_ [~Skin36000@5.138.78.148] has joined #OpenApoc 18:21 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:06 -!- pmprog_laptop [~pmprog@2a02:c7f:6417:100:d840:b8ef:d05c:baeb] has quit [Quit: Konversation terminated!] 19:20 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:02 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 20:02 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vKtBp 20:02 < openapoc-git> OpenApoc/master 4025828 Jonathan Hamilton: Enable dumping the voxel 'view' of the TileView... 20:02 < openapoc-git> OpenApoc/master c55444e Jonathan Hamilton: MSVC doesn't like std::uniform_int_distribution 20:02 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 20:02 < Keise> hooray 20:02 <@JonnyH`Work> All it does it show it's not quite right :P 20:03 < SupSuper> hurray! 20:03 < Keise> at least you're looking at it 20:03 <@JonnyH`Work> But at least you can see there's an issue to fix it 20:03 < Keise> yea 20:03 < Keise> we're talking with Skin36 about collisions as well 20:03 <@JonnyH`Work> It's a bit of a debugging-only hack for now... 20:03 <@JonnyH`Work> Don't try it in msvc debug mode 20:03 <@JonnyH`Work> you'll be there all day :P 20:03 < Keise> haha 20:04 < Keise> I'll push my stuff tonight 20:05 < Keise> brb 20:05 <@JonnyH`Work> honestly, msvc 20:05 <@JonnyH`Work> how is an unsigned char not an integer type? 20:05 <@JonnyH`Work> *grumble* 20:06 < Keise> lol 20:06 <@JonnyH`Work> uniform_int_distribution is fine on gcc + libcxx 20:06 < SupSuper> file a bug report? :p 20:07 -!- Keise [8a33fb19@gateway/web/freenode/ip.138.51.251.25] has quit [Quit: Page closed] 20:07 * JonnyH`Work looks at c++ spec 20:07 <@JonnyH`Work> Huh, apparently it is 'undefined' if not a short, int, long or long long 20:07 <@JonnyH`Work> (+ unsigned equivalents) 20:07 <@JonnyH`Work> Seems more a spec oversight than an msvc bug then 20:10 -!- Skin36_ [~Skin36000@5.138.78.148] has quit [Ping timeout: 244 seconds] 20:16 < SupSuper> static_assert(_Is_IntType<_Ty>::value, 20:16 < SupSuper> "invalid template argument for uniform_int_distribution"); 20:16 < SupSuper> template 20:16 < SupSuper> struct _Is_IntType 20:16 < SupSuper> : _Cat_base::value 20:16 < SupSuper> || is_same<_Ty, int>::value 20:16 < SupSuper> || is_same<_Ty, long>::value 20:16 < SupSuper> || is_same<_Ty, long long>::value 20:16 < SupSuper> || _Is_UIntType<_Ty>::value> 20:16 < SupSuper> { // determine whether _Ty satisfies 's IntType requirements 20:16 < SupSuper> }; 20:17 < SupSuper> you can always go in there and change it to _is_UIntType, but that probably wouldn't work for the build system :p 20:17 <@JonnyH`Work> presumably ||is_same<_Ty, char>::value 20:17 <@JonnyH`Work> is what we 'want' added to that :P 20:18 <@JonnyH`Work> but I can't really argue, msvc is doing the 'right' thing according to the spec 20:18 <@JonnyH`Work> the spec says no 'char' 20:18 <@JonnyH`Work> just seems the spec is mad :) 20:18 < SupSuper> you'd probably have pretty shitty randomness at that point 20:19 < SupSuper> or they don't like perpetuating that char is a byte :p 20:19 <@JonnyH`Work> Don't see how it's any diffferent TBH 20:19 <@JonnyH`Work> as a short is 'exactly' 2x the bits of a char 20:19 <@JonnyH`Work> 'dist(rng) & 0xff' 20:19 <@JonnyH`Work> should be sufficient 20:19 <@JonnyH`Work> IFF the short is 'good' randomness 20:25 -!- Skin36_ [~Skin36000@85.26.186.217] has joined #OpenApoc 20:25 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:27 < Skin36_> hi 20:27 <@JonnyH`Work> hi there Skin36_ 20:28 < Skin36_> I found a lof for flying machines 20:30 < Skin36_> I hope it was necessary to 20:31 <@JonnyH`Work> cool 20:31 <@JonnyH`Work> I was just looking into how our voxel collision stuff is a little broken :) 20:31 <@JonnyH`Work> so that's good timing 20:33 < SupSuper> what about our little broken z-ordering :p 20:33 <@JonnyH`Work> The z ordering of collision voxels should be 'correct'.. 20:33 <@JonnyH`Work> It's just the drawing that's a little 'off' 20:33 <@JonnyH`Work> With the exception of hoverbikes 20:34 <@JonnyH`Work> which for some reason have a completely different voxel slice size to everything else... 20:34 <@JonnyH`Work> I mean, it's probably makes sense, the smallest unit in the game 20:34 <@JonnyH`Work> having a 2x sized slice... because... reasons 20:44 < Skin36_> for hoverbikes its 151 offset 20:56 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/master/tools/extractors/common/vehicle.h#L28-L29 20:56 <@JonnyH`Work> I've been assuming those 2 values are the 'height of the loftemps stack' 20:56 <@JonnyH`Work> and the 'index into loftemps' 20:56 <@JonnyH`Work> Does that match what you see Skin36_ ? 21:04 <@JonnyH`Work> I've gotta run 21:04 <@JonnyH`Work> Skin36_: if you do have any info on the lof for vehicles please stuck it on the forum or something 21:04 <@JonnyH`Work> cheers :) 21:04 -!- You're now known as JonnyH`Away 21:08 -!- Keise [~batt@69-165-146-6.dsl.teksavvy.com] has joined #OpenApoc 21:30 -!- Skin36_ [~Skin36000@85.26.186.217] has left #OpenApoc [] --- Day changed Thu Jul 07 2016 00:02 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 00:02 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vKqeu 00:02 < openapoc-git> OpenApoc/master 219ac41 Jonathan Hamilton: Fix zero-sized line segments on 'just launched' vehicle shadows... 00:02 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 00:14 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:54 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 01:44 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 01:44 < openapoc-git> [OpenApoc] idshibanov pushed 7 new commits to master: https://git.io/vKqLq 01:44 < openapoc-git> OpenApoc/master ea17255 Ivan Shibanov: Projectile damage/directional armour debug 01:44 < openapoc-git> OpenApoc/master 58245d0 Ivan Shibanov: Vehicle destruction and new field serialization 01:44 < openapoc-git> OpenApoc/master 33233f4 Ivan Shibanov: Merge branch '43d69f18f405f63e06ab7fb6f661c4cd8071a654' into gameplay/vehicles 01:44 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 04:15 -!- pagurus` [~user@pD950F1D7.dip0.t-ipconnect.de] has joined #OpenApoc 04:15 -!- pagurus` [~user@pD950F1D7.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:15 -!- pagurus` [~user@pD950F1D7.dip0.t-ipconnect.de] has joined #OpenApoc 04:16 -!- pagurus` [~user@pD950F1D7.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:17 -!- pagurus [~user@pD950C9D4.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:18 < Keise> http://imgur.com/hXeg0Vh 04:18 < Keise> dun dun dun 04:19 < Keise> get ready, they even shoot each other :D 04:19 -!- Keise is now known as Keise|AFK 04:21 -!- pagurus [~user@pD950F1D7.dip0.t-ipconnect.de] has joined #OpenApoc 06:12 -!- skin36__ [~Mutter@85.26.186.217] has joined #OpenApoc 06:15 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 06:15 -!- skin36__ [~Mutter@85.26.186.217] has quit [Remote host closed the connection] 07:23 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:20 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:29 -!- nadir [uid134094@gateway/web/irccloud.com/x-mqwunsmyzqigelrj] has quit [Quit: Connection closed for inactivity] 13:07 -!- Keise|AFK is now known as Keise 13:35 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 13:37 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 14:44 -!- nadir [uid134094@gateway/web/irccloud.com/x-qerofwawsmlulndv] has joined #OpenApoc 14:55 -!- skin36__ [~Mutter@185.3.35.75] has joined #OpenApoc 15:09 -!- skin36___ [~Mutter@85.26.186.140] has joined #OpenApoc 15:13 -!- skin36__ [~Mutter@185.3.35.75] has quit [Ping timeout: 240 seconds] 15:39 -!- You're now known as JonnyH 15:39 <@JonnyH> looking good Keise :) 15:40 < Keise> shields are op 15:40 <@JonnyH> yeah 15:40 <@JonnyH> but expensive then they /do /pop 15:41 < Keise> so UFO animation is done but I have to find a right speed for those 15:41 < Keise> any guesstimates? 15:41 <@JonnyH> not really looked into it myself... 15:42 <@JonnyH> same with the explosion doodad animations, just 'kinda looks OK' guesses 15:42 < Keise> alright 15:48 <@JonnyH> game/state/city/vehicle.cpp:812:89: error: specialization of ‘static const OpenApoc::UString& OpenApoc::StateObject::getId(const OpenApoc::GameState&, OpenApoc::sp) [with T = OpenApoc::Vehicle; OpenApoc::sp = std::shared_ptr]’ after instantiation 15:48 <@JonnyH> const UString &StateObject::getId(const GameState &state, const sp ptr) 15:48 <@JonnyH> hmm... gcc doesn't seem to like that 15:48 <@JonnyH> Not sure why, as it's not a specialisation? *shrug* 15:51 -!- skin36___ [~Mutter@85.26.186.140] has quit [Remote host closed the connection] 15:57 < Keise> oh those cryptic errors 15:57 <@JonnyH> Well, it's 'fixed' just by moving the getID implementaiton to above it's use in vehicle.cpp 15:57 < Keise> wow 15:57 <@JonnyH> and I'll update the cmake file for the rules/vequipment.h rename while I'm at it 15:58 < Keise> yea, forgot about this one 15:59 < Keise> it was just confusing to see two identical files in tabs 15:59 <@JonnyH> I suppose, it doesn't bother me but I think I've seen some other tools get confused before 16:03 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 16:03 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vKm6f 16:03 < openapoc-git> OpenApoc/master 0ce5717 Jonathan Hamilton: CMake/GCC build fixes... 16:03 < openapoc-git> OpenApoc/master fdf8bbc Jonathan Hamilton: Format... 16:03 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 16:09 -!- skin36___ [~Mutter@85.26.186.140] has joined #OpenApoc 16:10 <@JonnyH> I know some of the 'clang-format' stuff is a little ugly (like around multi-line macros) 16:10 <@JonnyH> but It's just so much easier to stick with it :) 16:11 <@JonnyH> there might be some magic option in the .clang-format file we can tune to help 16:13 -!- skin36___ [~Mutter@85.26.186.140] has quit [Remote host closed the connection] 16:14 < Keise> yea, I was just running the *.bat script 16:14 < Keise> but it even breaks a couple of files 16:15 <@JonnyH> really? hmm... Maybe slightly different clang versions or something? 16:16 <@JonnyH> or the windows .bat script doesn't quite do the same thing as linux w/cmake running clang-format... 16:17 < Keise> mine is 3.9.0 16:17 <@JonnyH> 3.8 :) 16:17 <@JonnyH> IIRC 3.9 isn't released yet, it's still in beta? 16:18 <@JonnyH> might be an idea to stick to 3.8 for now... Might explain why it 'breaks' some things :) 16:18 <@JonnyH> there were some changes I remember between 3.7 and 3.8 (new options, different 'defaults') 16:18 < Keise> looks like it 16:18 <@JonnyH> that meant we had to update the .clang-format file 16:18 < Keise> I'll see if rollback fixes it 16:19 <@JonnyH> so maybe we need to have a 3.8 file and a 3.9 file etc... 16:19 <@JonnyH> https://ci.appveyor.com/project/JonnyH/openapoc 16:19 <@JonnyH> 'caus my 3.8 formatted files seem fine for msvc 16:21 <@JonnyH> btw I think if you get a travis-ci login 16:21 <@JonnyH> and 'enable' it for your own github repository 16:21 <@JonnyH> it should all with automatically with the .travis.yml file 16:22 <@JonnyH> to build test on linux without having to push to my own repo :) 16:22 < Keise> good solution 16:22 <@JonnyH> and the 'tidy' pass does a format-and-diff against clang-format-3.8 16:22 <@JonnyH> as well as a clang-tidy static analysis pass 16:23 < Keise> I was thinking about linux anyway 16:23 < Keise> for debug 16:27 <@JonnyH> I'd better start working 16:27 <@JonnyH> but I'll try to have a look at the voxel stuff this afternoon 16:27 -!- You're now known as JonnyH`Work 16:29 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 246 seconds] 16:32 <@JonnyH`Work> Oh, apparently I disabled screenshots when moving to gles3 16:32 <@JonnyH`Work> Guess I should fix that too :) 16:49 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 16:50 -!- Skin36 [~Skin36000@37.29.120.170] has quit [Read error: Connection reset by peer] 16:51 -!- Skin36 [~Skin36000@37.29.120.170] has joined #OpenApoc 17:14 -!- Keise is now known as Keise|AFK 17:27 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 240 seconds] 17:28 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 18:20 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:22 <@JonnyH`Work> morning SupSuper 18:28 < SupSuper> hey 18:48 < SupSuper> i wonder who are these people that actually get so many interesting emails they have to keep coming up with new exciting ways to manage and organize it all 18:50 <@JonnyH`Work> ? 18:50 <@JonnyH`Work> I get nearly 10 emails/day at work! 18:50 <@JonnyH`Work> Unmanageable! 18:51 <@JonnyH`Work> well, excluding auto-sorted mailing list/build result/whatever emails... 18:51 -!- Skin36_ [~Skin36000@77.39.115.26] has joined #OpenApoc 18:54 < SupSuper> at work i just get jira spam :p 18:54 < SupSuper> everything else is dealt through direct communication protocols (aka skype) 19:31 -!- Skin36_ [~Skin36000@77.39.115.26] has quit [Ping timeout: 246 seconds] 19:39 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 246 seconds] 19:41 -!- Skin36_ [~Skin36000@85.26.186.140] has joined #OpenApoc 19:47 -!- Skin36_ [~Skin36000@85.26.186.140] has quit [Ping timeout: 260 seconds] 19:50 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:55 -!- Skin36_ [~Skin36000@85.26.186.140] has joined #OpenApoc 20:05 < Skin36_> hi 20:07 <@JonnyH`Work> hey there 20:08 < Skin36_> I do not understand how to read the file loftemp.dat 20:09 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/master/framework/apocresources/loftemps.cpp 20:09 <@JonnyH`Work> It's a concatinated set of bitmasks 20:09 <@JonnyH`Work> with a uint32_t width and uint32_t height first (so 8 bytes of header) 20:10 < Skin36_> what size of the template? 32x32? 20:10 <@JonnyH`Work> any widths are rounded up to 32 20:10 <@JonnyH`Work> Most are 32x32 20:10 <@JonnyH`Work> some are 32x64, some 64x64 20:10 < Skin36_> hm 20:11 < Skin36_> im miss header 20:11 <@JonnyH`Work> { uint32_t width; uint32_t height; uint32_t variable_length_masks[];} 20:12 <@JonnyH`Work> the mask length is defined by (width rounded up to 32) * height / 32 (as there are 32 bits in each word) 20:13 < Skin36_> http://shot.qip.ru/00knEU-1tfn6TN0Q/ 20:14 < Skin36_> looks like 20:15 <@JonnyH`Work> I guess the CFSHL(5)... << 5 is the rounding to 32 20:15 <@JonnyH`Work> then it masks out one bit as a time 20:15 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/master/framework/apocresources/loftemps.cpp#L70 20:15 <@JonnyH`Work> probably like that :P 20:15 < Skin36_> yes 20:15 <@JonnyH`Work> I'm reasonanbly sure that's correct' 20:15 <@JonnyH`Work> I extracted the bits into images to visually check 20:16 <@JonnyH`Work> http://s2.jonnyh.net/pub/list/extracted/ufodata/loftemps/ 20:18 < Skin36_> then what is not working properly? 20:18 <@JonnyH`Work> Probably just 'bugs' and mistakes 20:19 <@JonnyH`Work> like I didn't realise there were non-32x32 voxel masks when writing the collision code 20:19 <@JonnyH`Work> which are used for 'large' ufos 20:19 <@JonnyH`Work> and for some reason the hoverbike... 20:19 <@JonnyH`Work> so it doesn't handle those correclty 20:19 <@JonnyH`Work> It's bugs in my implementation, not really a misunderstanding of apoc itself :P 20:27 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:30 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 20:48 -!- Skin36_ [~Skin36000@85.26.186.140] has left #OpenApoc [] 21:12 -!- Keise|AFK is now known as Keise 21:16 < Keise> well even regular lofs are much smaller than should be 21:17 < Keise> it makes me cheat on damage to crash the UFO otherwise they can't do much to it :D 21:19 <@JonnyH`Work> the large ufos will probably be clamped to a single tile, so only 1/4 will be hit-able 21:19 <@JonnyH`Work> even if the 64x64 voxel map works otherwise 21:50 < Keise> http://imgur.com/a/sy642 21:51 < Keise> fast attack ship is weird, almost looks like it's overwritten by regular tile 21:52 <@JonnyH`Work> It might be something like the TileMap lookup is off 21:52 <@JonnyH`Work> so it's not actually checking against the right voxel map if the object spans multiple tiles 21:53 < Keise> I tried to debug it last night but no results so far 21:53 <@JonnyH`Work> All the transparent sections around tiles also is wrong IIRC... 21:54 <@JonnyH`Work> AKA lots of things for me to look at... 21:57 < Keise> I wish I could help 21:57 < Keise> but it's hard to visualize what's going right now 21:58 < Keise> and debug mode on msvc not very cooperative 21:58 < SupSuper> JonnyH`Work doesn't like msvc :p 21:59 <@JonnyH`Work> debug mode on msvc means any STL usage turns into OMGWTF_SLOW_MODE 21:59 <@JonnyH`Work> which is probably fine for some things 21:59 <@JonnyH`Work> Oh, and msvc killed my dog 22:00 < Keise> dog food dispenser too slow in debug mode? 22:00 < SupSuper> everything in openxcom runs on STL so i'm still gonna blame you :p 22:01 < SupSuper> we avoid maps though 22:01 < SupSuper> *shudders* c++03 22:02 <@JonnyH`Work> openxcom uses the stl 22:02 <@JonnyH`Work> openapoc abuses it 22:02 <@JonnyH`Work> slight difference :P 22:04 < Keise> by the way 22:04 < Keise> what's 'UFO 'beamdown' mechanic' in todo? 22:05 <@JonnyH`Work> the ufos 'beam' alien troops into some buildings in some missions 22:05 <@JonnyH`Work> spreading corruption 22:06 < Keise> ah, infiltration mission 22:06 < Keise> sure 22:13 < Keise> I'll probably push UFO stuff tonight 22:13 < Keise> teaching them to crash land 22:13 < Keise> all sprites are working nicely 22:17 <@JonnyH`Work> Looking at that image I suspect there is some kind of cross-tile issue going on... 22:18 <@JonnyH`Work> Or they 'happen' to be cut exactly on tile boundaries... 22:24 < Keise> yea, it's cut 22:24 < Keise> trying to catch vehicle mid-tile 22:25 <@JonnyH`Work> Might not be able to dig into much before this weekend unfortunately... 22:25 <@JonnyH`Work> So unless you happen to spot some terrible bug and fix it you should probably just pretend everything's working for now :P 22:26 < Keise> yea, I tried it yesterday and kind of moved on 22:27 <@JonnyH`Work> I also kinda want to fixup the terrible inefficiency of re-iterating the entire line for every tile it touches 22:27 <@JonnyH`Work> which isn't too bad for 'short' lines 22:27 <@JonnyH`Work> but terrible for the image generation :P 22:27 <@JonnyH`Work> so probably low priority... 22:30 < Keise> take your time 22:30 < Keise> but collision fix would be a huge improvement 22:30 < Keise> other gameplay stuff is relatively simple.. 22:34 <@JonnyH`Work> I suspect this is something I've broken... 22:34 <@JonnyH`Work> As it /did/ work cross tile, I tested it... I'm sure... 23:11 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Read error: Connection reset by peer] 23:12 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 23:13 -!- You're now known as JonnyH`Away 23:59 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] --- Day changed Fri Jul 08 2016 02:03 < Keise> got travis ci up and running 02:03 < Keise> 24 minute build, not bad :D 02:09 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 02:22 -!- You're now known as JonnyH 02:22 <@JonnyH> Keise: Heh, I know 02:22 <@JonnyH> but not bad for a cost of $0 02:24 < Keise> sure 02:25 <@JonnyH> plus it has to rebuild a few dependencies, 'caus ubuntu sucks... :P 02:40 <@JonnyH> Intestesting... 02:40 <@JonnyH> the gles3 man pages specif GL_PACK_IMAGE_HEIGHT 02:40 <@JonnyH> but it's not in the khronos headers... 02:52 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 02:52 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vKOJt 02:52 < openapoc-git> OpenApoc/master 49413f8 Jonathan Hamilton: Enable screenshot (f5) with GLES3 renderer 02:52 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 03:24 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 03:24 < openapoc-git> [OpenApoc] idshibanov pushed 3 new commits to master: https://git.io/vKOUM 03:24 < openapoc-git> OpenApoc/master 7a69f00 Ivan Shibanov: UFO animation, crash logic and shield destruction 03:24 < openapoc-git> OpenApoc/master 15f6d8a Ivan Shibanov: Merge remote-tracking branch 'pmprog/master' into gameplay/vehicles 03:24 < openapoc-git> OpenApoc/master 2b216bf Ivan Shibanov: Merge remote-tracking branch 'pmprog/master' into gameplay/vehicles 03:24 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 03:24 <@JonnyH> I have a few random warning fixes staged to 03:25 <@JonnyH> nothing 'functional', just slightly annoying when trying to find 'real' bugs :) 03:26 < Keise> cool 03:27 < Keise> looks like clang is working properly now 03:30 <@JonnyH> clang-3.8? 03:30 <@JonnyH> Or something else changed? 03:31 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 03:31 < openapoc-git> [OpenApoc] JonnyH pushed 8 new commits to master: https://git.io/vKOTf 03:31 < openapoc-git> OpenApoc/master 75d6192 Jonathan Hamilton: Remove unused TileView::EventOccurred::selectionChanged 03:31 < openapoc-git> OpenApoc/master 573771e Jonathan Hamilton: SDLraw audio: print device name to info... 03:31 < openapoc-git> OpenApoc/master be1ec2e Jonathan Hamilton: Fix some signed/unsigned inconsistencies in GL30 renderer 03:31 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 03:32 <@JonnyH> clang-tidy doesn't like lodepng 03:32 <@JonnyH> or pugixml... 03:33 <@JonnyH> the others in the travis-ci 'tidy' pass seem to be false-positives 03:33 <@JonnyH> so hopefully we should fix anything 'new' on that... 03:41 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 03:47 < Keise> I'm on 3.8 now, yea 04:09 <@JonnyH> hmm.. no luck figuring it out yet 04:09 <@JonnyH> and I'm going to call it a night 04:09 <@JonnyH> so see you later 04:09 -!- You're now known as JonnyH`Away 04:15 -!- pagurus` [~user@pD950FC79.dip0.t-ipconnect.de] has joined #OpenApoc 04:15 -!- pagurus` [~user@pD950FC79.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:17 -!- pagurus` [~user@pD950FC79.dip0.t-ipconnect.de] has joined #OpenApoc 04:17 -!- pagurus [~user@pD950F1D7.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:47 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:16 -!- Keise [~batt@69-165-146-6.dsl.teksavvy.com] has quit [Quit: Nettalk6 - www.ntalk.de] 06:32 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 250 seconds] 06:49 -!- nadir [uid134094@gateway/web/irccloud.com/x-qerofwawsmlulndv] has quit [Quit: Connection closed for inactivity] 07:20 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 11:46 -!- Skin36 [~Skin36000@37.29.120.170] has left #OpenApoc [] 12:16 -!- Keise [~batt@69-165-146-6.dsl.teksavvy.com] has joined #OpenApoc 12:18 -!- skin36___ [~Mutter@85.26.186.252] has joined #OpenApoc 12:32 -!- skin36___ [~Mutter@85.26.186.252] has quit [Remote host closed the connection] 12:37 -!- skin36___ [~Mutter@85.26.186.252] has joined #OpenApoc 12:40 -!- skin36___ [~Mutter@85.26.186.252] has quit [Remote host closed the connection] 12:55 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:40 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 15:30 -!- nadir [uid134094@gateway/web/irccloud.com/x-xrqxhkexbuevbsep] has joined #OpenApoc 15:57 -!- You're now known as JonnyH 16:41 < Keise> hey Jonny 16:41 <@JonnyH> hey there 16:41 <@JonnyH> I think something's gone wrong with the offset between voxel map/position 16:42 < Keise> how could I raytrace between two vehicles? 16:42 < Keise> basically to check if they see each other 16:42 <@JonnyH> Probably something like: 16:43 <@JonnyH> auto collision = tileMap->findCollision(thisVehicle->getPosition(), otherVehicle->getPosition); 16:43 < Keise> oh, that simple? 16:43 <@JonnyH> if (collision.obj == otherVehicle->tileObject) return true; 16:43 < Keise> cool 16:44 <@JonnyH> it *should* be that simple 16:44 <@JonnyH> but clearly it's a bit buggy :) 16:46 <@JonnyH> It'll also fall into the issue where the 'position' may not be the center of the collision voxels... 16:46 <@JonnyH> so 'small' vehicles may alwas 'miss'... 16:46 <@JonnyH> that's still on my 'to fix' list :P 16:47 < Keise> yea but at least the logic will be there 16:57 <@JonnyH> hmm... I might re-enable the printf format checking for the Log* functions... 16:58 <@JonnyH> Aparently there are quite a few that are kinda broken :) 16:58 <@JonnyH> it'll mean changing the format string from a UString to a 'const char*'... 16:59 <@JonnyH> but I think everyone uses utf8 anyway :) 16:59 <@JonnyH> (or at least they should) 17:01 < Keise> heh 17:02 <@JonnyH> ..maybe I could annotate the UString(const char*) constructor to allow it to be tracked through format strings... 17:02 <@JonnyH> the gcc 'format_arg' attribute looks like it might do that...? 17:02 <@JonnyH> I assume there's something similar for msvc, but I'll leave that out for now ;) 17:03 <@JonnyH> (I only noticed as one of the logs was showing stuff that Wasn't Possible - then it turned out it was printing an int as %f... oops :) 17:05 -!- You're now known as JonnyH`Work 17:22 <@JonnyH`Work> Nope, can't annotate ustring.. If I want it to work it seems like the only choice is to make the format a const char*.... 17:22 <@JonnyH`Work> or unwrap it in a macro... 17:37 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 17:37 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vK30B 17:37 < openapoc-git> OpenApoc/master 59d3695 Jonathan Hamilton: Add gcc printf annotations to Logger to enable format mismatch warnings 17:37 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 17:41 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 18:30 -!- Skin36_ [~Skin36000@88.215.182.73] has joined #OpenApoc 18:47 -!- Skin36_ is now known as Skin36 19:46 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 20:05 < Skin36> hi 20:05 <@JonnyH`Work> hi Skin36 20:07 < Skin36> why the mask for two directions is considered differently 20:07 <@JonnyH`Work> 'mask for two directions'? Not sure what you mean... 20:08 < Skin36> http://pastebin.com/928qrk0p 20:08 <@JonnyH`Work> oh, this is armour directions? 20:08 < Skin36> under;front; 20:08 < Skin36> yes' 20:10 <@JonnyH`Work> Not sure how the hell that works :P 20:10 < Skin36> lol 20:10 <@JonnyH`Work> I guess they wanted to avoid a cross product on a 386... 20:11 <@JonnyH`Work> I think Keise implemented this recently... 20:13 < Skin36> but the masks are not working correctly 20:14 <@JonnyH`Work> I /think/ what's happening is that the voxels are half a tile away from where they 'should' be 20:14 <@JonnyH`Work> then clipped to the edge of a tile 20:15 <@JonnyH`Work> It clearly uses the voxel to decide between under & front 20:15 <@JonnyH`Work> but all the others don't? The just use the projectile/vehicle direction? 20:15 <@JonnyH`Work> Sems a bit odd 20:16 <@JonnyH`Work> maybe the 'under' is treated specially? 20:16 <@JonnyH`Work> Like if the voxel it hit is in the lowest layer it's 'under'? 20:16 <@JonnyH`Work> but yeah, just 'caus apoc does this a really weird way doesn't mean we'll use the same algorith... 20:17 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/master/game/state/city/vehicle.cpp#L347-L373 20:17 <@JonnyH`Work> that's Keise's implementation 20:17 <@JonnyH`Work> clearly 'similar' with the exception of using the voxel mask 20:18 < Keise> well it's only for directions 20:18 <@JonnyH`Work> When calculating the 'closest' sprite direction 20:18 <@JonnyH`Work> I compared the dot product against each cardinal direction 20:19 <@JonnyH`Work> and choose the one with the 'smallest' angle 20:19 <@JonnyH`Work> 'caus that also works with non-cardinal directions too :) 20:19 <@JonnyH`Work> but that's probably not important for armour 20:20 <@JonnyH`Work> I doubt people will want to supply armour values between them, seems like it'll start getting impossible to manage 20:20 < Keise> for sure 20:21 <@JonnyH`Work> of course, that wouldn't really be possible for 'original' apic 20:21 <@JonnyH`Work> as it didn't require an fpu 20:21 < Keise> and there's no formations to take advantage of directional armor 20:21 <@JonnyH`Work> I doubt directional armour affected my city gameplay in any way :) 20:22 < Keise> yep 20:23 <@JonnyH`Work> quite a few of xcom's systems seem rather overdone for their extremely limited gameplay effects... 20:23 <@JonnyH`Work> Like the vehicle manual controls 20:24 <@JonnyH`Work> Don't think I've ever used it :) 20:28 < Keise> is rand() good enough for simple stuff like vehicle sidesteps? 20:28 <@JonnyH`Work> use the rng on the gamestate 20:29 < Keise> oh I missed it 20:29 <@JonnyH`Work> It'll (soon) be serialised for predictable stuff 20:29 <@JonnyH`Work> and whatever distribution you need in the c++ header 20:30 < Keise> yea, I saw somewhere, that's why I asked 20:30 <@JonnyH`Work> 'good' RNG is hard (especially for the distribution stuff) 20:30 <@JonnyH`Work> so let someone else do the hard work :) 20:30 < Keise> soon (tm) :) 20:31 < Keise> well for -1/+1 on tile pos it doesn't matter much since I also check if it's valid 20:32 < Keise> but I agree 20:36 -!- Skin36 [~Skin36000@88.215.182.73] has quit [Ping timeout: 240 seconds] 20:36 < SupSuper> also protip: always have separate gameplay and UI RNGs :p 20:37 <@JonnyH`Work> the one in the GameState should be the the one that affects gamestate 20:37 <@JonnyH`Work> So non-persistent state and fluff and the like can make their own! 20:37 < SupSuper> i don't think apoc has any random ui stuff besides the music though 20:40 <@JonnyH`Work> maybe stuff like 'which doodad/explosion'? 20:40 <@JonnyH`Work> doesn't affect the 'game' as such 20:40 <@JonnyH`Work> ...or do all the same type of projectiles always have deterministic explosins... can't remember 20:41 < SupSuper> well it's only stuff the player can influence at will without touching the state that is a "problem" 20:41 < SupSuper> like mashing ui buttons affecting your aim chance 20:41 < SupSuper> presumably a doodad/explosion will be the consequence of a gamestate action 20:42 <@JonnyH`Work> like the old rfactor games 20:42 <@JonnyH`Work> not 'randomness', but still weird state changes 20:43 <@JonnyH`Work> it used a quaternion to define your car's direction 20:43 <@JonnyH`Work> and you could 'wind' it (IE keep turning in one direction until you started getting floating point errors accumulating) 20:43 <@JonnyH`Work> then you'd actually go slightly 'faster' in the opposite direction :) 20:44 < SupSuper> and that's why you never use floating point ;p 20:44 <@JonnyH`Work> ieee fp is deterministic 20:44 <@JonnyH`Work> but possible 'deterministically' wrong 20:47 < SupSuper> determinstically annoying: http://contraptionmaker.com/coding-natural-laws-of-a-cartoon-universe/ 20:47 <@JonnyH`Work> the other option is some fixed point 20:47 <@JonnyH`Work> I /think/ the original used 256.256 20:48 <@JonnyH`Work> but that would also mean we 'have' to use a 36/sec tick rate otherwise we'll accumulate errors different from the original 20:48 < SupSuper> i don't think anyone used fp in the dos days 20:49 <@JonnyH`Work> fpu was only guaranteed for a pentium/586+ 20:49 <@JonnyH`Work> I had a 486 sx that ran apoc perfectly fine :) 20:49 < SupSuper> it'd probably be much more "accurate" if i still used original x-com's trignometry luts but damn if i could be arsed :p 20:49 <@JonnyH`Work> glm::cross() is soo much easier 20:50 < SupSuper> props for effort thugh: http://ufopaedia.org/index.php/COS.DAT 20:51 <@JonnyH`Work> 2880 values?? seems a bit pointless 20:51 <@JonnyH`Work> Just linearly interpolating a relative small number of values is probably perfectly tine 20:52 < SupSuper> well it's because all the degrees in x-com are represented as 0-2879, so it's just a straight lookup 20:52 <@JonnyH`Work> I guess :P 20:53 <@JonnyH`Work> Back in those days instruction cost wasn't quite overshadowed by cache cost they way it is today 21:44 -!- Skin36 [~Skin36000@85.26.186.252] has joined #OpenApoc 21:58 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 22:16 -!- You're now known as JonnyH`Away 23:23 -!- Skin36 [~Skin36000@85.26.186.252] has left #OpenApoc [] --- Day changed Sat Jul 09 2016 01:19 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has joined #OpenApoc 01:22 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Ping timeout: 240 seconds] 02:27 -!- You're now known as JonnyH 03:05 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 04:15 -!- pagurus [~user@p4FD6DD07.dip0.t-ipconnect.de] has joined #OpenApoc 04:16 -!- pagurus [~user@p4FD6DD07.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:16 -!- pagurus [~user@p4FD6DD07.dip0.t-ipconnect.de] has joined #OpenApoc 04:17 -!- pagurus` [~user@pD950FC79.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:17 -!- pagurus [~user@p4FD6DD07.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:19 -!- pagurus [~user@p4FD6DD07.dip0.t-ipconnect.de] has joined #OpenApoc 04:26 -!- You're now known as JonnyH`Away 04:27 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 04:27 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vKsRX 04:27 < openapoc-git> OpenApoc/master 87d977f Jonathan Hamilton: Fixup some format strings... 04:27 < openapoc-git> OpenApoc/master 96ee522 Jonathan Hamilton: Clean fw leak on error 04:27 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 04:50 -!- Keise [~batt@69-165-146-6.dsl.teksavvy.com] has quit [Quit: Nettalk6 - www.ntalk.de] 10:33 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:43 -!- Skin36 [~Skin36000@85.26.186.252] has joined #OpenApoc 11:54 -!- Keise [~batt@69-165-146-6.dsl.teksavvy.com] has joined #OpenApoc 12:35 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has quit [Quit: Rip] 13:00 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:11 -!- Skin36 [~Skin36000@85.26.186.252] has left #OpenApoc [] 13:30 -!- Skin36 [~Skin36000@85.26.186.252] has joined #OpenApoc 13:37 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 15:14 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 16:22 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 16:33 -!- Skin36 [~Skin36000@85.26.186.252] has left #OpenApoc [] 17:00 -!- You're now known as JonnyH 17:00 -!- Iamasandwich [~noIamnoty@72-238-46-102.res.bhn.net] has joined #OpenApoc 17:00 < Iamasandwich> hi 17:01 <@JonnyH> hey there 17:01 < Iamasandwich> how are you doing today JonnyH? 17:01 <@JonnyH> I'm doing well, thanks 17:04 < Iamasandwich> I just wanted to thank y’all for the work you’ve been doing. I loved apoc as a kid. I’ve been following things on github. it’s pretty exciting. 17:05 <@JonnyH> Thanks :) 17:05 <@JonnyH> It's slow going, but hopefully we'll (eventually) get there 17:06 < Iamasandwich> side projects out of passion always are slow going, but this one seems to be getting a lot of momentum. 17:06 <@JonnyH> Yeah, it would be much easier if I didn't have a day job too 17:06 < Iamasandwich> 13 contributors is pretty good for a project that started basically 2 years ago. 17:07 < Iamasandwich> according to gh, you guys hit 2 years 3 days ago 17:07 <@JonnyH> Well, we should have a party then... 17:07 < SupSuper> only 3 more years to go ;) 17:07 <@JonnyH> ugh, don't say stuff like that sup 17:08 < Keise> we'll get there 17:08 < Iamasandwich> I like the comment on the first commit: “Start of something beautiful - hopefully†https://github.com/pmprog/OpenApoc/commit/dd99c517a91200a5fc55673a7d43c09c28cde744 17:08 < Iamasandwich> apoc has never looked so good 17:09 < SupSuper> it definitely scales a lot better than openxcom 17:09 < SupSuper> 1:1 pixel ratio what is this madness 17:09 <@JonnyH> I feel sorry for people on those high-dpi screens 17:09 <@JonnyH> Get a magnifying glass to see what's going on 17:10 < SupSuper> well the alternative would be 16px wide pixels 17:10 -!- Skin36 [~Skin36000@85.26.186.252] has joined #OpenApoc 17:11 <@JonnyH> If you're cool with everything looking slightly out of focus I guess we can do linear scaling with the renderer 17:11 <@JonnyH> Not sure how/if we should do 'fancy' scalers... 17:11 < Iamasandwich> of course you should do fancy scalars! 17:11 < Iamasandwich> i mean, it’s not a high priority feature, but.... 17:11 < Keise> yea, why not 17:11 <@JonnyH> Yeah, a million and one things to do first :) 17:12 < Iamasandwich> that’s the kind of feature that someones like “I really like fancy scalers let me add it†17:12 < Iamasandwich> and then you get a PR 17:13 < Keise> I was playing with opendune code a while ago, scalers did a good job there 17:13 <@JonnyH> We have the place to plug it in now 17:13 <@JonnyH> I just need a way of supplying 'custom' shaders 17:13 < Keise> by the way, are dimensional portals considered scenery? 17:13 <@JonnyH> nope 17:14 <@JonnyH> scenery is just the stuff in citymap{1..5}.dat 17:14 <@JonnyH> I guess they'll be a doodad? 17:14 <@JonnyH> Or a new object completely? 17:14 < Keise> eh.. it should be an object 17:14 <@JonnyH> As stuff can fly through them, they don't collide w/projectiles 17:14 <@JonnyH> they just have special-case handling when you fly 'to' them w/a magic future plane 17:14 < Keise> but they have a constant animation 17:15 < Keise> so either special case dooadad or special case for object 17:15 <@JonnyH> add a repeat flag to doodads? 17:15 <@JonnyH> I think I already considered that with the 'temporary' flag 17:15 <@JonnyH> but didn't actually use it for anything 17:15 < Keise> plus you should be able to click on them 17:16 < Keise> collisions again 17:16 <@JonnyH> they're like crashed UFOs, right? 17:16 <@JonnyH> special case for 'goto {location}' 17:16 <@JonnyH> but yeah, if we use the collision voxels for mouse selection 17:16 < Keise> well I'm planning to leave crashed UFOs as a normal vehicle 17:16 <@JonnyH> we'll have to special case that 17:16 <@JonnyH> so they 'hit' the mouse, but not projectiles.. 17:16 <@JonnyH> crashed UFOs still get 'hit' by projectiles right? 17:16 < Keise> they're stil on the UI list and you can destroy them if hit accidently 17:17 < Keise> I just flip the sprite and disable weapons 17:17 < Iamasandwich> I always thought crashed ufos were a type of vehicle. they have all vehicle properties in the game. 17:17 <@JonnyH> and make it fall? 17:17 < Keise> yea, 'Crash' mission 17:17 <@JonnyH> And IIRC they magically slide sideways to avoid landing on buildings... 17:17 < Iamasandwich> like, you have a harvester then harvester crashed as separate “vehicles" 17:17 <@JonnyH> (Not sure how it decides what's a 'valid' tile for them to land on) 17:18 < Keise> I'm working on it now 17:18 <@JonnyH> Oh, plus the 'smoke' would be another repeating-forever doodad? 17:18 < Keise> using regular pathfinder to the ground tile 17:18 < Keise> yea, doodad, but that's minor 17:18 <@JonnyH> Is there a flag in the tile data somewhere that says 'this is ground'? 17:19 <@JonnyH> I think we'll need something similar for 'attack building' missions too 17:19 <@JonnyH> So you don't keep blasting the ground under the building if it's on a hill 17:19 < Keise> hm.. true 17:19 < Keise> I was using height for now 17:20 <@JonnyH> I suspect there is a flag in one of the 'unknown' parts of the citymap_tile_entry? 17:21 < Keise> maybe.. I don't see one now 17:21 <@JonnyH> Or it's something like one of the 'walk' types, or has_basement? 17:21 <@JonnyH> That name was taken from the editor mode of apoc 17:21 <@JonnyH> I don't know what it *means* 17:22 < Keise> my guess it's for RVs 17:22 <@JonnyH> RVs? 17:23 < Keise> road vehicles 17:23 <@JonnyH> Oh, not Recreational Vehicles 17:23 < SupSuper> people use those? 17:23 <@JonnyH> http://www.arvclub.co.uk/Forum/styles/prosilver/imageset/arvclub_left.jpg 17:23 <@JonnyH> WELCOME TO AMERICA 17:24 * SupSuper sheds a single tear 17:32 < Keise> there should be a flag 17:32 < Keise> did a quick test now 17:32 < Keise> road tiles were left alone too 17:36 <@JonnyH> Plus, despite the documentation claiming otherwise 17:37 <@JonnyH> msvc2015 now supports %z as a printf size specifier 17:39 < SupSuper> i thought %z was non-standard 17:39 <@JonnyH> it's c99 17:39 <@JonnyH> which I guess is why msvc now has to support it? As c++11 pretty much went #include "c99.h" 17:39 <@JonnyH> They previously has ' 17:40 <@JonnyH> 'I' as a non-standard msvc-only version 17:40 <@JonnyH> so it's not like it was hard 17:40 <@JonnyH> literally change one character in their crt 17:41 < SupSuper> well 'add', you know once ms does something they can never go back on it :p 17:42 <@JonnyH> extra "case 'z': //FALL-THROUGH" 17:42 <@JonnyH> but then somewhere there's probably some app that relies on the exact byte size of the CRT vsprintf function 17:44 -!- Skin36 [~Skin36000@85.26.186.252] has left #OpenApoc [] 18:11 < Iamasandwich> it’s nice to see this chat is pretty active. i’m out. have a great day everyone and thank you! 18:11 < Iamasandwich> maybe one of these days i’ll actually get this thing to compile. 18:12 < Iamasandwich> I’m on a mac. so maybe i can make a build for it. 18:19 < Keise> not sure if anyone tested macs 18:19 < Keise> but totally do it 18:21 < Iamasandwich> i have spent about 8 hours trying to get it to compile (including build times and stuff) 18:21 < Iamasandwich> but i didn’t think about IRC 18:21 < Iamasandwich> and it was last year some time 18:21 < Iamasandwich> the build process looks like it’s been streamlined a bit 18:23 < Keise> I would say code is in good state to jump in now 18:23 < Keise> in general 18:23 < Keise> I just started tweaking things two weeks ago and already feel some progress 18:27 < SupSuper> yeah we are at the point *after* we moved everything around 18:27 < SupSuper> so cmake should be all you need 18:27 < SupSuper> assuming JonnyH doesn't move everything around again :p 18:37 <@JonnyH> SupSuper: That's not fair 18:37 <@JonnyH> It's been nearly 2 weeks since I last changed everything 18:37 < SupSuper> you're on vacation right :) 18:37 <@JonnyH> That's a new record! :P 18:46 < SupSuper> it's been 27 days since i remembered msvc exists 18:47 <@JonnyH> I apologies for bringing it up then 18:47 < SupSuper> no i'm reading your sign :p 18:47 <@JonnyH> And with a sigh I replace the number with a 'zero' 19:00 <@JonnyH> I've gotta run, beer to drink, sports of questionable interest to watch 19:00 <@JonnyH> I'll probably continue staring at voxels tomorrow... 19:00 -!- You're now known as JonnyH`Away 19:01 < Iamasandwich> fuck it. i’m going to try and make this compile. other work and socialization be damned 19:04 -!- Skin36 [~Skin36000@85.26.186.252] has joined #OpenApoc 19:13 < SupSuper> what's tripping you up? 19:13 < SupSuper> finding all the dependencies? 20:03 -!- pmprog_laptop [~pmprog@2a02:c7f:6417:100:40fa:718c:ac8f:be12] has joined #OpenApoc 20:08 < SupSuper> hey pmprog_laptop 20:09 < pmprog_laptop> Hi SupSuper, how's things? 20:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-xrqxhkexbuevbsep] has quit [Quit: Connection closed for inactivity] 20:09 < Iamasandwich> SupSuper: yeah. the package manager we have is a bit weird. i’m using macports 20:10 < Iamasandwich> it installs everything to /opt.... 20:10 < Iamasandwich> i may try homebrew which puts things in the “normal†places 20:10 < SupSuper> ah, i thought everyone used brew 20:10 < SupSuper> which seems the most linuxy 20:10 < Iamasandwich> my biggest issue is that it’s destructive; it replaces system binaries 20:10 < Iamasandwich> so you can get in a bad situation sometimes 20:10 < SupSuper> ouch 20:10 < Iamasandwich> vs macports which does things in isolation 20:11 < SupSuper> pmprog_laptop: finally on holiday, woo 20:11 < SupSuper> too bad this heat just makes me wanna lie around all day and do nothing :p 20:11 < Iamasandwich> it’s sooo hot. 20:11 < pmprog_laptop> Sounds good-ish ;-) 20:12 < pmprog_laptop> There's no harm in having a bit of a wind down 20:13 < pmprog_laptop> Well, sometimes... For me it takes me out of the routine/momentum 20:14 < SupSuper> yeah it's nice 20:15 < SupSuper> until you start feeling guilty over wasting your free time :p 20:15 < pmprog_laptop> Yeah, used to that... and now I have no free time :( 20:16 < pmprog_laptop> Or at least any useful free time :( 20:17 < SupSuper> eventually i'll be able to live off my savings. in my 50s. then i'll finish openxcom 2.0! 20:18 < pmprog_laptop> :-) v2 not close to completion? 20:18 < pmprog_laptop> How's TFTD support? 20:18 < pmprog_laptop> I'm afraid I've not looked at OXC for a long time 20:19 < SupSuper> oh it's pretty much done, it's just the remaining "when do we call it done" :p 20:19 < SupSuper> there's always a laundry list of feature requests and scary looking bufs 20:19 < SupSuper> *bugs 20:20 < pmprog_laptop> sounds good. I should really give TFTD another play -- sometime 20:20 < SupSuper> plus just putting a zip out there and calling it done doesn't feel like doing it justice. it needs some fanfare you know? 20:20 < SupSuper> because i'm a terrible ambitious person :p 20:20 < pmprog_laptop> Yeah, need to make splash :) 20:20 < Iamasandwich> time for a streamathon 20:20 < Iamasandwich> and other hype 20:21 < pmprog_laptop> BTW, do you have this bundle - https://www.humblebundle.com/pc-android-14-bundle - Wondering if SpaceCom is any good, as that's the only game I think looks interesting 20:21 < Iamasandwich> 2.0 wil be a big deal 20:21 < SupSuper> even though everyone that probably wants to is already playing the nightlies 20:21 < pmprog_laptop> Let me know if you do, I'll put a link on OA's facebook 20:21 < SupSuper> pmprog_laptop: don't have it. apparently you can get spacecom for free though 20:22 < pmprog_laptop> Really? 20:22 < SupSuper> yeah scroll down 20:22 < SupSuper> no steam key though :p 20:22 < pmprog_laptop> lol 20:22 < pmprog_laptop> that's fine, DRM free is good enough for me 20:22 < SupSuper> that's a dealbreaker for me!!! 20:22 < pmprog_laptop> In fact, I only really look for DRM free games these days 20:23 < SupSuper> Iamasandwich: well we've already streamed it before. in fact i don't know what to do next time, since i've already showed off ufo and tftd. apoc? gamedev? :p 20:23 < pmprog_laptop> Thanks for being so helpful. Can't believe I never saw that myself 20:24 < SupSuper> np 20:24 < Iamasandwich> SupSuper: just because it’s been streamed before, doesn’t mean it shouldn’t be again to hype the release. maybe do a run with some mods or something to showcase them 20:24 < Iamasandwich> not xpiratez or whatever 20:24 < Iamasandwich> to get people interested in the game 20:24 < Iamasandwich> the diehard xcom fans are on nightlies but other people might not. 20:24 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 250 seconds] 20:25 < SupSuper> i'm awful with mods :) 20:25 < SupSuper> but i should probably just talk less and more actually get it done 20:27 < SupSuper> and apoc. and all my other side projects. god the days aren't big enough :p 20:27 < pmprog_laptop> hehe, what other side projects do you have? 20:29 < SupSuper> well there was master of magic. and other random game ideas i'd like to remake. and i'm also helping out on undisclosed unity thing 20:29 < SupSuper> you know biding my time until firaxis finally gives us an x-com hd contract or something :p 20:29 < pmprog_laptop> hehe, sounds like a good plan 20:31 < SupSuper> what about you? 20:33 < pmprog_laptop> Well, my side projects are a PiZero/Lego remote control car (which is on hold), a C64 make of my SuperJumpKickTurbo, and Ivan Ironfist (That I'm hoping to eventually try and sell as an indie game) 20:33 < pmprog_laptop> That said, I've barely spent any time on any of them lately 20:33 < pmprog_laptop> https://www.youtube.com/watch?v=nImf7mdCiiU 20:33 < SupSuper> a more hands-on guy huh 20:34 < pmprog_laptop> Oh, I've also got two FPGA boards - one I was hoping to play with the MEGA65, but also try and make my own 16bit retro computer on a chip 20:34 < pmprog_laptop> but that's also going very slowly 20:35 < SupSuper> i think closest i have to fiddling with retro stuff is "figure out msdos maybe somehow???? that'd be pretty rad and also impossible" 20:35 < pmprog_laptop> MSDOS v1 source code was released you know? 20:35 < pmprog_laptop> In case you're interested 20:37 < pmprog_laptop> I actually bought an VHDL book, which was pretty nice to read. I was also thinking of maybe a FPGA Gameboy core... but too many projects, and not enough time 20:38 < SupSuper> didn't know that. i guess the scary thing is i wouldn't know where to even start or look 20:39 < pmprog_laptop> Well, it'd probably be easier for me to try and write a gameboy emulator first - software based - then try and move it to "hardware" 20:40 < pmprog_laptop> but that's a dream, that I need to let go, and try and just concentrate on Ivan 20:40 < pmprog_laptop> I'd like to see if I could make any money from indie games 20:41 < SupSuper> now that's scary :p 20:41 < pmprog_laptop> Not really, I'll keep my day job until a time where it feels like a real success 20:42 < pmprog_laptop> So really, if it never sells, the only thing I've "lost" is time 20:42 < pmprog_laptop> and maybe a bit of money if I pay for graphics and audio 20:45 < SupSuper> i've got major respect for anyone that makes money off their stuff, i can't really wrap my head around it, don't have the marketing mindset for it 20:45 < SupSuper> at the very least i'd always open-source it, there's so few resources as it is 20:46 < pmprog_laptop> Yeah, not sure I do either, hence why I thought I'd just give it a go as a sideline 20:46 < SupSuper> _michal seems to do alright on the mobile market 20:46 -!- You're now known as JonnyH 20:47 < pmprog_laptop> I should try and grab him sometime 20:47 < pmprog_laptop> Hi JonnyH 20:47 < pmprog_laptop> But it's past my bed time now, so I better go 20:47 < pmprog_laptop> Catch you again next time. Take it easy 20:47 -!- pmprog_laptop [~pmprog@2a02:c7f:6417:100:40fa:718c:ac8f:be12] has quit [Quit: Konversation terminated!] 20:47 <@JonnyH> hi pmprog 20:48 <@JonnyH> ...bye pmprog 20:52 < Skin36> :) 20:54 <@JonnyH> Yeah, side-side projects :) 20:55 <@JonnyH> I made the 'mistake' of trying to help someone get the pvr chip in their portable game device working... 21:02 < SupSuper> did it work? :p 21:03 <@JonnyH> ...maybe? 21:03 <@JonnyH> It's like working with your hands tied behind your back 21:03 <@JonnyH> I have source access to the driver 21:04 <@JonnyH> while they 'have' to use the TI binary, with the specific set of options & weirdness they decided on 21:04 <@JonnyH> I should *encourage* reverse engineering efforts of our GPU or something ;) 21:04 <@JonnyH> 'caus an open source driver would make this sooooo much easier 21:45 -!- Skin36 [~Skin36000@85.26.186.252] has left #OpenApoc [] 22:19 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 22:48 -!- Iamasandwich 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the connection] 10:24 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:49 -!- nadir [uid134094@gateway/web/irccloud.com/x-wpvvdnehmfryuslq] has quit [Quit: Connection closed for inactivity] 11:55 -!- Keise [~batt@69-165-146-6.dsl.teksavvy.com] has joined #OpenApoc 12:15 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:38 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 14:02 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 16:13 -!- Skin36 [~Skin36000@109.168.230.187] has joined #OpenApoc 16:52 -!- nadir [uid134094@gateway/web/irccloud.com/x-glythvcydxtoxcmi] has joined #OpenApoc 18:10 -!- Skin36 [~Skin36000@109.168.230.187] has left #OpenApoc [] 18:13 < Keise> hey Jonny 18:14 < Keise> Skin36 found crash logic, all looks good now 18:15 < Keise> http://pastebin.com/BkJvzj6Y if interested 18:16 < Keise> mainly checks 'walk_type' on tile if ground or not 18:18 < Keise> as for attacking buildings I'm sure that value is the thing to check 18:38 -!- You're now known as JonnyH 19:03 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 19:03 < openapoc-git> [OpenApoc] idshibanov pushed 3 new commits to master: https://git.io/vKGSp 19:03 < openapoc-git> OpenApoc/master ee5d6e8 Ivan Shibanov: Vehicle attack modes and pathfinder fixes 19:03 < openapoc-git> OpenApoc/master ff1b78a Ivan Shibanov: Merge remote-tracking branch 'pmprog/master' into gameplay/vehicles 19:03 < openapoc-git> OpenApoc/master a527001 Ivan Shibanov: Disable weapons when evasive or wrecked 19:03 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 19:34 -!- You're now known as JonnyH`Away 19:42 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:24 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:45 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 272 seconds] 20:54 -!- Keise 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-!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 10:01 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:11 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:35 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 264 seconds] 13:03 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:16 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 264 seconds] 13:19 -!- nadir [uid134094@gateway/web/irccloud.com/x-zugokczthdxqwurm] has quit [Quit: Connection closed for inactivity] 13:50 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 14:19 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 264 seconds] 14:25 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 14:40 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 264 seconds] 15:00 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 15:25 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 16:07 -!- You're now known as JonnyH 16:13 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Ping timeout: 276 seconds] 16:26 -!- nadir [uid134094@gateway/web/irccloud.com/x-ptlzfwafwkykrdnf] has joined #OpenApoc 18:05 -!- You're now known as JonnyH`Work 18:42 -!- pmprog_laptop [~pmprog@2a02:c7f:6417:100:8813:4aa1:b218:620a] has joined #OpenApoc 18:43 <@JonnyH`Work> hey pmprog_laptop 18:43 < pmprog_laptop> Hiya JonnyH`Work, how's things? 18:43 <@JonnyH`Work> good enough :) 18:43 < pmprog_laptop> Good stuff 18:44 <@JonnyH`Work> Trying to get the last few things finished before holiday at the end of next week 18:44 <@JonnyH`Work> so looking forward to that 18:45 < pmprog_laptop> Hope you have a great hols :) 18:45 <@JonnyH`Work> Thanks :) 19:44 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:27 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:34 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 250 seconds] 20:37 -!- pmprog_laptop [~pmprog@2a02:c7f:6417:100:8813:4aa1:b218:620a] has quit [Quit: Konversation terminated!] 21:14 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 21:32 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 21:32 < openapoc-git> [OpenApoc] JonnyH pushed 5 new commits to master: https://git.io/vKleJ 21:32 < openapoc-git> OpenApoc/master 7e5ffb1 Jonathan Hamilton: Add function to calculate the 'centre' of a voxel map... 21:32 < openapoc-git> OpenApoc/master a6399e5 Jonathan Hamilton: Fix test_rect framework linkage... 21:32 < openapoc-git> OpenApoc/master 0792c52 Jonathan Hamilton: Fix test logging & cleanup the CMakeFile 21:32 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 23:09 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:44 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 23:44 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vKlsl 23:44 < openapoc-git> OpenApoc/master 86cb559 Jonathan Hamilton: Fix assert 23:44 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 23:51 -!- You're now known as JonnyH`Away --- Day changed Wed Jul 13 2016 03:46 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 240 seconds] 04:19 -!- pagurus [~user@pD950C669.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:20 -!- pagurus [~user@p4FD6C419.dip0.t-ipconnect.de] has joined #OpenApoc 04:21 -!- pagurus [~user@p4FD6C419.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:23 -!- pagurus [~user@p4FD6C419.dip0.t-ipconnect.de] has joined #OpenApoc 05:34 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 06:30 -!- Skin36 [~Skin36000@85.174.227.33] has joined #OpenApoc 06:32 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 07:09 -!- Skin36 [~Skin36000@85.174.227.33] has left #OpenApoc [] 09:42 -!- nadir [uid134094@gateway/web/irccloud.com/x-ptlzfwafwkykrdnf] has quit [Ping timeout: 258 seconds] 09:45 -!- nadir [uid134094@gateway/web/irccloud.com/x-raknvzgwghcrotzw] has joined #OpenApoc 10:54 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:14 -!- Skin36 [~Skin36000@85.174.227.33] has joined #OpenApoc 11:14 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 264 seconds] 11:18 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:26 -!- Skin36 [~Skin36000@85.174.227.33] has left #OpenApoc [] 11:44 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 15:40 -!- Yolo [bc92bba9@gateway/web/freenode/ip.188.146.187.169] has joined #OpenApoc 16:16 -!- You're now known as JonnyH 17:12 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 246 seconds] 17:30 -!- Skin36 [~Skin36000@85.174.227.33] has joined #OpenApoc 17:42 < Yolo> Hi guys! 17:42 <@JonnyH> hey 17:42 < Yolo> Do you pan 1:1 remake? 17:42 < Yolo> or wan 17:42 < Yolo> or wanna include some improvements? 17:42 < Yolo> plan* 17:43 <@JonnyH> Version 1.0 is only really looking at 'bug fix' level stuff 17:43 <@JonnyH> I'm not a game designer, so I don't want to 'change' the gamplay 17:43 <@JonnyH> But we're leaving hooks in there to allow easy changing of stuff (like mods etc.) 17:43 <@JonnyH> Even getting that far is going to take a while 17:43 < Yolo> Yeach, but there are lots of stuff that can make life better without altering gameplau 17:43 <@JonnyH> so much beyond that is still 'early' plans 17:44 < Yolo> I mean hotkeys, better ui etc. 17:44 < Yolo> Auto reequipping soldiers 17:44 <@JonnyH> We're already tweaking the UI to fit 'modern' higher-resolutions etc. better anyway 17:44 < Yolo> Well 17:44 < Yolo> You need more devs? 17:45 <@JonnyH> and auto-reequipping soldiers was 'there' in the original, it just was kinda buggy and easy to break :) 17:45 <@JonnyH> yup, devs would be cool :D 17:45 < Yolo> yeach 17:45 < Yolo> I love xcom, but I don't see point in 1:1 remake 17:45 < Yolo> I mean without usability improvements 17:45 <@JonnyH> I fully expect us to continue after 1.0 to fix issues :) 17:46 <@JonnyH> It's just a milestone on the way 17:46 < Yolo> I 17:46 < Yolo> I'm not they guy who likes loader plumbing 17:46 <@JonnyH> 'loader plumbing'? 17:47 < Yolo> Reverse engineering original apoc 17:47 < Yolo> but I could help with gameplay 17:47 <@JonnyH> Oh no, that's Skin36's job :P 17:47 < Yolo> I guess 17:47 <@JonnyH> TBH he's faster at reverse-engineering than we are at programming already 17:47 < Yolo> ;) 17:47 <@JonnyH> as in we're bottlenecked by coders 17:48 < Yolo> I'm not really experienced 17:48 <@JonnyH> Everyone has to start somewhere ;) 17:48 <@JonnyH> Though I suspect our choice of c++ isn't great for a programming newbie 17:48 < Yolo> I made somethink like that 17:48 < Yolo> http://www.indiedb.com/games/warlocks-gauntlet 17:48 < Yolo> I work as backend web developer in c# 17:49 < Yolo> something* 17:49 <@JonnyH> I kinda treated this as a project to 'learn' modern c++11 17:49 < Yolo> blah, sorry just bought ergonomic keyboard ;) 17:49 <@JonnyH> so it's probably more similar to c# than oldschool c++ 17:49 < Yolo> C++ was my first lang 17:50 < Yolo> but it was years ago 17:50 <@JonnyH> If you feel like taking a look anyway I'm sure *any* help would be appreciated :D 17:50 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 17:50 < Yolo> can you guide me a bit 17:50 < Yolo> ? 17:50 <@JonnyH> Sure, what platform are you on? 17:51 < Yolo> win 17:51 -!- Yolo is now known as ShadowDancer 17:51 -!- ShadowDancer is now known as shadow 17:51 <@JonnyH> That should be simple enough, you need msvc2015 (2013 doesn't have some c++11 features we use) 17:51 < shadow> Bah 17:51 < shadow> gotta install C++ stuff 17:51 <@JonnyH> clone it from github (if you use the github for desktop UI it'll pull in submodules automatically) 17:51 <@JonnyH> open openapoc.sln and build :) 17:51 <@JonnyH> should be enough 17:52 <@JonnyH> I spend a fair bit of time to try to get it as close to 'one button setup' as I could 17:52 <@JonnyH> but yeah, you need the c++ tools from msvc2015 17:52 <@JonnyH> the community edition is fine 17:52 < shadow> I have enterprise 17:53 <@JonnyH> and even just the 'build' tools package works if you're willing to use the cmdline to build 17:53 < shadow> just gotta install c++ 17:53 <@JonnyH> I assume that works the same? I've never tried though... 17:53 < shadow> yeach 17:53 <@JonnyH> (I dev on linux for my job :) 17:53 < shadow> och ;)) 17:53 <@JonnyH> I like it 17:53 <@JonnyH> Some tools just don't seem to have a windows equivalent 17:53 <@JonnyH> I mean, how can you work on native code without valgrind/sanitizers? :P 17:54 < shadow> Idk 17:54 < shadow> I don't work on native code ;_ 17:54 <@JonnyH> Lucky you.. 17:54 <@JonnyH> My 'day job' is embedded gpu drivers 17:54 < shadow> och 17:54 <@JonnyH> c++11 is 'high level' for me ;) 17:54 < shadow> hardcore for me 17:55 < shadow> I programmed some stuff on uc in asm, but hate the plumbing after all 17:55 < shadow> ok 17:55 < shadow> do you have some issue tracker 17:56 <@JonnyH> It's all a bit ad-hoc 17:56 < shadow> and kind of easy stuff to do for newcomer? :) 17:56 <@JonnyH> we have a big TODO.md in the root of the project 17:56 <@JonnyH> but we don't yet have any fleshed out into standalong 'projects', they're all top-level headline features 17:56 < shadow> well, that's original ;) 17:57 < shadow> och btw, what license do you plan to release on? 17:57 <@JonnyH> currently MIT 17:58 <@JonnyH> though I've been thinking of re-licenceing the 'libraries' MIT and the 'game' GPL or something 17:58 <@JonnyH> but don't really care enough at this point 18:00 -!- You're now known as JonnyH`Work 18:01 -!- shadow [bc92bba9@gateway/web/freenode/ip.188.146.187.169] has quit [Ping timeout: 250 seconds] 18:03 <@JonnyH`Work> Scared them off already :D 18:19 -!- shadow [bc92bba9@gateway/web/freenode/ip.188.146.187.169] has joined #OpenApoc 18:19 < shadow> Well 18:19 < shadow> it works 18:19 < shadow> O.o 18:19 <@JonnyH`Work> cool :) 18:19 < shadow> lags like hell thougg 18:19 < shadow> though 18:19 <@JonnyH`Work> debug mode? 18:19 < shadow> aye 18:20 <@JonnyH`Work> MSVC's debug mode *really* doesn't like our use of the stl for the game structures 18:20 <@JonnyH`Work> Not really sure what to do about it 18:20 < shadow> bah 18:21 < shadow> load takes a while too 18:21 <@JonnyH`Work> I think SupSuper tried to make a build option that is debug, except disabling the extra stl checks, not sure how successful that was 18:21 <@JonnyH`Work> needless to say, performance of the 'debug' build hasn't been a priority :P 18:21 -!- Skin36 [~Skin36000@85.174.227.33] has quit [Ping timeout: 260 seconds] 18:22 < shadow> well, compiling release ;) 18:22 <@JonnyH`Work> I got vsync-limited 60fps on my nexus player (Android intel atom) 18:22 < shadow> how many pple works on windows? 18:22 <@JonnyH`Work> so suspect it's corner cases 18:22 <@JonnyH`Work> SupSuper does 18:23 <@JonnyH`Work> I think Ivan does too... 18:23 <@JonnyH`Work> I guess that leaves me as the only one using linux mostly :P 18:23 < shadow> bah C++ looks so savage :P 18:23 <@JonnyH`Work> Note: 'My c++' is not necessarily the same as 'Good c++' :P 18:24 < shadow> I guess that's due to -> and :: operators 18:24 <@JonnyH`Work> Better than perl :P 18:24 < shadow> ;D 18:24 < shadow> ok on release it is nice 18:24 <@JonnyH`Work> TBH the linux debug mode doesn't seem to have the same degree of slowdown, so it's not bothered me enough to fix... 18:25 <@JonnyH`Work> Honestly, on pretty much any semi-modern hardware it should be pretty fast 18:25 < shadow> i5-6600k here 18:25 <@JonnyH`Work> No problem on that then :) 18:25 < shadow> and I had like 5 fps in debug 18:26 <@JonnyH`Work> I think it's because we use foreach loops in the 'core' game loop 18:26 < shadow> It looks pretty well tbh 18:26 <@JonnyH`Work> they optimise out to pretty much nothing 18:26 <@JonnyH`Work> but if you enable all the stl iterator checks etc. that debug does it makes a big difference 18:27 <@JonnyH`Work> I'm currently trying to fix some bugs in the collision code 18:27 < shadow> hmm some sprites are zfighting sometimes 18:27 <@JonnyH`Work> So if you see any issues there it's OK, I know :P 18:27 <@JonnyH`Work> unfortunately, there's no real way we can correct that 18:28 < shadow> esp shadows 18:28 <@JonnyH`Work> the original has 'z fighting' :P 18:28 <@JonnyH`Work> the shadows disappearing through the floor is one symptom of some collision issues 18:28 <@JonnyH`Work> as it currently figures out where to put the shadow by using the same collision code 18:29 <@JonnyH`Work> but stuff like it popping up from 'behind' a hill seems unavoidable 18:29 <@JonnyH`Work> as it's just an artifact of how the tile engine works 18:29 < shadow> och 18:29 < shadow> no image found for vehicle 18:30 < shadow> you said something about bug file 18:30 < shadow> ? 18:30 <@JonnyH`Work> and I don't really know how to fix that without modifying the original data files (like adding a depth to each pixel or something) 18:30 <@JonnyH`Work> TODO.md has the big list of stuff that we know doesn't work :P 18:30 <@JonnyH`Work> If you tried to launch a ground vehicle it'll fail to find an image at this point 18:31 <@JonnyH`Work> as ground vehilcles are pretty much entirely unimplemented 18:31 < shadow> I guess that was that 18:31 <@JonnyH`Work> If it's a flying vehicle that shouldn't happen... 18:32 < shadow> hmm I see some bugs with airbone pathfinding already ;) 18:32 <@JonnyH`Work> yeah, it clips through corners for one 18:32 < shadow> yeach and takes suboptimal path 18:33 <@JonnyH`Work> That might be the 'preferred height' you can set 18:33 <@JonnyH`Work> otherwise it should be optimal 18:33 < shadow> nah 18:33 < shadow> in gorund level 18:33 <@JonnyH`Work> hmm.. that shouldn't happen 18:33 < shadow> sec 18:33 <@JonnyH`Work> one possible issue is it doesn't recalculate until there's a blockage directly in front of it 18:34 <@JonnyH`Work> so if it launches when something's in the way of the optimal path 18:34 <@JonnyH`Work> it'll continue with the suboptimal one if it moves out the way 18:34 <@JonnyH`Work> otherwise it just uses a* 18:34 <@JonnyH`Work> (though we've tweaked it a bit recently to do stuff like the 'preferred' height, so it's possible it's not quite working right) 18:35 <@JonnyH`Work> there's a 'show vehicle paths' to show the planned routes in the options menu 18:36 <@JonnyH`Work> might be useful for validating it 18:36 < shadow> bah 18:36 < shadow> made screenshot 18:37 < shadow> but I'm on mobile connection TT 18:37 <@JonnyH`Work> If something doesn't look right Ivan ('Keise' on chat) is probably the guy to ask 18:37 < shadow> ok 18:37 < shadow> Shall I check it? 18:38 <@JonnyH`Work> Perhaps? I can't really look at it directly right now 18:38 <@JonnyH`Work> as I unfortunately don't get paid for work on openapoc ;) 18:38 < shadow> or Idk 18:38 < shadow> yeach 18:38 < shadow> could you just point me out 18:39 < shadow> where I can do something useful and not too hard? 18:39 <@JonnyH`Work> hmmm.. maybe the save dialog or something? 18:39 <@JonnyH`Work> currently it just saves/loads 'save.zip' with no way of selecting the path/name/whatever? 18:40 < shadow> ok 18:40 <@JonnyH`Work> Though that involves writing a Form, which is a bit nasty (see the data/UI/whatever.xml file for reference) 18:40 <@JonnyH`Work> IIRc the original has 10 selectable slots 18:40 <@JonnyH`Work> you could use that (and then you can use the same background image) 18:41 <@JonnyH`Work> or something fancier 18:41 <@JonnyH`Work> but for now save1...10.zip would probably be fine :) 18:41 <@JonnyH`Work> Keise was mostly working on 'vehicle missions' recently 18:42 <@JonnyH`Work> as I said I was looking at the collision detection bugs, and hopefully when that's fixed I'll go back to completing research 18:42 <@JonnyH`Work> there's a lot fo stuff in the 'base' management stuff that is still todo if that looks more interesting 18:42 < shadow> bah, lack of tracker makes me feel weird, idk what to do with my report ;) 18:43 <@JonnyH`Work> put it on github 18:43 < shadow> okay! 18:43 <@JonnyH`Work> github issues are probably the simplist for now 18:43 <@JonnyH`Work> Assuming we need anything more :) 18:43 <@JonnyH`Work> pmprog's repository is the 'main' one 18:45 <@JonnyH`Work> I'm going to hop out for lunch, so back in a bit 18:52 < shadow> Have you thought about introducing something like cgui, to don't bother with gui plumbing? 19:16 <@JonnyH`Work> It keeps going through my mind 19:17 <@JonnyH`Work> but my experience with cegui is that it's hard to match the 'feel' on old game GUIs 19:17 < shadow> gui systems looks nice 19:17 <@JonnyH`Work> for better or worse :) 19:17 < shadow> at first glance ; 19:17 < shadow> I guess that backgrounds are unpacked from iso? 19:18 <@JonnyH`Work> yeah, it 'mounts' the iso as part of the data path 19:18 <@JonnyH`Work> sometimes it can be hard finding the 'correct' image 19:19 < shadow> bah how to open pcx 19:19 <@JonnyH`Work> so I extracted them all to .pngs 19:19 < shadow> nice 19:19 < shadow> how to do so? 19:19 <@JonnyH`Work> http://s2.jonnyh.net/pub/list/extracted/ 19:19 < shadow> thx 19:19 <@JonnyH`Work> that's the .pck's not the .pcx 19:19 <@JonnyH`Work> .pcx is a 'standard' graphics format IIRC? 19:20 <@JonnyH`Work> my previewer here opens them fine... 19:20 <@JonnyH`Work> Maybe something like photoshop? 19:20 <@JonnyH`Work> Or paint.net or something will show them? 19:21 < shadow> ok i'll try 19:21 <@JonnyH`Work> I uploaded the .pcx in .png format there too 19:23 <@JonnyH`Work> it's a bit complex for images, as most things in apoc are paletted 19:23 <@JonnyH`Work> so the .pcx files contain both a palette and the image using it 19:24 <@JonnyH`Work> while .pck files just the image, so need a palette reference 19:24 < shadow> it 19:24 < shadow> well is there support for regular images? 19:24 < shadow> I see there is, but can I make custom weapon? :_ 19:25 < shadow> without palette? 19:25 <@JonnyH`Work> yup, we support .pngs too 19:25 <@JonnyH`Work> but we use the original data files where possible :) 19:26 < shadow> I 19:27 < shadow> I guess you extracted only part of sprites there? 19:28 <@JonnyH`Work> the shadow and 'strategy map' sprites aren't extracted 19:28 <@JonnyH`Work> and all the 'tactical' game sprites are missing too 19:29 < shadow> save screen bg will be there as sprite, or magic is involved? 19:29 <@JonnyH`Work> that'll be one of the .pcx files 19:29 < shadow> ach damn, options screen have bg of equipment screen 19:29 <@JonnyH`Work> ufodata/savegame.png? 19:30 <@JonnyH`Work> well, .pcx :) 19:30 < shadow> derp 19:30 < shadow> thanks, I hope that i'll used to it ;) 19:31 <@JonnyH`Work> I normally fire up the original in dosbox and take a screenshot for reference 19:31 <@JonnyH`Work> but the save game stuff is some thing we can easily improve on 19:31 <@JonnyH`Work> we're no longer limited in disk space to 10 slots :) 19:32 < shadow> I think that i' 19:32 < shadow> i'll remake original for start 19:32 < shadow> but I think that one improvement is needed 19:33 < shadow> pass name of save to load in cmd line ;) 19:33 <@JonnyH`Work> ./OpenApoc --load-save=save.zip 19:33 <@JonnyH`Work> already there :P 19:33 <@JonnyH`Work> It's how I test most things 19:34 < shadow> ach I need that so bad :D 19:39 <@JonnyH`Work> BTW your bug report 19:39 <@JonnyH`Work> you expected it to go diagonally down into the pad? 19:39 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:40 <@JonnyH`Work> Not sure why it didn't, it *should* use euclidian distance (not manhatten or anything)... 19:42 < shadow> ye 19:42 <@JonnyH`Work> Also it should probably choose the closer landing pad to... 19:42 < shadow> I updated screen with built in traciking 19:42 <@JonnyH`Work> Unless a vehicle happened to be in that tile when it first calculated the route 19:42 < shadow> From what I see each building have entrance and exit 19:43 <@JonnyH`Work> naa, each landing pad can be used for either 19:43 < shadow> they arent 19:43 <@JonnyH`Work> I think it launches from the first-free (so depends on the order they're specified) 19:43 < shadow> I guess that I need to report that too :D 19:43 <@JonnyH`Work> but should route to the closest 19:43 < shadow> Atm it looks like it always uses one to enter and other one to leave 19:43 <@JonnyH`Work> It should probably launch from the closest too 19:43 < shadow> I tested on two buildings 19:44 < shadow> can I live reload forms? 19:44 <@JonnyH`Work> hmm... 19:44 <@JonnyH`Work> Nope, unfortunately, you have to restart the game 19:44 < shadow> guess not? 19:44 < shadow> looks easy to implement though 19:45 <@JonnyH`Work> it currently parses all forms at startup 19:45 <@JonnyH`Work> but you could probably defer that to GetForm? 19:46 < shadow> nah I need to reload em 19:46 < shadow> to ease setting gui pixels 19:46 < shadow> worth it> 19:46 < shadow> ? 19:46 <@JonnyH`Work> Probably is? 19:46 < shadow> i'll try then 19:46 <@JonnyH`Work> I've spent quite a bit of time tweaking forms by a couple of pixels to get stuff to line up 19:47 <@JonnyH`Work> if that'll make that easier it's good 19:47 < shadow> yeach hate that too LD 19:47 <@JonnyH`Work> pmprog did most of the form stuff 19:47 <@JonnyH`Work> I think he tried to add a 'form viewer' in the debug menu 19:47 <@JonnyH`Work> but not sure how useful that is, as it won't show "dynamic" elements 19:47 <@JonnyH`Work> IE the stuff you add in-code 19:47 <@JonnyH`Work> just the xml 19:48 < shadow> but no manipulation? 19:48 <@JonnyH`Work> nope 19:48 <@JonnyH`Work> no editor 19:48 <@JonnyH`Work> I have the start of a 'GameState' editor in a branch somewhere 19:48 <@JonnyH`Work> but it requires quite a few changes to the serialization code so it's not done yet 19:48 <@JonnyH`Work> The 'magical future plan' was to possible add UI editing too 19:48 <@JonnyH`Work> but still not even started looking at that 19:49 < shadow> another suggestion 19:49 < shadow> do you like convetions? :) 19:49 <@JonnyH`Work> 'conventions'? 19:50 < shadow> like "take all xml in that dir and parse forms from em" 19:50 <@JonnyH`Work> I'm cool with that 19:50 <@JonnyH`Work> I'm not sure I like the current 'having to edit the parent .xml to add every new file' 19:50 < shadow> :) 19:50 <@JonnyH`Work> so something like "include UI/*.xml " is fine with me 19:52 <@JonnyH`Work> I think we use boost::filesystem for 'os-agnostic' filesystem stuff like that 19:53 < shadow> I guess that I'll do it after start menu 19:53 <@JonnyH`Work> I want to avoid win32/posix directly 19:53 < shadow> don't wanna mess too much with io at start 19:53 <@JonnyH`Work> Might also be useful for 'does the file save1.zip exist' etc. 19:53 <@JonnyH`Work> for the savegame ui 19:53 < shadow> ach true 19:53 < shadow> no there yet though :D 19:54 <@JonnyH`Work> 'saving' data in openapoc is a mess at the minute 19:54 <@JonnyH`Work> different paths use different APIs... 19:54 <@JonnyH`Work> physfs should be used for 'reading' data though 19:54 <@JonnyH`Work> (through the fs.cpp wrapper) 19:55 <@JonnyH`Work> as stuff like Android uses a different implemntation 19:55 <@JonnyH`Work> and allows us to read the .iso file etc. 19:56 < shadow> ow android 19:56 < shadow> what other platforms? 19:56 < shadow> are there? 19:56 <@JonnyH`Work> I've only tested windows & linux 19:56 < shadow> you plan android? 19:56 <@JonnyH`Work> I don't have a mac to test on, same with ios 19:57 <@JonnyH`Work> eventually, yes 19:57 <@JonnyH`Work> we got a proof-of-concept running 19:57 <@JonnyH`Work> and that's "enough" for now, as it doesn't make sense to finish the small issues when 90% of the game still doesn't wrok right :) 20:18 < shadow> I see you don't have correct excludes in repo for vs, shall I add em to gitignore? 20:18 <@JonnyH`Work> sure 20:19 <@JonnyH`Work> Also I need to add a couple of unit tests to msvc too... 20:19 <@JonnyH`Work> I wrote them trying to track down the collision issues 20:19 <@JonnyH`Work> it kinda makes sense to keep them around in case 20:22 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:25 < shadow> aww heck, it's not gitignore, sb commited .user (local vs settings) to repo 20:25 < shadow> wut 20:25 <@JonnyH`Work> *shrug* 20:25 <@JonnyH`Work> if it's not meant to be there, remove it and add it to .gitignore? 20:26 < shadow> I guess that i'll ask vs guys when they'll be there 20:27 <@JonnyH`Work> CMAkeLists.txt is mine :) 20:27 < shadow> removing it would kill their builds ;C 20:27 < shadow> ;) 20:27 <@JonnyH`Work> I also have an appveyor doing CI on windows for my repo 20:27 <@JonnyH`Work> but that uses msbuild directly, so no .user file I guess? 20:27 <@JonnyH`Work> as it worked fine without it... 20:27 <@JonnyH`Work> (and travis-ci doing the same for linux) 20:27 < shadow> Och sirry 20:27 < shadow> I mean custom settings not build 20:28 < shadow> (damn ergonomic keyboard ;d) 20:28 < shadow> nvm this, i'll discuss with vs guys 20:28 <@JonnyH`Work> It seems to store stuff like then 'current' build type 20:28 < shadow> or command line paramters ;) 20:28 <@JonnyH`Work> so yeah it doesn't seem to need being hept in the repo? 20:28 < shadow> nope, at least I don't do so at work 20:28 <@JonnyH`Work> c:\users\embarressing_user_name\Documents\where_i_keep_my_porn 21:02 < shadow> I need some way to reload only forms without other resources 21:02 < shadow> and loading forms is coupled with parsing xml 21:02 < shadow> I guess that I'll decouple that? 21:02 <@JonnyH`Work> IIRC the only things in that xml are forms? 21:03 < shadow> nope 21:03 < shadow> fonts too 21:03 <@JonnyH`Work> hmm, yes 21:03 <@JonnyH`Work> probably splitting them out would be cool 21:03 < shadow> I mean maybe not decouple, but make possibility to load one kind of node too 21:03 <@JonnyH`Work> no real need to have an xml file specifying all the fonts 21:04 <@JonnyH`Work> just make LoadFont("name") try to open data/Fonts/name.xml or something 21:04 <@JonnyH`Work> same with the forms 21:04 < shadow> it works other way now - "load these xmls whatever is there" 21:05 <@JonnyH`Work> IIRC the forms/fonts was the 'first thing' we implemented 21:05 < shadow> I guess that i 21:05 <@JonnyH`Work> before we really had though of the 'right' structure to design :) 21:05 <@JonnyH`Work> and we can't just push them into the GameState 21:05 <@JonnyH`Work> as the MainMenu depends on them :P 21:06 < shadow> hmm I think that I should just limit names of nodes that this methods accepts, don't really see way of changing this without changing whole loading stuff 21:07 < shadow> and I think that i'm not ready for that 21:07 < shadow> so something like "load all xmls, but skip nodes not named form" 21:07 <@JonnyH`Work> Or mandate that everything in UI/*.xml Must be a form xml 21:08 < shadow> yeach but what about mods then? 21:08 -!- Mutter [~Mutter@185.3.34.227] has joined #OpenApoc 21:08 <@JonnyH`Work> Not sure how mods will interact with the UI yet 21:08 < shadow> they definietly need to 21:08 <@JonnyH`Work> but it's likely they'll then add another UI/ path into the physfs union 21:09 <@JonnyH`Work> then openFile(UI/form.xml) will check the mod path first, then fallback to the default etc. 21:09 < shadow> okay then 21:09 < Mutter> Hi 21:09 < shadow> Hello! 21:09 <@JonnyH`Work> good afternoon! 21:09 <@JonnyH`Work> ...Or whatever it is, wherever you are... 21:10 -!- Mutter is now known as skin36 21:10 < skin36> Hm 21:11 < skin36> Good night for me 21:13 < skin36> I'm figure out ufo crash code 21:18 <@JonnyH`Work> Is that how it uses the tile WALK_TYPE to find if a tile is ok to crash on? 21:18 <@JonnyH`Work> Or something else? 21:20 < skin36> Yes, but something else 21:21 <@JonnyH`Work> oh? 21:23 < skin36> For walk type 1 21:24 < skin36> If road junction tile Brocken 21:27 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 244 seconds] 21:39 < shadow> bah forms have different file names than form names 21:39 < shadow> too scared to remake whole resource loading anyway ;) 21:39 < shadow> but it works nicely 21:43 -!- skin36 [~Mutter@185.3.34.227] has quit [Ping timeout: 264 seconds] 21:54 -!- pagurus [~user@p4FD6C419.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:35 -!- skin36 [~Mutter@185.3.34.215] has joined #OpenApoc 22:40 -!- shadow [bc92bba9@gateway/web/freenode/ip.188.146.187.169] has quit [Ping timeout: 250 seconds] 22:41 -!- skin36 [~Mutter@185.3.34.215] has quit [Remote host closed the connection] 23:13 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 23:13 < openapoc-git> [OpenApoc] JonnyH pushed 4 new commits to master: https://git.io/vK4AT 23:13 < openapoc-git> OpenApoc/master f7bad37 Jonathan Hamilton: travis: Make the test pass print out messages to console... 23:13 < openapoc-git> OpenApoc/master 9169907 Jonathan Hamilton: Start work on a tilemap test 23:13 < openapoc-git> OpenApoc/master fefef21 Jonathan Hamilton: Add some more lines to collision test_tilemap... 23:13 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] --- Day changed Thu Jul 14 2016 00:03 -!- pagurus [~user@p4FD6C419.dip0.t-ipconnect.de] has joined #OpenApoc 00:08 -!- You're now known as JonnyH`Away 00:18 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 01:17 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 01:56 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 02:01 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 02:41 -!- You're now known as JonnyH 03:59 -!- You're now known as JonnyH`Away 04:18 -!- pagurus` [~user@p4FD6DA94.dip0.t-ipconnect.de] has joined #OpenApoc 04:19 -!- pagurus` [~user@p4FD6DA94.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:19 -!- pagurus` [~user@p4FD6DA94.dip0.t-ipconnect.de] has joined #OpenApoc 04:20 -!- pagurus [~user@p4FD6C419.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:20 -!- pagurus` [~user@p4FD6DA94.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:23 -!- pagurus [~user@p4FD6DA94.dip0.t-ipconnect.de] has joined #OpenApoc 05:38 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 07:23 -!- shadow [1facba82@gateway/web/freenode/ip.31.172.186.130] has joined #OpenApoc 09:43 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:08 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 276 seconds] 11:12 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 14:12 -!- shadow [1facba82@gateway/web/freenode/ip.31.172.186.130] has quit [Quit: Page closed] 14:25 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 15:00 -!- shadow [bc92852a@gateway/web/freenode/ip.188.146.133.42] has joined #OpenApoc 15:21 < shadow> Hello 16:26 -!- You're now known as JonnyH`Work 16:32 <@JonnyH`Work> Hi shadow 16:58 < shadow> I made some extensions to control loading 16:59 < shadow> I hope that you'll like em ;) 16:59 <@JonnyH`Work> Cool :) 16:59 <@JonnyH`Work> I fixed the collision stuff too, so I might go back to research 16:59 < shadow> you may write x% to set size to percentage of parent 16:59 < shadow> and you may set "item" height to set height to closest listbox itemSize 17:00 < shadow> what you think> 17:00 <@JonnyH`Work> so you can do relative sizes? 17:00 <@JonnyH`Work> Nice :) 17:00 < shadow> yeach 17:00 <@JonnyH`Work> Does that work if you resize the parent? 17:00 < shadow> nope 17:00 < shadow> it's just extension to xml loader 17:01 <@JonnyH`Work> Is that going to be used in the saved game? 17:01 < shadow> Kind of 17:02 < shadow> http://pastebin.com/KGHVhKAJ 17:35 < shadow> can't really do that after all 17:35 <@JonnyH`Work> ? 17:35 < shadow> I think that I'll drop it 17:35 <@JonnyH`Work> It's a shame pmprog is busy with 'real life' stuff 17:36 <@JonnyH`Work> He knows a lot more about the forms stuff tham me (He wrote it after all :) 17:36 < shadow> Bah 17:36 < shadow> I'll just hardcode everything I guess 17:36 < shadow> :( 17:37 <@JonnyH`Work> :( indeed 17:37 < shadow> Will he be here anytime soon? 17:37 <@JonnyH`Work> I doubt it 17:37 <@JonnyH`Work> he's not been active much recently 17:38 < shadow> Well I can fight it though, but I'm new and don't want to be too aggressive with changing stuff 17:38 <@JonnyH`Work> He's been on irc a couple of times this last week 17:38 < shadow> through* 17:58 < shadow> by the way, I noticed that Strings::IsInteger returns true for "123ASC", is this correct? 18:03 <@JonnyH`Work> I think it returns true if it can be parsed as an integer 18:03 <@JonnyH`Work> which that can (it'll get '123' then stop) 18:04 <@JonnyH`Work> not "Is this string wholly an integer" 18:04 <@JonnyH`Work> IT'll also return true for fp types I guess :P 18:21 < shadow> Can I bother you with questions when you're at work? 18:22 < shadow> SP much new stuff in C++ *.* 18:22 < shadow> So* 18:43 <@JonnyH`Work> TODO: Make the vehicle pathfinding slightly less inefficient ;) 19:12 < shadow> Live reload is ready 19:13 < shadow> https://github.com/ShadowDancer/OpenApoc/commit/88d4926ea03d4fff13db45c0ebb938dc8137c5dd 19:14 <@JonnyH`Work> Right, for code formatting we have a .clang-format file that specifies the standards 19:14 <@JonnyH`Work> so if you install clang 3.8 you can use that to make sure it matches the rest of the code :) 19:15 <@JonnyH`Work> I think there's a msvc plugin to use it too 19:15 < shadow> you use clang as compiler? I have like 50 warnings 19:15 <@JonnyH`Work> You can use clang-format as a seprate formatting-only tool 19:16 <@JonnyH`Work> use also use clang on linux :) 19:16 <@JonnyH`Work> but you probably only care about clang-format 19:16 <@JonnyH`Work> The goal is just to have a standard for the whole repository 19:17 <@JonnyH`Work> and a tool that enforces that is easier than manually fixing up code IMHO 19:17 -!- Mutter_ [~Mutter@185.3.35.216] has joined #OpenApoc 19:18 -!- Mutter_ is now known as skin36 19:21 < shadow> You see these warnings on clang build too? 19:21 <@JonnyH`Work> https://travis-ci.org/JonnyH/OpenApoc/jobs/144607655 19:21 <@JonnyH`Work> is a clang build 19:21 < shadow> thx 19:22 <@JonnyH`Work> https://travis-ci.org/JonnyH/OpenApoc is my linux build tester 19:22 <@JonnyH`Work> it does gcc, clang, and a 'tidy' pass (running the clang-tidy static analyser) 19:22 <@JonnyH`Work> If you register for travis-ci with your own github account you can enable it on your fork too 19:22 <@JonnyH`Work> it should automatically pick up the .travis.yml file that contains the build instructions 19:23 <@JonnyH`Work> but I've not tried clang-on-windows 19:35 -!- skin36 [~Mutter@185.3.35.216] has quit [Ping timeout: 272 seconds] 19:44 < shadow> Got it 19:44 < shadow> https://github.com/ShadowDancer/OpenApoc/commit/88d4926ea03d4fff13db45c0ebb938dc8137c5dd 19:45 < shadow> Looks like clang format won't be my favourite way of programming stuff though ;) 19:46 < shadow> formatting stuff 19:47 <@JonnyH`Work> don't like the style? 19:47 <@JonnyH`Work> Or just doesn't integrate well with msvc? 19:48 < shadow> I'm used to getting stuff formatted as I type 19:48 < shadow> but I guess that you can't have this in cpp 19:48 <@JonnyH`Work> the clang libtooling supports that, but naturally msvc doesn't use that :P 19:49 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:49 < shadow> TT What editors support that? 19:49 <@JonnyH`Work> vim? ;) 19:49 < shadow> och don't scare me ;) 19:50 <@JonnyH`Work> My workflow is very unix-ie, my 'ide' is the command line 19:50 <@JonnyH`Work> Some find that pretty scary :P 19:50 < shadow> I'd like to try 19:50 < shadow> but before I configure everything 19:50 < shadow> I'd probably made few applications on windows 19:50 < shadow> that scares me away 19:51 < shadow> anyway I added refresh button in form viewer 19:51 <@JonnyH`Work> I think stuff like qt-creator supports clang's tooling too, if you want a more GUI-based thingie :) 19:52 <@JonnyH`Work> I tend to avoid stuff modifying stuff 'live' in the editor myself 19:52 <@JonnyH`Work> I have the reformat stuff integrated into the build pass 19:52 <@JonnyH`Work> but then again I don't like autocomplete either 19:52 <@JonnyH`Work> and some people seem to love it 19:52 < shadow> well 19:53 < shadow> it helps in declarative programming ;) 19:53 < shadow> you just specify start and target type, and press autocomplete till it's done 19:53 < shadow> :D 19:54 < shadow> helps if it's 12th hour at work 19:54 <@JonnyH`Work> That's the dream of software engineering right? Get the computer to do *Everything* for you :P 19:54 < shadow> Yeach 20:00 -!- Mutter [~Mutter@185.3.35.216] has joined #OpenApoc 20:02 -!- Mutter is now known as skin36 20:17 < shadow> What is usting type? 20:18 < shadow> UString 20:18 <@JonnyH`Work> UString is just a wrapper to force utf8 strings 20:18 < shadow> what about wstring or something like that? 20:18 <@JonnyH`Work> wstring isn't utf8 and changes size on each platform 20:19 < shadow> are there things that I shouldn't do with these? 20:19 < shadow> I find myself doing stuff like specialsizey.str().back() 20:19 < shadow> ustrung.str().back() 20:19 < shadow> etc. 20:20 <@JonnyH`Work> that will return the last byte, which may be in the middle of a codepoint 20:20 <@JonnyH`Work> Depends what you're doing with it? 20:20 < shadow> I want to check if it is some character 20:20 < shadow> let 20:20 < shadow> for instance '%' 20:21 <@JonnyH`Work> Comparing against ascii (the low 127) is fine 20:21 < shadow> thanks 20:21 <@JonnyH`Work> as if it's a multibyte code the high bit is set 20:21 <@JonnyH`Work> so will compare 'false', which is probably what you want :) 20:23 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:49 < shadow> Looks like I'll have to implement enumerateDirectory myself? 20:50 < shadow> with PHYSFS_enumerateFiles(currentPath.c_str()); 20:54 <@JonnyH`Work> Yup, we currently have nothing that searches in a directory so it's not been useful (yet) 20:55 <@JonnyH`Work> if I was making my own library (rather that just requiring the minimum to get openapoc working : 20:56 <@JonnyH`Work> I would try to use the c++17 filesystem api w/physfs support 21:15 < shadow> I wonder how to manage save files. They are zip files, but need additional metadata. 21:15 <@JonnyH`Work> probably add the openapoc_manifest.xml to zip files? 21:15 <@JonnyH`Work> then 'is this a save' becomes (IS_VALID_ZIP(file) && HAS_VALID_MANIFEST(file)) 21:16 < shadow> ok thanks 21:16 <@JonnyH`Work> I added that initially so you could seralize in stuff from directories 21:16 < shadow> what about save names? 21:16 <@JonnyH`Work> but probably could be added to the 'zip' path too 21:17 < shadow> how to avoid collision with system reserved names? 21:17 <@JonnyH`Work> add a tag to the manifest? 21:17 < shadow> ye, but I guess that user would like to find something reasonable in saves folder 21:17 <@JonnyH`Work> Ask supsuper how openxcom does it next time he's around? 21:17 < shadow> ok 21:18 <@JonnyH`Work> You could have a 'sanitized' version of the name as the filename 21:18 < shadow> I thought about prefix initially 21:18 < shadow> should deal with com0 etc. 21:18 <@JonnyH`Work> like in unix any valid c string is a perfectly fine filename with one exception - the '/' character 21:19 < shadow> sadly not on win ;( 21:19 <@JonnyH`Work> IIRC the 'nul' 'com0' etc. files are only 'reserved' through some api paths 21:19 < shadow> ye, but i'll do more research 21:19 <@JonnyH`Work> not sure what physfs uses :) 21:19 <@JonnyH`Work> (probably the oldest most-busted ones) 22:17 -!- Skin36_ [~Skin36000@85.174.227.33] has joined #OpenApoc 22:22 < shadow> bah 22:22 < shadow> time's up 22:22 < shadow> good night~ 22:22 <@JonnyH`Work> night 22:23 -!- shadow [bc92852a@gateway/web/freenode/ip.188.146.133.42] has quit [Quit: Page closed] 22:54 -!- skin36 [~Mutter@185.3.35.216] has quit [Remote host closed the connection] 23:03 -!- Skin36_ [~Skin36000@85.174.227.33] has left #OpenApoc [] 23:45 -!- You're now known as JonnyH`Away 23:57 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] --- Day changed Fri Jul 15 2016 02:28 -!- You're now known as JonnyH 02:58 -!- You're now known as JonnyH`Away 03:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-raknvzgwghcrotzw] has quit [Quit: Connection closed for inactivity] 04:18 -!- pagurus` [~user@pD950D2CE.dip0.t-ipconnect.de] has joined #OpenApoc 04:18 -!- pagurus` [~user@pD950D2CE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:18 -!- pagurus` [~user@pD950D2CE.dip0.t-ipconnect.de] has joined #OpenApoc 04:19 -!- pagurus` [~user@pD950D2CE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:19 -!- pagurus` [~user@pD950D2CE.dip0.t-ipconnect.de] has joined #OpenApoc 04:20 -!- pagurus [~user@p4FD6DA94.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:21 -!- pagurus` [~user@pD950D2CE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:25 -!- pagurus [~user@pD950D2CE.dip0.t-ipconnect.de] has joined #OpenApoc 04:25 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 264 seconds] 05:35 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 10:46 -!- shadow [1facba82@gateway/web/freenode/ip.31.172.186.130] has joined #OpenApoc 10:49 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:37 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:46 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 12:51 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Client Quit] 13:27 -!- shadow__ [bc92245a@gateway/web/freenode/ip.188.146.36.90] has joined #OpenApoc 14:05 -!- nadir [uid134094@gateway/web/irccloud.com/x-alousaibxtdeaeho] has joined #OpenApoc 14:06 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 14:06 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 14:49 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 15:35 -!- Keise [~batt@45.72.143.90] has joined #OpenApoc 16:26 -!- You're now known as JonnyH 16:32 < shadow__> Hello 16:34 <@JonnyH> hey 16:34 < shadow__> you told me some stuff yesterday 16:35 < shadow__> about save games, but can't get it right 16:35 < shadow__> save should be directory or zip? 16:35 < Keise> hi 16:35 < shadow__> or maybe directory with manifest and zip? 16:35 < shadow__> hello 16:35 <@JonnyH> saves probably zips 16:36 <@JonnyH> but they both go through the same serialization paths 16:36 < shadow__> but physfs can get inside zip? 16:36 <@JonnyH> I just think a self-contained file is more user friendly 16:36 <@JonnyH> yeah, you can PHYSFS_mount a zip 16:37 <@JonnyH> but for the saved game it actually decompresses into memory using minizip not physfs 16:37 < shadow__> I don't need to decompress whole save 16:37 < shadow__> because it would lag at save screen if you have lots of saves 16:38 < shadow__> ok, thanks for tips, i'll check it 16:38 < Keise> finally I'm home and can work on stuff.. 16:38 < shadow__> I got loading basically, still that PHYSFS gives me hard time 16:39 < Keise> hey Jonny, error pops up on my laptop during the intro and I'm not sure why 16:39 < Keise> "Only nearest scaler is supported on paletted images" 16:39 < Keise> never seen it before 16:40 <@JonnyH> The intro video? 16:40 < Keise> yes 16:40 <@JonnyH> that should be using the NEAREST scaler... 16:40 <@JonnyH> ...because non-nearest isn't supported on paletted images :) 16:41 <@JonnyH> Wait, it does... 16:41 <@JonnyH> But only on the gles3 renderer :) 16:41 <@JonnyH> I bet you have older gpu drivers or something so it falls back to the (slower) renderer 16:43 < Keise> yeah, probably 16:43 < Keise> it's a laptop anyway 16:43 <@JonnyH> wait... no... gles3 doesn't support that anyway... 16:43 <@JonnyH> How is this working normally???? 16:44 < Keise> I think the error is coming from ogl 2.0 renderer 16:44 <@JonnyH> ogl2? That's pretty ancient :P 16:44 <@JonnyH> It'll be noticably slower in the city... 16:44 <@JonnyH> I do lots of fancy batching and stuff for the gles3 renderer (which was my focus) 16:44 <@JonnyH> ogl2 is very much a fallback... 16:44 < Keise> I see 16:44 <@JonnyH> Can I ask what gpu that is? 16:45 < Keise> ugh.. intel something-something 16:45 < Keise> I can check later 16:45 <@JonnyH> It'll say at the top of the openapoc_log.txt what extensions etc. it has 16:45 <@JonnyH> if you can post that somewhere it might be interesting 16:45 < Keise> alright 16:46 <@JonnyH> I'll fixup that spurious error anyway 16:47 < Keise> great 16:47 < Keise> how is collision stuff going? 16:48 <@JonnyH> Collision is officially fixed :) 16:48 <@JonnyH> the f6 output image shows what I expect 16:48 <@JonnyH> and I added a couple of unit tests to hopefully stop me breaking it again 16:48 <@JonnyH> Turned out my assumption that the line drawing could be extended to real numbers is complete nonsense 16:48 <@JonnyH> so it was testing against the wrong tiles 16:49 <@JonnyH> Also, I just tested on my laptop i3320 intel gpu and that has GL_ARB_ES3_compatibility 16:49 <@JonnyH> which is the extension we use 16:49 <@JonnyH> so 'relatively' old intel GPUs are ok 16:49 < Keise> maybe it's a driver 16:50 <@JonnyH> Maybe 16:50 <@JonnyH> The ES3 compat isn't really anything new, it's just a rollup of api changes 16:50 <@JonnyH> so doesn't need a fancy new gpu, but more likely an updated driver 16:51 <@JonnyH> I *could* port most of the fast stuff to 'desktop' opengl3 (probably with some extensions?) 16:51 <@JonnyH> but that'll be a fair bit of work... 16:52 < Keise> that's not needed now 16:52 <@JonnyH> hopefully that should fix pointless scaler messages 16:52 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 16:52 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vKun0 16:52 < openapoc-git> OpenApoc/master abf3d64 Jonathan Hamilton: Always use Nearest scaler for video... 16:52 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 16:52 < Keise> it worked on the laptop in general 16:52 < Keise> just the error kept popping up 16:52 <@JonnyH> If it's places other than the video playback I might have to fix those paths too... 16:53 <@JonnyH> Or make it a warning and fallback-to-nearest anyway (which is what the ogles3_v2 version uses, which is why I didn't notice) 16:53 <@JonnyH> that reminds me, I should delete the 'old' gles3 (non-v2) renderer 16:53 <@JonnyH> as it is objectively worse when running on the same hw 16:54 < Keise> cleanup time again :) 16:54 <@JonnyH> We probably should remove everything but 'gl2' as a lowest-required-feature but slow version 16:54 <@JonnyH> and ogles3_v2 as the fast one 17:26 < Keise> oh, by the way 17:26 < Keise> I was looking at project's github 17:27 < Keise> should we cleanup issues and etc? 17:27 <@JonnyH> Oh, probably :) 17:27 <@JonnyH> I think I was playing around with that for a while to see if it was useful to track progress 17:28 <@JonnyH> but it doesn't really fit well to 'milestones' that constantly split :) 17:32 < Keise> yea, big TODO list kind of replaced milestones 17:32 <@JonnyH> It might be a better fit if you actually know what was still to do 17:33 <@JonnyH> rather than constantly figuring out how apoc did thing 17:33 < Keise> I think we figured out most of the stuff 17:35 < Keise> is compiling and running extractors project enough for the data update? 17:35 < Keise> I'll put more variables into scenery 17:52 -!- skin36 [~Mutter@185.3.35.216] has joined #OpenApoc 17:58 -!- shadow__ [bc92245a@gateway/web/freenode/ip.188.146.36.90] has quit [Ping timeout: 250 seconds] 18:06 -!- You're now known as JonnyH`Work 18:07 -!- shadow__ [bc92245a@gateway/web/freenode/ip.188.146.36.90] has joined #OpenApoc 18:08 -!- skin36 [~Mutter@185.3.35.216] has quit [Remote host closed the connection] 18:19 -!- skin36 [~Mutter@185.3.35.216] has joined #OpenApoc 18:20 < Keise> hmm I feel performance improvement in-game with new collisions 18:20 <@JonnyH`Work> 'Long' lines will have (if they cross multiple tiles it used to effectively re-draw the line completely for each tile) 18:20 <@JonnyH`Work> but stuff within one tile should be pretty mich the same 18:23 < Keise> it definitely runs faster and F6 takes only 2 seconds instead of 20 18:23 <@JonnyH`Work> yeah, f6 would hit that as they draw lines through the whole map 18:23 <@JonnyH`Work> but it's rarely used 'in game' - like projectile collisions only draw the distance moved in one tick 18:24 <@JonnyH`Work> The shadow projection should also be a bit faster if higher than z=1 similarly 18:24 <@JonnyH`Work> and the cursor click hit detection too 18:24 <@JonnyH`Work> but they're probably not high on the profile anyway... 18:25 < shadow__> https://www.dropbox.com/s/312rkl4el8subo2/SaveMenu.png?dl=0 18:25 < shadow__> save menu form 18:25 < Keise> awesome fix :) 18:25 <@JonnyH`Work> Looks good :) 18:25 <@JonnyH`Work> Is that opening each file to get the info manually? Or using physfs? 18:26 <@JonnyH`Work> the serialisation stuff wasn't really designed for 'peeking' little bits of data... 18:26 < shadow__> well atm it is usung physfs, but files are not packed 18:26 < shadow__> so it's well 18:26 < shadow__> guts not really finished 18:26 <@JonnyH`Work> I might be able to tweak the serialisation stuff so you can query 'metadata' without reading the whole package if that's useful 18:27 < shadow__> that would be awesome 18:28 <@JonnyH`Work> Maybe I'll be able to look at that this weekend... 18:28 < shadow__> also attempt to load game from directory crashes game with message that openapoc_manifest is missing 18:28 <@JonnyH`Work> I already planned to add metadata 18:28 <@JonnyH`Work> Yeah, when you 'save' to a directory it should create an openapoc_manifest.xml containing a list of all the contained files 18:28 < shadow__> I'll take a look later 18:29 <@JonnyH`Work> it uses that to try to tell the difference between a directory that contains a saved game and any other dir. 18:29 <@JonnyH`Work> all saves should either be .zips or have an openapoc_manifest.xml in the root dir 18:29 < shadow__> och, I was so confused because zips don 18:29 <@JonnyH`Work> that's something that will likely change with the metdata planned too, as the .zips would need a manifest too 18:29 < shadow__> don't have manifests 18:30 <@JonnyH`Work> the .zip file directory effectively acts as a manifest there 18:30 <@JonnyH`Work> but I want to add more data than the zip directory contains (so we can do 'relative' saves / mods etc.) 18:30 < shadow__> ok, so I guess that I will polish ui and leave guts open 18:30 < shadow__> btw how we'll do it? 18:31 < shadow__> you will commit to master and i'll merge? 18:31 <@JonnyH`Work> You can push the UI to master (or a pull request in github) 18:31 <@JonnyH`Work> even if it doesnt 'function' right now 18:31 < shadow__> ok 18:31 <@JonnyH`Work> you're not regressing anything :) 18:31 <@JonnyH`Work> don't forget to clang-format before pushing 18:32 < shadow__> yeye 18:32 <@JonnyH`Work> Otherwise I'll while like a little girl 18:32 < shadow__> I extended some features like Strings, Filesystem etc. 18:32 < shadow__> shall I document it somewhere? 18:33 < shadow__> for instance in pull request or something? 18:33 <@JonnyH`Work> comments in the relevent headers are probably the closest we have to documentation right now 18:33 < shadow__> ok, doxydoc? 18:33 <@JonnyH`Work> the pull request should have an overview, but probably not 'technical docs' 18:33 <@JonnyH`Work> not currently using any documentation generator format 18:33 < shadow__> I mean 18:34 < shadow__> och you work in terminal :) 18:34 <@JonnyH`Work> pretty mich? 18:34 <@JonnyH`Work> Bah, I recently moved to a fancy mechanical keyboard w/blank keycaps 18:34 <@JonnyH`Work> Looks nice but not helping my typos... 18:35 < shadow__> das keyboard? 18:35 <@JonnyH`Work> yup, das ultimate :D 18:35 < shadow__> you live in us? 18:35 <@JonnyH`Work> yeah, CA 18:35 < shadow__> derp 18:35 < shadow__> can't buy das keyboard in EU :) 18:36 <@JonnyH`Work> But I'm coming home to the UK next week 18:36 <@JonnyH`Work> So not sure if I'll be doing much openapoc on holiday :) 18:37 <@JonnyH`Work> Huh, you can get das keyboards on amazon (uk)... expensive though 18:38 < shadow__> my coworkers wanted to make joke and changed keycaps all over keyboard 18:38 < shadow__> so now if you look at my keyboard at all you cannot type anthing 18:39 < shadow__> level higer than das ultimate ;) 18:39 <@JonnyH`Work> Probably worse than blank keys, at least they're not distracting :) 18:39 < shadow__> anyway back to comments 18:39 < shadow__> msvc can read comments in popular formats from header files and display in editor 18:39 <@JonnyH`Work> I've been playing around with clang-tidy stuff a fair bit 18:40 <@JonnyH`Work> and one thing that allows is mandating specific comment formats for function annotations etc. 18:40 < shadow__> I am suprised that noone's using that (here) 18:40 <@JonnyH`Work> I suppose it's what you get with organic growth of a project with no real 'plan' :P 18:40 <@JonnyH`Work> Same with the completel different naming_styles betweenFiles 18:40 < shadow__> yeach 18:41 < shadow__> wanted to ask about it too 18:41 <@JonnyH`Work> (another thing I intend to make better Soon (tm)) 18:41 -!- skin36 [~Mutter@185.3.35.216] has quit [Read error: Connection reset by peer] 18:41 <@JonnyH`Work> I personally quite like lower_case 18:41 < shadow__> what is main naming convention? 18:41 <@JonnyH`Work> but that seems to become a religious war :) 18:41 -!- skin36 [~Mutter@185.3.35.216] has joined #OpenApoc 18:41 < shadow__> well I can get used to anything 18:41 < shadow__> but lowercase gets a bit hardcore ;D 18:42 <@JonnyH`Work> I think 'most' is using camelCase for variables, CapitialisedForFunctionsAndClasses 18:42 <@JonnyH`Work> I find _ as a separator much easier to scan over than capsInMiddleOfWords 18:42 < shadow__> yeach maybe 18:42 <@JonnyH`Work> and Capitals_With_Underscores looks kinda ugly... 18:43 <@JonnyH`Work> but at some point 'small' preferences aren't worth having inconsistency 18:43 -!- skin36 [~Mutter@185.3.35.216] has quit [Client Quit] 18:43 < shadow__> on the other hand if you_have_super_long_variable_name_with_underscores_it_is_a_bit_long 18:43 <@JonnyH`Work> I tried to use the clang-tidy autoconversion feature 18:43 <@JonnyH`Work> but it crashed :P 18:43 < shadow__> lol 18:43 <@JonnyH`Work> ifYouHaveSuperLongVariableNameWithNoUnderscoresItsNotMuchMoreReadable 18:43 < shadow__> ye but shorter so you may fit two in one line ;) 18:44 <@JonnyH`Work> I'm very much pro 'terse' code where possible\ 18:44 <@JonnyH`Work> 'i' is a fine iterator if it's obvious in context 18:44 <@JonnyH`Work> no need for number_of_widgets_that_we_are_currently_looping_through 18:44 < shadow__> C++ is verbose like hell though 18:44 <@JonnyH`Work> a rather extreme example, but you know what I mean ;) 18:45 <@JonnyH`Work> And even the standard library is not consistent 18:45 <@JonnyH`Work> 'most' c++ std uses lower_case 18:45 <@JonnyH`Work> but not all 18:45 < shadow__> och about lower case earlier i was talking about all lowercase identifiers 18:45 < shadow__> like newitemslot 18:45 < shadow__> idk who likes that style but it is all over ui 18:46 < shadow__> O_o 18:46 < shadow__> anyway so what convention should I push? 18:47 <@JonnyH`Work> I suspect that's a "c library" thing 18:47 <@JonnyH`Work> where 8 characters was all you got 18:47 <@JonnyH`Work> you end up with ctype/strstr/whatever :) 18:48 < shadow__> there is urban legend about guy whose company reserved first 5 ;) 18:49 <@JonnyH`Work> general code stuff: use 'auto' where possible, same with iterators/foreach 18:50 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/PROPOSAL/code-style-doc/CODE_STYLE.md 18:50 < shadow__> foreach o_O 18:50 <@JonnyH`Work> I started trying to write a code style doc there 18:51 <@JonnyH`Work> but kinda put it to the side as we'd need to go through all the current code to make it match :P 18:51 < shadow__> no way to make clang formatter working? 18:52 <@JonnyH`Work> the formatter only does formatting, not renaming 18:52 < shadow__> clang-tidy* 18:52 <@JonnyH`Work> But everything else 'should' be automagic with the clang-format config file checked in 18:52 <@JonnyH`Work> clang-tidy was the thing I was experimenting with, and it's rather... unstable with the Identifier Naming pass :) 18:53 < shadow__> darn 18:53 < shadow__> anyway 18:53 <@JonnyH`Work> This was a while back, it was only introduced in 3.8 IIRC 18:53 < shadow__> it's better to have spec and make new code conform it than have nothing 18:54 < shadow__> what about comments? 18:54 <@JonnyH`Work> I quite like 1 line c++ // 18:54 < shadow__> msvs guys would be reeeealllly happy if it was in doxy or xml format ;) 18:54 <@JonnyH`Work> more than 1 line /* c style block\n * with aligned stars */ 18:55 <@JonnyH`Work> but xml stuff really sucks balls when reading outside of msvc :P 18:55 < shadow__> I mean comments in .h files 18:55 <@JonnyH`Work> I think the modern doxy annotations aren't terrrible though, so they may be a good compromise 18:56 -!- Mutter [~Mutter@185.3.35.216] has joined #OpenApoc 18:56 < shadow__> I see that physfs is documented that way 18:56 -!- Mutter is now known as skin36 19:04 <@JonnyH`Work> Maybe I should just suck it up and get the codebase a little more consistent before looking at the next shiny feature... 19:04 -!- skin36 [~Mutter@185.3.35.216] has quit [Ping timeout: 260 seconds] 19:04 <@JonnyH`Work> And that code style doc is a decent start, but could do with some updating / tweaks 19:09 < Keise> went through the doc and it looks good 19:10 <@JonnyH`Work> I want to start using exceptions in a few more places too 19:10 <@JonnyH`Work> specifically 'init/allocation failed' 19:10 <@JonnyH`Work> caus there are a few places where it will currently silently crash/continue on corrupting everything... 19:11 <@JonnyH`Work> It's already used in serialization failed, but that's more due to simplicity of passing error data up the stack ;) 19:11 < Keise> bright idea 19:11 <@JonnyH`Work> Generally I want to get across 'New features aren't scary!" 19:12 < Keise> although I don't want to see Java-style exceptions in every function :P 19:12 <@JonnyH`Work> try { x++ } catch (OverFlowException &e) {....} 19:14 < shadow__> speaking about serialization 19:14 < shadow__> is there way to autoserialize stuff to xml? 19:14 <@JonnyH`Work> the gamestate, yes 19:15 < shadow__> I think about save manifests 19:15 <@JonnyH`Work> if you add a new member to something in GameState you'll have to modify game/state/gamestate_serialize.cpp manually 19:15 < shadow__> so not that automatic ;) 19:15 <@JonnyH`Work> no, it can't introspect all class members... 19:16 <@JonnyH`Work> I was looking at that, but most solutions seem even worse... 19:20 < shadow__> are heavy constructors ok? 19:20 < shadow__> like hitting filesystem and doing stuff? 19:20 <@JonnyH`Work> yup 19:21 <@JonnyH`Work> hence me saying you kinda _need_ exceptions for constructors that can fail 19:21 <@JonnyH`Work> I hate having 'invalid' objects until you call some magic init() 19:21 < shadow__> I am used to light constructors, but sometimes laziness wins ;) 19:21 <@JonnyH`Work> 'caus when ever are you going to construct something and not init it? MAy as well make it one call 19:22 < shadow__> ye, but you may init on demand 19:22 <@JonnyH`Work> That just means it fails sometime later when you can't handle it :) 19:22 < shadow__> ach damn you can't do it easly in c++ I guess 19:22 <@JonnyH`Work> I doubt there are many 'heavyweight' objects around 19:23 < shadow__> I have class that reads metadata of all saves that it can find 19:23 <@JonnyH`Work> most 'large' resources probably should go through the Data class anyway 19:23 <@JonnyH`Work> Yeah, something like that makes sense creating the dentry in the constructor 19:24 <@JonnyH`Work> (and maybe an interator-like interface to loop through saves? Then read the metadata when interating to each file?) 19:24 <@JonnyH`Work> meh, I don't design stuff 19:24 < shadow__> It throws back reference to vector 19:24 < shadow__> is that ok? 19:24 <@JonnyH`Work> My 'day job' is more embedded stuff 19:24 <@JonnyH`Work> If it doesn't need to keep around state how about just a function that returns a straight vector? 19:26 <@JonnyH`Work> like a vector; class SaveInfo{UString name; boost::filesystem::path path; UString dateModified;} 19:26 < shadow__> atm it does but can be refactored out 19:26 <@JonnyH`Work> If something removes the file after the enumeration but before loadGame(path) 19:27 <@JonnyH`Work> it's proably OK to fail and go back to the save menu :) 19:27 < shadow__> how to store date? 19:27 < shadow__> I have timestamp atm 19:28 < shadow__> not sure how to do it correctly 19:28 <@JonnyH`Work> A string is probably ok for that? 19:28 < shadow__> ye, but string does not keep timezones 19:28 <@JonnyH`Work> I bet some localisation people would get annoying by that though... 19:29 < shadow__> (sorry corporate skew) :_ 19:29 <@JonnyH`Work> MAybe unix time and boost::locale probably has some 'date formatting' thingie for the 'local PC timezone/date format'? 19:29 < shadow__> I;ll check it 19:29 < shadow__> atm i'm using std fucntion 19:30 < shadow__> gotta check if it uses locale 19:31 <@JonnyH`Work> We only use the boost stuff for what the std library lacks 19:31 <@JonnyH`Work> like gettext integration... 19:31 < shadow__> btw, we use pch? 19:31 <@JonnyH`Work> I don't, 'caus it doesn't work the same way on linux 19:32 < shadow__> O_O 19:43 <@JonnyH`Work> Meh, I suppose it's a bit of a gain: 19:44 <@JonnyH`Work> 47 full rebuild w/pch 19:44 <@JonnyH`Work> 1m4 for no pch 19:44 < shadow__> och 19:44 < shadow__> I was just curious 20:03 -!- skin36 [~Mutter@185.3.35.216] has joined #OpenApoc 20:04 <@JonnyH`Work> the fastest I can get a full rebuild is ~25 seconds... 20:04 <@JonnyH`Work> that's using the system physfs, boost and tinyxml2 though 20:04 <@JonnyH`Work> so saves a bit relative to windows 'from scratch' 20:10 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 20:10 < openapoc-git> [OpenApoc] ShadowDancer opened pull request #74: Reloading forms at runtime (master...form_live_reload) https://git.io/vKuHE 20:10 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 20:12 <@JonnyH`Work> I'll pass that over to our code review team 20:12 * JonnyH`Work puts on 'code review team' hat 20:12 <@JonnyH`Work> hmm... interesting 20:13 < shadow__> that's not pull request that we were talking about ;) 20:18 <@JonnyH`Work> BTW that crashed if you click reload with no forms selected :) 20:18 <@JonnyH`Work> probably add a if(currentSelected == nullptr) ignore the event or something 20:19 < shadow__> och 20:19 < shadow__> >.> 20:19 < shadow__> It crashes also if xml is invalid 20:19 <@JonnyH`Work> huh, that formpreview.cpp is kinda a mess... 20:19 < shadow__> but I do not really know how to deal with it 20:19 <@JonnyH`Work> if (currentSelectedControl == nullptr) {} else {} 20:20 <@JonnyH`Work> worlds most useful code there :p 20:20 <@JonnyH`Work> ..throw an exception? 20:20 < shadow__> nono 20:20 < shadow__> well 20:20 <@JonnyH`Work> Or can't you easily test for that? :P 20:20 <@JonnyH`Work> If the data files can't be loaded 20:20 <@JonnyH`Work> it's kinda a failure event anyway 20:20 <@JonnyH`Work> LogError() was designed for stuff like that 20:20 < shadow__> ok i'll check it 20:21 <@JonnyH`Work> "Something weird has happened so that we can no longer really continue playing the game" 20:22 < shadow__> ach I recall 20:22 < shadow__> GetForm reads form from map 20:22 < shadow__> is it worth to nullcheck there or better crash? 20:22 <@JonnyH`Work> probably a check in GetForm would be useful 20:23 <@JonnyH`Work> if someone typos a form name or something a LogError("Couldn't find form \"%s\"") is probably friendler than SIGSEGV 20:23 < shadow__> It is useful only for that debug form 20:23 < shadow__> because game will probably crash, as noone checks for lack of form 20:24 <@JonnyH`Work> even if it then returns nullptr and crashes, at least you got an error dialog telling you why first 20:24 < shadow__> yeach, you're right 20:27 -!- skin36 [~Mutter@185.3.35.216] has quit [Quit: Mutter: www.mutterirc.com] 20:27 -!- skin36 [~Mutter@185.3.35.216] has joined #OpenApoc 20:32 < shadow__> btw It says that map complexity is logn 20:32 < shadow__> wouldn't it be better to use hashmap or something like that? 20:34 -!- skin36 [~Mutter@185.3.35.216] has quit [Remote host closed the connection] 20:38 <@JonnyH`Work> If you have enough forms to care 20:38 <@JonnyH`Work> you're probably doing something wrong.... 20:46 < shadow__> ye, but I am suprised a bit that such structures are even used 20:47 < shadow__> in c# there are hashmaps everywhere 20:47 < shadow__> literally, haven't seen bst tree there 20:47 < shadow__> and I wonder what's different between these languages 20:50 <@JonnyH`Work> I'd guess 'caus hashmaps may cause reallocations/rebinning 20:50 <@JonnyH`Work> while a b* tree is more predictable? 20:50 <@JonnyH`Work> c++ was all about predictable :P 20:50 <@JonnyH`Work> and they already had operator<, but no 'standard' std::hash(type) at that time 20:51 <@JonnyH`Work> plus the constant cost of recalculating hashes etc. probably means for 'small' N hashmaps are a poor choice 21:02 < shadow__> okay, updated merge with fixes 21:06 <@JonnyH`Work> looks good to me 21:10 < shadow__> shall I close it or something? 21:11 <@JonnyH`Work> Once it passes CI i'll merge and close 21:11 < shadow__> Ok. My first pullrequest ever ;) 21:11 <@JonnyH`Work> Damn good work for the first :) 21:11 <@JonnyH`Work> My first experience trying to use github involved lots of random flailing 21:11 < shadow__> thanks 21:15 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 21:15 < openapoc-git> [OpenApoc] JonnyH closed pull request #74: Reloading forms at runtime (master...form_live_reload) https://git.io/vKuHE 21:15 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 21:15 <@JonnyH`Work> right, looks good, merged 21:57 -!- shadow__ [bc92245a@gateway/web/freenode/ip.188.146.36.90] has quit [Ping timeout: 250 seconds] 22:35 -!- Shadow__ [bc9202fb@gateway/web/freenode/ip.188.146.2.251] has joined #OpenApoc 22:45 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 22:45 < openapoc-git> [OpenApoc] ShadowDancer opened pull request #75: Save screen - gui (master...savemanager) https://git.io/vKzLe 22:45 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 22:45 < Shadow__> still got that hat? 22:45 <@JonnyH`Work> I had it somewhere... 22:45 * JonnyH`Work searches desk 22:46 <@JonnyH`Work> game/state/rules/vehicle_type_rules.cpp needs game/state/gamestate.h include sorting 22:47 <@JonnyH`Work> and if you use %s in a format string for LogWhatever 22:47 <@JonnyH`Work> you need to pass the char* from .c_str() 22:47 <@JonnyH`Work> not the UString itself 22:48 < Shadow__> ye learned that hard way 22:48 < Shadow__> may be some lurking though 22:48 <@JonnyH`Work> OpenApoc/forms/control.cpp:558 22:48 <@JonnyH`Work> and OpenApoc/forms/control.cpp:523 22:48 <@JonnyH`Work> I'll add that to the todo list 22:49 <@JonnyH`Work> We really shouldn't be using c-style varargs in the Log* functions 22:49 <@JonnyH`Work> but instead the templated version from boost::Format 22:49 < Shadow__> I am a bit disappointed that template engine can't deal with it 22:49 <@JonnyH`Work> The problem is the logger uses the C functions (vsnprintf etc.) 22:49 <@JonnyH`Work> and adding 'custom types' to that is a massive pain 22:50 < Shadow__> damn you, c 22:50 <@JonnyH`Work> *shakes fist* 22:51 <@JonnyH`Work> You also need to add the files to the CMakeLists.txt 22:51 <@JonnyH`Work> but I can do that as a follow-up 22:52 < Shadow__> to verify that I need cmake? 22:52 <@JonnyH`Work> and #includes are case-sensitive (so no #include "SaveMenu.h" 22:52 <@JonnyH`Work> Or setup travis-ci 22:52 <@JonnyH`Work> that uses cmake 22:52 < Shadow__> ow 22:52 < Shadow__> on windows they're not, sorry :) 22:52 <@JonnyH`Work> goto travis-ci.org 22:52 <@JonnyH`Work> sign in using your github account 22:53 < Shadow__> ok 22:53 <@JonnyH`Work> enable your openapoc fork in the 'my repositories' list 22:53 < Shadow__> got it already, just builds forever 22:53 <@JonnyH`Work> yeah, ~5-7mins per build isn't ideal... 22:53 < Shadow__> och no 22:53 < Shadow__> interface got stuck, I guess I had web outage 22:53 < Shadow__> >.> 22:54 <@JonnyH`Work> BTW I suspect the SaveManager code probably should be under the GameState project, not GameUI? 22:55 < Shadow__> Well I don't really know what GameState is 22:55 < Shadow__> I mean project, sec 22:55 <@JonnyH`Work> localtime_s appears to be a msvc extension / c11 feature (not 'standard' c++11?) 22:55 < Shadow__> ye maybe 22:55 <@JonnyH`Work> I probably should write docs on that :P 22:55 < Shadow__> wait what 22:55 < Shadow__> are you talking about now? 22:56 <@JonnyH`Work> The goal is the gamestate should be the game 'simulation' code 22:56 <@JonnyH`Work> 'only' the ui should go into game/ui 22:56 < Shadow__> wait 22:56 < Shadow__> ach ok 22:57 < Shadow__> ye, I recall that ms made lots of _s functions 22:57 < Shadow__> i'll check what the hell is that 22:57 <@JonnyH`Work> yeah, the linux guys went a slightly different way with their 'safer' versions 22:57 < Shadow__> you mean? 22:57 <@JonnyH`Work> snprintf instead of sprintf_s 22:58 < Shadow__> och, I just rely so much on ide telling me quirks 22:58 < Shadow__> because I don't really know language 22:59 < Shadow__> it told me to make localtime_s so I did :D 22:59 < Shadow__> savegame manager is coupled with ui a bit 22:59 <@JonnyH`Work> It looks like the _s version is the reentrant version 22:59 <@JonnyH`Work> which might be localtime_r on linux? 23:00 <@JonnyH`Work> there's probably a c++ version in we probably should use anyway, not the c library versions 23:00 < Shadow__> ye, looks like that's similar 23:01 < Shadow__> something like std::localtime? 23:01 < Shadow__> och 23:01 < Shadow__> it is there 23:01 < Shadow__> ye 23:02 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 23:03 <@JonnyH`Work> system_clock::now.time_since_epoch()? 23:03 <@JonnyH`Work> Is that what we 'want'? 23:04 < Shadow__> Not sure. 23:04 <@JonnyH`Work> not sure how you're meant to 'stringify' that using the c++ library... 23:05 < Shadow__> It is used to parse timestamp to string 23:05 <@JonnyH`Work> probably the iostream stuff then, is there an operator<<(time_point&)? 23:06 < Shadow__> nope, but this is operator<<(tm&)? 23:06 < Shadow__> i mean i am doig something like time_t >> tm >> stream 23:06 < Shadow__> because stream cannot be feed with time_t directly, and localtime converts time_t to tm 23:07 <@JonnyH`Work> boost::locale::date_time might be the best way... 23:07 <@JonnyH`Work> We already import boost::locale, so may as well use it :) 23:07 < Shadow__> ok 23:08 < Shadow__> savemanager is in game ui 23:08 < Shadow__> because it is coupled with stage 23:08 < Shadow__> so you may do something like load quick save without save menu 23:09 < Shadow__> and you need game ui to load game anyway 23:10 <@JonnyH`Work> Yeah, I didn't mean to say 'It must be in GameState" 23:10 <@JonnyH`Work> more "There's probably a reason it's not already" :P 23:10 < Shadow__> I think it is not worth to split it, no real benefit 23:11 <@JonnyH`Work> I kinda see it as "If I (god forbid) made a text mode apoc interface, what parts will be shared?) 23:11 < Shadow__> well, there may be eventually problems with mods 23:11 <@JonnyH`Work> It's a bit of a gray area, as the 'GameState' mostly deals in persistent (saved) state and game logic 23:12 <@JonnyH`Work> While this is "game" stuff, while not *really* being UI, or game logic 23:12 < Shadow__> ye 23:13 < Shadow__> dealing with it will be rather simple 23:13 <@JonnyH`Work> huh, looks like the args for localtime are reversed anyway? 23:13 <@JonnyH`Work> or is that a difference between _r and _s... 23:13 < Shadow__> ? 23:15 <@JonnyH`Work> gcc errored out as it expected the 'struct time_t *' first and the 'struct tm*' second 23:15 < Shadow__> ye, looks like 23:15 < Shadow__> i mean 23:15 < Shadow__> cppreference says so 23:15 < Shadow__> well need to get rid of it 23:15 < Shadow__> apparently ms implementation has swapped arguments 23:16 <@JonnyH`Work> heh, crazy msvc extension version didn't even use the c11 args? 23:16 <@JonnyH`Work> I thought they were importing c11 for c++17... 23:16 <@JonnyH`Work> wonder what they'll do with 2 functions with the same name and different args 23:16 < Shadow__> lol 23:16 <@JonnyH`Work> as it's the C api, no polymorphism 23:17 < Shadow__> they are so fkd up 23:17 < Shadow__> that well 23:17 < Shadow__> lmao 23:19 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/commit/6bfb4ba09f0b0f2f5078d3315b56e92b0b24f544 23:19 <@JonnyH`Work> that builds & runs here 23:19 <@JonnyH`Work> though as it's not really testing half the functionality until we get the save metadata stuff wired up :) 23:19 <@JonnyH`Work> And I doubt that'll work on windows, as I just used localtime_r 23:20 <@JonnyH`Work> ...is there any way I can push that to 'your' pull request or something? 23:20 <@JonnyH`Work> I don't really know much about github :P 23:20 < Shadow__> i guess that you have to fork my repo :D 23:21 <@JonnyH`Work> Well, you could pull that branch to yours? 23:21 < Shadow__> ye, doing so 23:21 < Shadow__> but confusing a bit 23:24 <@JonnyH`Work> https://ci.appveyor.com/project/JonnyH/openapoc-ufjne/build/ShadowDancer/savemanager-0.0.794 23:24 <@JonnyH`Work> bah, so msvc doesn't have a localtime_r 23:25 <@JonnyH`Work> They silently added some c99 stuff in printf ('z' as a size specifier for size_t, the docs explicity say "NOT SUPPORTED" but the 2015 warnings suggest it, and it seems to work :) 23:26 <@JonnyH`Work> I whine about it but certainly recently msvc seems to be adding a lot of useful stuff 23:28 <@JonnyH`Work> https://travis-ci.org/JonnyH/OpenApoc/jobs/145140431#L1596 23:28 <@JonnyH`Work> Bah, the old c++ library ubuntu uses with clang bites again... 23:28 < Shadow__> ok managed to merge that 23:29 < Shadow__> what 23:29 <@JonnyH`Work> for now you could probably do #ifdef _POSIX_C_SOURCE localtime_r() #else localtime_s() #endif 23:29 <@JonnyH`Work> ignore it, ubuntu does Weird Stuff 23:30 < Shadow__> Maybe use boost? 23:30 < Shadow__> It must be there, it's boost after all 23:31 <@JonnyH`Work> no need to workaround for broken compiler versions 23:32 <@JonnyH`Work> I'll fix it by pulling in a new libc++ or something 23:32 <@JonnyH`Work> if gcc builds you're all good 23:37 <@JonnyH`Work> I won't merge it for now until we've got a version that works on both linux & windows... 23:37 <@JonnyH`Work> through boost or something 23:37 <@JonnyH`Work> Anyway, I'm going to go home, so I'll be back on a bit later :) 23:38 < Shadow__> ok 23:38 -!- You're now known as JonnyH`Away 23:38 < Shadow__> cya --- Day changed Sat Jul 16 2016 00:24 -!- Shadow__ [bc9202fb@gateway/web/freenode/ip.188.146.2.251] has quit [Quit: Page closed] 00:41 -!- You're now known as JonnyH 02:18 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 03:31 -!- You're now known as JonnyH`Away 03:53 -!- Kaljakoppa [Kaljakoppa@gateway/shell/panicbnc/x-rbwwchrvnergspne] has quit [Ping timeout: 264 seconds] 04:18 -!- pagurus` [~user@p4FD6CFF5.dip0.t-ipconnect.de] has joined #OpenApoc 04:18 -!- pagurus` [~user@p4FD6CFF5.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:18 -!- pagurus` [~user@p4FD6CFF5.dip0.t-ipconnect.de] has joined #OpenApoc 04:20 -!- pagurus` [~user@p4FD6CFF5.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:20 -!- pagurus [~user@pD950D2CE.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:20 -!- pagurus` [~user@p4FD6CFF5.dip0.t-ipconnect.de] has joined #OpenApoc 04:39 -!- Keise [~batt@45.72.143.90] has quit [Quit: Nettalk6 - www.ntalk.de] 04:48 -!- Kaljakoppa [Kaljakoppa@gateway/shell/panicbnc/x-skhjmirbgeramgce] has joined #OpenApoc 06:23 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 244 seconds] 08:57 -!- Shadow__ [bc9202fb@gateway/web/freenode/ip.188.146.2.251] has joined #OpenApoc 09:39 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:05 -!- Shadow__ [bc9202fb@gateway/web/freenode/ip.188.146.2.251] has quit [Ping timeout: 250 seconds] 12:34 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:54 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 13:08 -!- Shadow__ [bc9202fb@gateway/web/freenode/ip.188.146.2.251] has joined #OpenApoc 13:21 -!- Shadow__ [bc9202fb@gateway/web/freenode/ip.188.146.2.251] has quit [Ping timeout: 250 seconds] 13:26 -!- Shadow__ [bc9202fb@gateway/web/freenode/ip.188.146.2.251] has joined #OpenApoc 13:58 -!- Keise [~batt@45.72.143.90] has joined #OpenApoc 14:07 -!- Shadow__ [bc9202fb@gateway/web/freenode/ip.188.146.2.251] has quit [Ping timeout: 250 seconds] 14:29 -!- nadir [uid134094@gateway/web/irccloud.com/x-alousaibxtdeaeho] has quit [Quit: Connection closed for inactivity] 14:56 -!- Shadow__ [bc9202fb@gateway/web/freenode/ip.188.146.2.251] has joined #OpenApoc 14:56 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Quit: Nettalk6 - www.ntalk.de] 14:59 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 17:04 -!- pagurus` [~user@p4FD6CFF5.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 17:19 -!- shadow [1facba82@gateway/web/freenode/ip.31.172.186.130] has quit [Ping timeout: 250 seconds] 18:07 -!- You're now known as JonnyH 18:28 < Shadow__> Hi Jonny 18:29 <@JonnyH> hey 18:30 <@JonnyH> Right.. what did I promise to do for the saves? 18:30 < Shadow__> I've done it already 18:30 < Shadow__> just having problems with physfs 18:30 <@JonnyH> Oh? 18:31 < Shadow__> Well I extended SerializationArchive with method to load only selected files from zip 18:31 < Shadow__> https://github.com/pmprog/OpenApoc/pull/75/commits/e5c46b4fc4ffe4eaf06e7cb0be3fd07aa010a999 18:33 < Shadow__> but I think that I should not use physfs for loading games 18:33 < Shadow__> because zip loading module uses absolute paths, and physfs does its magic 18:33 < Shadow__> therefore I have conflict, because one needs /data/saves/savegame.zip, and the other /saves/savegame.zip 18:40 <@JonnyH> Huh, does physfs work if you don't mount the zip? 18:40 < Shadow__> what you mean by mount the zip> 18:40 <@JonnyH> IE does loading "path/to/file.zip/path' automatically open 'file.zip' and look for 'path'? 18:40 < Shadow__> I think nope 18:41 < Shadow__> should it> 18:41 <@JonnyH> Maybe the Metadata is something we should add to the SerializationArchive directly... 18:41 < Shadow__> ye it is 18:41 < Shadow__> i'm doing that 18:41 < Shadow__> I mean atm archive contains gamestate, openapoc_maninfest, and save_manifest 18:42 < Shadow__> .xml 18:42 < Shadow__> maybe not atm, because not commited :) 18:43 <@JonnyH> IE instead of 'readArchive()' and 'readArchivePartly()' 18:43 <@JonnyH> SerializationArchive defers reading to getRoot() 18:44 <@JonnyH> and readArchive 'only' reads and checks the metadata? 18:44 < Shadow__> great idea 18:44 < Shadow__> hope that it won't backfire in future 18:45 < Shadow__> okay, but how to deal with physfs 18:46 < Shadow__> serialization archive does not use it 18:46 <@JonnyH> so: SerializationArchive has a 'SaveMetadata' member (that's filled out at readArchive() time?) 18:46 <@JonnyH> and createArchive() takes a SaveMetadata param for new saves? 18:46 < Shadow__> ewww I plan to do it like 18:46 < Shadow__> save manager creates archive 18:46 < Shadow__> then adds save metadata 18:46 < Shadow__> then adds gamestate 18:47 < Shadow__> then writes archive 18:47 <@JonnyH> I want to merge the openapoc_manifest and save_manifest if possible? 18:47 <@JonnyH> So it can only write the manifest when the data is complete for the checksums? 18:48 < Shadow__> Ye, but I'd like to put checksums in additional element 18:48 < Shadow__> so it's not mixed up with everything 18:48 <@JonnyH> BTW I'm just bouncing around ideas, don't consider these 'perfectly thought out' :P 18:48 < Shadow__> also atm there is no openapoc in zip, so I just added new file 18:49 < Shadow__> also one more thing - there is game time in gamestate.xml, that I need to read to get saveMetadata 18:49 < Shadow__> so maybe merge save metadata with gamestate.xml? 18:49 < Shadow__> I think that this is better way? 18:49 <@JonnyH> hmm// that would interact with the SerializeIn/SerializeOut stuff 18:49 <@JonnyH> Maybe just keeping a 'copy' in the save metadata isn't too bad :) 18:49 < Shadow__> yeach 18:50 < Shadow__> ach also atm openapoc is handled by serializationArchive 18:50 < Shadow__> while gamestate and save manifest are handled above it 18:50 < Shadow__> I mean on another level of abstraction 18:51 < Shadow__> I hope you got what I mean ;) 18:51 <@JonnyH> Should it though? 18:51 <@JonnyH> I dislike 'hard coding' xml parsing in the state directly 18:51 < Shadow__> I think it's not bad as it is 18:51 <@JonnyH> That's a 'framework' specific thingie 18:52 <@JonnyH> Yeah, these are always discussions on what is 'less bad' :P 18:52 < Shadow__> I see it as openapoc being internal serializationArchive mechanic 18:52 < Shadow__> to verify file integrity 18:52 < Shadow__> and I think this is good (maybe name is unfortunate) 18:52 <@JonnyH> yeah, maybe rename it 18:53 < Shadow__> while application layer above uses other stuff 18:56 -!- nadir [uid134094@gateway/web/irccloud.com/x-zhjyphcmzlokdkyb] has joined #OpenApoc 18:58 <@JonnyH> One problem with physfs is it's all 'global' state... 18:59 <@JonnyH> It would be nice if you had some kind of context you could pass around 18:59 <@JonnyH> so the 'save' could have a different fs state to the other stuff.. 18:59 < Shadow__> ye, that's terrible 18:59 <@JonnyH> It's a rather 'old-school' api 18:59 <@JonnyH> A couple of times I've thought I could improve it 18:59 < Shadow__> life is too short for writing libraries ;) 18:59 <@JonnyH> But then that would be even more distracting from openapoc :) 19:01 < Shadow__> also I think of removing extensions from archive 19:01 < Shadow__> so instead of readDir then readPack it would check if it is file and then upack eventually 19:01 < Shadow__> what you think? 19:02 < Shadow__> I mean unpack to memory :) 19:02 <@JonnyH> We could make 'readArchive' just check it's a valid zip w/metadata.zip or wherever? 19:02 < Shadow__> ye exacly 19:02 <@JonnyH> and we could use that to see if a file is a valid save? 19:03 <@JonnyH> And defer the 'unpack everyhting' to getRoot()? 19:03 < Shadow__> i changed extension from .zip to .save (for directory listing) 19:04 < Shadow__> and I treat everything with .save as valid save file 19:04 <@JonnyH> At least until you try to open it and realise it's not a valid zip or something, but that's the user's problem :) 19:05 < Shadow__> ye 19:05 < Shadow__> I thought that it's better to let loading files without manifests so you may just drop existing saves to save directory and it will work 19:06 < Shadow__> ok then, what to do with these freaking io libraries? 19:06 <@JonnyH> the manifests should be packed 'inside' right? 19:06 < Shadow__> ye 19:06 <@JonnyH> They're only excluded from the 'packed' version for now as I was lazy :) 19:11 < Shadow__> blah in this freaking c 19:11 < Shadow__> ++ 19:11 < Shadow__> everything is so hard to do 19:11 < Shadow__> even checking if dir exists requires 3rd party library, wtf 19:18 <@JonnyH> boost::filesystem is the best bet 19:18 < Shadow__> ye but it's boost 19:18 <@JonnyH> It's actually available in the 'upcoming c++ standard' 19:18 <@JonnyH> and in both msvc2015 and the newest gcc 19:19 <@JonnyH> so we probably *could* just use that... :P 19:19 < Shadow__> yeach 19:19 < Shadow__> so you are telling me that microsft implemented bash in windows before std implemented files 19:20 < Shadow__> kinda tragic :D 19:20 <@JonnyH> Yup, it's a c++17 planned feature :P 19:20 <@JonnyH> But then again MSVC implemneted bash in windows before msvc supports all of c++11 too... 19:20 < Shadow__> ye 19:20 < Shadow__> recently they're pushing for c++ because of mobiles though 19:21 < Shadow__> before who cared about c++ in ms ;) 19:22 <@JonnyH> I think they recently realised that for all the fancy new javascript/xaml/whatever stuff 19:22 <@JonnyH> their core is still c++, and will remain like that for some time 19:23 < Shadow__> Windows mobile 19:23 <@JonnyH> dead :) 19:23 < Shadow__> not really 19:23 <@JonnyH> and they were pushing c# as the 'only' language for it 19:23 < Shadow__> nope 19:23 <@JonnyH> They're putting 'full fat' windows on tablets etc. 19:23 <@JonnyH> but that's a different codebase to 'windows mobile' (and different groups so different priorities etc.) 19:24 < Shadow__> you may make apps in html/javascript and c++ 19:24 < Shadow__> for windows mobile 19:24 <@JonnyH> I think half the problem at ms is the groups don't seem to talk to each other :P 19:24 < Shadow__> maybe 19:24 <@JonnyH> The guys working on 'core' .net don't know what the desktop people want from them etc. 19:25 < Shadow__> you mean? 19:25 <@JonnyH> I only had experience from the mobile side of things due to my job 19:25 < Shadow__> "universal apps"? 19:25 <@JonnyH> I mean there's no single 'vision' for where ms want to be in a couple of years :) 19:26 < Shadow__> och I think that they have very clear vision 19:26 < Shadow__> I saw it first when I made simple application what works on desktop, surface, my phone and raspberry pi without any code changes ;) 19:26 <@JonnyH> but they weren't sure if that app is written in .net, javascript, c++, uwp... 19:27 < Shadow__> well you may write universal apps in javascript, .net and c++ 19:27 <@JonnyH> And they're pissing off a lot of their 'core' business ('enterprise' apps) by saying the 'next big thing' is going to be bigger than is ends up being 19:28 < Shadow__> hard to say from my perspective 19:28 <@JonnyH> Yeah, again I have a very skewed view from my perspective too :) 19:28 < Shadow__> I work in web and they made really big and awesome stuff there 19:29 < Shadow__> idk what happens in enterprise bussiness 19:29 <@JonnyH> I work on embedded gpu drivers and they do some really small and terrible stuff there :) 19:29 < Shadow__> they changed a lot though 19:30 <@JonnyH> yup, that's a problem in embedded though 19:30 < Shadow__> I wouldn't imagine that I will write app in aspnet that can run on raspberry pi year ago 19:30 <@JonnyH> We literally "can't keep up" with their changes in the mobile space WRT driver models etc. 19:30 < Shadow__> ye, they made hurricane there 19:30 <@JonnyH> It's a laudable goal to say 'the same driver api for desktop and mobile!' 19:30 < Shadow__> I think that they know where are they going though 19:31 <@JonnyH> but the details of that ended up meaning it all had to be pretty much rewritten anyway 19:31 <@JonnyH> and then they changed their minds again half way through the project... 19:31 <@JonnyH> And that's when windows mobile dropped down to <1% of the market so we kinda stopped caring ;) 19:31 < Shadow__> maybe they have bunglers in embedded dept ;_ 19:31 <@JonnyH> I suspect it was 'politics' 19:32 <@JonnyH> Like a fight between the 'old' windows mobile team and the 'windows desktop' team trying to make everything the same 19:32 < Shadow__> they prepared it for years 19:33 < Shadow__> hope they won't fail, because tooling for universal apps is truly awesome ;) 19:34 <@JonnyH> possibly, but I'm probably a bit jaded having seen lots of 'truely awesome new things' come and go... 19:34 <@JonnyH> As I said, I happen to be in the market they kinda obviously screwed up with though ;) 19:34 < Shadow__> Well it is awesome already 19:34 <@JonnyH> Cool, that's an infinite amount more experience with that than I have ;) 19:35 <@JonnyH> This might be the one that sticks 19:35 < Shadow__> ye, I wonder how they will recover from windows phone failure 19:35 < Shadow__> they kinda have awesome technology, but no customer 19:36 < Shadow__> we'll see how they end up 19:38 < Shadow__> so what about those filesystems? ;) 19:39 <@JonnyH> I guess you'll have to use a mz_zip_reader api that allows you to hook the read commands 19:39 <@JonnyH> Or provide the memory buffer directly 19:39 <@JonnyH> "mz_zip_reader_init_file" just uses the c fopen etc. IIRC 19:39 < Shadow__> I did it already 19:39 <@JonnyH> so won't actually use physfs 19:40 < Shadow__> I just need to get rid of physfs enumerate directory 19:40 -!- Skin36 [~Skin36000@178.34.160.162] has joined #OpenApoc 19:40 <@JonnyH> Maybe give me a few months to write something 'like' physfs, but with a better api and contexts :P 19:40 < Shadow__> shall I use boost filesystem? 19:40 <@JonnyH> I think boost filesystem is the best choice here 19:41 <@JonnyH> As I said, it's (pretty much) the api that will be the standard 19:41 <@JonnyH> so then we could drop boost and just use that 19:41 < Shadow__> okay 19:41 <@JonnyH> but we already have boost_filesystem as a dependency today, so not so bad 19:44 < Shadow__> so serializationArchive will keep file open until it is destructed, to read xmls on demand 19:44 < Shadow__> or it should read em all, just not parse? 19:44 <@JonnyH> Yeah, keep it open and read on demand 19:44 <@JonnyH> It might end up containing resources that aren't xml? 19:45 <@JonnyH> like images etc. for mods 19:45 < Shadow__> idk 19:45 < Shadow__> ye I guess 19:45 < Shadow__> maybe image of saved game? 19:45 <@JonnyH> I'm currently usign the same 'serializationArchive' to do mods 19:46 <@JonnyH> (currently the only 'mod' is the base, but you can overlay them by loading multiple into the same gamestate) 19:46 < Shadow__> hmm how you want to organize mods? 19:46 < Shadow__> just reading xml resources? 19:46 <@JonnyH> Not sure yet, 19:47 < Shadow__> can I make mod what increases megapol armor weight by 2? 19:47 <@JonnyH> Maybe in the manifest it'll have an 'xml'seciton, then a 'resource' section or something... 19:47 <@JonnyH> Yeah, you can do that today 19:47 < Shadow__> I mean without redefining whole armor 19:48 <@JonnyH> sure, see the 'common patch' 19:48 <@JonnyH> for example, it adds some data to the facility_types without redefining everything 19:48 <@JonnyH> all maps with a 'key' that match only override specified nodes 19:48 <@JonnyH> if you don't have the node it won't change it 19:49 <@JonnyH> While we don't have agent equipment implemneted yet, I don't see why that shouldn't be different 19:50 < Shadow__> I mean 19:50 < Shadow__> because I see that difficulties just redefine everything 19:51 < Shadow__> for instance each difficulty has organisation allien with balance 5000 and income 1000 19:51 < Shadow__> shouldn't be there core mod having that 19:52 < Shadow__> and for instance hardest difficulty having balance 6000 etc? 19:52 <@JonnyH> That's more 'caus that data happens to be generated that way 19:52 < Shadow__> och ok 19:53 <@JonnyH> It could be implemented as a 'core' game, then the differences of the difficilties as 'mods' on top of that 19:53 < Shadow__> ye 19:53 < Shadow__> sc2 does it that way 19:53 < Shadow__> you have core mod, then you may add any dependencies 19:53 < Shadow__> that override each other 19:54 <@JonnyH> Sure, but as the 'core' mod happens to be autogenerated at this time 19:54 < Shadow__> ok, looks good then 19:54 <@JonnyH> it just happens to generate it ince for each difficulty 19:54 <@JonnyH> no technical reason why it couldn't be re-orged if that is a better fit 19:55 <@JonnyH> but the vast majority of the data in the data so far (we don't have the full gamestate yet so expect more to some) 19:55 <@JonnyH> is the city map - which is different for each difficulty 19:55 < Shadow__> how is map defined? 19:55 <@JonnyH> through some really nasty xml: 19:56 < Shadow__> have you thought about using some ready editor? 19:56 < Shadow__> like tiled? 19:56 < Shadow__> or whatever 19:56 < Shadow__> so other pple may extend it easly? 19:56 <@JonnyH> Well, we actually read the 'original' game maps (in tools/extractors) 19:56 <@JonnyH> that then generates the xml from a map that tiled can edit 19:56 < Shadow__> great 19:57 <@JonnyH> but we wanted to add more data to the map than the original file format allowed 19:58 <@JonnyH> the only reason we check-in the generated xml instead of reading the source every startup 19:58 <@JonnyH> is it requires a specific binary xcom apoc executable & data files 19:58 <@JonnyH> so if someone got a different language version / different patch it'll all break 19:58 <@JonnyH> as a lot of the data is packed into the .exe directly 19:58 < Shadow__> hmm 19:58 < Shadow__> that sucks 19:59 <@JonnyH> It does mean that we're never going to be able to 'import' original apoc save files or anything 19:59 <@JonnyH> The internal structures are just too different 20:07 < Shadow__> btw how do I handle contracts in c++ 20:07 <@JonnyH> contracts? 20:07 < Shadow__> I want to have contract ISerializationDataProvider that can get list of files and get file contents 20:08 < Shadow__> and then ZipDataProvider and DirectoryDataProfider 20:08 <@JonnyH> 'pure virtual functions' are functions that inheriting classes must implement (else it's an error) 20:08 < Shadow__> so abstract class? 20:08 <@JonnyH> yup 20:09 < Shadow__> what't naming convention? 20:09 < Shadow__> ISomething? 20:09 <@JonnyH> SameAsAnyOtherClass 20:09 < Shadow__> or 20:09 < Shadow__> ow 20:10 <@JonnyH> c++ classes pretty much always have *some* associated code (even if it's just a generated virtual destructor) 20:10 <@JonnyH> hence there's not really an 'interface-only' object? 20:12 < Shadow__> hmm each "implementation 20:12 < Shadow__> " 20:12 < Shadow__> needs header file, or just forward declaration in interfaced class is ok? 20:12 < Shadow__> or maybe it's better to not do such things? 20:13 <@JonnyH> If they're implementations that are completely private they don't need to be defined in a header 20:13 < Shadow__> hmm, but how abstract class will instantiate them 20:14 <@JonnyH> have a static function in the 'interface' class to return a new instanciated object? 20:14 < Shadow__> ok i'll check it 20:14 < Shadow__> thanks 20:15 <@JonnyH> Again, if you know a better way of doing things give it a go 20:15 <@JonnyH> I just have an allergic reaction to IInterfaceAdaptorInterfaceFactoryFactory 20:16 < Shadow__> bah 20:16 < Shadow__> i'll try to keep things simple ;) 20:16 <@JonnyH> :) 20:16 < Shadow__> however I've personally written names 50 characters longs 20:16 < Shadow__> and it wasn't that bad I think 20:17 <@JonnyH> Realistically, if there's only ever going to be a single implemnetation an 'abstract class' only makes sense if the concrete one has lots of private data you don't wnat to pollute the header with 20:17 <@JonnyH> The reason why I did the serilizationNode at the time is some people dislike xml and wanted to try something like json 20:17 <@JonnyH> but it turned out they didn't care enough to actually write code :) 20:18 < Shadow__> :D 20:18 < Shadow__> anyway I think xml wins over json in configuration stuff 20:18 < Shadow__> by knockout 20:18 <@JonnyH> I think pretty much all markup languages suck donkey balls 20:18 < Shadow__> so what you propose? 20:18 <@JonnyH> and arguing about which is 'slightly less worse' is pointless 20:19 <@JonnyH> we already had xml, and nothing was 'clearly better' enough to be worth the transition 20:20 <@JonnyH> I've gotta run for a bit 20:20 <@JonnyH> I might be on later, or tomorrow 20:20 < Shadow__> cya 20:20 -!- You're now known as JonnyH`Away 20:30 -!- Skin36 [~Skin36000@178.34.160.162] has quit [Ping timeout: 250 seconds] 21:06 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 23:15 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 23:21 -!- pagurus [~user@p4FD6CFF5.dip0.t-ipconnect.de] has joined #OpenApoc 23:51 < Keise> you recharge shield 15 to 60 times faster than it should be :P 23:52 < Keise> it actually works on percentage 23:52 < Keise> updating it now 23:55 < Keise> I've put some extra stuff into 'FlyingVehicleCanEnterTileHelper' and shortened the name a bit since it does more right now 23:55 < Keise> not sure if it's worth forking into stand-alone class still 23:56 < Keise> since it's so tied to vehicle pathfinding --- Day changed Sun Jul 17 2016 00:12 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 00:27 -!- Shadow__ [bc9202fb@gateway/web/freenode/ip.188.146.2.251] has quit [Ping timeout: 250 seconds] 02:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-zhjyphcmzlokdkyb] has quit [Quit: Connection closed for inactivity] 03:23 -!- nadir [uid134094@gateway/web/irccloud.com/x-lvknmmmcrcfnjdxg] has joined #OpenApoc 03:46 -!- Keise [~batt@45.72.143.90] has quit [Quit: Nettalk6 - www.ntalk.de] 04:20 -!- pagurus [~user@p4FD6CFF5.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:20 -!- pagurus` [~user@pD950C164.dip0.t-ipconnect.de] has joined #OpenApoc 04:22 -!- pagurus` [~user@pD950C164.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:23 -!- pagurus [~user@pD950C164.dip0.t-ipconnect.de] has joined #OpenApoc 06:41 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 08:54 -!- shadow [bc9202fb@gateway/web/freenode/ip.188.146.2.251] has joined #OpenApoc 09:24 -!- Skin36 [~Skin36000@178.34.160.170] has joined #OpenApoc 09:24 -!- Skin36 [~Skin36000@178.34.160.170] has left #OpenApoc [] 09:40 -!- frumple [~dylsexic@213.149.61.37] has joined #OpenApoc 09:43 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:12 -!- sf{bad_alloc} [~sf@95-26-249-233.broadband.corbina.ru] has joined #OpenApoc 11:12 -!- sf{bad_alloc} is now known as sf{bed_alloc} 11:57 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:57 -!- Keise [~batt@45.72.143.90] has joined #OpenApoc 13:06 < sf{bed_alloc}> JonnyH`Away: Just checked out upstream, tried it on Android and - holy shit it's MUCH faster now! 13:07 < sf{bed_alloc}> also, hi, sorry for being away for so long :( 13:09 -!- pagurus [~user@pD950C164.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 13:20 < shadow> hey sf 13:21 < shadow> are you working on android port maybe? 13:23 < sf{bed_alloc}> hey 13:23 < sf{bed_alloc}> well, kinda sorta yeah 13:24 < sf{bed_alloc}> (I meah, I've been a bit preoccupied lately, but yeah, I'm to blame for it) 13:41 -!- shadow [bc9202fb@gateway/web/freenode/ip.188.146.2.251] has quit [Ping timeout: 250 seconds] 14:02 < Keise> speaking of performance 14:02 < Keise> I profiled it on msvc (where it's ultra slow on debug) 14:03 < Keise> std::map is the biggest problem 14:04 < Keise> comparing UStrings is slow as well 14:05 < Keise> surprisingly the bottleneck was Organization::isRelatedTo() 14:08 < sf{bed_alloc}> Keise: would changing std::map to std::unordered_map help? 14:10 < sf{bed_alloc}> (I'm not familiar with a lot of the code, but I don't think we *need* ordering *that* much) 14:11 < sf{bed_alloc}> (also, might be some weird stuff that msvc does with its "telemetry", maybe that's related?) 14:13 < Keise> have to add a hash function then 14:13 < Keise> but I can check later 14:16 < sf{bed_alloc}> just call the underlying string's hash function? possibly storing the hash value in the UString? 14:21 < Keise> yeah 14:37 -!- Shadow [bc92bb9e@gateway/web/freenode/ip.188.146.187.158] has joined #OpenApoc 15:13 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 15:13 < openapoc-git> [OpenApoc] idshibanov pushed 4 new commits to master: https://git.io/vKgx2 15:13 < openapoc-git> OpenApoc/master a164b51 Ivan Shibanov: Extracting scenery variables 15:13 < openapoc-git> OpenApoc/master 18246ae Ivan Shibanov: Deny suicide missions 15:13 < openapoc-git> OpenApoc/master e101857 Ivan Shibanov: Crash landing mission and shield fix 15:13 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 17:42 -!- Shadow [bc92bb9e@gateway/web/freenode/ip.188.146.187.158] has quit [Quit: Page closed] 17:58 -!- pagurus [~user@pD950C164.dip0.t-ipconnect.de] has joined #OpenApoc 18:24 -!- Mutter [~Mutter@185.3.32.111] has joined #OpenApoc 18:26 -!- Mutter is now known as skin36 18:27 -!- Shadow [bc92bb9e@gateway/web/freenode/ip.188.146.187.158] has joined #OpenApoc 18:48 -!- skin36 [~Mutter@185.3.32.111] has quit [Remote host closed the connection] 18:56 -!- Netsplit *.net <-> *.split quits: scionga, pagurus, Keise, TheSnide, NoBrain, _michal, frumple, nadir, kkmic, sf{bed_alloc}, (+2 more, use /NETSPLIT to show all of them) --- Log closed Sun Jul 17 19:13:17 2016 --- Log opened Sun Jul 17 19:13:25 2016 19:13 -!- JonnyH`Away [~jonny@s2.jonnyh.net] has joined #OpenApoc 19:13 -!- Irssi: #OpenApoc: Total of 13 nicks [0 ops, 0 halfops, 0 voices, 13 normal] 19:13 -!- Irssi: Join to #OpenApoc was synced in 28 secs 19:29 -!- skin36 [~Mutter@185.3.32.111] has joined #OpenApoc 19:35 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 19:35 < openapoc-git> [OpenApoc] idshibanov pushed 1 new commit to master: https://git.io/vK2qb 19:35 < openapoc-git> OpenApoc/master c1012e0 Ivan Shibanov: Fix for large UFOs 19:35 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 19:35 -!- Keise [~batt@45.72.143.90] has quit [Quit: Nettalk6 - www.ntalk.de] 19:40 -!- skin36 [~Mutter@185.3.32.111] has quit [Remote host closed the connection] 19:40 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:51 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:6ce2:1b5a:fb34:790d] has joined #OpenApoc 20:18 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:6ce2:1b5a:fb34:790d] has quit [Quit: Konversation terminated!] 20:24 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:59 -!- skin36 [~Mutter@185.3.32.111] has joined #OpenApoc 20:59 -!- nadir [uid134094@gateway/web/irccloud.com/x-lvknmmmcrcfnjdxg] has quit [Quit: Connection closed for inactivity] 21:02 -!- skin36 [~Mutter@185.3.32.111] has quit [Remote host closed the connection] 21:09 -!- Skin36 [~Skin36000@185.3.32.111] has joined #OpenApoc 21:16 -!- You're now known as JonnyH 21:16 < JonnyH> Hey all 21:17 -!- mode/#OpenApoc [+o JonnyH] by ChanServ 21:28 < sf{bed_alloc}> Hey JonnyH 21:29 < Skin36> hi 21:31 < Skin36> im figured out mass and strength for tile 21:37 <@JonnyH> Cool 21:37 <@JonnyH> Any idea what mass does? 21:37 <@JonnyH> Fallin damage? 21:37 <@JonnyH> and sf{bed_alloc} - what about the 'newest head' changed since the last time you tried android? 21:38 <@JonnyH> The only thing I expected that to change performance wise was the gles3 renderer, which I thought we had last time you were around? 21:39 < sf{bed_alloc}> apparently there were some changes in the "city update" logic that made things, uh, faster 21:39 <@JonnyH> Interesting... 21:39 < sf{bed_alloc}> though I'm testing on a different device now (which actually has a powervr, yay!) 21:39 <@JonnyH> Oh, the shadow drawing might be faster 21:40 <@JonnyH> at least the 'find where shadows should be' logic 21:40 <@JonnyH> What device? 21:40 < Shadow> Speaking of shadows there not always where they should be 21:40 < sf{bed_alloc}> a zenfone 2 (n4's touchscreen started to die, unfortunately) 21:40 < Shadow> but I hope that u know that ;) 21:41 < sf{bed_alloc}> annnnd it somehow seems to break openxcom (which is not exactly related, but still) 21:41 <@JonnyH> Shadow: If you mean compared to the 'origianl', I know 21:42 < sf{bed_alloc}> apparently it does *not* like window resizing (especially smaller -> larger) 21:43 < sf{bed_alloc}> though it might be a bug in sdl2's gles code, though a trace didn't seem to show any errors (all glGetError() calls returned NO_ERROR) 21:43 <@JonnyH> IIRC the renderer keeps a 'copy' of the viewports you probably need to change if you resize 21:43 <@JonnyH> It might be it re-created the context or something? 21:43 <@JonnyH> Or rebound in a different thread? 21:44 <@JonnyH> IIRC gl* calls just return *nothing* if no context is bound? 21:44 <@JonnyH> Blerg, I caught a cold or something, currently wrapped up in a blanket on the sofa... 21:45 < sf{bed_alloc}> I expected a kind of a crash, to be honest. Instead there's sometimes a thin flickering strip (that might contain the screen data) 21:45 < sf{bed_alloc}> and no crashes :( 21:47 <@JonnyH> the viewport_size is in the default surface 21:47 <@JonnyH> Might need to reset that too.... 21:47 <@JonnyH> As that's used for transforms from pixel->screen size 21:47 < sf{bed_alloc}> then again, it's probably a case of a bad rom more than anything else (I'm running "official" cm13, which is probably closer to actual nexii than anything else? except less stable than official roms, I guess) 21:49 < sf{bed_alloc}> so I guess I'm finally writing (again?) a gles2 renderer for oxc, to see if the problem persists 21:49 <@JonnyH> heh, at least the hawk air warrior shadows are screwed up 21:49 <@JonnyH> Looks like the line we draw is 'colliding' with itself 21:49 <@JonnyH> so it always draws the shadow just under the craft... 21:49 < Skin36> Fallin damage , yes 21:50 <@JonnyH> brb, off to the shops 21:55 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 22:42 -!- Skin36 [~Skin36000@185.3.32.111] has left #OpenApoc [] 23:23 -!- Shadow [bc92bb9e@gateway/web/freenode/ip.188.146.187.158] has quit [Quit: Page closed] --- Day changed Mon Jul 18 2016 00:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-rgmhsxuxkolpjyly] has joined #OpenApoc 00:20 -!- You're now known as JonnyH`Away 00:57 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 01:54 -!- Keise [~batt@45.72.143.90] has joined #OpenApoc 02:09 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 04:17 -!- frumple [~dylsexic@213.149.61.37] has quit [Quit: blame Canada] 04:22 -!- pagurus [~user@pD950C164.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:22 -!- pagurus [~user@pD950F0C1.dip0.t-ipconnect.de] has joined #OpenApoc 04:22 -!- pagurus [~user@pD950F0C1.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:23 -!- pagurus [~user@pD950F0C1.dip0.t-ipconnect.de] has joined #OpenApoc 05:12 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 05:12 < openapoc-git> [OpenApoc] idshibanov pushed 1 new commit to master: https://git.io/vK2o2 05:12 < openapoc-git> OpenApoc/master b87e212 Ivan Shibanov: Fire at voxel centre and ignore own projectiles 05:12 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 05:14 -!- Keise [~batt@45.72.143.90] has quit [Quit: Nettalk6 - www.ntalk.de] 05:34 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 06:56 -!- Skin36 [~Skin36000@178.34.160.170] has joined #OpenApoc 07:01 -!- mephi [~mephi@tmo-098-244.customers.d1-online.com] has joined #OpenApoc 07:03 -!- mephi [~mephi@tmo-098-244.customers.d1-online.com] has quit [Client Quit] 09:52 -!- shadow [1facba82@gateway/web/freenode/ip.31.172.186.130] has joined #OpenApoc 10:39 -!- Skin36 [~Skin36000@178.34.160.170] has left #OpenApoc [] 11:20 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:25 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 14:57 -!- You're now known as JonnyH 15:09 < shadow> hello 15:10 <@JonnyH> Hey there 15:10 < shadow> Saving is done so far 15:10 <@JonnyH> Cool :) 15:10 < shadow> only missing part is edit control which doesn't work 15:10 < shadow> textedit 15:10 <@JonnyH> Does it not? 15:10 <@JonnyH> hmm... Where's pmprog when you need him :P 15:10 < shadow> or well I am not sure how to use it 15:11 < shadow> I guess that i'll make issue on github 15:11 <@JonnyH> Sure, if you squash / cleanup the branch I'll merge it 15:11 <@JonnyH> Maybe one checkin for the forms/ fixes you needed 15:11 <@JonnyH> then another adding the SaveManager stuff 15:12 <@JonnyH> then a last with the actual UI? 15:12 < shadow> okay 15:12 <@JonnyH> Or however it naturally splits :P 15:12 < shadow> ach and it is not fast enough 15:12 < shadow> I mean lazy laoding 15:12 <@JonnyH> Per-file lazy loading? 15:13 < shadow> ye 15:13 < shadow> If i have 20 save files it takes few seconds 15:13 <@JonnyH> Maybe instead of 'lazy' make it 'load the manifest' , then 'load everything else' 15:13 < shadow> I guess that it has to do with unpacking zips 15:13 <@JonnyH> Yeah, the minizip code is 'small', not fast 15:14 < shadow> So not sure how I can fix it 15:14 < shadow> would have to split save into manifest and zip 15:14 <@JonnyH> Unpacking a single from a zip shouldn't be a big job 15:14 <@JonnyH> the index in zips allows you to decompress each file independantly... 15:15 < shadow> ok i'll take a look 15:15 <@JonnyH> Maybe make sure it's not doing something weird (like decompressing everything then discarding all but one file) 15:15 < shadow> atm only xml parsing is lazy 15:15 <@JonnyH> IIRC the xml parsing itsn't really that slow 15:15 <@JonnyH> the zip decompression was slower 15:16 <@JonnyH> but the really slow stuff is serializeIn() calls :P 15:16 <@JonnyH> but that's kinda 'lazy' anyway 15:16 < shadow> ye 15:16 < shadow> one more thing 15:16 < shadow> what about wrapping game time in something? 15:17 <@JonnyH> sure, IIRC we probably want to store 'ticks' as the canonical format 15:17 <@JonnyH> then maybe if it's wrapped in a class you can translate that do day/week/hour/whatever as needed 15:17 < shadow> ye, and could share that between saving code and game code 15:18 < shadow> another thing - quick save with F5, F6 - what you think? 15:18 <@JonnyH> Sure, currently I happen to use f5/f6 as screenshot/'debugging voxel view' 15:18 <@JonnyH> so change them in the cityview first 15:19 <@JonnyH> That reminds me, we really need semantic key names... 15:19 <@JonnyH> and allow rebinding 15:19 < shadow> Also what I shall do next? 15:20 <@JonnyH> Anything particularly take your fancy? 15:20 <@JonnyH> You' 15:20 < shadow> I thought that I could augument equipment screen or vehicilies a bit 15:20 <@JonnyH> ...You're doing this for 'fun', I'm not your manager :P 15:20 < shadow> ye, just blah 15:20 < shadow> it's not my project so far : ) 15:21 <@JonnyH> Agent equipment screen is a big missing thing too... 15:21 <@JonnyH> Might be a fair overlap with the vehicle equip screen 15:21 < shadow> Ye, I think we could just reuse that 15:21 <@JonnyH> but IIRC some of the agent equipment stats etc. still need to be added to the 'extractor' 15:22 < shadow> I think that there are some good things that can be added to eq screen 15:22 < shadow> for instance right click to equip/unequip something 15:22 < shadow> iie you click on cargo module and it equips it into free slot 15:23 < shadow> and take off everything button 15:25 < shadow> and lastly there are some memory leaks on cityscape 15:26 < shadow> I am not sure how to hunt memory leak in native code >.> 15:26 <@JonnyH> memory leaks in cityscape? I've not noticed anything.... 15:26 <@JonnyH> My testing uses valgrind 15:26 <@JonnyH> and gcc's memory sanitizer 15:26 <@JonnyH> they tend to be pretty accurate 15:27 < shadow> After bootup game takes ~150mb of ram 15:27 < shadow> and grows like 0,2 mb/minute 15:27 <@JonnyH> hmm.. Might not be 'leaks' 15:27 < shadow> on my machine it was using 240 mb after some time 15:27 <@JonnyH> but objects that still have a reference somewhere 15:28 < shadow> well that's definition of memory leak in managed world ;) 15:28 <@JonnyH> I've not noticed anything growing in massif 15:28 < shadow> maybe not massive, but it is there 15:28 < shadow> just sayin 15:28 <@JonnyH> but I'll set a trace running (unfortunately, it's very accurate, but slows the game down a fair bit so it's more difficult to notice 'long' running leaks 15:29 <@JonnyH> It might not be a leak 15:29 <@JonnyH> but it pulls in graphics tiles into video ram at first-draw 15:29 <@JonnyH> so if you scroll around the map you expect memory use to increase slightly 15:29 <@JonnyH> Until all tiles are in video memory, then it'll stop 15:29 < shadow> nah 15:29 < shadow> I just left game open for few hours 15:30 < shadow> it was growing without moving anything 15:30 <@JonnyH> no interaction? Interesting... 15:30 <@JonnyH> I've gotta run for a meeting 15:30 < shadow> cya 15:30 <@JonnyH> I might leave a heap profiler going for a while and see if anything is obvious 15:31 -!- You're now known as JonnyH`Work 16:29 -!- nadir [uid134094@gateway/web/irccloud.com/x-rgmhsxuxkolpjyly] has quit [Quit: Connection closed for inactivity] 16:57 <@JonnyH`Work> Right, I've set a profile run going 16:57 <@JonnyH`Work> I'll give it ~30 mins and see what's going on 16:57 -!- shadow [1facba82@gateway/web/freenode/ip.31.172.186.130] has quit [Ping timeout: 250 seconds] 16:57 <@JonnyH`Work> this is linux though, so there might be platform differences 16:57 <@JonnyH`Work> :( 17:37 -!- Przemek [~Przemek@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 17:37 -!- Przemek [~Przemek@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Client Quit] 17:52 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 18:01 -!- Skin36 [~Skin36000@178.34.160.170] has joined #OpenApoc 19:01 -!- pagurus [~user@pD950F0C1.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 19:22 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:c1e8:44ec:827a:f582] has joined #OpenApoc 19:22 < pmprog_laptop> Mornink 19:23 <@JonnyH`Work> g'day 19:25 <@JonnyH`Work> Been an interesting week w/a couple of devs showing up 19:25 <@JonnyH`Work> Shadow has been poking around your forms stuff too 19:25 <@JonnyH`Work> IIRC her has an open pull request 19:25 <@JonnyH`Work> If you have a few mins it would be lovely if you could eyeball the forms stuff in that 19:25 < Shadow> hi 19:26 <@JonnyH`Work> Though I'll probably try to rebase/squash the commit history a bit before merging 19:27 < pmprog_laptop> Yeah, seen a few new names in the git pulls. :) 19:27 < Skin36> hi 19:27 < Shadow> looks like SupSuper broke textedit when porting to sdlinput 19:27 < pmprog_laptop> Hi Shadow & Skin36 19:27 <@JonnyH`Work> And I'll be on holiday from Thurs 19:27 < Shadow> hello 19:27 <@JonnyH`Work> so not sure how much time I'll get to work on things... 19:27 < Shadow> btw, i'll squash myself (adding that time) 19:28 < pmprog_laptop> Do you know which commits I need to look at for the forms? 19:28 < Skin36> http://shot.qip.ru/00knEU-6tfn6TN7M/ 19:28 <@JonnyH`Work> It might end up being a 'lot' after a couple of days back with my parents, hiding behind my laptop :p 19:28 <@JonnyH`Work> Skin36: Running on an nvidia card? :P 19:28 < Skin36> yes 19:29 <@JonnyH`Work> The problem is I can't even do if (GL_VENDOR=="nvidia") doEverythingUpsideDown() 19:29 <@JonnyH`Work> as different driver versions/hw versions don't show that :( 19:29 < Shadow> pmprog: you want to see my changes or see textedit problem? 19:29 <@JonnyH`Work> Try renaming the .exe 'quake3.exe' :P 19:29 < Skin36> Why is that nothing has changed since leaving Allegro 19:29 < pmprog_laptop> Re: mirrored graphics - - Can we not add it as a setting saved in the file? 19:29 <@JonnyH`Work> Skin36: It's part of the GL driver 19:29 < pmprog_laptop> Maybe a commandline switch too? 19:30 <@JonnyH`Work> pmprog_laptop: Yeah, we could add a "my_graphics_driver_sucks=true" :P 19:30 < pmprog_laptop> Shadow: what's the textedit problem? 19:30 < Shadow> doesn 19:30 < Shadow> doesn't work at all onclick event sets editing = true and editing = false in single event. 19:30 <@JonnyH`Work> IIRC you can already set any Settings option on the cmdline, anything not recognised as a '--option' is parsed as 'key=value' 19:30 < pmprog_laptop> JonnyH`Work: well, maybe just "invert_display=true" ;) 19:31 <@JonnyH`Work> ./OpenApoc should_have_got_a_radeon=true 19:31 < Shadow> commit 7e471c0a 19:32 < pmprog_laptop> Okay, let me check against my old code 19:32 < Shadow> https://github.com/pmprog/OpenApoc/commit/7e471c0a 19:33 < Shadow> I am not sure if it used to work before 19:35 < pmprog_laptop> https://github.com/ShadowDancer/OpenApoc/blob/509ac6dfe1c729add4ee350a0d9fd8bda51a64c9/forms/textedit.cpp#L40 19:35 < pmprog_laptop> On that line, you could get away with a "return;" 19:36 < pmprog_laptop> Once you've established that you're starting input mode, that's the event "handled", so you don't need to process any more 19:36 < Shadow> tried it, doesn't help 19:36 < pmprog_laptop> Really? Do you know why not? 19:36 < Shadow> but wait a sec, i'll confirm 19:36 < Shadow> yeach, that's the point where it gets hard :) 19:37 < Shadow> if I know i'd fix myself 19:37 < pmprog_laptop> Urm, can I ask why the Handled flag isn't being set as True? 19:37 < pmprog_laptop> Why is that line commnted out? 19:37 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:38 < pmprog_laptop> If just returning doesn't work, re-enable that line that sets Handled to true, and that should fix it 19:38 < pmprog_laptop> The code is certainly quite different from my original 19:38 <@JonnyH`Work> Quick, blame someone else! :P 19:38 <@JonnyH`Work> Probably me... 19:38 < Shadow> :D 19:39 <@JonnyH`Work> IIRC there was some issues with the event 'handling' stuff due to overlapping 'Forms' 19:39 <@JonnyH`Work> It might have been a hack to do that which had unintended consequences... 19:39 < pmprog_laptop> I'm not blaming anyone, I'm just saying I'm not 100% sure on the fix, as it's a fair bit different from what I wrote 19:40 < pmprog_laptop> That said, I understand the theory, so I think my fix should work 19:40 <@JonnyH`Work> I suspect as we don't really have many text edit controls handing around at this point 19:41 <@JonnyH`Work> it's possible we 'fixed' something else and never tested the edit control... 19:41 < Shadow> ye, return and handles doesn't help 19:42 < pmprog_laptop> Hmmm, maybe I need to properly get back involved with the code 19:42 < Shadow> looks like control isn't getting keyup events 19:42 < Shadow> I am not familiar with that sdl input ;? 19:42 <@JonnyH`Work> pmprog_laptop: we can't be trusted to look after this stuff 19:43 < pmprog_laptop> Well, it was originally written with Allegro's input, so I have no idea either, but I'm sure we can figure it out 19:44 < pmprog_laptop> Does OpenApoc build SDL2 and whatnot like it used to do with Allegro? 19:44 <@JonnyH`Work> not any more 19:44 <@JonnyH`Work> sdl2 is not used from the distro 19:44 <@JonnyH`Work> as we don't require a 'pre-release' verison 19:44 < Shadow> btw, why moved away from allegro? 19:45 <@JonnyH`Work> It didn't allow us to write our own GL renderer (easily) 19:45 < pmprog_laptop> Bah, still getting cmake version warnings :( 19:45 < sf{bed_alloc}> maybe there also was someone who liked androids involved :p 19:45 <@JonnyH`Work> off, nobody *likes* android... 19:46 <@JonnyH`Work> some people tolerate it however 19:46 < pmprog_laptop> lol 19:46 < sf{bed_alloc}> well, "liked" in a weird sense 19:46 <@JonnyH`Work> some crazy mix of stockholm syndrome and masochism 19:46 < Shadow> lol 19:47 < sf{bed_alloc}> so yeah, at the time sdl was better suited for androids than allegro 19:48 < sf{bed_alloc}> (to be fair, allegro did have a fair bit of code re: android, but it required jumping through hoops to get it working, like having a standalone toolchain to produce a .so for ONE abi) 19:48 < sf{bed_alloc}> (and android technically has SEVEN of the damn things) 19:49 < pmprog_laptop> It's a shame, because I still prefer Allegro over SDL, but as I wasn't contributing much, I let them pick what worked best for them :) 19:49 <@JonnyH`Work> :D 19:50 <@JonnyH`Work> allegro and sdl kinda solve different problems 19:50 <@JonnyH`Work> allegro is more a 'game engine' than 'set of support libraries' 19:50 < pmprog_laptop> Not sure I'd quite agree with that 19:50 < pmprog_laptop> There's still no "engine" in Allegro 19:51 <@JonnyH`Work> There seemed (At the time) no way of telling allegro it no longer 'owned' the gl context and to stop loking state 19:51 <@JonnyH`Work> it would try to upload textures etc. at loadimage time 19:51 < sf{bed_alloc}> uh, what's up with https://github.com/pmprog/OpenApoc/blob/master/game/state/city/vehiclemission.cpp#L326 ? 19:52 <@JonnyH`Work> I guess as the routes work to the 'center' of the tiles 19:52 <@JonnyH`Work> but the origin of each is {0,0,0} 19:52 <@JonnyH`Work> to make it so it land in the 'middle' of the tile, but at the bottom, you have to offset by that? 19:53 <@JonnyH`Work> that will likely need de-magicing for large (2x2) craft 19:53 <@JonnyH`Work> it should probably be {bounds.x/2, bounds.y/2, 0)? 19:53 < sf{bed_alloc}> well, my compiler fails at this line (should it be dest = ... + vec3{} ?) 19:54 <@JonnyH`Work> ..old version of glm? 19:54 < sf{bed_alloc}> like line 313 19:54 <@JonnyH`Work> Oh, wait, mistread it 19:54 <@JonnyH`Work> didn't see the ; on the line earlier 19:54 <@JonnyH`Work> Yeah, that's a pointless declaration... 19:55 <@JonnyH`Work> I guess we'll have to ask keise what he intended there... 19:57 < sf{bed_alloc}> so, where do I find a textedit? only in the savegame p/r? 19:57 <@JonnyH`Work> IIRC you can rename bases? 19:57 < pmprog_laptop> I'm just updating my cmake. 19:57 <@JonnyH`Work> pmprog_laptop: you have older than cmake 3.1?? 19:57 < pmprog_laptop> Should be able to compile at somepoint tonight - maybe :) 19:57 < pmprog_laptop> Yes, Mint 17 has 2.8 19:58 <@JonnyH`Work> ....why? 19:58 < pmprog_laptop> I've just had to add a ppa 19:58 < pmprog_laptop> Because it's based on Ubuntu 14.04 or something 19:58 < pmprog_laptop> I don't really get it 19:58 < pmprog_laptop> Aparently you can't upgrade VLC either, you need a different more recent distibution 19:59 <@JonnyH`Work> cmake you can just download the binary package and run that 19:59 <@JonnyH`Work> no cross-dependencies or anything 19:59 <@JonnyH`Work> /path/to/local/extracted/cmake . 19:59 < pmprog_laptop> well, I've added a ppa now 19:59 <@JonnyH`Work> I think I did that for ubuntu 12.04 on travis... 20:00 <@JonnyH`Work> but when we moved to 14.04 that had 3.1 20:00 <@JonnyH`Work> wait... mint 17 is based on trusty.. which has cmake 3.1? 20:00 <@JonnyH`Work> Maybe it was a backport? 20:01 < pmprog_laptop> No idea, all I know is that I'm running Mint 17, and the package manager only has 2.8 20:01 <@JonnyH`Work> brb 20:05 < Shadow> how do I make callback in c++? 20:05 < Shadow> I have member in gamestate that needs to call parent method sometimes when parent calls its method 20:06 < pmprog_laptop> You could push an event into the event system 20:06 < Shadow> like "day passed" 20:06 < Shadow> ? 20:07 < pmprog_laptop> You could pass the parent into the child's method as a parameter 20:07 < Shadow> I would have header cycle then 20:07 < Shadow> looks like I 20:07 < Shadow> I 20:07 < Shadow> I 20:07 < Shadow> fck 20:08 < Shadow> I'll just make pool for changes 20:09 < sf{bed_alloc}> why the header cycle, btw? 20:09 < sf{bed_alloc}> you could pass a sp<> of parent 20:10 < sf{bed_alloc}> and just declare "class Parent; " in your child's header 20:10 < pmprog_laptop> Crap, I can't even build openapoc!!!! :( 20:10 < Shadow> I don't like coupling timer with gamestate 20:10 < Shadow> but I guess that's easiest option 20:11 < sf{bed_alloc}> pmprog_laptop: I've resorted to building via the .travis.yml steps, probably not the best method but it's the one that works 20:11 < pmprog_laptop> It's okay, think I've found my problem 20:11 < pmprog_laptop> I'll tell you in 3 hours :) 20:13 < sf{bed_alloc}> ugh, TextEdit recieves two form_interaction events, probably due to a certain workaround involving sending each event _twice_ 20:13 < Shadow> O.o 20:13 <@JonnyH`Work> pmprog_laptop: what won't build? 20:13 < pmprog_laptop> Why is each event sent twice? 20:13 < pmprog_laptop> JonnyH`Work: I'm getting package not found errors 20:13 < pmprog_laptop> think it's physfs 20:14 < pmprog_laptop> so I did a submodule init (which I forgot), but still not getting anywhere 20:14 <@JonnyH`Work> yeah, you *have* to use the patched version of physfs 20:14 <@JonnyH`Work> build it and use that's PKG_CONFIG_PATH 20:14 < sf{bed_alloc}> I believe a while ago JonnyH and SupSuper had to make it because for some reason a control would ignore the event the first time (though I might be wrong) 20:15 < pmprog_laptop> Ugh, another missing lib now 20:16 < pmprog_laptop> Just going through all the deps now 20:16 < pmprog_laptop> what's pugixml? 20:17 <@JonnyH`Work> a header-only xml library 20:17 < sf{bed_alloc}> a lib to parse/create xml... but it should be in the deps anyway (as a submodule) 20:17 < pmprog_laptop> in addition to tinyxml? 20:17 < pmprog_laptop> and what's miniz? 20:18 <@JonnyH`Work> zlib and .zip handling for the serialization code 20:18 <@JonnyH`Work> we could link against libz, as that's standard on all linux 20:18 <@JonnyH`Work> but then we'd have to do something different on windows 20:19 < pmprog_laptop> okay. But why two xml libraries? 20:19 <@JonnyH`Work> I think there was some terrible bug with tinyxml2... 20:19 < pmprog_laptop> Is tinyxml still used? 20:19 <@JonnyH`Work> yes, by the forms 20:20 <@JonnyH`Work> It might be a decent idea to standardise on one of them 20:20 <@JonnyH`Work> Or move the forms stuff to the abstracted 'SerializationNode' interface 20:20 < Shadow> +1 20:20 < pmprog_laptop> Sounds good to me 20:21 < Shadow> serialization node is a bit weird though 20:21 < pmprog_laptop> At 43% building, though I think I'm nearly ready for bed :( 20:21 <@JonnyH`Work> pmprog_laptop: :P 20:21 <@JonnyH`Work> I was playing around the other day 20:21 < pmprog_laptop> So tired, didn't get a lot of sleep last night 20:21 <@JonnyH`Work> and the 'fastest' build I got was 25 seconds on an i7 3770 20:21 < pmprog_laptop> I always forget the -q 20:21 < pmprog_laptop> or whatever for cores 20:21 <@JonnyH`Work> '-q'? 20:22 <@JonnyH`Work> -j ? 20:22 < pmprog_laptop> I don't know I forget ;) 20:22 < pmprog_laptop> Is there a way to default it? 20:22 <@JonnyH`Work> -j4 is probably what you want :P 20:22 <@JonnyH`Work> Outside an 'alias make = make -j4 20:22 <@JonnyH`Work> don't think so 20:22 < pmprog_laptop> I might stick that in my .profile 20:24 < pmprog_laptop> bah, I don't have my copy of XcomApoc on my NAS! and my desktop isn't on 20:25 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:26 < pmprog_laptop> Found it on my NUC :) 20:26 <@JonnyH`Work> wget s2.jonnyh.net:~/pub/apoc_cd_steam.iso ;) 20:30 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:c1e8:44ec:827a:f582] has quit [Ping timeout: 264 seconds] 20:31 -!- pmprog_laptop [~pmprog@97e2add4.skybroadband.com] has joined #OpenApoc 20:31 < pmprog_laptop> Bollocks! 20:31 < pmprog_laptop> Trying to copy the file using SCP crashes the WiFi. This laptop is wank 20:31 < pmprog_laptop> Asus should be ashamed 20:32 < pmprog_laptop> Although it'd probably be fine if I was running Windows :( 20:32 <@JonnyH`Work> wow, that's pretty crappy.. 20:32 <@JonnyH`Work> what wifi chipset? 20:33 < pmprog_laptop> Dunno, how do I find out? 20:33 <@JonnyH`Work> lsmod? lspci? 20:33 < sf{bed_alloc}> unscrew the lid? 20:34 < pmprog_laptop> 03:00.0 Network controller: Realtek Semiconductor Co., Ltd. RTL8821AE 802.11ac PCIe Wireless Network Adapter 20:34 < sf{bed_alloc}> last time I've heard of them, realteks were not at the very top on linux 20:34 <@JonnyH`Work> IIRC they're 'alright' 20:34 < pmprog_laptop> To be honest, this laptop really isn't as good as I hoped considering it has an i5 20:35 < sf{bed_alloc}> probably a bad/old kernel module 20:35 <@JonnyH`Work> but an AC chip is 'extremely new' 20:35 <@JonnyH`Work> probably newer than the kernel that ships with mint17 is the cmake age is any indication :P 20:35 < pmprog_laptop> I run apt-get dist-upgrade. anything else I can do to upgrade the system? 20:36 <@JonnyH`Work> 1) Download gentoo iso 20:36 <@JonnyH`Work> 2) Install gentoo. 20:36 <@JonnyH`Work> 3) try to get gentoom to actually work 20:36 <@JonnyH`Work> 10000) give up on gentoo 20:37 <@JonnyH`Work> To be honest, I normally pay slightly more for my laptop to have an intel wifi chip 20:37 <@JonnyH`Work> which I *know* will work 20:37 < pmprog_laptop> Well, I don't use wifi much in the house, as I usually use lan over power 20:37 <@JonnyH`Work> It might be that mint 17 has the lastest kernel and the realtek driver still sucks :P 20:38 < sf{bed_alloc}> I just randomly got an intel 7260 card, didn't expect it to be at the store, and it was quite cheap at the time 20:39 < pmprog_laptop> I got this because it had an i5, and HD4400, which I though would be enough to run games like FTL and Convoy... I was only part right... It still can't play a lot of "simple" games 20:39 < pmprog_laptop> That's clearly an err on my part, and really should have just bought a gaming laptop 20:40 < pmprog_laptop> but I didn't really want anything greater than a 13" 20:40 <@JonnyH`Work> I have an i7 6700 hq on my laptop 20:40 < pmprog_laptop> I really wanted a 12" 20:40 < sf{bed_alloc}> huh, I thought hd4400 is not a bad chip? 20:40 <@JonnyH`Work> and it's quite nice thank you very muich :) 20:40 <@JonnyH`Work> the hd4400 isn't bad 20:40 < pmprog_laptop> No, which iswhy I don't understand why Convoy doesn't work 20:40 < pmprog_laptop> Unless it's to do with the Trusty base for Mint 17? 20:41 <@JonnyH`Work> the problem is more the intel windows drivers seem to be terrible at not crashing/actually rendering stuff 20:42 < pmprog_laptop> So would Gentoo work any better do you think? 20:43 < pmprog_laptop> Does Steam for Linux work on Gentoo? 20:43 < sf{bed_alloc}> um, I'd suggest trying fedora first 20:43 < pmprog_laptop> Not that I really use steam any more though 20:43 <@JonnyH`Work> Sure, steam works! 20:43 <@JonnyH`Work> You just have to manually delete the libstc++5 from the library search path if using a driver w/llvm! 20:44 <@JonnyH`Work> And this, and that! 20:44 <@JonnyH`Work> And all the other tweaks and helpers I've accumulated over years of using it... 20:44 <@JonnyH`Work> For a 'new' user? I wouldn't recommend it :P 20:44 <@JonnyH`Work> Maybe arch, or some other rolling distro is better 20:45 < pmprog_laptop> I assume whatever I tried, I'd have to reinstall everything; which isn't a big deal I guess 20:45 <@JonnyH`Work> Yeah 20:46 <@JonnyH`Work> At some point experience with a distro is much more important than (small) 'improvements' 20:46 <@JonnyH`Work> Like I wrote an ebuild for gentoo to build & install openapoc and all dependnecies (including patched versions from git) 20:46 <@JonnyH`Work> I might be able to do the same thing for ubuntu (or whatever) 'even easier' 20:46 <@JonnyH`Work> but I don't know _how_ 20:47 < sf{bed_alloc}> oh, btw yay for pvr tools actually being designed to run on linux! 20:47 <@JonnyH`Work> we have pvr tools? 20:48 < pmprog_laptop> as in mythtv? 20:48 < pmprog_laptop> or some other pvr? 20:48 <@JonnyH`Work> 'PowerVR'? 20:48 < sf{bed_alloc}> powervr sdk & tools, yeah 20:48 < pmprog_laptop> ah :) 20:48 <@JonnyH`Work> Those evil freedom-hating bastards 20:49 < sf{bed_alloc}> as opposed to "yeah, we totally have a version for linux, it just requires libc++" snapdragon stuff 20:49 <@JonnyH`Work> If there's one thing we do well 20:49 <@JonnyH`Work> It's building against versions of linux from the middle-ages 20:50 <@JonnyH`Work> One day we'll move from c89 to c99 20:50 < sf{bed_alloc}> is there actually a major distro with libc++ working out of the box? 20:50 <@JonnyH`Work> gentoo - 'emerge libcxx' works fine thank you very much? 20:50 <@JonnyH`Work> not 'the default' though... 20:50 <@JonnyH`Work> Does android count as a distro? 20:50 < sf{bed_alloc}> does android count as a linux? :p 20:51 <@JonnyH`Work> Yup, it uses the linux kernel 20:51 < pmprog_laptop> Meh, we'll have moved onto Rust by then :) 20:51 < pmprog_laptop> Firefox is releasing a Rust build 20:51 <@JonnyH`Work> Possibly justifying that annoying guy going "Technically you mean GNU/Linux" 20:51 <@JonnyH`Work> does Rust have a standard library? 20:52 <@JonnyH`Work> Or is it like Go, where it's all statically linked in? 20:52 < pmprog_laptop> I have no idea. I installed it at work, but never really tried it 20:53 <@JonnyH`Work> I looked at it a while ago 20:53 < pmprog_laptop> I better shut down, it's late, and whilst openapoc built, i couldn't copy the cd; hopefully on weds, I'll pop back on and I'll look through all the forms stuff (maybe even try and look at it at work) 20:53 <@JonnyH`Work> but backed off when they were still making 'core syntax changes' 20:53 <@JonnyH`Work> is it finally 'stable' now? 20:53 <@JonnyH`Work> at least language-wise? 20:53 < pmprog_laptop> Not sure on that either, I think so 20:53 <@JonnyH`Work> bye pmprog :) 20:54 < sf{bed_alloc}> oh god control event system 20:54 < pmprog_laptop> See you next time... Oh, and if our new devs want direct access to the repo, feel free to give it (if you can), or let me know, and I'll add them 20:54 < pmprog_laptop> Laters 20:54 -!- pmprog_laptop [~pmprog@97e2add4.skybroadband.com] has quit [Quit: Konversation terminated!] 21:06 < Shadow> is such code ok? 21:06 < Shadow> https://github.com/pmprog/OpenApoc/pull/75/commits/a185ec502c61075cf985024e22ef9e33cef07149#diff-cac787d8745dd7407843480811d0153aR808 21:06 < Shadow> or refactor it into public field? 21:07 <@JonnyH`Work> the serializeIn is unsigned int 21:07 <@JonnyH`Work> and the storage is unsigned long 21:07 <@JonnyH`Work> Will that cause overflow issues in extremely long running games? 21:08 < Shadow> will game be that long? 21:08 <@JonnyH`Work> 60ticks/second 21:08 < Shadow> so it may last 30 years 21:08 < Shadow> 60* 21:09 < Shadow> but need long long then 21:09 <@JonnyH`Work> or 'only' 15 as I think it actually uses (signed) int for the conversion... 21:09 <@JonnyH`Work> still, probably not an issue :) 21:09 < Shadow> well to make it bigger we need long long int 21:09 <@JonnyH`Work> I might prefer c99 cstdint-style types 21:09 < Shadow> or maybe use uint32 etc? 21:10 <@JonnyH`Work> uint32_t 21:10 <@JonnyH`Work> ^^ 21:10 < Shadow> ye, 21:10 < Shadow> long int is 32 bit on windows 21:10 <@JonnyH`Work> otherwise a 64-bit build might behave differently to a 32bit 21:10 < Shadow> yet noone does ;) 21:10 < Shadow> I mean noone uses ints with size 21:11 <@JonnyH`Work> yeah, I just tend to use int / unsigned int if I 'know' it's never going to reach a 32-bit/31-bit limit 21:11 <@JonnyH`Work> Nobody is expecting this to run on some 16-bit word sized arch I hope 21:11 < Shadow> never say never ;) 21:12 <@JonnyH`Work> so 'unsigned int' is probably fine 21:12 < Shadow> ok 21:12 < Shadow> I just see that my class uses constructor initialization 21:12 <@JonnyH`Work> maybe leave an assert (ticks < MAX_INT) in the time code... 21:12 <@JonnyH`Work> at least if we know it's going to crash it'll spit out a message first 21:12 < Shadow> and any other doesn't 21:13 <@JonnyH`Work> I'd prefer GameTime(unsigned int ticks) : ticks(ticks) {} 21:13 < Shadow> och constructur init lists? 21:14 <@JonnyH`Work> yup 21:14 < Shadow> I could use em im more places 21:14 <@JonnyH`Work> I think they're preferred elsewhere in the codebase 21:14 <@JonnyH`Work> IIRC they're also specified in my 'work in progress' code style doc 21:14 <@JonnyH`Work> (which I *really* should finish) 21:15 < Shadow> ok then 21:15 < Shadow> i'll squash and submit new pullrequest 21:17 <@JonnyH`Work> cool :) 21:17 <@JonnyH`Work> I 21:17 <@JonnyH`Work> ...I've gotta actually do some work for a bit 21:18 <@JonnyH`Work> so might not be able to help until later/tomorrow/whatever... 21:18 < sf{bed_alloc}> preliminary conclusion: textedit keyboard events are completely broken :( 21:19 <@JonnyH`Work> :( 21:19 < Shadow> yep, they are 21:19 < Shadow> :C 21:21 < sf{bed_alloc}> I mean, even if I uncomment the code to unset the "editing" flag, I'm not getting KeyPress/TextInput events 21:21 < sf{bed_alloc}> which is, well, weird 21:21 < Shadow> you're on win or linux? 21:22 < sf{bed_alloc}> linux 21:30 < sf{bed_alloc}> oh, okay, looks like Control::EventOccured checks for control focus, but it's always "not focused" 21:30 < sf{bed_alloc}> that explains the lack of events 21:31 -!- nadir [uid134094@gateway/web/irccloud.com/x-obknajgycbpixhdh] has joined #OpenApoc 21:34 < sf{bed_alloc}> "Unexpected event type 11" 21:34 < sf{bed_alloc}> well, that's something, at least! 21:35 < sf{bed_alloc}> looks like TextInput is not actually handled 21:36 <@JonnyH`Work> Ooh, a few FormEventType members missing from that list 21:36 <@JonnyH`Work> GotFocus/LostFocus/TextInput/TextEditFinished? 21:37 <@JonnyH`Work> Should probably be added to the fall-through case? 21:37 -!- Keise [~Keise@45.72.143.90] has joined #OpenApoc 21:39 <@JonnyH`Work> hey Keise 21:40 < sf{bed_alloc}> it's a TextInput, which is in the enums, but does not seem to be handled 21:40 <@JonnyH`Work> what's up with this: https://github.com/pmprog/OpenApoc/blob/master/game/state/city/vehiclemission.cpp#L326? 21:43 < sf{bed_alloc}> annnd it segfaults if I try to make a trivial handler. Fun! 21:49 < Keise> hey there 21:50 < Keise> z is 0 so it lands on the bottom of the tile 21:50 <@JonnyH`Work> Naa, the +Vec3.. is a new statement? 21:50 < Keise> ugh 21:50 < Keise> lol 21:50 <@JonnyH`Work> maybe an extra semicolon than you intended? :P 21:51 <@JonnyH`Work> I think I understand what it was trying to do :) 21:51 < Keise> extra semi 21:52 <@JonnyH`Work> https://travis-ci.org/JonnyH/OpenApoc/jobs/145593143#L3377 21:52 <@JonnyH`Work> Couple of issues there too 21:55 < Keise> this one should be old since it never had override on it 21:55 < Keise> but sure 21:56 < sf{bed_alloc}> ohh-kay... apparently FormsEvent does not have a text field, which is not exactly helpful 21:56 <@JonnyH`Work> Not saying you introduced the issues :P 21:57 <@JonnyH`Work> IT's kinda annoying it's lost in false positives (research.cpp below it) or stuff in lodepng (maybe issues but IDGAF :P) 21:57 < sf{bed_alloc}> Okay, got a kinda sorta working textedit! 21:57 <@JonnyH`Work> sf{bed_alloc}: :D 21:57 < sf{bed_alloc}> but it's a total hack, since it won't unfocus itself 21:57 < Keise> yea, I'm wondering how did you even catched this 21:58 < Shadow> bah 21:58 < Shadow> not really sure if it is helpful then ;) 21:59 < Keise> I'm thinking what should I do next 22:01 <@JonnyH`Work> UFO missions? 22:01 <@JonnyH`Work> I kinda want something to shoot at :) 22:01 <@JonnyH`Work> Oh, maybe stuff like homing projectiles too 22:01 <@JonnyH`Work> Or 'leading' shots? 22:01 < Keise> would be nice to have portals for UFO missions 22:02 <@JonnyH`Work> I might want to add c 'collidable object type' list ot the collision code 22:02 <@JonnyH`Work> so stuff like the shadow 'line' won't hit other vehicles 22:02 < Keise> then yea, I was thinking about weapon accuracy and if we should lead shots 22:03 < Keise> not faithful to the original but totally makes sense 22:03 < sf{bed_alloc}> yeah, apparently the "mouseClick" event is fired twice, so it makes the textedit lose focus immediately 22:03 <@JonnyH`Work> Maybe make it an option? :P 22:03 < Keise> that's a point 22:03 < sf{bed_alloc}> at least you can stop editing by pressing enter! 22:03 -!- Skin36 [~Skin36000@178.34.160.170] has left #OpenApoc [] 22:05 < Keise> by the way Skin36 reversed building destruction 22:05 <@JonnyH`Work> oh? 22:06 < Keise> not as simple as I thought 22:06 <@JonnyH`Work> Any docs/logs about that anywhere? 22:07 < Keise> I have few links, yea 22:07 < Keise> can ask him to post it on the forum 22:07 <@JonnyH`Work> Or drop them on the forum for later reference or something 22:09 < Keise> looks like tile strength is related to how much mass it can support 22:09 <@JonnyH`Work> huh 22:09 <@JonnyH`Work> And how is 'force' calculated? 22:09 < Keise> and the algo loops on Z axis adding all mass 22:11 < Keise> http://pastebin.com/6Gg5uzss 22:11 <@JonnyH`Work> If that link isn't on the forum somewhere, drop it there 22:11 <@JonnyH`Work> decoding stuff like that might be interesting my 11 hour flight ;) 22:12 < Keise> heh 22:12 < Keise> where to? 22:13 <@JonnyH`Work> skin dumps most stuff here: http://openapoc.pmprog.co.uk/index.php?topic=124 22:13 < Keise> yea, I saw the thread 22:13 <@JonnyH`Work> I dunno if we're at the stage where some systems could be 'correctly' documented 22:14 <@JonnyH`Work> and write it up and stick it somewhere more 'official' (ufopaedia.org wiki?) 22:15 < sf{bed_alloc}> okay, https://github.com/sfalexrog/OpenApoc/commit/a8f1b3ca1116b1cc408c9a6e3f387d631931d12f <- good enough? 22:15 <@JonnyH`Work> If it works? 22:15 < sf{bed_alloc}> well 22:15 < sf{bed_alloc}> the base does not "remember" its new name 22:15 <@JonnyH`Work> I don't really know the forms stuff well enough to do a proper review without time digging through it 22:16 < sf{bed_alloc}> but I'm not entirely sure if it's related 22:16 < Shadow> Jonny could you accept my pull request: https://github.com/JonnyH/physfs-hg-import/pull/3 22:16 <@JonnyH`Work> sure 22:17 < sf{bed_alloc}> Shadow: see if my changes work with your savegame menu 22:18 < Shadow> sf{bed_alloc} it is better to make textedit per save slot or make one and move it around? 22:19 < sf{bed_alloc}> not sure, but it'd probably be a bit easier on the code side to do one movable textedit? especially with the current "hack" when you'd probably end up with multiple textedits recieving the same data all at once 22:20 < Shadow> but only one would be "editable" I guess? 22:20 < sf{bed_alloc}> (is the LostFocus event even fired anywhere?) 22:20 < Shadow> och well 22:20 < Shadow> looks like this is seriously broken 22:20 <@JonnyH`Work> I don't really know if the form 'focus' system has been used in anger 22:20 <@JonnyH`Work> and if it's just completely b0rked 22:21 <@JonnyH`Work> I'd have thought focus state would be 'owned' by the parent form 22:21 <@JonnyH`Work> not the individual controls? 22:21 < sf{bed_alloc}> well... so far IsFocused() returns false for everyone, which contributed a bit to the brokenness of the whole textedit thingy 22:22 < sf{bed_alloc}> I guess it's not so much broken as if it's not yet implemented? 22:23 <@JonnyH`Work> We should just #include "QtGui" 22:23 <@JonnyH`Work> so what if it looks and behaves nothing like apoc :P 22:23 <@JonnyH`Work> (Honestly, I'm the last person to talk about UI libraries, they're well outside my experience set) 22:23 < sf{bed_alloc}> openxcom seemed to have a decent ui lib... 22:24 <@JonnyH`Work> pre-apoc ui was extremely simple IIRC 22:24 < Shadow> btw, have you thought about integrating openxcom into openapoc? 22:24 <@JonnyH`Work> We thought about taht when we started 22:24 <@JonnyH`Work> and it was generally believed it was 'too' different 22:24 < Shadow> ...and? 22:24 < Shadow> well 22:24 <@JonnyH`Work> to be worth trying to keep parallel code paths 22:25 <@JonnyH`Work> maybe a 'fork' would have been a do-able thing 22:25 <@JonnyH`Work> certainly, the real-time aspect of the tile engine alone would be a *lot* of changes to the xcom code 22:25 < Shadow> hmm aye 22:26 <@JonnyH`Work> stuff like it can 'never' has an object 'between' tiles 22:26 < Shadow> how can I pull your commit into my branch? 22:27 < Keise> add his repo to remotes 22:27 < Shadow> och thanks 22:27 < sf{bed_alloc}> I tend to 'git remote add && git fetch && git merge /' 22:28 < sf{bed_alloc}> better done in detached head mode, though 22:29 < Shadow> ok got it 22:38 < sf{bed_alloc}> ugh, it probably won't really work... TextEdit::RaiseEvent is a stub, hence my inability to actually rename bases 22:39 < sf{bed_alloc}> ...and of course it's not handled! 22:39 < Shadow> it kinda works 22:40 < Keise> and here I was happy that UI is already done... 22:40 <@JonnyH`Work> Keise: HAHAHHA good joke 22:41 < Shadow> I wonder why onclick is fired multiple times though 22:41 <@JonnyH`Work> No clue 22:41 < Shadow> maybe lets remove it and see what's broken? 22:41 <@JonnyH`Work> I suspect pmprog had one idea about how events should work when he imported 'his' forms stuff 22:41 <@JonnyH`Work> then Sup and I misunderstood/hacked around stuff that we weren't using properly... 22:42 <@JonnyH`Work> We probably need some benelovent dicatator to take charge of the Forms/Events UI 22:42 <@JonnyH`Work> and tell us how it *should* work 22:43 <@JonnyH`Work> preferably with examples/tests 22:43 < Shadow> blah 22:43 <@JonnyH`Work> BTW I added a couple of tests for the collision/voxel stuff 22:43 < sf{bed_alloc}> at the very least it should probably be a bit simplier... :p 22:43 <@JonnyH`Work> Is there any easy way of integrating them into msvc? 22:44 < Shadow> hmm yeach 22:44 <@JonnyH`Work> AFICT each 'project' can only create a single executable? 22:44 < Shadow> not really sure how though 22:44 <@JonnyH`Work> so having one-main-function-per-test isn't a great model for that? 22:44 < Shadow> och 22:44 < Shadow> wekk 22:44 < Shadow> well 22:45 < Shadow> I don't really know how to do it in c++ 22:45 <@JonnyH`Work> neither do I -_- 22:45 < Shadow> msvc is different beast here 22:45 < Shadow> than the one I knwo 22:45 <@JonnyH`Work> the 'c++ unit tests' project wizard just imports some massive "Microsoft Unit Test Framework" 22:46 < Shadow> what lib are you using? 22:46 <@JonnyH`Work> none 22:46 < Shadow> command line :D 22:47 <@JonnyH`Work> just a program that reuturns EXIT_SUCCESS/EXIT_FAILURE :P 22:47 < Shadow> ok I may look for something 22:47 <@JonnyH`Work> I'm sure you could wrap main() in something that links up to some magic framework 22:47 < Shadow> and implement 22:47 <@JonnyH`Work> I just wanted to know if someone happened to know 'some easy way' 22:47 <@JonnyH`Work> If the answer if no we can leave it for now, until we have more 'useful' tests 22:48 < Shadow> maybe do it canonical way and let's stick language name before "Unit" 22:48 < Shadow> hmmm hmmm 22:48 < Shadow> http://cppunit.sourceforge.net/doc/cvs/cppunit_cookbook.html 22:50 < Shadow> looks not bad, I may try to integrate it 22:51 < Shadow> when i'm done with saves 22:51 < Shadow> anyway cya 22:52 < Shadow> 1:am here ;) 22:52 <@JonnyH`Work> night ;) 22:52 < sf{bed_alloc}> okay, it works! 22:52 < sf{bed_alloc}> bases can now be renamed 22:52 <@JonnyH`Work> sf{bed_alloc}: Careful, if you fix forms you'll start owning that code... 22:52 * sf{bed_alloc} runs away 22:53 < sf{bed_alloc}> still, the base name in the base screen and the base name in the cityscape ui appears different 22:53 <@JonnyH`Work> ...huh 22:53 <@JonnyH`Work> Maybe it just doesn't update the Label or whatever? 22:54 < sf{bed_alloc}> (it fixes itself once you get a second base and switch between them) 22:54 < sf{bed_alloc}> so yeah, doesn't update the label in a timely fashion 22:58 < sf{bed_alloc}> still, gotta take a nap (and finally rework&merge the cue/bin loader, honestly it's not even funny anymore) 23:03 <@JonnyH`Work> Damn, I could do with a nap... 23:03 <@JonnyH`Work> Feeling somewhat under the weather, just limping through the day, then home for an early night I guess 23:21 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 240 seconds] 23:36 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] --- Day changed Tue Jul 19 2016 00:15 -!- You're now known as JonnyH`Away 04:38 -!- Keise [~Keise@45.72.143.90] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- The alternative IRC client] 05:40 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 07:08 -!- Shadow [1facba82@gateway/web/freenode/ip.31.172.186.130] has joined #OpenApoc 10:07 -!- pagurus [~user@pD950E595.dip0.t-ipconnect.de] has joined #OpenApoc 11:20 -!- Colombo1 [~colombo@124.197.25.143] has quit [Quit: Leaving.] 11:20 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 11:22 -!- Colombo1 [~colombo@124.197.25.143] has quit [Client Quit] 11:22 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 11:42 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:40 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:50 -!- Keise [~Batt@45.72.143.90] has joined #OpenApoc 14:31 -!- You're now known as JonnyH 14:51 -!- Shadow [1facba82@gateway/web/freenode/ip.31.172.186.130] has quit [Quit: Page closed] 15:18 -!- Keise [~Batt@45.72.143.90] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- The professional IRC Client :D] 15:21 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 15:22 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Client Quit] 15:22 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 15:24 < Shadow> hi 15:24 <@JonnyH> hey 15:24 < Shadow> sf{bed_alloc} are you here? 15:24 < sf{bed_alloc}> Shadow: kinda 15:25 < Shadow> how's that textedit? I see you made new commit 15:25 < Shadow> can I base my work on that? 15:27 <@JonnyH> If it works, push it to pmprog ;) 15:27 < sf{bed_alloc}> yeah, just after you left. Textedit now should actually create the "input finished" event and call the callback 15:27 -!- You're now known as JonnyH`Work 15:27 < Shadow> great 15:28 < sf{bed_alloc}> well, it's more of a workaround (you can only stop input by pressing enter) 15:28 < Shadow> ok 15:28 < Shadow> how are we going to push it into main repo 15:28 < Shadow> if there will be my commit, your commit, my commit etc? 15:29 < sf{bed_alloc}> but I guess the control library will need an overhaul one day, and more textedit consumers will provide more test cases 15:29 < sf{bed_alloc}> I can just commit to master, you'll probably have to merge (maybe squash?) 15:30 < Shadow> would be awesome 15:30 < Shadow> what overhaul does forms lib need? 15:31 < Shadow> For me it looks simple and nice 15:31 <@JonnyH`Work> I think it's more 'bugs' in the event handing code 15:31 <@JonnyH`Work> instead of "Replacing the api" 15:32 < sf{bed_alloc}> yeah, api is fine, event handling though... 15:32 < sf{bed_alloc}> though it's probably always messy (see openxcom InteractiveSurface, it's scary) 15:33 < Shadow> bah 15:33 < Shadow> Not really :) 15:33 < Shadow> I've seen some really big forms with nice code 15:34 < Shadow> however Idk how to apply that to C++ 15:37 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 15:37 < openapoc-git> [OpenApoc] sfalexrog pushed 1 new commit to master: https://git.io/vKrHf 15:37 < openapoc-git> OpenApoc/master a72c58a sfalexrog: Hack in/"fix" TextEdit support... 15:37 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 15:37 < sf{bed_alloc}> this should have both yesterday's commits 15:38 < sf{bed_alloc}> (and a kinda sorta working textedit?) 15:51 < Shadow> btw, I have problem with our error handling 15:51 <@JonnyH`Work> oh? 15:51 < Shadow> to override game I make copy 15:52 < Shadow> and save new file in target path 15:52 < Shadow> if this fails and user clicks exit he is left with random file name 15:52 < Shadow> not sure if big deal 15:52 <@JonnyH`Work> That probably means you shouldn't use LogError, but 'handle the exception' (possibly removing a file) /then/ call LogError() 15:53 < Shadow> SerializationArchive uses LogError 15:53 <@JonnyH`Work> It probably shouldn't then :) 15:53 < Shadow> ok 15:53 <@JonnyH`Work> I want to move LogError() to mean 'unrecoverable error' 15:53 <@JonnyH`Work> if that doesn't fit, we probably shouldn't use it 15:54 < Shadow> I guess that it was unrecoverable error when you had just one save file ;) 15:54 <@JonnyH`Work> Plus when developing it was easier to see a BIG FAT ERROR :P 15:54 -!- Mutter [~Mutter@185.3.33.12] has joined #OpenApoc 15:55 < sf{bed_alloc}> LogFatal maybe? 15:55 <@JonnyH`Work> make LogWarning show a dialog too? 15:55 -!- Mutter is now known as skin36 15:55 <@JonnyH`Work> And remove my excessive use of it with debug info :P 15:56 < sf{bed_alloc}> so that LogError would mean "you're in an inconsistent state, proceed at your own risk" and LogFatal would be "that's it, you're done" 15:56 <@JonnyH`Work> I'm not sure I see the difference between the two? 15:56 < sf{bed_alloc}> warning showing a dialog box is a bit excessive (it's useful because it outputs to stderr as well as to the logfile) 15:57 <@JonnyH`Work> If it's a 'possibly recoverable error' it should be handled in-game? 15:57 < sf{bed_alloc}> well, we could place LogErrors so that we would know where to place recovery code later 15:58 < sf{bed_alloc}> (i.e. "never") 15:58 < Shadow> maybe throw exception instead of killing application in log error? 15:58 <@JonnyH`Work> Start abusing exceptions? 15:58 < Shadow> some states can recover from fatal error 15:59 <@JonnyH`Work> I should probably make it so 'nothing' in the framework/library uses Logerror 15:59 <@JonnyH`Work> as really it's up to the user to decide if that's a failure or not... 15:59 < Shadow> yep 15:59 < Shadow> I think they should be changed to log warning 15:59 <@JonnyH`Work> and a throw? 15:59 < Shadow> not sure 16:00 < Shadow> for instance archive code can just return false 16:00 < Shadow> and caller will know that it failed 16:00 < sf{bed_alloc}> #define LogError(...) static_assert(false, "Don't do this!") in a framework header :p 16:00 <@JonnyH`Work> sure, if 'returning' a resource 16:00 <@JonnyH`Work> but with an exception you can have more info, did it fail as it doesn't exist? Or wrong format? Or something else? 16:01 < Shadow> ye, but you don't care why it failed 16:01 < Shadow> it just doesnt work 16:01 < Shadow> need to display message "this save is broken dude" in any case 16:01 < Shadow> exception is ok too 16:02 < Shadow> also I think that LogWarning should show window in developer build 16:02 < Shadow> or there should be switch somewhere 16:02 <@JonnyH`Work> It would certainly discourage me from overusing it :) 16:02 < Shadow> really? 16:02 <@JonnyH`Work> Or at least leaving it in for 'normal 'occurances 16:02 < Shadow> For instance if I am making form code and I got warning about "unknown xml node" 16:02 <@JonnyH`Work> (currently watching a lot of "Launching" warnings go past ;) 16:03 < Shadow> it's message for developer 16:03 <@JonnyH`Work> Or mod author 16:03 < Shadow> yep 16:03 <@JonnyH`Work> anyone who modifies the xml in a way to hit that warning probably wants to see it 16:03 < sf{bed_alloc}> LogWarning, iirc, has an explicit flush which is useful for debugging (LogInfo often doesn't cut it) 16:03 <@JonnyH`Work> Yeah, sf{bed_alloc} that's intentional, as sometimes 'warning' would show the symptoms of something that's about to crash 16:04 <@JonnyH`Work> but flushing on every LogInfo looked to expensive 16:04 < Shadow> it's not 16:04 < Shadow> ;) 16:04 < Shadow> or well 16:05 < Shadow> I doubt that it would decrease performance significaly 16:07 < sf{bed_alloc}> depends on the platform, and wouldn't it cause issues w/multithreading? 16:07 < Shadow> I have two servers handling dozens of users/second 16:07 < sf{bed_alloc}> (I don't have a single idea about threads, honestly, so I'm really not sure there) 16:07 < Shadow> they spit logs everywhere 16:08 < Shadow> and once dude set flushing debug trace on production 16:08 < Shadow> noone noticed :) 16:24 -!- skin36 [~Mutter@185.3.33.12] has quit [Remote host closed the connection] 16:59 <@JonnyH`Work> It's a different world... 16:59 <@JonnyH`Work> We get pinged if our .text section grows by a few kb 16:59 <@JonnyH`Work> But then again some customers are 'silly' :P 17:04 < Shadow> Well we aren't pinged until log parition is closing to 90% :) 17:04 < Shadow> but the point was that there were no really impact of this 17:06 < Shadow> sorry for my english :) 17:06 <@JonnyH`Work> It's no worse than mine 17:15 < Shadow> ok, should I add openapoc_manifest file for zip files too? 17:15 < Shadow> we were talking about it sometime ago 17:19 <@JonnyH`Work> Maybe just for consistency 17:19 <@JonnyH`Work> although the .zip contains CRCs and whatnot 17:19 <@JonnyH`Work> I don't wnat to 'stop' people modifying save games... 17:20 <@JonnyH`Work> Maybe make checksum errors a warning not error? 17:22 <@JonnyH`Work> BTW for the 'memory leak' 17:22 <@JonnyH`Work> it doesn't repro on linux 17:22 <@JonnyH`Work> I get to 120.7 mb at init 17:22 <@JonnyH`Work> then it creeps up to 122.0 as sp<>s are lazily allocated in Tiles 17:22 <@JonnyH`Work> but then stabilises after about 2 hours there 17:23 <@JonnyH`Work> left it running overnight and didn't increase 17:23 < Shadow> well 17:23 <@JonnyH`Work> we *could* significantly reduce that memory overhead from 122 17:23 < Shadow> shit 17:23 <@JonnyH`Work> I think the 'growth' is when the first object ever enters a tile the set<> allocates memory it then keeps 17:24 < Shadow> I 17:24 < Shadow> I'll leave game running in my company for few days 17:24 < Shadow> we'll see how much ram it takes after day or two 17:24 <@JonnyH`Work> Hopefully you'll see something similar... 17:24 <@JonnyH`Work> I don't want to try to debug some platform specific issue :( 17:25 <@JonnyH`Work> as I wouldn't know where to start debugging this on windows 17:25 < Shadow> neither do I :( 17:25 <@JonnyH`Work> 35.6 mb of that is RGBImage copies we *could* remove after uploading to GL... 17:25 <@JonnyH`Work> 12.5 is the gamestate 17:25 <@JonnyH`Work> 27.5 is the tilemap 17:28 <@JonnyH`Work> Not too bad for memory usage IMHO, considering it's not been a requirement :) 17:28 <@JonnyH`Work> That does not include the GL buffers though 17:28 < Shadow> idk how much memory avg rig have 17:29 <@JonnyH`Work> which should be approximately the same as the RGBImage + ~6mb palette images + vertex buffer (less than 1 mb) 17:29 < Shadow> usually I have >16 gb, so hardly issue for me ;) 17:29 <@JonnyH`Work> plus whatever driver overhead 17:29 <@JonnyH`Work> It should work on a 1gb mobile device, I think that's a decent aim to have 17:29 < Shadow> aye 17:29 <@JonnyH`Work> which means we can waste ~8x more memory :P 17:30 <@JonnyH`Work> It will grow a fair bit actually when loadingthe ufopaedia backgrounds 17:30 <@JonnyH`Work> each has a 640x480 image 17:30 <@JonnyH`Work> and currently we never purge them from memory after lazily loading... 17:30 < Shadow> I wouldn't care until we hit wall 17:31 <@JonnyH`Work> each being 300k :O 17:31 <@JonnyH`Work> 266 images is ~82 mb... 17:32 <@JonnyH`Work> Still not worth putting time into 17:32 <@JonnyH`Work> Assuming there are actually no leaks 17:40 < sf{bed_alloc}> well, there's https://msdn.microsoft.com/en-us/library/x98tx3cf.aspx in terms of leak detection on windows 17:41 < sf{bed_alloc}> but be aware this thing might get you "false positives"/leaks in libraries that you don't have a source code to/other stuff 17:43 <@JonnyH`Work> I know, icu and sdl both 'leak' on linux 17:43 < sf{bed_alloc}> and you have to have the debug lines *everywhere* (though it's easily solved by creating a "memdebug" header and force-including it with a certain compiler flag) 17:44 <@JonnyH`Work> but only one bllock at init, I'm sure we can cope with 4800 bytes every time I create a GL context 17:44 <@JonnyH`Work> and 1024 whenever I imbue a date locale 17:45 <@JonnyH`Work> plus my graphics driver seems to keep around a lot of static global state 17:47 <@JonnyH`Work> honestly, running a system where you have debug symbols and source for *everything* is sooo much easier 17:47 < Shadow> you know it's even easier in managed code ;) 17:47 <@JonnyH`Work> possibly 17:48 < sf{bed_alloc}> ...especially when you have mastered gdb 17:48 <@JonnyH`Work> but a 'fully managed OS' is at most a research project these days 17:48 < Shadow> yeach but managed application is enough 17:48 <@JonnyH`Work> Yeah, the people who say 'I love MSVC's visual debugger' have never used some of the more powerful gdb features :) 17:49 < sf{bed_alloc}> well, android *seems* to be mostly managed, bar kernel and some libraries 17:49 < Shadow> you make memory dump, load in application, load symbols and you can peek on each object 17:49 <@JonnyH`Work> sf{bed_alloc}: other than the things that actually crash... 17:49 < Shadow> check referencing object etc 17:49 <@JonnyH`Work> The number of times I see a backtrace enter java and 'disappear' 17:49 <@JonnyH`Work> Shadow: sounds like a core dump 17:50 < Shadow> well on windows it is called "break state" 17:50 <@JonnyH`Work> same idea I guess? 17:50 < Shadow> you may attach to any application and "break it" 17:50 < Shadow> maybe 17:50 < sf{bed_alloc}> obviously you need a symbol table for andorid's java implemetation :p (though nowadays it tries to compile bytecode to machine code, probably throwing all debug away) 17:51 <@JonnyH`Work> art elf files have some debug info 17:51 < sf{bed_alloc}> gdb is not exactly frontend-friendly, though 17:51 <@JonnyH`Work> The issue is no single tool seems to cross the java/native battier well 17:51 < sf{bed_alloc}> (and noob-friendly) 17:51 <@JonnyH`Work> Naa, it's very much the 'command line scripting' focus 17:51 <@JonnyH`Work> you can somewhat wrap that in a ui, but you nearly always limit the flexibility 17:52 < sf{bed_alloc}> I've had a debugger+frontend crash on me several times while debugging a fairly simplistic code 17:52 < Shadow> well debugger is about speed, not about flexibility 17:52 <@JonnyH`Work> I've never had gdb do something 'wrong'... 17:53 < Shadow> at least from my perspective 17:53 <@JonnyH`Work> Shadow: same thing in some ways 17:53 < Shadow> or well "usability" 17:53 < Shadow> speed in getting to know what you like 17:53 <@JonnyH`Work> most bugs that aren't just 'break on line, step through code, oh that value's wrong' require some level of crazystuff 17:53 < sf{bed_alloc}> and sometimes processes would "run away" from the ide, chewing on ram and cpu until everything starts to slow down 17:53 <@JonnyH`Work> like reverse debugging/tracing/conditional breakpoints/threading stuff 17:54 < sf{bed_alloc}> conditional breakpoints *drool* 17:54 < Shadow> well not much experience in native world 17:54 <@JonnyH`Work> the tooling for native code on linux is great 17:54 <@JonnyH`Work> the issue is it's clearly been built by 'experts' who forget how long it took them to get where they are today 17:55 <@JonnyH`Work> I remember doing some 'capture the flag' style thing at uni 17:55 < Shadow> btw 17:56 < Shadow> speaking of debugger 17:56 <@JonnyH`Work> we were given a binary 'bomb' and using a debugger try to figure out a couple of obfuscaed input/password style stuff 17:56 < Shadow> msvs without debug mode is crap 17:56 <@JonnyH`Work> so I just cleaned the stack and jumped to success()... 17:56 <@JonnyH`Work> Suspect that wasn't the point 17:56 < Shadow> lol 17:56 <@JonnyH`Work> Yeah, gcc's release optimisations still 'work kinda well' with gdb 17:56 <@JonnyH`Work> -Og is great :) 17:57 < sf{bed_alloc}> -fno-omit-stack-pointer as well? 17:57 <@JonnyH`Work> also I've had issues with msvc debug info failing to expand inside macros when setting through... 17:57 < Shadow> can you hotswap in c++? 17:57 <@JonnyH`Work> sf{bed_alloc}: nobody uses x86 anymore... x86_64 or go home! 17:58 <@JonnyH`Work> not directly, but you can use elf symbol interposition to do the same thing as a function level 17:58 < sf{bed_alloc}> JonnyH`Work: tell that to "amd64 kernel, x86 userspace" Asus :( 17:58 <@JonnyH`Work> sf{bed_alloc}: nexus player? :P 17:58 < sf{bed_alloc}> zenfone 17:58 <@JonnyH`Work> same SoC :P 17:58 <@JonnyH`Work> same issue 17:58 <@JonnyH`Work> Intel have some crazy ideas... 17:59 < sf{bed_alloc}> x32? 17:59 < sf{bed_alloc}> yeah, but that requires a new abi 17:59 < sf{bed_alloc}> that's not present on android 17:59 <@JonnyH`Work> if you need a new abi may as well change isa and just go arm... 18:00 < sf{bed_alloc}> well why not just force x64 on everyone? hell, that thing has 4gb ram, one of my core2duo pcs used to have the same amount and ran amd64 happily 18:01 < sf{bed_alloc}> not like there's gonna be lots of devs compiling for x86 anyway 18:02 < sf{bed_alloc}> (and they're shipping emulator images with pure x86_64, without x86 libraries) 18:02 <@JonnyH`Work> the nexus player only has 1gb 18:02 <@JonnyH`Work> but the *real* limit is ICache use 18:02 <@JonnyH`Work> (and DCache I suppose :) 18:02 <@JonnyH`Work> the atoms need all the help they can get 18:03 <@JonnyH`Work> Less of a big deal on an i7 w/8mb l3 though 18:04 < sf{bed_alloc}> shouldn't that be an issue on arms as well? 18:04 <@JonnyH`Work> indeed, but most arm is still armv7 18:05 <@JonnyH`Work> and they refreshed the 32bit to armv8 too 18:05 < sf{bed_alloc}> so arms actually got their equivalent of x32? 18:06 <@JonnyH`Work> I suppose, yes 18:06 <@JonnyH`Work> new instructions/'cleaner' isa/whatever but still 32-bit pointers 18:06 <@JonnyH`Work> Though thing the register width is still 32 in armv8 18:07 <@JonnyH`Work> plus thumb interop means it can use 'compressed' instructions with the same instruciton stream already 18:08 <@JonnyH`Work> but then arguably the x86 variable-length isa is kinda 'compressed' already 18:08 <@JonnyH`Work> until you start using some new sse/avx insn, of corse :P 18:09 < sf{bed_alloc}> well, it's not like atoms have avx anyway 18:10 < sf{bed_alloc}> x32 was merged into linux 3.4, wonder whether it was before/after api20 with "64-bit support" 18:10 <@JonnyH`Work> api20? 18:11 <@JonnyH`Work> oh, android api level? 18:11 < sf{bed_alloc}> yeah 18:11 <@JonnyH`Work> x32 was well before that 18:11 <@JonnyH`Work> but it'll require them to add lots of support code/bionic/bionic (well, art now) backends 18:12 < sf{bed_alloc}> well, the *idea* is quite old (first days of amd64, when memory prices were quite high), but the implementation is, what, 2011? 2012? 18:12 <@JonnyH`Work> Honestly, it's more cache than memory use 18:12 <@JonnyH`Work> I' 18:12 <@JonnyH`Work> ..I'd guess even then :) 18:13 < sf{bed_alloc}> still, they *did* have to add support for x64 18:13 < sf{bed_alloc}> (if only they would use a "real" c library!) 18:14 < sf{bed_alloc}> (but I guess that had something to do with licensing) 18:15 < Shadow> Failed to add resource dir "./data/cd.iso" wut? 18:15 < Shadow> you know such problem? 18:16 <@JonnyH`Work> It tries a number of paths for the CD 18:16 < Shadow> it fails to mount anything 18:16 < Shadow> I mean suddenly game stopped working 18:16 <@JonnyH`Work> Did you have the apoc iso copied there? 18:16 < Shadow> ye, ofc 18:16 <@JonnyH`Work> then cleaned your git repo or something? 18:16 <@JonnyH`Work> Or changed $(CWD)? 18:16 < Shadow> it fails to mount empty directory 18:17 <@JonnyH`Work> if using the msvc build 18:17 <@JonnyH`Work> make sure you run the .exe from top-level directory of the repository 18:17 <@JonnyH`Work> the linux build copies it to the build output directory, but the msvc build doesn't IIRC 18:17 < Shadow> ye, apparently CWD changed 18:18 <@JonnyH`Work> by default running inside msvc uses the top-level directory 18:18 <@JonnyH`Work> unless that has changed? 18:18 < Shadow> I doubt 18:19 < sf{bed_alloc}> maybe it's picking up your old configs? 18:20 <@JonnyH`Work> Yeah, the 'iso data directory' is a config variable 18:20 < Shadow> I guess that I 18:20 <@JonnyH`Work> but you can't really set that without editing the config file right now :) 18:20 < Shadow> just have bad day 18:20 < Shadow> just copied bins into main directory and it ran 18:20 <@JonnyH`Work> or checkout my 'editor' branch... 18:20 < sf{bed_alloc}> doesn't it get set whenever you pass a command-line parameter? 18:20 < Shadow> nah, I was just debugging and suddenly stopped starting 18:21 <@JonnyH`Work> sure, you could run ./OpenApoc Resource.LocalDataDir=c:\something\wackey 18:21 <@JonnyH`Work> then it will 'store' that 18:21 <@JonnyH`Work> it only stores it if it's changed from the defaults (which are in a table at the top of framework.cpp) 18:21 <@JonnyH`Work> not the best place for it... maybe we should ship a 'initial .config' instead? 18:22 < Shadow> I don't have settings.cfg 18:22 <@JonnyH`Work> in %APPDATA%/openapoc? 18:23 <@JonnyH`Work> I think it'll write it unconditionally... 18:23 < Shadow> #Resource.LocalDataDir=./data 18:24 < Shadow> I guess that i'll just burn my repo and clone again 18:24 < Shadow> what a day... 18:24 <@JonnyH`Work> yeah, if it's the default it still writes them just commented out :) 18:24 <@JonnyH`Work> 'git clean -xfd; git reset --hard' 18:31 < Shadow> git clean did it 18:31 < Shadow> wtf 18:31 <@JonnyH`Work> the cd isn't in the .gitignore 18:31 <@JonnyH`Work> I just set my Resource.SystemCDPath=/home/jonny/code/projects/apoc-raw/steam/XCom Apocalypse/cd.iso 18:32 <@JonnyH`Work> in my global settings.cfg 18:32 < Shadow> problem wasn't with cd only 18:32 < Shadow> it couldn't even mount OpenApoc/data 18:32 < Shadow> or OpenApoc/saves 18:32 < Shadow> whatever 18:32 <@JonnyH`Work> huh, weird... 18:32 < Shadow> anywway works atm 18:32 <@JonnyH`Work> We've had a lot of bugs with physfs' iso9660 backend, but not seen anything with the 'system fs' backend? 18:33 <@JonnyH`Work> *shrug* if it works now pretend it never happened 18:33 < Shadow> ye 18:33 <@JonnyH`Work> It's what I do with my safety-critical code 18:33 <@JonnyH`Work> so good enough here too 18:34 < Shadow> ;) 19:03 -!- skin36 [~Mutter@185.3.33.12] has joined #OpenApoc 19:11 -!- skin36 [~Mutter@185.3.33.12] has quit [Remote host closed the connection] 19:21 < Shadow> btw, I've disabled _HAS_ITERATOR_DEBUGGING and doesn't help with vs debug mode speed 19:21 <@JonnyH`Work> :( 19:21 <@JonnyH`Work> It's a shame there isn't an -Og eqivalent... 19:22 < Shadow> I guess that someone smarter than me will have to look at it 19:22 <@JonnyH`Work> It's a shame as even with crazy debug & sanitizers enabled on my linux build it (nearly) hits 60fps on my i7 19:23 < Shadow> Looks like ms debug lib adds lists of iterators to each container 19:23 < Shadow> idk if that's reason 19:23 <@JonnyH`Work> I don't really know what msvc does so differently 19:24 < Shadow> First time I have such problem 19:24 <@JonnyH`Work> as I've not (yet) seen an issue picked up by the ms stl that wasn't also picked up in gcc 19:24 <@JonnyH`Work> It's probably some terrible misunderstanding where I've enabled some /fomg-slow option 19:24 < Shadow> I've worked on cpp games before 19:25 < Shadow> and they had no problem with ms debug mode 19:25 <@JonnyH`Work> TBH I've never bothered profiling debug mode... 19:26 < Shadow> well i'm not speaking of profiling 19:26 < Shadow> it just worked 19:26 <@JonnyH`Work> which is how it is on linux, which is why I didn't really 'notice' :P 19:26 < Shadow> Well I think that something is seriously misconfigured 19:27 < Shadow> this game worked http://screen.bitterglory.com/in/11-04/bewbvbvhe.png 19:27 < Shadow> I had much weaker machine back then 19:27 <@JonnyH`Work> yeah, it'll probably be one rather specific thing rather than 'everything's slow' 19:27 < Shadow> ye 19:28 < Shadow> and I guess it's in compiler settings 19:28 < Shadow> because both game and gamestate loading is slow 19:28 <@JonnyH`Work> Is there a way of enabling/disabling specific optimisation passes in msvc? 19:28 < Shadow> ye 19:28 <@JonnyH`Work> gamestate loading is slow on gcc debug too 19:28 <@JonnyH`Work> as it 'really likes' inlining :) 19:29 < Shadow> but inlinign is set to default 19:29 < Shadow> och wait default 19:30 < Shadow> may be different for debug :D 19:30 <@JonnyH`Work> I assume it'll be disabled for debug 19:30 <@JonnyH`Work> as leaving stuff in the stack frame really helps the debugger 19:30 < Shadow> ye 19:30 < Shadow> interactive window doesn't basically work 19:30 < Shadow> without inlining 19:31 < Shadow> "this function has been inlined" everywhere :C 19:31 -!- Keise [8a33f3e8@gateway/web/freenode/ip.138.51.243.232] has joined #OpenApoc 19:32 <@JonnyH`Work> on gcc debug it spend maybe ~50% of the city update time in findClosestEnemy 19:32 <@JonnyH`Work> half of that (so 25% total) in isRelatedTo :P 19:33 < Shadow> what isRelatedTo does? 19:33 < Shadow> it seems not ok somehow 19:33 <@JonnyH`Work> gets the relationship (hostile/friendly/whatever) between two organisations 19:33 <@JonnyH`Work> Doesn't seem like it *should* be a massive performance drain... 19:33 < Shadow> but it's called once per update, not multiple times? 19:34 <@JonnyH`Work> Nope, it's called 842 thousand times in 125 frames 19:34 < sf{bed_alloc}> how about map->unordered_map? would it help in isRelatedTo? 19:34 <@JonnyH`Work> so about 2 seconds :P 19:34 <@JonnyH`Work> So the issue is more the number of calls, not the calls themselves 19:34 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:34 < Shadow> but it looks bad 19:35 < Shadow> it should be precomputed maybe? 19:35 <@JonnyH`Work> maybe we can memoise the relationships... 19:35 < sf{bed_alloc}> so, 6736 calls per frame? seems kinda plausible 19:35 < sf{bed_alloc}> if each vehicle calls that function for each other vehicle 19:35 <@JonnyH`Work> in range 19:35 < Shadow> och damn 19:35 <@JonnyH`Work> and this is 'worse case' 19:36 <@JonnyH`Work> the city during normal gameplay shouldn't have anywhere near that many vehicles flying around at all times 19:36 < Shadow> well I guess that we should move away from dicts 19:36 < Shadow> and move to hashmaps ;) 19:36 < Shadow> wouldn't be issue then 19:36 < sf{bed_alloc}> with 100 instances of each possible non-xcom vehicle type 19:37 < sf{bed_alloc}> it's still gonna be a sizeable bunch of calls, range or no range 19:37 < sf{bed_alloc}> or is it 100 vehicles total? 19:39 < sf{bed_alloc}> um, how do I do formatting? make format, that's it? 19:39 < Keise> yea, I had 33% in isRelatedTo on msvc 19:40 < sf{bed_alloc}> (except "make format" is giving me a LOT of errors and still does... stuff... to my sources) 19:40 < sf{bed_alloc}> (all of them) 19:40 < Shadow> Keise: do you know how to heal msvc debug mode? :) 19:40 < Keise> no 19:42 < Keise> I usually just load save with everything prepared :) 19:44 < Shadow> ye but it sucks 19:44 < Keise> do you have a way? 19:44 < Shadow> I don't like half measures ;) 19:44 < Shadow> nah 19:45 <@JonnyH`Work> sf{bed_alloc}: ypu 19:45 <@JonnyH`Work> ..you're using clang 3.8 right? 19:45 <@JonnyH`Work> Not the 3.9 pre-release? 19:45 < sf{bed_alloc}> looks like I've got 3.7.0 19:45 < sf{bed_alloc}> gotta find myself 3.8.0? 19:45 <@JonnyH`Work> 3.8 changed a few of the options 19:45 <@JonnyH`Work> so the .clang-format file will only 'work' with that :) 19:46 <@JonnyH`Work> It might be possible to make a .clang-format-{VERSION} or something if you can't update 19:46 <@JonnyH`Work> interestingly, even in release isRelatedTo is like 25% of the runtime 19:46 <@JonnyH`Work> so clearly an opportunity for improving there 19:46 < Keise> cache? 19:47 < sf{bed_alloc}> looks like 3.8 is in fc24, brace for update 19:47 <@JonnyH`Work> Oh, I guess it's doing a StateRef dereference every call? 19:47 <@JonnyH`Work> seems excesssive... 19:48 <@JonnyH`Work> wait.. why is it copying a StateRef<>? 19:51 < Shadow> Keise: do you have problems with debugger refusing to load symbols? 19:51 < Keise> if it's a release build then yea :) 19:51 <@JonnyH`Work> does release not still output .pdb? 19:51 < Keise> but on debug everything is fine except for the speed 19:52 < Shadow> Jonny: yep it does 19:52 < Shadow> but apparently not for all projects 19:52 < Keise> odd 19:52 < Shadow> I can hit breakpoint in gamestate but not frameework 19:54 < sf{bed_alloc}> ughhh https://travis-ci.org/sfalexrog/OpenApoc/jobs/145918756#L1449 19:54 < Keise> I'm mainly hacking gamestate, so can't tell anything about framework 19:56 < sf{bed_alloc}> probably a case of boost libs being too old on the build server 19:58 <@JonnyH`Work> sf{bed_alloc}: is that right? The for loop will call begin on the directory_iterator? 20:00 < sf{bed_alloc}> huh, I'm not sure how exactly, but for some reason my compiler sees that as valid code 20:00 < sf{bed_alloc}> though there's definitely no .begin() for directory_iterator 20:01 <@JonnyH`Work> it may be that boost added the .bgin()/.end() methods to the iterator specifically for c++11 foreach loop compat 20:01 <@JonnyH`Work> it might also expand 'begin(TYPE)' 20:02 < sf{bed_alloc}> http://www.boost.org/doc/libs/1_61_0/libs/filesystem/example/tut3.cpp 20:03 < sf{bed_alloc}> they're using basically the same construct, but that's more recent boost version (an older version of the page actually has directory_iterator(p)/directory_iterator() as, well, actual iterators) 20:06 <@JonnyH`Work> the quesion is did boost 1.54 support that? 20:06 <@JonnyH`Work> as that's what ubuntu on travis uses 20:07 < sf{bed_alloc}> http://www.boost.org/doc/libs/1_61_0/libs/filesystem/doc/release_history.html - looks like begin() and end() were added in 1.51.0 20:08 < sf{bed_alloc}> oh well, it's easier to just rewrite it as an ordinary for loop 20:12 <@JonnyH`Work> plus auto for the type, pls 20:23 < sf{bed_alloc}> well, that seems to work 20:25 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:27 <@JonnyH`Work> well, that makes isRelatedTo 1/10 the time by my testing.. 20:27 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 20:27 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/vKowk 20:27 < openapoc-git> OpenApoc/master 4728256 Jonathan Hamilton: Cleanup Organisation relation method constness, ref args... 20:27 < openapoc-git> OpenApoc/master 336f555 Jonathan Hamilton: Fix vehicle mission LogError when attacking itself... 20:27 < openapoc-git> OpenApoc/master 577f8ee Jonathan Hamilton: format 20:27 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 20:28 <@JonnyH`Work> let me know if it doesn't help on windows/android/other 20:31 < sf{bed_alloc}> by the way, how do we (re)generate/edit windows project files? through cmake or by hand (in actual visual studio)? 20:31 <@JonnyH`Work> by hand 20:31 <@JonnyH`Work> the cmake & msvc builds are completely disconnected 20:32 < sf{bed_alloc}> ugh, gotta add filesystem to the project then 20:32 < sf{bed_alloc}> well, had to reboot anyway 20:32 <@JonnyH`Work> we already use boost::Filesystem 20:32 <@JonnyH`Work> so it's already in msvc 20:32 < sf{bed_alloc}> well, my file isn't :p 20:33 <@JonnyH`Work> :) 20:33 -!- sf{bed_alloc} [~sf@95-26-249-233.broadband.corbina.ru] has quit [Remote host closed the connection] 20:33 <@JonnyH`Work> I often edit the xml in vim 20:33 <@JonnyH`Work> probably shouldn't -_- 20:43 < Shadow> Fix vehicle mission LogError when attacking itself... 20:43 < Shadow> wut 20:44 <@JonnyH`Work> It's an error printed out if somehow a vehicle's target == this 20:44 <@JonnyH`Work> Not expected to be hit :) 20:44 < Shadow> Lol 20:44 <@JonnyH`Work> but still, the LogError() would have broken due to a missing argument 20:44 < Shadow> Well commit message was mind bending ;) 20:55 < Keise> well it's even possible in original 20:55 < Keise> to set 20:55 <@JonnyH`Work> editing the save? 20:55 <@JonnyH`Work> Or in the UI? 20:56 < Keise> with usual UI 20:56 < Keise> vehicle just hangs in place I think 20:57 < Keise> but I disabled it in cityview since it's stupid anyway 20:58 <@JonnyH`Work> should allow it but get it to do retardes stuff 20:58 <@JonnyH`Work> Like chase it's own tail and launch homing missiles at itself 20:58 < Keise> lol 20:59 <@JonnyH`Work> BTW did you try that isRelatedto fix in windows debug? Any better? 20:59 <@JonnyH`Work> Though you said it's ~30% of the trace? Even if reduced to 0 cost it'll still be 'slow'... 20:59 -!- nadir [uid134094@gateway/web/irccloud.com/x-obknajgycbpixhdh] has quit [Quit: Connection closed for inactivity] 20:59 < Keise> not yet 21:00 < Keise> I tried to replace isRelatedTo with return 0 a while ago, a bit better but not much 21:01 < Shadow> btw, it has to be updated every frame? 21:01 < Keise> I wonder what SupSuper was doing 21:01 < Keise> with msvc build 21:03 <@JonnyH`Work> I haven't seen sup in a while actually... 21:04 <@JonnyH`Work> I guess he's still drunk from when portugal won the euros 21:04 < Keise> haha 21:04 < Keise> I like the activity on the project now :) 21:04 < Keise> should keep it up 21:05 <@JonnyH`Work> Just in time for me to go on holiday :) 21:06 < Keise> no apoc on holidays? 21:06 <@JonnyH`Work> Maybe, I'll have my laptop 21:06 < Keise> at least bug you with questions some time 21:07 <@JonnyH`Work> I'll be at my parents house in the country for a week 21:07 <@JonnyH`Work> it might be that's the most productive week in openapoc history 21:08 <@JonnyH`Work> Depending on how much I'm avoiding my family :) 21:08 < Keise> lol 21:08 < Shadow> wut 21:12 < Keise> time to get home 21:12 <@JonnyH`Work> o7 21:13 -!- Keise [8a33f3e8@gateway/web/freenode/ip.138.51.243.232] has quit [Quit: Page closed] 21:20 -!- sf{bad_alloc} [~sf@95-26-249-233.broadband.corbina.ru] has joined #OpenApoc 21:20 -!- sf{bad_alloc} is now known as sf{bed_alloc} 21:22 < Shadow> reworked that zip stuff and now with 50 saves takes around second to initialize 21:22 < Shadow> \O/ 21:27 < sf{bed_alloc}> okay, seems like the upgrade is kinda painless! and formatting seems to work just fine as well 21:28 -!- Keise [~Batt@45.72.143.90] has joined #OpenApoc 21:28 < sf{bed_alloc}> now to squash and (finally) commit 21:39 < Shadow> I like squashing, makes me look like good programmer who knows how to design something ;) 21:40 <@JonnyH`Work> You can remove all the "oops..." commits :) 21:40 <@JonnyH`Work> 'git rebase -i' is food from the gods 21:40 < Shadow> aye 21:42 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 21:42 < openapoc-git> [OpenApoc] sfalexrog pushed 1 new commit to master: https://git.io/vKo97 21:42 < openapoc-git> OpenApoc/master 2c756cc sfalexrog: Add a cuesheet PhysFS archiver... 21:42 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 21:43 < sf{bed_alloc}> "committed on May 4" now that sounds like a time machine :p 21:45 <@JonnyH`Work> 3.3ms update, 3.5ms render 21:45 <@JonnyH`Work> not bad... 21:45 * sf{bed_alloc} remembers about physfs_apk 21:46 <@JonnyH`Work> that took like 1/2 a second just to tell if a file existed :P 21:46 < sf{bed_alloc}> 1/2 a second? lucky you, my n4 used to take like 3 seconds :p 21:47 <@JonnyH`Work> clearly powervr based hw is just faster at... reading the nand? 21:47 < sf{bed_alloc}> all joking aside, I'm still not sold on the idea of reading stuff directly from the apk 21:48 < sf{bed_alloc}> (but yeah, zenfone does have better performance wrt reading the resources) 21:49 < sf{bed_alloc}> I mean, there's a folder for your app's storage needs on the "removable"/"external" media 21:50 < sf{bed_alloc}> and you can access it through, well, basically any method you'd like 21:50 < sf{bed_alloc}> and not through some weird AAssetManager stuff 21:50 <@JonnyH`Work> fopen() 21:51 <@JonnyH`Work> actually, we're c++... fstream.read()? 21:52 < sf{bed_alloc}> um, I think I've lost you 21:52 <@JonnyH`Work> If we can just read stuff out of the fs normally, it's clearly the preferred method 21:52 < sf{bed_alloc}> well, we were doing that before :p 21:53 < sf{bed_alloc}> we just had to unpack the data somewhere 21:53 <@JonnyH`Work> Or we say 'screw you memory' 21:53 <@JonnyH`Work> embed a zip in the .apk, extract that to memory and 'mount' that using physfs? 21:53 < sf{bed_alloc}> oh god 21:54 < sf{bed_alloc}> (although it's what, 50 megs?) 21:54 <@JonnyH`Work> 4.2 mb is the whole data folder zipped 21:54 <@JonnyH`Work> and not everything is actually used in-game... 21:55 < sf{bed_alloc}> sounds about right 21:55 < sf{bed_alloc}> well, it's not like 50 megs would *really* make a difference, especially when we require a 500 mb iso 21:56 <@JonnyH`Work> 1.8mb after removing non-english langs, some spare images and whatnot 21:56 <@JonnyH`Work> at some point you just go f**ck it, mmap it in 21:57 < sf{bed_alloc}> (and we could put the data.zip in the apk, copy it into the external storage and mount it via physfs... except we would have to go through serialization/deserialization code and make it actually read from physfs) 21:57 <@JonnyH`Work> that's doable reasonably enough 21:58 -!- pagurus [~user@pD950E595.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:58 <@JonnyH`Work> there's a minzip api that takes 'read more data' callbacks iirc 21:58 <@JonnyH`Work> so we can embed saves in the zip in the zip in the apk 21:58 <@JonnyH`Work> or is that too far? :P 21:58 < sf{bed_alloc}> um, I don't want to touch the apk in the native code, at all :p 21:58 < sf{bed_alloc}> not even by a weak reference 21:59 <@JonnyH`Work> make the 'loader screen' just copy the data.zip to 'app cache dir' 22:00 < sf{bed_alloc}> well, that's what I actually did a while back 22:00 <@JonnyH`Work> we could leave it as a zip instead of unpacking individual files 22:00 <@JonnyH`Work> might make it easier to manage 22:00 <@JonnyH`Work> embed a version so you can 'wipe' it if necessary? 22:01 <@JonnyH`Work> I think part of me went "We already read zips, why not the apk?" 22:01 <@JonnyH`Work> the answer being 'caus it's slow and hard' 22:01 < sf{bed_alloc}> yeah, an apk will have a data.zip and data.md5, will check for data.zip existence and data.md5 contents 22:01 < sf{bed_alloc}> and replace if necessary 22:02 < sf{bed_alloc}> it's kinda-like-but-not-exactly how openxcom currently works :p 22:04 < sf{bed_alloc}> oh, and it seems gradle now supports native project dependencies! yay for (eventually) not having a huge, compile-it-all-at-once file 22:04 <@JonnyH`Work> :D 22:06 < sf{bed_alloc}> (the fact that I can almost make sense of those files and nearly enjoy writing them is probably the most stockholm-syndrome-ish thing for me) 22:08 <@JonnyH`Work> I'm looking forward to be able to buy one of these new graphics cards that was recently released 22:08 <@JonnyH`Work> but currently it seems impossible to find... 22:08 < sf{bed_alloc}> which ones? 22:08 <@JonnyH`Work> radeon 480 22:10 < Keise> I am waiting for one too 22:10 < Keise> non-reference 22:10 <@JonnyH`Work> I currently have a r280 22:10 <@JonnyH`Work> or a 7950 as it was called when I got it ;) 22:11 < Keise> lol 22:11 <@JonnyH`Work> it's doing pretty well for something apparently build sometime before the jurassic period actually 22:11 < sf{bed_alloc}> huh, I've missed the whole "release" thing. Saw an announcement, then a bunch of tests, benchmarks, comparisons, but no release 22:11 < Keise> I'm on gtx650 now so it will be quite an upgrade 22:11 <@JonnyH`Work> You say "Oh, my graphics card is 5 years old but plays doom high at 60+fps" 22:11 <@JonnyH`Work> 1440p 22:11 < sf{bed_alloc}> doom vulkan tests are a lot of fun 22:12 < sf{bed_alloc}> somehow nvidia manages to lose framerate compared to opengl 22:12 < sf{bed_alloc}> and amd has enormous gains 22:13 < sf{bed_alloc}> which is, I guess, a funny way to say "amd has excellent hardware and a really, really crappy driver" 22:13 <@JonnyH`Work> It's like half one half the other 22:14 <@JonnyH`Work> the gcn architecture has all kinda of fancy features (The current big one going around is the ACE frontends for 'async compute') 22:14 <@JonnyH`Work> that literally cannot be used for dx11/most opengl 22:14 <@JonnyH`Work> so from one point of view, it's more future proof 22:14 <@JonnyH`Work> the other says it was wasted all this time, silicon that could have been more shader units :P 22:15 <@JonnyH`Work> plus the amd opengl driver seems to have crazy high overheads 22:15 <@JonnyH`Work> so that in many tests the "completely unoptimised" open source mesa driver is faster... 22:16 <@JonnyH`Work> Plus airlied just posted a prototype oss vulkan driver for gcn 1.2 on mesa-devel 22:16 <@JonnyH`Work> which is nice :) 22:16 <@JonnyH`Work> As I said, I'd never choose nvidia as open source drivers are sooooo useful 22:16 <@JonnyH`Work> and nouveau sucks 22:18 < sf{bed_alloc}> fun fact: I'm still not sure whether the whole bumblebee thing actually works on my laptop since I've never had a reason to turn it on 22:18 <@JonnyH`Work> I was surprised the hybrid graphics on my laptop "just worked" out the box on linux 22:18 <@JonnyH`Work> "DRI_PRIME=1 glxgears" runs on the amd discrete 22:19 < sf{bed_alloc}> yeah, I had to do some magic that I'm not even sure works (and pretty sure didn't survive the system upgrade) 22:19 <@JonnyH`Work> I guess that's the advantage of both using the 'same' libGL.so 22:31 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 22:31 < openapoc-git> [OpenApoc] sfalexrog pushed 1 new commit to master: https://git.io/vKoNx 22:31 < openapoc-git> OpenApoc/master 2df81d8 sfalexrog: Fix typo 22:31 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 22:32 < sf{bed_alloc}> (it kept popping up every build, it was starting to get annoying) 22:32 < Shadow> speaking of build 22:33 < Shadow> I wonder why gcc hates ifstream from iostream 22:33 < Shadow> and msvs and clang allows it 22:33 < sf{bed_alloc}> define "hates" 22:33 < sf{bed_alloc}> it's not from , it's from iirc 22:33 < Shadow> so that in many tests the "completely unoptimised" open source mesa driver is faster... 22:33 < Shadow> Plus airlied just posted a prototype oss vulkan driver for gcn 1.2 on mesa-devel 22:33 < Shadow> https://travis-ci.org/ShadowDancer/OpenApoc/jobs/145945785#L1431 22:33 < Shadow> yeach 22:34 < Shadow> but clang and msvs accepts just iostream 22:34 < Shadow> or maybe lack of fstream idk 22:34 < Shadow> ewird 22:34 < Shadow> weird 22:34 < sf{bed_alloc}> different implemetations of c++ stl 22:35 < sf{bed_alloc}> msvc and clang might have everything stream-related in , and have just include 22:35 < Shadow> ye apparently 22:35 < Shadow> btw LostFocus is working for me 22:36 < Shadow> I just send it manually :D 22:36 < sf{bed_alloc}> well, that's a loose definition of "working" :p 22:36 <@JonnyH`Work> yeah, I've had a few 'issues' due to newer gcc versions of the c++ library being more 'correct' in what headers define what 22:37 < sf{bed_alloc}> I'd say it's more of "you make it do its job" 22:38 < Shadow> well 22:38 < Shadow> it's enough for me ;) 22:40 < Shadow> but I think that there should be just one textedit allowed 22:42 <@JonnyH`Work> I think 'focus' should be handled by the form? So focus being taken by a new control immediately de-focuses the last? 22:43 < Shadow> yeach 22:43 < Shadow> btw events travel up or down the tree? 22:43 <@JonnyH`Work> so LostFocus shouldn't need to be pushed explicitly by TExtEdit... 22:43 <@JonnyH`Work> Down the tree 22:43 < Shadow> that's wrong 22:43 < Shadow> Is it? 22:43 <@JonnyH`Work> It makes sense for input events 22:44 <@JonnyH`Work> they have to go down the tree to find who they belong to (based on x/y/ position?) 22:44 <@JonnyH`Work> form events are just pushed into the standard event queue 22:44 < sf{bed_alloc}> I'd say "up the tree", in that any control first dispatches the event to every underlying control 22:44 < Shadow> I mean 22:44 < sf{bed_alloc}> and if it's handled, calms down 22:44 <@JonnyH`Work> so it goes all the way back up to Framework to re-call the EventOccurred() hnandlers? 22:44 < Shadow> it should dispatch event to parent 22:44 < Shadow> and so 22:45 < Shadow> at least that's how it's done in everything I worked in 22:45 < sf{bed_alloc}> apparently? 22:45 < Shadow> for instance 22:46 < Shadow> well 22:46 < Shadow> i must think it through, but they did it for reason "D 22:49 <@JonnyH`Work> I must admit I have extremely little experience with UI frameworks 22:49 <@JonnyH`Work> so likely lack the experience to differentiate a "good design" from a "kinda shitty one" :P 22:50 < sf{bed_alloc}> um, JonnyH`Work, should I be worried by IMGSRV errors in my log? 22:50 < Shadow> Just blocking event on more broad control is kinda useless 22:50 < sf{bed_alloc}> 07-20 01:49:24.113 8199-8220/org.sfalexrog.openapoc E/IMGSRV: :0: RGXRetrievePartialRenderCountInFWRTData: Failed to retrieve Partial Render Count from HW RTData (191) 22:50 < Shadow> because usually most detailed control know if event was handled 22:51 < sf{bed_alloc}> 07-20 01:51:05.942 8199-8220/org.sfalexrog.openapoc E/IMGSRV: :0: FlushRenderSurface: ScheduleTA did not work properly on the attachment 22:51 <@JonnyH`Work> ScheduleTA failing is a bad thing... 22:52 < sf{bed_alloc}> it happens after a keyboard shows up 22:52 < sf{bed_alloc}> or hides 22:52 < sf{bed_alloc}> (actually, hiding the keyboard looks worse) 22:53 <@JonnyH`Work> what driver are you using? 22:53 <@JonnyH`Work> GL_VERSION/GL_RENDERER 22:54 < sf{bed_alloc}> Version string (cut): 3.1 build 1.4@3283119 22:54 <@JonnyH`Work> holy craphola 1.4 22:54 * JonnyH`Work digs through the dusty archive 22:55 < sf{bed_alloc}> I'm not sure whether it's from the official 5.0 build, 6.0 beta or a nexus player 22:56 <@JonnyH`Work> well, nexus player is on 1.6... 22:56 <@JonnyH`Work> do you get anything from "PVRSRVRGXGetPartialRenderCountKM" in dmesg? 22:57 <@JonnyH`Work> It looks like the usermode is passing a handle for a memory buffer that doesn't exist into the kernel... 22:57 < sf{bed_alloc}> um 22:58 < sf{bed_alloc}> I grepped by PVRSRV, looks like I got a bunch of stack traces! 22:58 <@JonnyH`Work> any change you can send me the logcat? 22:58 <@JonnyH`Work> or tombstone or whatever has the best log :) 22:59 < sf{bed_alloc}> thing is, I'm not sure whether the stack trace is from the moment when the app glitches out or from the part when I force-close it 23:00 <@JonnyH`Work> is it openapoc itself that's freezing? 23:01 < sf{bed_alloc}> looks like it 23:01 < sf{bed_alloc}> okay, it happens during normal gameplay 23:02 < sf{bed_alloc}> http://pastebin.com/1t1VAkaT 23:02 < sf{bed_alloc}> happens after opening base screen, for some reason 23:02 < sf{bed_alloc}> but does not lock up the game, it seems 23:03 < sf{bed_alloc}> well, it happens on every touch on the base screen 23:04 <@JonnyH`Work> It doesn't do that on 1.6 :P 23:05 < sf{bed_alloc}> well, somehow I think getting drivers from nexus player and putting them into the zenfone is a BAD idea 23:05 < sf{bed_alloc}> (I believe you once said something about drivers being different for the same SOC...) 23:06 <@JonnyH`Work> naa, all the moorefield devices are the same 23:07 <@JonnyH`Work> are you not running the official release? 23:07 <@JonnyH`Work> CM or something? 23:08 < sf{bed_alloc}> cm13, official managed to be sluggish somehow 23:09 < sf{bed_alloc}> guess my best bet would be to go back to official and try how that works there? 23:09 <@JonnyH`Work> One thing you *cannot* do is mix/match user/kernel versions 23:10 <@JonnyH`Work> that specific call happens to only be requesting debug info 23:10 <@JonnyH`Work> so that failing isn't "bad" 23:11 <@JonnyH`Work> I'm more worried if that fails does that mean we have some terrible state corruption somewhere? 23:11 <@JonnyH`Work> Or disable KHR_debug :P 23:12 < sf{bed_alloc}> why would I :p 23:13 <@JonnyH`Work> 'caus we cannot write drivers that don't fuck stuff up? 23:14 < sf{bed_alloc}> um, okay, maybe I was wrong about game locking up 23:14 < Shadow> Good night! 23:14 < sf{bed_alloc}> night! 23:14 <@JonnyH`Work> ScheduleTA failing will screw up all kinda of stuff... 23:15 <@JonnyH`Work> Night Shadow 23:15 <@JonnyH`Work> It'd be embarressing if I have to do if (GL_VENDOR == "powervr") enable_workaround(); 23:15 < sf{bed_alloc}> well, at least it doesn't corrupt the image and stuff 23:15 < sf{bed_alloc}> and doesn't give me a black screen 23:16 < sf{bed_alloc}> touch coordinates are off after trying to type anything, though 23:17 < sf{bed_alloc}> but that's because we don't actually react to window resize event 23:17 <@JonnyH`Work> Oh my god, this is a bug I fixed! 23:18 < sf{bed_alloc}> and it should not be a problem if we restore the window (I'm trying to use immersive mode, but after showing a keyboard it won't hide the interface again) 23:18 < sf{bed_alloc}> that whole ScheduleTA thing? 23:19 <@JonnyH`Work> the debugging code calling RGXRetrievePartialRenderCountInFWRTData with f**cked up args 23:20 <@JonnyH`Work> yeah, debug contexts are f**cked on 1.4 23:20 <@JonnyH`Work> 1.5+ is fine 23:20 <@JonnyH`Work> *sigh* 23:21 < sf{bed_alloc}> so where do we have to kick asus in order to get them to release a newer version? 23:22 <@JonnyH`Work> you *might* just be able to pull it off nexus player.. 23:22 <@JonnyH`Work> and get vulkan for 'free'? 23:22 <@JonnyH`Work> as IIRC intel release the driver to asus, and it's the 'same' core 23:26 < sf{bed_alloc}> well, that's good news)) will probably try doing something like that "soon"-ish. Anyway, if you reduce the number of vehicles (spawn 10 vehicles of each type), the game starts to be very responsive and rather fast, crankig it up to 100 gets us into the less-than-10-fps territory 23:27 <@JonnyH`Work> --enable-tracing and give me the json? 23:27 <@JonnyH`Work> It might be interesting to see why it's different to my nexus player 23:30 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 258 seconds] 23:32 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 23:32 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vKKJK 23:32 < openapoc-git> OpenApoc/master a264fa7 Jonathan Hamilton: OGLES3v2 renderer: Don't use KHR_debug on Release builds... 23:32 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 23:33 <@JonnyH`Work> gogo workaround! 23:33 <@JonnyH`Work> just make sure you have -DNDEBUG on android :) 23:40 < sf{bed_alloc}> https://drive.google.com/file/d/0B-nEU5c76PeuOUdnTjQ0QXJPcHc/view?usp=sharing 23:42 < sf{bed_alloc}> both traces are medium difficulty, at 100 scale. I'm just moving the screen around. 23:42 <@JonnyH`Work> ~200 ms 'gamestate::update::vehicles" with no routing... 23:42 <@JonnyH`Work> Yeah, that's not ideal... 23:43 <@JonnyH`Work> the cpu generally seems maybe ~50% slower than the fugu? 23:43 <@JonnyH`Work> but still, that's 10x what it was 23:45 < sf{bed_alloc}> maybe the fugu build had less vehicles? I *think* I've commited that somewhere 23:45 < sf{bed_alloc}> https://github.com/sfalexrog/OpenApoc/blob/aaa3f72c9bee23babbf6abfb6bcb355f115dd6da/game/gamestate.cpp#L118 23:45 < sf{bed_alloc}> yup 23:46 < sf{bed_alloc}> that's what my android project references 23:46 < sf{bed_alloc}> so yeah, 10x sounds about right 23:46 <@JonnyH`Work> hmm... I seem to remember the cityscape being 'full'... 23:47 <@JonnyH`Work> *shrug* lots of opportunity for optimisations :) 23:47 <@JonnyH`Work> I love that sort of stuff, well defined limits, easily testable... 23:47 < sf{bed_alloc}> and with 10 vehicles of each variety we're just at 30 fps! 23:47 <@JonnyH`Work> but also probably pointless today as it'll probably change anyway tomorrow 23:49 < sf{bed_alloc}> (also, turning on paths grinds everything to a halt) 23:52 < sf{bed_alloc}> anyway, I'm off for the night 23:56 <@JonnyH`Work> night 23:57 <@JonnyH`Work> and yes, the paths line drawing completely kills the batching in the renderer 23:57 <@JonnyH`Work> it'll be slow on a titan x :) 23:58 <@JonnyH`Work> I'm off myself... 23:58 -!- You're now known as JonnyH`Away --- Day changed Wed Jul 20 2016 00:17 -!- pagurus [~user@pD950E595.dip0.t-ipconnect.de] has joined #OpenApoc 00:39 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 01:29 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 01:49 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 258 seconds] 02:06 -!- nadir [uid134094@gateway/web/irccloud.com/x-cbamqnxwrrouqbdd] has joined #OpenApoc 03:11 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 276 seconds] 03:43 -!- Keise [~Batt@45.72.143.90] has quit [Read error: Connection reset by peer] 04:22 -!- pagurus` [~user@pD950E669.dip0.t-ipconnect.de] has joined #OpenApoc 04:23 -!- pagurus` [~user@pD950E669.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:24 -!- pagurus` [~user@pD950E669.dip0.t-ipconnect.de] has joined #OpenApoc 04:24 -!- pagurus [~user@pD950E595.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 05:39 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 07:23 -!- Shadow [1facba82@gateway/web/freenode/ip.31.172.186.130] has joined #OpenApoc 08:30 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 08:30 < openapoc-git> [OpenApoc] sfalexrog closed pull request #68: Cuesheet parser/image reader (master...WIP/cuesheet) https://git.io/vw7Eb 08:30 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 09:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-cbamqnxwrrouqbdd] has quit [Quit: Connection closed for inactivity] 10:07 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:03 -!- nadir [uid134094@gateway/web/irccloud.com/x-fafbgjjppunyrius] has joined #OpenApoc 11:19 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 12:08 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 13:51 -!- sf{bed_alloc} [~sf@95-26-249-233.broadband.corbina.ru] has quit [Quit: sf{bed_alloc}] 13:55 -!- sf{bad_alloc} [~sf@95-26-249-233.broadband.corbina.ru] has joined #OpenApoc 13:55 -!- sf{bad_alloc} is now known as sf{bed_alloc} 14:03 -!- Skin36 [~Skin36000@31.180.204.123] has joined #OpenApoc 15:09 -!- sf{bed_alloc} [~sf@95-26-249-233.broadband.corbina.ru] has quit [Read error: Connection reset by peer] 15:09 -!- sf{bad_alloc} [~sf@95-26-249-233.broadband.corbina.ru] has joined #OpenApoc 15:09 -!- sf{bad_alloc} is now known as sf{bed_alloc} 15:15 -!- Shadow [1facba82@gateway/web/freenode/ip.31.172.186.130] has quit [Quit: Page closed] 15:27 -!- Keise [8a33fe79@gateway/web/freenode/ip.138.51.254.121] has joined #OpenApoc 15:36 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 15:50 -!- Skin36 [~Skin36000@31.180.204.123] has left #OpenApoc [] 15:54 < Shadow> hi 15:59 < Keise> hey 16:16 < Shadow> DO you experienced problems where game wouldn't mount physfs volumes? 16:16 < Shadow> like no music, etc? 16:25 < Keise> no 16:25 < Keise> haven't tested latest changes though 16:33 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:d4a:74ec:1a42:9046] has joined #OpenApoc 16:40 < Shadow> och I se it 16:40 < Shadow> I removed OpenApoc.xproj.user from git repository 16:40 < pmprog_laptop> Hi all... 16:41 < Shadow> so default startup path got reset to /game 16:41 < Shadow> hello 16:41 < Shadow> so I cannot start game because there are no files 16:41 < Shadow> what the hell 16:42 < Keise> o/ 16:43 < Shadow> well I am not sure then if I should remove that file from repo or not 16:43 < pmprog_laptop> I would have thought so, .user files are always per-developer 16:52 < Shadow> atm it is checked in 16:53 < pmprog_laptop> In the main repo? 16:55 < Shadow> ye' 16:55 < sf{bed_alloc}> https://github.com/pmprog/OpenApoc/blob/master/game/OpenApoc.vcxproj.user 16:55 < sf{bed_alloc}> hey all 16:56 < Shadow> that way if you checkout it and build it will run 16:56 < Shadow> gigo 16:56 < Shadow> hiho 16:57 < sf{bed_alloc}> but that's probably harmless... it should set the working dir correctly (well, to the solution root) 16:57 < sf{bed_alloc}> so you'd have access to data/stuff 16:58 < Shadow> ye, but if you want set on load save 16:58 < Shadow> it prompts to commit it 16:58 < Shadow> or well any other setting 16:58 < Shadow> you may try to set 17:00 < sf{bed_alloc}> um, it's in your p/r but marked as deleted: https://github.com/pmprog/OpenApoc/pull/75/files#diff-d13686eeeecf95cca7bcea4e77cfdfbcL1 17:00 < Shadow> because well 17:00 < Shadow> who commit user files to repository ;) 17:02 < sf{bed_alloc}> well, I guess SupSuper had his reasons? (reasons possibly being msvs allowing setting debugger work dir only in .user files) 17:02 < pmprog_laptop> or it was just overlooked on a commit 17:03 < Shadow> His commit message says explictly that he's setting work dir 17:04 < pmprog_laptop> Is it causing any actual problems? 17:04 < sf{bed_alloc}> well, deleting this file should cause some :p 17:04 < sf{bed_alloc}> openapoc.exe by default expects its data directory to be in the working dir 17:05 < sf{bed_alloc}> and msvs has other thoughts about where to put that 17:05 < sf{bed_alloc}> (probably) 17:05 < sf{bed_alloc}> like project directory (as opposed to solution directory/output path) 17:06 < Keise> I would leave it as is 17:06 < Keise> because now you can clone, press F5 and launch the thing 17:07 < sf{bed_alloc}> maybe add it to .gitignore and still have it in the repo? 17:07 < Keise> *.user files should be in the gitignore already 17:07 < Shadow> apparently you just need to --assume unchanged on it 17:32 < Shadow> you muted msvs performance warnings? 17:38 -!- pagurus` [~user@pD950E669.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 17:52 -!- skin36 [~Mutter@185.3.33.12] has joined #OpenApoc 17:59 -!- skin36 [~Mutter@185.3.33.12] has quit [Remote host closed the connection] 18:27 -!- Skin36 [~Skin36000@31.180.204.123] has joined #OpenApoc 18:32 < Keise> dunno about warnings 18:33 -!- pagurus [~user@pD950E669.dip0.t-ipconnect.de] has joined #OpenApoc 19:10 < Shadow> I have lots of warnings about conversion between numeric types 19:10 < Shadow> anyway, forms library drives me nuts 19:11 < Shadow> each form has OnRender, Onbegin, OnUpdate etc. 19:11 < Shadow> and now if you don't type Controll::OnBaseFunctionName() 19:11 < Shadow> it won't be called in child function 19:11 < Shadow> no idea how to deal with it 19:35 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:06 < pmprog_laptop> Shadow: The reason for this is so that it renders through the heirarchy in the correct order 20:06 < pmprog_laptop> What are you trying to accomplish? 20:09 < Shadow> well I would like to have on render on my controlls called ;) 20:09 < Shadow> or so on 20:09 < Shadow> not much I guess :P 20:10 < pmprog_laptop> Which control? 20:11 < Shadow> all of em 20:11 < Shadow> if you set any control as child of any other control it won't get events 20:11 < pmprog_laptop> It should still render. Rendering isn't done by events 20:11 < Shadow> ye it renders 20:11 < Shadow> but no OnUpdate method etc. 20:12 < pmprog_laptop> You have to call the form OnUpdate from the stage's OnUpdate 20:12 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 20:12 < Shadow> ye, there are templates for all controls 20:12 < Shadow> however noone did em correctly and I dislike that 20:12 < pmprog_laptop> I wrote them all originally, but they've been quite heavily modified since then 20:13 < pmprog_laptop> But I'm interested to understand what you mean by "noone did em correctly" 20:13 < Shadow> each control has empty OnUpdate, OnBegin etc 20:13 < Shadow> this means that children of this control doesn 20:13 < Shadow> do not get events passed by 20:13 < Shadow> idk if all or just on update 20:13 < pmprog_laptop> Controls don't have an OnBegin? 20:14 < pmprog_laptop> Most controls don't need a specific "OnUpdate", as it just uses the base "Control::OnUpdate" 20:14 < SupSuper> hello all 20:14 < Shadow> hello 20:14 < pmprog_laptop> and what that does is run through child controls 20:14 < pmprog_laptop> hi SupSuper 20:14 < SupSuper> i see i was paged on github while i was on vacation. why does stuff only happen when i'm not around? :p 20:14 < Shadow> yes, he point is that because they aren't calling base onUpdate 20:15 < pmprog_laptop> SupSuper: :) Did you have a good holiday? 20:15 < Shadow> children of these controls got no update 20:15 < pmprog_laptop> Shadow: Urm, why isn't it called on the Stage's OnUpdate? 20:15 < Shadow> because someone who made that control forget to do it 20:16 < pmprog_laptop> But it's the stage's responsibility to activate the OnUpdate, not the controls 20:16 < pmprog_laptop> Unless I'm misunderstanding something 20:16 < Shadow> well 20:16 < Shadow> sec 20:17 < Shadow> https://github.com/ShadowDancer/OpenApoc/blob/savemanager/data/UI/SAVEMENU.XML#L21 20:18 < Shadow> as you see here 20:18 < Shadow> there is textedit in textbutton 20:18 < Shadow> and because textbutton doesn't call Control::OnUpdate() 20:18 < Shadow> textedit isn't updated, so its blinking cursor doesn't work 20:19 < pmprog_laptop> Well, yes, textbutton is a "top level" control, not a "container" 20:19 < pmprog_laptop> You can't put textboxes inside buttons in Qt, GTK or .NET Forms 20:19 < Shadow> why? 20:20 < pmprog_laptop> Because it's a button - so it handles clicks as clicking the button... If you have a textbox inside, it doesn't know if you're trying to edit, or trying to click the button 20:20 < Shadow> yet it works perfectly 20:20 < SupSuper> we do not have any general container classes besides Control itself 20:20 < Shadow> apparently it doesn't know about its limitations ;) 20:21 < pmprog_laptop> You just said it doesn't pass OnUpdates 20:21 < pmprog_laptop> That's clearly the limitation 20:21 < pmprog_laptop> It does that because it doesn't "expect" any child controls 20:21 < Shadow> it looks more like incorrect interface 20:21 < SupSuper> it probably only works because of the wedge JonnyH`Away fit into the system so everything gets events all the time 20:21 < pmprog_laptop> Yes, technically the xml loader doesn't care if it's supposed to have any children or not 20:21 < SupSuper> as opposed to hierarchy 20:22 < SupSuper> but that's another topic 20:22 < Shadow> btw' 20:22 < Shadow> in win forms I can do button in button 20:22 < Shadow> maybe you mistaken with wpf 20:22 < pmprog_laptop> Really? I can't 20:22 < pmprog_laptop> Nope, I work with WinForms every day 20:22 < SupSuper> i think it's the other way around 20:23 < Shadow> hmm och wait 20:23 < SupSuper> you can do whatever you want with wpf 20:23 < Shadow> I can od it in designer I guess 20:23 < pmprog_laptop> But the second button will be overlapped, not a child of 20:23 < SupSuper> winforms will just be a layer of handles and hacks though :p 20:23 < pmprog_laptop> Well, think about Qt then... You can't put any controls in a button object on that 20:24 < SupSuper> you can treat any winforms control handle as a parent for other controls but the results may be kinda funky 20:24 < Shadow> well 20:24 < Shadow> I guess that I could hack winforms with winapi though :) 20:24 < pmprog_laptop> Only by using WinAPI, the WinForms .NET code doesn't by default (AFAIK, but then I've never really tried) 20:25 < Shadow> but whatever 20:25 -!- Keise [8a33fe79@gateway/web/freenode/ip.138.51.254.121] has quit [Quit: Page closed] 20:25 < pmprog_laptop> But back to OpenApoc... My Forms lib was kind of based around the WinForms stuff 20:25 < pmprog_laptop> Hence why Form is a Control, just a special type of contrl 20:25 < Shadow> well winforms turned out to not be best ui lib out there ;D 20:25 < Shadow> anyway back to openapoc 20:26 < pmprog_laptop> True, but it was/is the one I am intimately familiar with 20:26 < Shadow> it just needs small overhaul to non virtual interface 20:26 < SupSuper> every ui lib should be wpf :p 20:26 < Shadow> :D 20:26 < pmprog_laptop> Why a non-virtual interface? 20:26 < Shadow> so it will be called 20:26 < pmprog_laptop> I'm not sure I'm understanding the problem 20:26 < SupSuper> anyways the ui is probably a mess because nobody can actually agree on what it should be like 20:27 < pmprog_laptop> So what will be called? The update on your TextEdit? 20:27 < pmprog_laptop> Just don't put your textedit as a child to the textbutton (which doesn't make sense anway) 20:27 < SupSuper> at least that's my experience with JonnyH`Away :) 20:27 < pmprog_laptop> You can use a Control with the same location as your text button, make it invisible, and make it visible when the button is clicked if that's what you want? 20:28 -!- Colombo1 [~colombo@124.197.25.143] has quit [Quit: Leaving.] 20:28 < Shadow> well I just need augumented button 20:28 < Shadow> so I just added few labels to it 20:28 < Shadow> button because whole control needs to make clicking sound etc 20:28 < pmprog_laptop> Yeah, I think one of the problems is that this UI works well for me, because I understand how to design with it (because I designed it)... but I kept it relatively styled like WinForms 20:28 < pmprog_laptop> TextEdit is not a label 20:29 < pmprog_laptop> TextEdit expects a user to input data 20:29 < pmprog_laptop> If you want labels, that should be fine 20:29 < SupSuper> i know winforms... but games are very different beasts 20:29 < Shadow> Ye, sometimes label, sometimes textedi :) 20:29 < pmprog_laptop> SupSuper: True, but UI is UI whether being game or business application (well, mostly) 20:29 < Shadow> I think games are not that different 20:30 < Shadow> unless we are talking about in game huds etc 20:30 < pmprog_laptop> TextEdit doesn't belong inside a button, they are two seperate user input controls 20:30 < SupSuper> anyways i would not use textbutton anyways because savegame list is not formatted like "buttons" 20:30 < pmprog_laptop> I've never seen anyone try and do that in a real world application 20:30 < Shadow> well 20:30 < SupSuper> i'd just use a listbox with child controls and check selection events, like JonnyH`Away did with research screen 20:31 < pmprog_laptop> If you're really insistant, make them both child to the same control, but keep their posistions, the TextEdit should draw over the button but still retain it's own events 20:31 < Shadow> okay 20:31 < Shadow> still I don't see a point 20:32 < Shadow> ordering in xml shouldn't matter 20:32 < pmprog_laptop> Well, I don't see a legitimate reason to put a text edit in a button, personally 20:32 < pmprog_laptop> That said, if you want to edit the TextButton::OnUpdate to call Control::OnUpdate, that'll do what you want 20:32 < Shadow> download my branch and check what I need to achive 20:33 < pmprog_laptop> Ordering in XML will matter if you put both controls on the same parent, but want them to render in the correct order 20:33 < Shadow> yes 20:33 < Shadow> so If I swap label and textbutton 20:33 < Shadow> people will se nothing 20:33 < Shadow> my solution is resistant to this 20:34 < pmprog_laptop> What label? we were talking about TextButton and TextEdit? 20:35 < Shadow> well I have multiple labels and textedit on clickable button 20:35 < Shadow> because when user clicks button he activates textedit 20:35 < Shadow> that's how it works in original game 20:36 < pmprog_laptop> Can I offer an alternative... Create a TextEditButton class that inherits TextButton, and add the TextEdit and Labels in the contructor and export the extra values as public 20:37 < Shadow> my button has 4 labels 20:37 < Shadow> or more 20:37 < pmprog_laptop> Or just do a TextButtonHost which implements TextButton but also calls Control::OnUpdate() on TextButtonHost::OnUpdate() 20:38 < Shadow> or maybe just make all controls call all events on all child controls? 20:38 < Shadow> what you think? 20:38 < pmprog_laptop> I think it's silly, but go ahead, I barely write any code for OpenApoc any more 20:38 < Shadow> well idk 20:39 < pmprog_laptop> Just do it, it's fine 20:39 < Shadow> you just said it's silly ;) 20:39 < pmprog_laptop> Yes, because I don't think a text edit makes sense inside a button from a UI perspective. But you seem intent on doing it 20:40 < pmprog_laptop> So, you might as well implement it 20:40 < pmprog_laptop> Let's put it this way, if you implement it - you're not going to break anything 20:40 < Shadow> ye I know 20:40 < SupSuper> my stance is "as long as it doesn't break anything" :p 20:40 < Shadow> just 20:41 < Shadow> for instance atm list box is using hack that I am using atm 20:41 < SupSuper> because we love hacking the ui as it is 20:41 < Shadow> calls base update explicite 20:41 < Shadow> so if I didn't used that hack wouldn't fix problem with need for such hack :) 20:42 < pmprog_laptop> That's not a hack 20:42 < pmprog_laptop> Because the function is virtual, you have to reimplement it, but because the Control::OnUpdate is common, it's just a standard back-call 20:42 < pmprog_laptop> so code isn't duplicated for each control 20:42 < SupSuper> yeah listbox specifically expects child controls, and even has to be aware of what happens in its children to provide general events 20:43 < SupSuper> personally i would just create my own composite control, because i love them so :p 20:43 < Shadow> ye but you say that it isn't meant for calling base on update 20:44 < pmprog_laptop> TextButton isn't, because it doesn't (normally) have child controls 20:44 < pmprog_laptop> but listbox *does* expect children, so it will 20:44 < Shadow> so maybe control class does too much? 20:44 < pmprog_laptop> No, it does the common functionality 20:44 < Shadow> it shouldn't contain child list then 20:44 < pmprog_laptop> Of course it should 20:44 < pmprog_laptop> This is the base class for each other control 20:44 < Shadow> yeach 20:44 < Shadow> but there could be another class 20:44 < Shadow> panel 20:45 < Shadow> that is implemented by form and listbox 20:45 < pmprog_laptop> You can use "Control" as a WinForms "Panel" 20:45 < Shadow> so controls inheriting parent would be allowed to have children 20:45 < pmprog_laptop> A Control class is literally just a container 20:45 < Shadow> yeach, but you say that classes inheriting it are not 20:46 < pmprog_laptop> Only user input controls 20:46 < pmprog_laptop> Ones where it's expecting to handle what the user is doing 20:46 < Shadow> still they break liskov subsitutuin principle 20:46 < pmprog_laptop> For example, if TextBUtton has focus, and you press space, it'll "click" the button 20:46 < pmprog_laptop> You can also tab through controls, but if you have a textedit inside a button, you'll confuse the events and focus 20:46 < pmprog_laptop> because both expect to handle keyboard and mouse 20:47 < Shadow> does focus work? 20:47 < pmprog_laptop> It did in my old Allegro version 20:47 < Shadow> it doesn't anymore apparently 20:48 < Shadow> sf{bed+alloc} hacked textedit for me because previous hack with double click even broken focus 20:48 < Shadow> (hackception) :D 20:49 < SupSuper> textedit has been broken for months. blame JonnyH`Away, he doesn't like ui :P 20:49 < SupSuper> here's what i remember: https://github.com/pmprog/OpenApoc/issues/76#issuecomment-234078064 20:50 < Shadow> textedit works atm 20:50 < Shadow> "works" 20:50 < Shadow> thanks to sf{bed 20:52 < Shadow> just focus doesn't 20:52 < Shadow> so looks like UI is broken a bit 20:52 < SupSuper> it's not "broken", it's a "known issue" :p 20:52 < Shadow> ;D 20:52 < Shadow> idk how to deal with it now 20:52 < SupSuper> nobody ever cared about textedit before :D 20:52 < pmprog_laptop> I don't get this bit where everything gets events, why doesn't it just get passed to the Stage and let the Stage disseminate like it used to? 20:53 < pmprog_laptop> Moving upstairs, but I'm wired it, so I might drop, but I should be back 20:53 < Shadow> och well you see why now it makes sense to put input controls inside each other 20:53 < SupSuper> well that's my interpretation of it, i don't know the details since it was a JonnyH`Away thing :p 20:54 < Shadow> or looks like it makes sense :C 20:54 < SupSuper> a long long time ago, back when we were putting together the cityscape ui, the ui didn't like our approach of splitting up the tabs. events weren't being disseminated properly 20:55 < Shadow> well 20:55 < Shadow> why is ButtonClick fired twice? 20:56 < SupSuper> so JonnyH`Away did a thing, which fixed the tabs. and then broke a bunch of stuff. gradually he managed to unbreak it. some stuff forever stayed broken though. like the textedit and the ui preview screen and other oddities 20:56 < sf{bed_alloc}> hey SupSuper 20:56 < SupSuper> but the moral is nobody really knows how the ui events works anymore. at least i don't. it works "enough" :) 20:56 < sf{bed_alloc}> well, to be fair a couple days ago TextEdit was broken in more than one place 20:57 < Shadow> ;D 20:57 < sf{bed_alloc}> (it didn't really handle all our event wrapping shenanigans, for one) 20:57 < Shadow> idk what I shall do now then 20:57 < SupSuper> possibly, i remember i tried updating it to SDL2 but then remembered the textedit was broken anyways so kinda gave up 20:58 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:d4a:74ec:1a42:9046] has quit [Ping timeout: 264 seconds] 20:58 < SupSuper> Shadow: well 20:58 < Shadow> to make it like pmprog said 20:58 < Shadow> we'd need something like order in xml 20:58 < SupSuper> if you can come up with an ui event system that works and makes sense, i'm all for it :) 20:58 < Shadow> well I don't wanna rewrite everything ;) 20:59 < SupSuper> yeah thats JonnyH`Away's job 20:59 < Shadow> "D 20:59 < SupSuper> i can't comment on the xml stuff. most of our ui is generated dynamically so we don't really do anything fancy with it 20:59 < Shadow> really? 20:59 < Shadow> O_o 20:59 < Shadow> shouldn't it be like 21:00 < Shadow> dynamically generating stuff based on xml snippets? 21:00 < SupSuper> well the static stuff, sure. but in listbox's case, i always populate them with composite controls in runtime 21:00 < Shadow> och 21:00 < Shadow> I took another aproach 21:00 < Shadow> I put children in em 21:00 < Shadow> then visible = false 21:01 < Shadow> and I copy child based on my needs 21:01 < SupSuper> JonnyH`Away was one step ahead of me, he wrote the whole vehicle equip screen without even using listboxes, just handcoded rendering!! :p 21:01 < Shadow> och shit 21:01 < SupSuper> so yeah it's hard to find "conventions" from us :) 21:01 < Shadow> but why 21:01 < Shadow> I understand that there may be some dynamic stuff 21:02 < Shadow> but I guess that template item should be in xml, so you change font in xml uh? 21:02 < SupSuper> i guess 21:02 < SupSuper> i haven't needed to make a list of text yet 21:02 < SupSuper> you can see how ufopaedia and research do it 21:03 -!- pmprog_laptop [~pmprog@97e2add4.skybroadband.com] has joined #OpenApoc 21:03 < SupSuper> i'm guessing it's all code though :) 21:03 < Shadow> brb, gotta take shower 21:04 < SupSuper> i guess it's more intuitive for us to do complex stuff in code instead of constantly poking at xml 21:06 < pmprog_laptop> Sorry, what did I miss? 21:06 < SupSuper> a long long time ago, back when we were putting together the cityscape ui, the ui didn't like our approach of splitting up the tabs. events weren't being disseminated properly 21:06 < SupSuper> so JonnyH`Away did a thing, which fixed the tabs. and then broke a bunch of stuff. gradually he managed to unbreak it. some stuff forever stayed broken though. like the textedit and the ui preview screen and other oddities 21:06 < SupSuper> but the moral is nobody really knows how the ui events works anymore. at least i don't. it works "enough" :) 21:07 < SupSuper> hey sf{bed_alloc} 21:07 < sf{bed_alloc}> um, I have a feeling I broke something in our code 21:08 < pmprog_laptop> Bah, I kinda wished it'd stayed on Allegro, I knew how it all worked... Though I haven't been here much, so I guess that wouldn't have been much help to you guys 21:09 < pmprog_laptop> The whole different projects for different parts of OA seems a bit confusing too 21:09 < pmprog_laptop> but it also kind of made sense 21:09 < sf{bed_alloc}> https://drive.google.com/file/d/0B-nEU5c76PeuZUExdVZlc0RBWEU/view?usp=sharing 21:10 < sf{bed_alloc}> pretty sure you're not supposed to have taxis and ufos and stuff at your disposal? 21:12 < pmprog_laptop> Is that not just for debugging? 21:12 < pmprog_laptop> Bah, I've got to go now. Hopefully be back soon, and see if I can try and help untangle UI stuff 21:12 < pmprog_laptop> Later 21:12 -!- pmprog_laptop [~pmprog@97e2add4.skybroadband.com] has quit [Quit: Konversation terminated!] 21:12 < Shadow> bah 21:12 < Shadow> I gotta sleep 21:12 < Shadow> see you later 21:13 < sf{bed_alloc}> oh, that might make sense 21:18 -!- You're now known as JonnyH 21:20 -!- sf{bed_alloc} [~sf@95-26-249-233.broadband.corbina.ru] has left #OpenApoc [] 21:20 <@JonnyH> ...What have I broken now? :P 21:20 -!- sf{bed_alloc} [~sf@95-26-249-233.broadband.corbina.ru] has joined #OpenApoc 21:21 < SupSuper> JonnyH: the problem is what did you break *before* :P 21:21 < SupSuper> you need to document it for all the newbies 21:21 <@JonnyH> Forms? Yeah.... 21:23 <@JonnyH> I should ban myself from touching it :) 21:25 <@JonnyH> I think there was a misunderstanding how form events should work 21:25 <@JonnyH> I assumed 'all controls' that overlap a point should get an event 21:26 <@JonnyH> e.g. if you have a Label on top a Button, the Button should still get an event 21:26 < SupSuper> well hopefully i brought everyone up to speed on "you know as much as we do" :P 21:27 <@JonnyH> Which is... *shrug* 21:28 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 21:29 < Shadow> Well I finished save menu 21:29 < Shadow> but idk if it fits our ui vision 21:29 <@JonnyH> Cool, we have a ui vision? 21:30 < Shadow> that's the problem I gues 21:31 <@JonnyH> I think the save screen will always be a little odd anyway 21:31 <@JonnyH> It's interacting with the os in a way the original wasn't really designed for 21:31 <@JonnyH> Back in dos days having a fixed 10 slot ui was fine 21:32 <@JonnyH> Now people probably want quicksave/autosave/six thousand ongoing games 21:32 < Shadow> save screen UI has nothing to do with os 21:32 < Shadow> everything is hidden in save manager 21:32 <@JonnyH> I mean from the design considerations 21:33 < Shadow> och 21:33 <@JonnyH> Expectations of use and doing the 'same thing' as other apps on the system 21:33 <@JonnyH> Maybe we should pop up the win32 save dialog on windows :P 21:33 < sf{bed_alloc}> that's waaaay overthinking it 21:33 < Shadow> ye, definietly 21:33 < Shadow> we have problem here because I made textedit in button 21:34 < Shadow> and pmprog says it sucks 21:34 < sf{bed_alloc}> people generally shouldn't care where their saves are as long as they can save and load them 21:34 < sf{bed_alloc}> and maybe delete old ones 21:35 < Shadow> I'm never deleting saves 21:35 < sf{bed_alloc}> and I can't really think of a game that would allow a player to save wherever he/she wants 21:36 < sf{bed_alloc}> it's usually either a flat list of saves or no saves at all ("checkpoint system") 21:50 < SupSuper> sf{bed_alloc}: people reeeeeeeeeeeeeeeally care where their saves go, trust me :p 21:50 < SupSuper> not on the ui though, nobody wants a file picker save screen, no way 21:51 < SupSuper> but they do want unlimited slots and load/save/delete ui 21:51 < SupSuper> and fancy sorting 21:51 < SupSuper> that's my takeaway from openxcom :) 21:52 < sf{bed_alloc}> well, they do want to know where the save is stored, my point is that they generally don't want to specify where exactly one should store each save 21:52 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 258 seconds] 21:52 < SupSuper> right 21:52 < sf{bed_alloc}> damn, fc24 did break stuff :( 21:53 < sf{bed_alloc}> scrolling views don't work that well anymore 21:53 < sf{bed_alloc}> polari is not as good as it was before :( 22:03 < SupSuper> brb 22:03 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 22:24 -!- sf{bed_alloc} [~sf@95-26-249-233.broadband.corbina.ru] has quit [Quit: sf{bed_alloc}] 22:32 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 22:54 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Read error: Connection reset by peer] 22:59 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 23:04 -!- Skin36 [~Skin36000@31.180.204.123] has left #OpenApoc [] 23:13 < SupSuper> oh boy a vs2015 hotfix, this must be serious :D 23:32 -!- Keise [~Keise@45.72.143.90] has joined #OpenApoc 23:41 < Keise> JonnyH: I was planning to extend the map to 120x120 23:42 < Keise> and instead of allowing negative coords to update city extractor 23:43 <@JonnyH> sure, you could tweak the extractor to 'start' at {10,10} for scenery 23:43 <@JonnyH> and buildings too I guess 23:44 < Keise> it's all driven by xml anyway 23:47 < Keise> and then 'infinite' doodad for portals 23:48 < Keise> is it reasonable to add voxels for it later on? 23:49 <@JonnyH> Sure, just make Doodad subclass that returns a non-null voxelmap 23:49 < Keise> okay 23:49 <@JonnyH> Also 'infinite' means 'repeating' too I guess 23:49 < Keise> yeah 23:50 <@JonnyH> it'll probably also be useful for 'smoke' above crashed UFOs 23:50 <@JonnyH> (plus smoke on the battlescape?) 23:51 < Keise> smoke in first two xcoms had specific TTL 23:51 < Keise> but have no idea how it works in apoc 23:51 < Keise> rarely used smoke grenades tbh 23:54 < Keise> I would leave 'GoToPortal' mission for later anyway 23:55 < Keise> as it's a lategame and we have to AI for alien dimension 23:55 < Keise> no AI* 23:56 <@JonnyH> I think it's the same as previous smoke, unless proven otherwise 23:59 < Keise> not all doodads are extracted, right? 23:59 < Keise> where can I look them up --- Day changed Thu Jul 21 2016 00:01 < Keise> by the way, Skin36 found a palette in the game code used somewhere on the cityscape during the day 00:01 <@JonnyH> They're not exactracte 00:01 <@JonnyH> they're 'manually' added in a 'patch' 00:01 <@JonnyH> There may be a big table of animations frames/timing somewhere in the .exe, but I don't know where now 00:02 <@JonnyH> I only did the couple that are already there to 'test' the doodad code 00:02 < Keise> okay 00:02 <@JonnyH> Like not all 'weapon hit' doodads are there 00:02 <@JonnyH> so they just use 'generic explosion' for now 00:02 <@JonnyH> similarly the frame timings are guessed 00:03 < Keise> I'll ask skin36 00:04 < Keise> he's very fast at finding stuff 00:04 <@JonnyH> another palette? Weird... 00:04 <@JonnyH> As the vga card can only have a single fullscreen palette at a time 00:05 <@JonnyH> and I'm pretty sure we've figured out where the city view & ui window palettes come from 00:05 <@JonnyH> Maybe there's some UI without a .pcx background somewhere? 00:09 < Keise> he couldn't figure out how exactly it's used 00:10 < Keise> probably in addition to 'main three' during the day cycle 00:11 <@JonnyH> Visually, the current fade looks 'correct' 00:11 <@JonnyH> IIRC the alien dimension doesn't 'fade' 00:11 <@JonnyH> as there's no day/night there... 00:12 <@JonnyH> Maybe it's something like the 'editor' screen? Don't remember that having a pcx 00:13 < Keise> maybe 00:13 < Keise> there is a building auction function as well 00:14 <@JonnyH> I saw that 00:15 <@JonnyH> there's all kinda of values (like 'employees' and whatnot) that seem to be used in that screen 00:15 <@JonnyH> Another of the 'many' cut features I guess :P 00:15 < Keise> room for modding :) 00:15 < Keise> one day I guess 00:16 <@JonnyH> I'm currently leaving post-1.0 features for now 00:16 <@JonnyH> unless they're 'easy', or if adding 'hooks' now makes them easier later 00:19 < Keise> SupSuper: I heard you were working on 'faster' 00:19 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 00:19 < Keise> debug build for msvc 00:20 < Keise> any results in the end? :) 00:20 <@JonnyH> I improved the isRelatedTo speed 00:20 <@JonnyH> as that was doing unnecessary StateRef<> (which contain a string) copying 00:20 <@JonnyH> that was like 25% of the profile time 00:21 <@JonnyH> but I don't think anyone found some magical 'just go a bit faster but still be useful for debug' option 00:22 <@JonnyH> huh, this this is actually the 2nd hotfix since msvc2015 up3 00:22 < SupSuper> Keise: pure lies :p 00:22 <@JonnyH> ...or just didn't install it last time 00:23 <@JonnyH> as it downloaded a file with the same name as something already in my downloads folder... 00:23 < Keise> heh 00:24 < SupSuper> the only way to run debug "fast" is with the optimizations that make debug impossible in the first place so 00:25 < SupSuper> blame JonnyH :p 00:25 <@JonnyH> I blame me not using msvc to dev 00:25 <@JonnyH> so it seems rather more likely I accidently do something msvc really hates without noticing... 00:28 < SupSuper> and yeah 2015 has only had one hotfix so far. i don't get why half the updates are individual downloads either. i guess they had a falling out with the windows guys :p 00:28 < SupSuper> presumably in all their cross-platform craze they can't just rely on windows update anymore 00:29 <@JonnyH> ...but the 'cross platform' msvc is a completely different codebase? 00:29 * SupSuper shrugs 00:30 <@JonnyH> I've spoken to stl a few times and their compiler team 00:30 <@JonnyH> and it seems they're pretty separate from the 'IDE' team 00:31 < SupSuper> they all seem pretty departmental, as is microsoft tradition 00:31 <@JonnyH> The compiler guys seem pretty active 'socially' 00:31 <@JonnyH> at least they hang around in reddit.com/r/cpp 00:32 < SupSuper> i bet they get a lot of c++14 nerds in their face :p 00:32 <@JonnyH> and seem pretty sharpish responding to bugreports 00:32 <@JonnyH> Presumably they realise 'community' is important even for devs 00:33 < SupSuper> in any case i'm pretty sure 2010 or 2013 was still strictly updated via windows update and 2015 dropped it 00:33 < SupSuper> there's a lot more individual extension and product component updates as well. maybe it's all part of modularization? 00:34 < SupSuper> well i wish they'd figure out how to just download and launch silent installers from a ui, everyone else has :p 00:34 <@JonnyH> But how else can they silently install 'windows phone emulators' without you noticing if they don't have some tiny hidden default-on dialog box? 00:35 <@JonnyH> hmm.. profiling debug suggests it's death-by-a-thousand-cuts rather than any single 'simple to fix' thing 00:35 < SupSuper> oh that's my favorite because they can't silently update a component that was never installed in the first place and it just fails :p 00:37 <@JonnyH> Or the remove fails half way through 00:37 <@JonnyH> and you can never get it to remove the second half of the install... 00:39 < Keise> release msvc gave me 30% in render(), 20% in update() 00:39 < Keise> not bad 00:40 <@JonnyH> I suspect if you --enable-tracing 00:40 <@JonnyH> you'll see it's vsync limited 00:40 <@JonnyH> IE spends time 'waiting' in the first clear()/last swapBuffers() 00:40 < SupSuper> the annoying thing about profiling games is the hot spot is always gonna be the render cycle. i wonder if you can easily exclude it 00:41 <@JonnyH> ...challenge accepted 00:42 <@JonnyH> Certainly on my fugu it wasn't render limited, it spend like ~10% time in that :P 00:42 < SupSuper> well it's still gonna be the biggest % in a bunch of other really tiny % 00:42 < SupSuper> i don't like profiling :P 00:46 < Keise> oh I see 4-tile explosion doodad 00:46 <@JonnyH> big UFOs? 00:46 < Keise> probably 00:47 < Keise> but it's pretty hard to destroy one 00:48 <@JonnyH> hoo boy debug doesn't like saving games.. 00:49 < SupSuper> that xml isn't serializing itself! 00:50 < Keise> dimensional portal is also there with other effects and 30 frames of animation 00:50 < Keise> (that look pretty similar to me) 00:52 < SupSuper> i don't even remember them animating 00:52 < SupSuper> aside from the always-on-animation 00:53 <@JonnyH> they just spin right? 00:54 < SupSuper> right. surely that's not worth 30 frames 00:54 < SupSuper> maybe they originally had more sparkly effects like in the intro 00:54 <@JonnyH> Like when a ufo popped out? Maybe 00:54 <@JonnyH> Perhaps they realised the chances of you staring at a portal when a ufo popped out was pretty low 00:55 < SupSuper> i'm pretty sure they rate up there in "top 10 most underwhelming representations of an alien portal" 00:55 <@JonnyH> 'Triangle in circle w/sprinkles' 00:55 < Keise> lol 00:55 <@JonnyH> are the ones on the alien side the same? 00:55 < SupSuper> "whoops we don't have the budget to do alpha blending" 00:55 <@JonnyH> Maybe then spin the other way or something :P 00:55 < Keise> I think so 00:56 <@JonnyH> alpha blending on a paletted surface? You must be mad 00:56 < SupSuper> let me tell you about tftd... 00:57 <@JonnyH> Proving my point, clearly if tftd does it, it must be mad 00:57 < SupSuper> anyways they look the same here on both dimensions 00:58 * JonnyH wonders if my profile run of '500 frames' was a little optimistic 01:10 <@JonnyH> still a bit of low hanging fruit where we can avoid copies with &references 01:14 <@JonnyH> 100 frames from 26.9s to 22.8 01:17 < SupSuper> how big are your copies when you can measure the difference?? 01:18 <@JonnyH> It's more 'it was copying the StateRef<>/Pair<> 'every' vehicle update tick 01:18 <@JonnyH> a small copy 01:19 <@JonnyH> ran a million times 01:19 <@JonnyH> huehue 01:19 < SupSuper> ah yes, good old allocations in an update loop 01:19 <@JonnyH> Just removing the single std::Vector iterator in the TileView::Render 01:19 <@JonnyH> reduces it to 17.9 01:20 <@JonnyH> (doing 'for (int x = 0; x < vector.size; x++) { auto &obj = vector[x];' instead) 01:20 <@JonnyH> This is why profiling debug mode is silly 01:26 <@JonnyH> right, a few changes incoming 01:26 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 01:26 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/vKipH 01:26 < openapoc-git> OpenApoc/master 4272da8 Jonathan Hamilton: Don't copy StateRef in operator==/!=... 01:26 < openapoc-git> OpenApoc/master 9da06c0 Jonathan Hamilton: Avoid std::pair copying in Vehicle::findClosestEnemy... 01:26 < openapoc-git> OpenApoc/master c392bf1 Jonathan Hamilton: Avoid using iterator in TileView::Render loop... 01:26 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 01:26 <@JonnyH> the speed up the 'in game' update/render loop by ~50% on my x64/debug build 01:27 <@JonnyH> excluding init costs, save loading, pathfinding etc. 01:28 <@JonnyH> Much of the rest of the time is spent in iterators too 01:28 <@JonnyH> but they're map/set/unordered_map 01:28 <@JonnyH> so probably can't be pulled out to an int 01:28 < SupSuper> gross :p 01:29 <@JonnyH> Let me know if that's better 01:29 <@JonnyH> ...or even noticable 01:29 < SupSuper> i have never had good experiences with maps in update loops 01:29 <@JonnyH> It's still not 'fast' :P 01:30 <@JonnyH> true, it's probaly a decent idea to have a vector instead of a map for TileObjects within the tile 01:30 <@JonnyH> as they tend to be small (1-2) 01:31 <@JonnyH> and the cost of testing each is probably a lot lower than the indirection/cache misses from chasing a tree 01:32 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 01:38 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 240 seconds] 01:39 < SupSuper> can confirm debug in msvc is still a lost cause ;D 01:39 <@JonnyH> still working on it... 01:40 < SupSuper> i think you're poking at the wrong spot because even outside the cityspace the fps is bad. unless the cityscape is still chomping away when other screens are up... 01:40 <@JonnyH> TileView::Render is always called every frame 01:40 <@JonnyH> and that's pretty much 1/2 the time 01:40 <@JonnyH> so I expect it to be 'faster' when paused... but not fast 01:40 < SupSuper> :( 01:41 <@JonnyH> cd .. 01:41 <@JonnyH> :) 01:53 < Keise> neat 01:53 < Keise> it's much easier to click stuff now 01:54 <@JonnyH> Collision fixes? 01:54 < Keise> debug performance 01:54 < Keise> cursor still lagging but not as bad as before 01:54 <@JonnyH> well, at least someone's happy :P 01:55 < Keise> for collisions I would check if right LOFs are used 01:56 < Keise> since there is no voxel map for hovercar or bike 01:56 < Keise> and UFOs are strange 01:57 <@JonnyH> hoverbike has some weird 32x64 voxel map 01:57 <@JonnyH> Possibly rejected as I assmed 1x1 tile objects will 'always' have a 32x32 voxel layer 02:01 < Keise> yeah 02:02 < Keise> large UFOs probably have 4 lofs? 02:02 < Keise> or there is one 64[64 02:05 <@JonnyH> 64x64 iirc 02:06 <@JonnyH> http://s2.jonnyh.net/pub/list/extracted/ufodata/loftemps/150.png 02:06 <@JonnyH> for example 02:18 <@JonnyH> Think I'm going to call it an early night 02:18 <@JonnyH> Flying off tomorrow, and been struggling with a cold :( 02:18 -!- You're now known as JonnyH`Away 03:20 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 03:37 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 03:57 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Quit: Nettalk6 - www.ntalk.de] 04:23 -!- pagurus [~user@pD950E669.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:25 -!- pagurus [~user@pD950F906.dip0.t-ipconnect.de] has joined #OpenApoc 04:46 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:53 -!- Keise [~Keise@45.72.143.90] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Po-ta-to, boil em, mash em, stick em in a stew.] 06:10 -!- pmprog_work [~pmprog^wo@62.232.19.34] has joined #OpenApoc 10:13 -!- pmprog_work [~pmprog^wo@62.232.19.34] has quit [Quit: Leaving] 10:17 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:24 -!- Mutter [~Mutter@85.26.183.53] has joined #OpenApoc 10:33 -!- Mutter [~Mutter@85.26.183.53] has quit [Ping timeout: 272 seconds] 11:04 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:19 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 11:38 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 13:19 -!- nadir [uid134094@gateway/web/irccloud.com/x-fafbgjjppunyrius] has quit [Quit: Connection closed for inactivity] 14:08 -!- Keise [8a337b48@gateway/web/freenode/ip.138.51.123.72] has joined #OpenApoc 14:51 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 15:02 -!- shadow [1facba82@gateway/web/freenode/ip.31.172.186.130] has joined #OpenApoc 15:12 < Keise> hmm 15:12 < Keise> original game runs at 36 ticks per second, right? 15:13 -!- Mutter [~Mutter@85.26.183.53] has joined #OpenApoc 15:16 -!- Mutter [~Mutter@85.26.183.53] has quit [Remote host closed the connection] 15:29 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 15:57 < shadow> I guess that openapoc runs at more 16:01 < Keise> standard 60tps 16:02 < shadow> I refactored gametime out of gamestate 16:02 < shadow> btw 16:02 < SupSuper> well i think the internal game timer is clamped at whatever speed the original ran at 16:03 < SupSuper> at least i remember JonnyH looking into that at some point 16:03 < Keise> we use original delays, for weapons for example 16:03 < Keise> so 12 should give 3 shots per seconds, but now it's a mess :) 16:04 < Keise> note to self to clean it up 16:04 < SupSuper> at least it's not like x-com where it was "cpu-based" so everyone felt differently so we just gave them a slider :p 16:04 < Keise> heh 16:05 < SupSuper> you can't fight preconceptions with facts 16:06 < Keise> also time controls, first button should advance at 1/2 speed, second is actual realtime 16:06 < Keise> now it's a 1x, 2x 16:07 < SupSuper> fast-forward is stubbed out as well 16:08 < Keise> ultra speed? it seems alright 16:09 < SupSuper> well in the original it's not so much a "speed multiplier" as "skip ahead to the next event" 16:10 < SupSuper> since you can't use it while stuff is going on 16:11 < Keise> yea, but I like how smooth it is now 16:41 < Keise> okay I get the source of confusion 16:41 < Keise> weapon ranges are x2 in the data, but we should leave them as it is 16:41 < Keise> for calculations 16:42 < Keise> and only /2 when it's displayed in the UI (in meters) 16:44 < Keise> and then 'tick_scale' feels iffy cause it's works for 36 tps 16:44 < Keise> cleanup time tonight :) 16:47 < Keise> any ideas how 'turn_rate' for missiles work? 16:47 < Keise> shouldn't be a delay since more = faster turns 16:47 < SupSuper> nope, we haven't seen it actually used anywhere in the code 16:48 < Keise> so it's a same rate for all missiles? 16:48 < SupSuper> well in practice every missile seems to home the same? 16:49 < Keise> probably 16:49 < Keise> have to look at it again.. 17:03 -!- Shadow_ [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 17:23 -!- Skin36 [~Skin36000@85.26.183.53] has joined #OpenApoc 18:34 -!- nadir [uid134094@gateway/web/irccloud.com/x-uaswmpsdgyxfqzrd] has joined #OpenApoc 19:27 < Keise> turn rate is used in fact 19:27 < Keise> but this function is a mess 19:27 < Keise> там полюбому точноÑÑ‚ÑŒ тоже где-то еÑÑ‚ÑŒ 19:27 < Keise> http://pastebin.com/6iDh6brX 19:42 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:53 < Shadow_> what is that 19:53 < Shadow_> O_o 19:54 < SupSuper> cydonia 19:55 < Keise> looks like it's homing projectiles 19:55 < Keise> it calculates target position and then madness starts 19:57 < Shadow_> SupSUper 19:57 < Shadow_> do you know how arming things works? 19:57 < Shadow_> I mean equip screen? 19:58 < SupSuper> you mean equip vehicle? 19:58 < Shadow_> ye 19:58 < SupSuper> i think vehicles just have a list of vequipment? 19:58 < SupSuper> or are you asking something else 19:59 < Shadow_> are there any quirks that I need to take care of? 20:00 < SupSuper> i don't think so. you can check what the vequipscreen does when you drag something on/off 20:00 < Keise> it worked well when I hacked stuff around 20:00 < Shadow_> ok then 20:00 < SupSuper> but i think vequipment just covers everything and then the game logic just figures out what to do with it based on the various types 20:00 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 20:00 < SupSuper> JonnyH`Away is the brains of the operation :p 20:01 < Keise> it's even possible to equip ufos if you disable error msg :) 20:01 < Shadow_> How can I spawn ufo? 20:01 < Keise> you should have some at the base?.. 20:02 < Keise> there's no AI for aliens or UFO missions yet 20:02 < Shadow_> och 20:02 < Shadow_> I was scared of touching em 20:02 < Shadow_> as some vehiciles crash the game 20:02 < Keise> ground vehicles are not implemented 20:02 < Shadow_> hmm, why all ufos 20:03 < Shadow_> gain hp gradually> 20:03 < Shadow_> ? 20:03 < Keise> shield 20:03 < Shadow_> och 20:03 < Shadow_> true, 20:03 < Keise> they have all equip by default 20:03 < Shadow_> this ui is so poor 20:04 < Shadow_> well I cannot equip ufo as it's constantly giving errors 20:05 < Keise> that's what I said 20:05 < Keise> try to press esc for now 20:06 < Keise> have to comment it out 20:06 < Keise> but other stuff should work for them 20:09 -!- keise2 [c7079d7e@gateway/web/freenode/ip.199.7.157.126] has joined #OpenApoc 20:10 -!- Keise [8a337b48@gateway/web/freenode/ip.138.51.123.72] has quit [Quit: Page closed] 20:16 < Shadow_> btw, will mods load dlls? 20:20 -!- keise2 [c7079d7e@gateway/web/freenode/ip.199.7.157.126] has quit [Ping timeout: 250 seconds] 20:26 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 20:29 < SupSuper> that sounds like hell in c++ :p 20:30 < Shadow_> ye I wonder how vehicle screen could be extended 20:31 -!- Keise [~Keise@45.72.143.90] has joined #OpenApoc 20:32 < Shadow_> Can't really do that in xml only 20:32 < Shadow_> as it needs events and stuff 20:33 < Keise> scripts? 20:33 < Shadow_> looks like game would have to be rewritten in lua then ;) 20:34 < SupSuper> don't give JonnyH`Away ideas :p 20:34 < SupSuper> he'd come up with a brand new scripting language by the end of it 20:36 < Keise> lol 20:45 < Shadow_> but you say 20:45 < Shadow_> dll in cpp is problem, really? 20:46 < Shadow_> world is so cruel.. 20:48 < Keise> there's rarely need for big code changes 20:49 < Keise> and when it's needed you can just fork the project and write it up 20:50 < Keise> I always thought that dlls is just work around for closed source 21:18 < SupSuper> c++ is really nasty for runtime cross-platform binding 21:37 -!- You're now known as JonnyH 21:38 <@JonnyH> hmm... writing our own scripting language, you say.... 21:38 <@JonnyH> There's no real 'difference' between any ufo, buyable vehicle or civilian-only vehicles in the data 21:39 <@JonnyH> other than ufo/civilian vehicles referring to .pcx files that don't exist 21:39 <@JonnyH> hence the error when trying to load the background 21:40 <@JonnyH> Oh, and at least one civilian vehicle actualy has 'overlapping' equipment... 21:44 < Keise> UFOs should have it too.. 21:51 < SupSuper> yeah x-com has never cared for the logistics of non-player units 22:06 <@JonnyH> I guess I'll either need to add 'placeholder' backgrounds/vhicle icons 22:06 <@JonnyH> or just ban xcom from owning them 22:07 < SupSuper> don't we have a placeholder X 22:07 < SupSuper> i doubt equipping npc vehicles is gonna become a feature 22:37 <@JonnyH> Anyway, I'm off, have a good evening 22:38 -!- You're now known as JonnyH`Away 23:05 -!- Skin36 [~Skin36000@85.26.183.53] has left #OpenApoc [] 23:31 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 23:56 -!- Shadow_ [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 272 seconds] --- Day changed Fri Jul 22 2016 00:03 < Keise> "i doubt equipping npc vehicles is gonna become a feature" all you have to do is provide 'equipment_screen' in the xml 00:05 < SupSuper> right i don't think you need to hack the existing vehicles not meant for player consumption 00:44 < Keise> there was a fun megapol mode 00:44 < Keise> where you manufacture police cars and fight x-com 00:45 < Keise> just as an example 00:53 < Keise> ah, by the way I managed to land this huge 2x2 battleship on top of the school building 00:53 < Keise> in original 00:54 < SupSuper> rip orphan school 01:30 -!- Shadow_ [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 01:43 -!- Shadow_ [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 258 seconds] 01:54 < Keise> portals are on the map 01:54 < Keise> hype hype 01:59 < SupSuper> finally the sparkly pyramids are here! 02:05 < Keise> now I can simulate some alien activity 02:07 < Keise> oh wow looks like rng is not seeded on game start 02:18 < SupSuper> i think JonnyH`Away intentionally set the RNG with a fixed seed to make it easier to develop for now 02:20 < SupSuper> kinda hard to debug vehicle interaction if the random circumstances only happen once 02:23 < Keise> okay, makes sense 02:23 < SupSuper> maybe he should actually document these things sometime... wink wink nudge nudge 02:24 < Keise> I'll add favourite // FIXME 02:29 < SupSuper> we boast a proud 100 FIXMEs to 1 line of code ratio 02:56 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 03:54 -!- Keise [~Keise@45.72.143.90] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- s0 d4Mn l33t |t'z 5c4rY!] 03:57 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 03:57 < openapoc-git> [OpenApoc] idshibanov pushed 2 new commits to master: https://git.io/vK1Q1 03:57 < openapoc-git> OpenApoc/master 735e226 Ivan Shibanov: Dimensional portals 03:57 < openapoc-git> OpenApoc/master 7fdfee0 Ivan Shibanov: Fix range calculation 03:57 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 04:23 -!- pagurus` [~user@pD950E429.dip0.t-ipconnect.de] has joined #OpenApoc 04:23 -!- pagurus [~user@pD950F906.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:23 -!- pagurus` [~user@pD950E429.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:24 -!- pagurus [~user@pD950E429.dip0.t-ipconnect.de] has joined #OpenApoc 04:48 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 05:18 -!- shadow [1facba82@gateway/web/freenode/ip.31.172.186.130] has quit [Ping timeout: 250 seconds] 06:05 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 07:37 -!- Colombo1 [~colombo@124.197.25.143] has quit [Quit: Leaving.] 07:37 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 09:58 -!- Mutter [~Mutter@85.26.183.53] has joined #OpenApoc 10:02 -!- Mutter [~Mutter@85.26.183.53] has quit [Remote host closed the connection] 10:52 -!- pagurus [~user@pD950E429.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 12:10 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:32 -!- pagurus [~user@pD950E429.dip0.t-ipconnect.de] has joined #OpenApoc 14:31 -!- Keise [8a337996@gateway/web/freenode/ip.138.51.121.150] has joined #OpenApoc 14:31 -!- Keise [8a337996@gateway/web/freenode/ip.138.51.121.150] has quit [Client Quit] 15:29 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 272 seconds] 15:33 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 15:39 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 15:39 -!- Netsplit *.net <-> *.split quits: nadir 15:42 -!- Shadow_ [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 15:47 -!- nadir [uid134094@gateway/web/irccloud.com/x-xldbjdseigpolwpt] has joined #OpenApoc 16:23 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 17:20 -!- Skin36 [~Skin36000@85.26.183.53] has joined #OpenApoc 17:40 -!- iamasandwich [~iamasandw@gateway.wp.highwinds.com] has joined #OpenApoc 17:41 < iamasandwich> howdy openapoc-ers 17:41 < iamasandwich> lots of great stuff going in to git! 18:09 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:703b:4595:7a29:b618] has joined #OpenApoc 18:09 < Shadow_> hi 18:10 < pmprog_laptop> hi 18:10 < Shadow_> so what about that gui? 18:11 < pmprog_laptop> what about it? 18:11 < Shadow_> well 18:11 < Shadow_> it's kinda broken now 18:11 < Shadow_> where it should go? 18:11 < pmprog_laptop> oh yeah 18:12 < pmprog_laptop> I don't know 18:12 < Shadow_> me neither 18:12 < Shadow_> but apparently you're expert ;) 18:12 < pmprog_laptop> I thought you were going to update textbutton to send updates to child controls? 18:12 < pmprog_laptop> I was - when it was the allegro version :) 18:12 < Shadow_> display library doesn't really matter, does it? 18:13 < pmprog_laptop> Well, apparently a lot of things changed when OA moved from allegro to SDL, including the events system 18:13 < Shadow_> so let's fix it 18:13 < pmprog_laptop> Can you not just make a "composite" control like SupSuper suggested yesterday? 18:14 < Shadow_> and I'll make composite control everytime I need to put something inside something? 18:14 < Shadow_> don't like that idea 18:14 < pmprog_laptop> No, only when you want to go against standard UI design 18:14 < pmprog_laptop> TextEdits should never be inside TextButtons 18:15 < Shadow_> I am not sure if putting control inside button is going aganist ui design 18:15 < Shadow_> if it is then design needs to change, because we have such requirements I guess 18:15 < pmprog_laptop> I completely disagree 18:16 < pmprog_laptop> Buttons should never host other controls... It doesn't make sense to 18:16 < Shadow_> well 18:16 < pmprog_laptop> There is, however, no reason you couldn't "overlap" related controls 18:16 < pmprog_laptop> Without it being a "child" 18:17 < SupSuper> Shadow_: why not just put them all inside a Control container instead? 18:17 < SupSuper> well i don't know if xml recognizes raw Controls 18:17 < pmprog_laptop> It does 18:17 < pmprog_laptop> Or at least it did when I wrote it 18:17 < pmprog_laptop> 18:18 < SupSuper> alright 18:18 < Shadow_> I need textbox to pass events to textedit 18:18 < Shadow_> click sound, shinning etc. 18:18 < pmprog_laptop> In fact, I'm pretty sure I use for the border in the main menu screen 18:18 < SupSuper> anyways Shadow_ you're basically arguing about something that there is no convention for, so i would suggest just picking one and then we can figure out later which convention is best 18:18 < pmprog_laptop> You can handle FormInteraction->MouseClick to code a button click sound 18:18 < SupSuper> lest you get stuck for a week on a button 18:18 < Shadow_> it's ready 18:19 < Shadow_> waiting for mereg 18:19 < pmprog_laptop> Can I offer a different idea? Rather than type the name into the button area once clicked, how about a pop up window that details game information and gives you space to enter a game name 18:20 < SupSuper> currently the conventions are 1. JonnyH`Away doesn't care for UI, 2. i ask JonnyH`Away, he doesn't care for UI, so i just go with whatever "makes sense to me", 3. whatever someone already did before :p 18:21 < SupSuper> in any case i don't think there's a practical difference between "textedit is child of textbutton" vs "textedit and textbutton are child of some other container" as long as the draw order still matches 18:21 < Shadow_> well 18:21 < Shadow_> there is no conncept of draworder atm 18:21 < pmprog_laptop> it's the xml order, unless somebody's changed it? 18:21 < Shadow_> just luck 18:21 < Shadow_> ye 18:22 < SupSuper> right 18:22 < SupSuper> so a would work the same as a 18:22 < Shadow_> adding one would be a solid oslutioon I guess 18:29 -!- pmprog_laptop is now known as pmprog_afk 18:55 -!- iamasandwich [~iamasandw@gateway.wp.highwinds.com] has quit [Quit: iamasandwich] 19:26 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 20:11 -!- pmprog_afk [~pmprog@2a02:c7f:6414:d400:703b:4595:7a29:b618] has quit [Quit: Konversation terminated!] 20:35 -!- Skin36 [~Skin36000@85.26.183.53] has left #OpenApoc [] 21:12 -!- Keise [~Keise@45.72.143.90] has joined #OpenApoc 21:13 < Keise> o/ 21:14 < Keise> finally it's a weekend 21:46 < Keise> Shadow_: what do you mean by 'precompute spacing for vehicile'? 21:49 < Shadow_> you put additional vector of available space in tile 21:49 < Shadow_> and ship can move only if space >= size 21:55 < Keise> ah, alright 21:57 < Keise> we have voxel maps for scenery and vehicles 21:57 < Keise> so there was an idea to calculate based to those 22:05 -!- ParadigmMind [~ParadigmM@cpe-2606-A000-F606-DC00-304E-EB8A-3D3-BE62.dyn6.twc.com] has joined #OpenApoc 22:06 -!- ParadigmMind [~ParadigmM@cpe-2606-A000-F606-DC00-304E-EB8A-3D3-BE62.dyn6.twc.com] has quit [Quit: ParadigmMind] 22:16 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 22:53 -!- Shadow_ [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 258 seconds] 23:10 -!- Keise [~Keise@45.72.143.90] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- The alternative IRC client] 23:45 -!- Skin36 [~Skin36000@85.26.183.53] has joined #OpenApoc 23:47 -!- Skin36 [~Skin36000@85.26.183.53] has left #OpenApoc [] --- Day changed Sat Jul 23 2016 01:30 -!- Shadow_ [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 01:36 -!- Shadow_ [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 258 seconds] 01:39 -!- nadir [uid134094@gateway/web/irccloud.com/x-xldbjdseigpolwpt] has quit [Quit: Connection closed for inactivity] 01:56 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 03:40 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 03:52 -!- nadir [uid134094@gateway/web/irccloud.com/x-zyusrkdfksenbyki] has joined #OpenApoc 04:05 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 04:22 -!- pagurus` [~user@p4FD6C01A.dip0.t-ipconnect.de] has joined #OpenApoc 04:22 -!- pagurus` [~user@p4FD6C01A.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:22 -!- pagurus` [~user@p4FD6C01A.dip0.t-ipconnect.de] has joined #OpenApoc 04:24 -!- pagurus` [~user@p4FD6C01A.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:24 -!- pagurus [~user@pD950E429.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:25 -!- pagurus` [~user@p4FD6C01A.dip0.t-ipconnect.de] has joined #OpenApoc 06:25 -!- nadir [uid134094@gateway/web/irccloud.com/x-zyusrkdfksenbyki] has quit [Ping timeout: 258 seconds] 06:30 -!- nadir [uid134094@gateway/web/irccloud.com/x-exicdukdrdkvmzqd] has joined #OpenApoc 10:38 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:06 -!- You're now known as JonnyH 11:11 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 12:37 -!- shadow_ [530a9d7d@gateway/web/freenode/ip.83.10.157.125] has joined #OpenApoc 12:38 < shadow_> hi 12:40 < shadow_> JonnyH: can you take a look on my pull request? 13:08 <@JonnyH> I'll have a look this afternoon 14:04 -!- Pawlac [~Pawlac@p4FDCCBC4.dip0.t-ipconnect.de] has joined #OpenApoc 14:31 <@JonnyH> shadow_: Generally looks good to me 14:32 <@JonnyH> a few comments, and it'll need to be rebased against master due to a (small) merge conflict 14:34 < shadow_> okay, will take some time to fix it 14:34 -!- shadow_ [530a9d7d@gateway/web/freenode/ip.83.10.157.125] has quit [Quit: Page closed] 15:15 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 15:36 -!- You're now known as JonnyH`Away 15:55 -!- Skin36 [~Skin36000@46.63.240.159] has joined #OpenApoc 15:59 -!- nadir [uid134094@gateway/web/irccloud.com/x-exicdukdrdkvmzqd] has quit [Quit: Connection closed for inactivity] 16:14 -!- nadir [uid134094@gateway/web/irccloud.com/x-zavshyncsuwzkpyz] has joined #OpenApoc 16:32 -!- Skin36 [~Skin36000@46.63.240.159] has quit [Ping timeout: 240 seconds] 17:25 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has joined #OpenApoc 17:38 -!- Skin36 [~Skin36000@85.26.183.53] has joined #OpenApoc 20:06 -!- shadow_ [530f0492@gateway/web/freenode/ip.83.15.4.146] has joined #OpenApoc 20:24 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 21:09 -!- Pawlac [~Pawlac@p4FDCCBC4.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 21:29 -!- nadir [uid134094@gateway/web/irccloud.com/x-zavshyncsuwzkpyz] has quit [Quit: Connection closed for inactivity] 22:20 -!- nadir [uid134094@gateway/web/irccloud.com/x-hovdluutqxzzkuud] has joined #OpenApoc 22:34 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 22:54 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:55 -!- Skin36 [~Skin36000@85.26.183.53] has left #OpenApoc [] --- Day changed Sun Jul 24 2016 01:29 -!- nadir [uid134094@gateway/web/irccloud.com/x-hovdluutqxzzkuud] has quit [Quit: Connection closed for inactivity] 01:33 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 01:37 -!- nadir [uid134094@gateway/web/irccloud.com/x-rxxfrzjukxqamnqa] has joined #OpenApoc 01:51 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 260 seconds] 01:53 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has quit [Ping timeout: 260 seconds] 03:15 -!- shadow_ [530f0492@gateway/web/freenode/ip.83.15.4.146] has quit [Ping timeout: 250 seconds] 03:59 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has joined #OpenApoc 04:13 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has quit [Ping timeout: 244 seconds] 04:25 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has joined #OpenApoc 04:26 -!- pagurus` [~user@p4FD6C01A.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:27 -!- pagurus [~user@pD950E5C0.dip0.t-ipconnect.de] has joined #OpenApoc 04:46 -!- Pawlac [~Pawlac@p4FDCCBC4.dip0.t-ipconnect.de] has joined #OpenApoc 05:03 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 06:58 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has quit [Ping timeout: 244 seconds] 08:12 -!- Pawlac_1 [~Pawlac@p4FDCF6E2.dip0.t-ipconnect.de] has joined #OpenApoc 08:16 -!- Pawlac [~Pawlac@p4FDCCBC4.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 08:38 -!- shadow [530f0492@gateway/web/freenode/ip.83.15.4.146] has joined #OpenApoc 10:07 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:32 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 11:02 -!- pmprog [~quassel@2a02:c7f:6414:d400:a525:7fce:35ab:fb56] has joined #OpenApoc 11:03 -!- mode/#OpenApoc [+o pmprog] by ChanServ 11:05 -!- You're now known as JonnyH 11:08 <@JonnyH> hey pmprog 11:08 <@pmprog> Morning there JonnyH. How's things? 11:08 <@JonnyH> Alright, landed in the UK, only just got up 11:08 <@JonnyH> Not yet found a good way of dealing with the time difference, and never been able to sleep on planes... 11:09 <@pmprog> Yeah, jet lag is a bitch 11:10 <@pmprog> Got much planned for your holidays? 11:10 <@JonnyH> And I'm sorry if I keep trying to avoid any real work on the openapoc forms framework :) 11:10 <@JonnyH> It's more I feel like I don't really know what a 'good UI api' looks like 11:10 <@pmprog> You don't need to apologise 11:11 <@JonnyH> I do feel like I may have jumped in to solve a single specific issue, not really 'got' what was going on, and kinda broke 2 things when fixing the 1 other :P 11:12 <@pmprog> Sup mentioned you changed things so everything got events or something, but I didn't really understand what he was saying 11:13 <@JonnyH> Yeah, the issue was overapping controls, specifically in the city UI we have 2 forms on the same screen that overlap 11:13 <@JonnyH> that do the 'changing' bit of the current tab, and another form that does the buttons on the side 11:13 <@JonnyH> That may have ended up being a bad idea :) 11:14 <@pmprog> Hmmm, why didn't you use several "controls" and change visibility based on the "tab" buttons? 11:14 <@JonnyH> there would be a *lot* of controls... 11:14 <@pmprog> I guess 11:14 <@JonnyH> Or does having a single 'non-visible' parent Control hide all it's children? 11:14 <@pmprog> Correct 11:14 <@pmprog> If you hide the parent control, nothing beneath it shows 11:14 <@JonnyH> Might have been a better idea :P 11:15 <@pmprog> it's hirarchicle 11:15 <@pmprog> or wahtever 11:15 <@pmprog> bah keyboard 11:15 <@JonnyH> but I didn't really know that was possible/a good idea anyway 11:15 <@JonnyH> a tree? :P 11:15 <@pmprog> yes 11:15 <@pmprog> I kinda wished I'd been able to sort more UI out 11:16 <@JonnyH> Or document it P 11:16 <@JonnyH> Though I can't say *anything* about that sort of thing... 11:17 <@pmprog> Well, as my API is kind of based on .NET WinForms, I thought it'd be pretty easy... but ShadowDancer said he does WinForms (or was it WPF), and found it confusing 11:17 <@pmprog> But then he was trying to put a textedit inside a textbutton, which to me, doesn't make sense 11:19 <@pmprog> because that means you won't be able to "click" the textbutton as all clicks will filter down to the textedit 11:19 <@pmprog> (apart from what little margin is added around it) 11:22 <@pmprog> Really feel like I need to dive back in and try and sort out some of the UI stuff, but I'm in a shit mood and feel miserable 11:25 <@JonnyH> I think with like an 'active' flag (IE when disabled it's visible but doesn't take events) would ork 11:25 <@JonnyH> as you only ever wany either the button or textedit to be click-able at any time, not both 11:25 <@JonnyH> IE you click the button, then that 'activates' the TextEdit 11:26 <@JonnyH> and disables the Button 11:26 <@JonnyH> In original apoc I think once active it's modal, can't no anything until you enter the name and press return / cancel with escape 11:27 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 11:30 <@pmprog> There's no reason that the name entry couldn't actually be a different form or even stage where that's it's only role. Could always PreviousStage->Render() so it looks like it appears on top of the button if that's still desired 11:30 <@JonnyH> Yeah, not sure what the UI 'should' be 11:31 <@JonnyH> but if de-selecting the TextEdit is the same as 'confirming the name and saving the game' that might be a bit unexpected... 11:31 <@JonnyH> Maybe putting up a dialog box with ok/cancel would be a more 'expected' behaviour 11:32 <@JonnyH> But then again, my idea of 'good ux' is vim 11:32 <@JonnyH> so I clearly can't be trusted with such things :) 11:33 <@pmprog> I've been building UI applications for 15 years, and I still think most of mine look like crap 11:37 <@JonnyH> 'looking fancy' != 'usable' :P 11:38 <@JonnyH> see: half the animcation-heavy nice looking but impossible to figure out websites 11:41 <@pmprog> Yeah, but there's looking fancy and looking awful... Some of mine are really bad. Others aren't too bad 11:41 <@pmprog> but yes, sometimes "style" gets in the way of usability 11:42 <@pmprog> Hell, have you used MS Office 2013/15 or whatever it is 11:42 <@pmprog> It's atrocious 11:42 <@pmprog> Trying to get a save dialogue up takes about 5 clicks, where it used to be 2 or Ctrl+S 11:44 <@JonnyH> You've thrown away 10 years of experience on 'how Windows UI works' 11:45 <@pmprog> No, it's been taken from me by Microsoft 11:45 <@pmprog> Then spent nearly two decades building up this approach, then in the last couple of years went "urm, you know what, let's changed *evvverrrryyything**" 11:45 <@pmprog> *change even 11:46 <@JonnyH> twice with metro etc. 11:46 <@pmprog> The ribbons! Gah! 11:48 <@pmprog> I can understand metro on mobile phones, because you need large touch areas for capacitive touch screens, but on desktop 11:49 <@JonnyH> I think their 'one platform for mobile/desktop' isn't a good idea 11:49 <@pmprog> I'm just gutted that Starcraft 2 still doesn't have a native Linux build 11:49 <@JonnyH> as a "Good Touch UI" is quite a bit different to "Productive mouse/keyboard UI" 11:49 <@JonnyH> which still really is MS' bread and butter 11:49 <@pmprog> aye 11:49 <@pmprog> well, was :) 11:50 <@JonnyH> It's the 'reason' all laptops ship with windows 11:50 <@JonnyH> if you 'just' use small apps and a browser, save $50 and drop on a linux 11:51 <@pmprog> I'm disappointed in linux on laptops. Don't know if it's just the ones I've owned, but the battery life seems to drain a lot quick than it did on windows; plus also on my current one, half the "Fn+" keys don't work, but others do 11:52 <@JonnyH> Yeah, it's pretty hit-and-miss 11:52 <@JonnyH> I actually got a kill-a-watt the other day 11:52 <@JonnyH> and tested my (lenovo) laptop on linux/windows 11:52 <@JonnyH> idle windows/linux was pretty much the same power use 11:53 <@JonnyH> but I know my previous laptop had a few issues on linux :P 11:53 <@JonnyH> Half the problem is the defaults are 'wrong' - if you run powertop on linux it'll show half the drivers with power-management defaulting to 'off' 11:56 <@pmprog> The other half is that people like me have never heard of powertop 11:56 <@JonnyH> You shouldn't have to imho... 11:57 <@pmprog> Oh, and if I try to copy xcom's iso over this laptops wifi, it kills the network and I have to reboot 11:57 <@JonnyH> :P 11:57 <@pmprog> yet it can stream youtube for ages 11:58 <@JonnyH> Yeah, like I paid slightly more to get the 'intel AGN wifi' option 11:58 <@JonnyH> as I *know* that will work well on linux 11:58 <@JonnyH> (and did fancy 2x2 ac... which I don't use) 11:59 <@JonnyH> same reason I but radeon not geforce 12:00 <@JonnyH> as I know it'll work 'out the box' 12:00 <@JonnyH> (may only get 90% speed with the open drivers, but also debugging graphics issues with *full driver source code* is wonderful :) 12:01 <@JonnyH> hell, even the switchable graphics work perfectly fine with just the open-source drivers on this 12:05 <@pmprog> Okay, my laptop says 9W and expected to run out in 3 hours according to powertop 12:05 <@JonnyH> seems alright to me? 12:05 <@JonnyH> Though if you open chrome it'll probably halve that :P 12:05 <@pmprog> Tunables - "Bad Wireless Powersaving for interface wlan0" 12:06 <@pmprog> What's NMI watchdog? 12:06 <@pmprog> It says I should turn it off 12:06 <@JonnyH> It's like a driver debugging feature, if the kernel doesn't do *anything* for a time it'll dump a backtrace and panic 12:06 <@JonnyH> but it does that with a regular timer tick, causing the cpu to wake up every now and then to check stuff is still working 12:07 <@pmprog> Wow, seems like it's not easy to turn off -- https://bbs.archlinux.org/viewtopic.php?id=159733 12:08 <@pmprog> VM writeback timeout? 12:08 <@JonnyH> It might make no difference, may as well use powertop itself (the tunables switch with 'space') and check the power usage 12:08 <@JonnyH> VM writeback timeout is the time between writing to an mmap'd file and it actually being flushed to disk 12:09 <@JonnyH> so longer values mean lower disk use as it's more likely to be able to batch up multiple ops 12:09 <@JonnyH> but if the system dies you might get more 'stale' data 12:09 <@JonnyH> there's a program called 'laptop mode' that can set many of these things in an init script 12:09 <@pmprog> yeah, just noticed powertop can make the config 12:10 <@JonnyH> depending on the distro it might be useful 12:10 <@JonnyH> powertop's not persistent though, you reboot and it'll lose the state 12:10 <@JonnyH> but it's good for testing 12:10 <@JonnyH> It might be that there's 1 or 2 settings that make a real difference 12:10 <@JonnyH> and everything else doesn't 12:11 <@pmprog> just installed laptop-mode-tools 12:12 <@pmprog> For some reason, they say tyou need to reboot several times... Not sure why it'd need more than one reboot really 12:12 <@JonnyH> huh... no idea 12:12 <@JonnyH> shouldn't need to reboot at all actually 12:13 <@JonnyH> laptop-mode also has a config file where you can setup differences between AC/battery power etc. 12:14 <@pmprog> http://askubuntu.com/questions/180712/how-to-enable-laptop-mode 12:15 <@pmprog> hmmm, it links to this question -- http://askubuntu.com/questions/172391/is-laptop-mode-tools-still-relevant-for-12-04-and-the-3-x-kernels 12:16 <@JonnyH> Yeah, it's a bit trial and error 12:16 <@JonnyH> it might be all the 'useful' options are already set 12:16 <@JonnyH> The issue is that $LAPTOP_VENDOR has already tested and probably set this up for windows 12:17 <@JonnyH> but not for linux 12:17 <@pmprog> hmm, the "Laptop Mode Tools Configuration Tool" doesn't actually load :( 12:17 <@JonnyH> pff 12:18 <@pmprog> Wow, just doing those manual changes in powertop has brought power from 10w to 7.9w! 12:19 <@JonnyH> 20% more battery life ain't bad... 12:19 <@pmprog> If laptop-mode doesn't sort this, I might remove and try and apply these in my .profile 12:19 <@JonnyH> Though 'long idle' may exaggurate those compared to actually using the machine 12:20 <@JonnyH> IIRC powertop is 'officially' maintained still 12:20 <@JonnyH> while laptop-mode isn't 12:20 <@JonnyH> so 'new' options only be usable through powertop 12:21 <@pmprog> I'll remove laptop-mode; as when you tunable, it gives you the command line, so I can copy it out 12:22 <@pmprog> got to nip away for a bit 12:22 -!- pmprog is now known as pmprog_afk 12:22 <@JonnyH> isn't there a 'powertop --enable-everything'? 12:22 <@pmprog_afk> --auto-tune 12:22 <@pmprog_afk> yes 12:24 <@pmprog_afk> now I just have to remember how to add powertop to sudoers 12:27 <@pmprog_afk> fuck, I've broken sudo 12:27 <@pmprog_afk> how do I fix this? 12:28 <@JonnyH> My sudoers has '%sudoers ALL=(ALL) ALL' 12:28 <@JonnyH> which allows anyone in the 'sudoers' group access 12:29 <@pmprog_afk> I hate linux sometimes 12:30 <@JonnyH> :P 12:30 <@pmprog_afk> I can't even run sudo 12:30 <@pmprog_afk> it just errors with a parse error 12:30 <@JonnyH> Then you probably screwed up the syntax somewhere... 12:30 <@JonnyH> I guess it's one problem with text-configs 12:31 <@pmprog_afk> I did "ALL ALL = NOPASSWD:powertop" 12:32 <@JonnyH> think that should be: 12:33 <@JonnyH> powertop ALL=(ALL) NOPASSWD: ALL 12:33 <@pmprog_afk> Why? That's not what this says -- http://askubuntu.com/questions/159007/how-do-i-run-specific-sudo-commands-without-a-password 12:33 <@pmprog_afk> "user host = (root) NOPASSWD: /home/someuser/bin/" 12:33 <@JonnyH> Oh, I thought you had a user called 'powertop' that was running the init :P 12:33 <@pmprog_afk> no I want to grant sudo to the program powertop 12:34 <@pmprog_afk> without needing a password 12:34 <@pmprog_afk> regardless of who sudos it 12:34 <@pmprog_afk> Thankfully this helped me "undo" it -- pkexec visudo -f /etc/sudoers.d/shutdown 12:35 <@JonnyH> ALL ALL=(ALL) NOPASSWD: powertop 12:36 <@pmprog_afk> Nope, that doesn't work 12:36 <@JonnyH> yeah... 12:36 <@JonnyH> BTW you should 'always' use visudo to editor sudoers 12:36 <@JonnyH> as it checks syntax and makes sure the permissions are correct 12:37 <@pmprog_afk> but it still doesn't tell me the bloody syntax 12:37 <@JonnyH> Oh, it needs an absolute path 12:38 <@pmprog_afk> Ah 12:38 <@pmprog_afk> Riiight... Now we're getting somewhere 12:38 <@pmprog_afk> Because the MintUpdate was just "ALL ALL = NOPASSWD:UPDATE" 12:39 <@JonnyH> ALL ALL=(ALL) NOPASSWD: /usr/sbin/powertop 12:39 <@JonnyH> 'sudo powertop' then works from my user 12:39 <@JonnyH> check your distro puts it in the same path though 12:39 <@pmprog_afk> have done 12:40 <@pmprog_afk> and yes, it seems to be okay now 12:40 <@pmprog_afk> i better go down and see my wife and child. so much for having a "me day" :( 12:41 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 12:41 <@pmprog_afk> hmmm, just rebooted and run powertop and they're all still listed as bad 12:43 -!- shadow [530f0492@gateway/web/freenode/ip.83.15.4.146] has quit [Quit: Page closed] 12:46 <@JonnyH> :( 12:53 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has joined #OpenApoc 13:54 -!- pmprog_afk is now known as pmprog 13:55 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has quit [Ping timeout: 276 seconds] 14:14 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has joined #OpenApoc 14:17 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 14:18 -!- Skin36 [~Skin36000@46.63.174.150] has joined #OpenApoc 14:29 -!- Skin36 [~Skin36000@46.63.174.150] has quit [Ping timeout: 250 seconds] 14:58 -!- pmprog [~quassel@2a02:c7f:6414:d400:a525:7fce:35ab:fb56] has quit [Remote host closed the connection] 15:59 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 16:33 < Shadow> hi 16:33 < Shadow> JonnyH: nice that you had time to look at that code 16:34 <@JonnyH> Hi 16:34 <@JonnyH> no problem 16:34 <@JonnyH> I might try to add a -fsanitize pass to the tests 16:35 <@JonnyH> and a test that does something like save game / load game / assert loaded == saved 16:35 < Shadow> ye I guess 16:35 <@JonnyH> Also, on the save form the name overlaps with the time? 16:35 < Shadow> if you type really long one? 16:35 <@JonnyH> not really :P 16:36 <@JonnyH> i'll post a screenshot.. 16:36 < Shadow> would be nice 16:36 < Shadow> I have some questions about member initialization 16:36 <@JonnyH> http://s2.jonnyh.net/pub/openapoc-overlapping-save-names.png 16:37 <@JonnyH> the names are 'save2' 'save1' and something like 'sdasdasdasd' or wahtever :P 16:37 <@JonnyH> not particulatly long 16:37 < Shadow> och 16:37 < Shadow> on my system there's no "sat jul" 16:37 <@JonnyH> It might be my locale 16:37 < Shadow> derp 16:37 <@JonnyH> Maybe there's a 'short' version? 16:37 <@JonnyH> Or read back the length and offset accordingly? 16:37 < Shadow> I'll take look 16:38 <@JonnyH> If you have a locale that is sooooo long with the date you get no save name it's your own fault :P 16:38 <@JonnyH> Ok, initialisers? 16:38 < SupSuper> yeah you have to be careful fetching locale-dependant stuff 16:38 < Shadow> xmlserialization archive has 16:38 < Shadow> std::map docRoots; 16:39 < Shadow> it is not initialized without constructor right? 16:39 < Keise> hey 16:39 <@JonnyH> std::map<> has a default constructor that creates an empty map 16:39 < Shadow> hi 16:39 < Shadow> ye but it is member field 16:39 <@JonnyH> only 'base types' (int, unsigned int, float, bool) lack constructors IIRC 16:40 < Shadow> gosh 16:40 < SupSuper> you can always use a custom date format: https://github.com/SupSuper/OpenXcom/blob/master/src/Engine/CrossPlatform.cpp#L735 16:40 < Shadow> so I need to initialize just primitive types? 16:40 < SupSuper> yes 16:40 < Shadow> ok 16:40 < Keise> JonnyH: I remember you linked your server once with extracted images but can't find it 16:40 < Shadow> SupSuper: but in some parts of the world people use / for date separator, others write mm-dd-yyyy 16:41 <@JonnyH> Keise: http://s2.jonnyh.net/pub/list/extracted/ 16:41 <@JonnyH> real people do day before month 16:41 <@JonnyH> or ISO yyyymmdd 16:41 < Shadow> ;) 16:41 < SupSuper> Shadow: it's a iso standard, people can just cope :p 16:41 < Shadow> Afaik whole USA doesn't cope :P 16:42 <@JonnyH> Shadow: indeed they don't 16:42 < SupSuper> plus 320x200 doesn't afford us anything else 16:42 < Shadow> I'll figure out something 16:42 < SupSuper> if you do wanna use locale then yeah pretty much assume any text can take up 250% the space it normally does 16:42 < Shadow> well in c# they handled it nicely 16:42 <@JonnyH> Or german comes along and concatinates all the words so you can't wrap or something... 16:43 <@JonnyH> boost::locale has lots of functions for stuff like that 16:43 <@JonnyH> Might be useful 16:43 <@JonnyH> TBH if we've sold out souls to boost 16:43 <@JonnyH> may as well use it :) 16:43 <@JonnyH> similarly I might push the UString::format/Log* format strings to the type-safe boost::format versions 16:44 < SupSuper> i thought they already did? 16:44 < Shadow> why not use cpp formats? 16:44 <@JonnyH> not Log* 16:44 <@JonnyH> maybe UString::format? 16:44 < Shadow> i mean streams or something 16:45 < SupSuper> streams are garbage :p 16:45 < Shadow> och 16:45 < Shadow> I thought they're awesome ;D 16:45 < Shadow> maybe because of bitshift operator 16:45 < SupSuper> they look nicer but they're more limited than format 16:46 < SupSuper> you can't localize them for example 16:46 < Shadow> really? 16:46 <@JonnyH> streams don't translate 16:46 < Shadow> you mean? 16:46 <@JonnyH> You can replace "Cannot {1,verb} the {2,pleural}!" 16:46 <@JonnyH> but not "Cannot" 16:46 <@JonnyH> "the" 16:46 <@JonnyH> which is what streams expand to 16:46 < Shadow> ocj 16:46 < Shadow> well 16:47 < Shadow> that sucks I guess 16:47 <@JonnyH> And genrally format strings are nice, if you want to output decimal/hex/whatever 16:47 < Shadow> there's no some magic template 16:48 <@JonnyH> same with precision/padding is easier than a std::fill("0")< where you may write format string that later is sliced and pushed with stream? 16:48 <@JonnyH> Shadow: I think that's pretty much what boost::format does? 16:48 < Shadow> och idk 16:48 < Shadow> it would be great then 16:49 <@JonnyH> http://www.boost.org/doc/libs/1_56_0/libs/locale/doc/html/localized_text_formatting.html 16:49 <@JonnyH> is the docs for the 'localisation enabled' version of boost:format 16:50 < SupSuper> note that boost::format and boost::locale::format use different conventions 16:50 < SupSuper> because boost is wonderful and not at all confusing :p 16:50 <@JonnyH> :P 16:50 <@JonnyH> Prefer the locale version 16:50 <@JonnyH> as we can magically extract that to gettext and push to the translation service 16:50 < Shadow> I guess that just one format was too mainstream 16:50 < SupSuper> yeah but it doesn't have padding! 16:50 < SupSuper> because... reasons 16:51 < SupSuper> i do prefer {0} {1} rather than %s %d %fdkfgmdgofdkgofd 16:51 <@JonnyH> You can do both, which is nice 16:52 <@JonnyH> and you need the {} vesions to give locale 'hints' (like pleurals on arguments, if it's a date or whatever) 16:55 <@JonnyH> But we'll probably try to move over in one step 16:55 <@JonnyH> so keep using the 'same' conventions as the rest of the code for now 16:55 < SupSuper> i don't think apocalypse has many fancy strings anyways 16:55 < SupSuper> since they went with an icon interface :p 16:56 <@JonnyH> they also 'localised' it by rebuilding the .exe 16:56 <@JonnyH> so could do locale-speciic stuff 'in code' 16:59 < Shadow> one more question: http://pastebin.com/4NzmvFqg 16:59 < Shadow> why namespace on filesystem_error and rename is required 16:59 < Shadow> but on exists and remove_all it's not? 17:00 < Shadow> can't find it 17:02 <@JonnyH> which file is that? 17:02 <@JonnyH> the namespace lookup rules in c++ are worryingly complex :P 17:02 < Shadow> tooling highlights it 17:03 < Shadow> in across all ny files 17:03 < SupSuper> there might be an using but we still specified the namespace sometimes because we're used to it??? 17:03 < SupSuper> is there any "using namespace fs" 17:03 < Shadow> it 17:03 < Shadow> using namespace fs = boost::something 17:03 < SupSuper> well 17:03 < SupSuper> magic 17:03 <@JonnyH> hmm.. at first glance I think exists and remove_all should need fs:: too... 17:04 < Shadow> mee too 17:04 < Shadow> compiles though 17:04 <@JonnyH> on msvc? 17:04 <@JonnyH> And gcc? 17:04 < Shadow> msvc 17:04 < Shadow> i'll try gcc 17:04 <@JonnyH> Sometimes you have to be a bit careful msvc isn't trying to be 'helpful' :P 17:05 < Shadow> well class enums have to be specified explicite too? 17:05 <@JonnyH> there are some places they don't have to be (switches on the type IIRC, maybe some others?) 17:06 <@JonnyH> It might loopup the function in the 'argument type' namespace if the initial lookup fails or something 17:07 < Shadow> ok so should I type namespaces eveywhere 17:07 < Shadow> or may I skip em? 17:07 <@JonnyH> probably keep them 17:07 <@JonnyH> If we 'add' an OpenApoc::exists() function or something it'll magically start breaking 17:09 <@JonnyH> Though at this point, if it works in msvc & gcc, that's all we need anyway 17:10 < SupSuper> what if a crazy forth compiler comes along??? 17:10 < SupSuper> made by... uh... gaben 17:10 <@JonnyH> then we're ok, as we're written in c++ not forth 17:10 <@JonnyH> We should totally throw everything away and rewrite in Rust or something anyway :P 17:11 <@JonnyH> clang tries to be gcc 'extension compatible' 17:11 <@JonnyH> though ubuntu clang falls down as the ubuntu guys have decided to build it against a rather ancient libstdc++ for whatever reason... 17:13 < Shadow> speaking of clang, all clang builds fail 17:13 < Shadow> on travis says cant find clang package 17:13 <@JonnyH> :'( 17:14 < Shadow> can I do something about it? 17:14 < Shadow> E: Unable to locate package clang-3.8 17:14 < Shadow> E: Couldn't find any package by regex 'clang-3.8' 17:14 <@JonnyH> :( 17:14 <@JonnyH> they've probably decided to rename it for some crazy reason 17:15 <@JonnyH> Who really can discern the working of those ubuntu guys... 17:15 < Shadow> but package was there 17:15 < Shadow> and they removed it? 17:15 < Shadow> it used to work 17:15 <@JonnyH> it worked yesterday... 17:16 <@JonnyH> this is the problem I have with ubuntu, they seem to enjoy changing things for zero reason... 17:16 < Shadow> my 19 hours ago build succeed, but 9 hours failed 17:16 < Shadow> ubuntu is weird 17:16 < Shadow> I guess just as its devs 17:17 <@JonnyH> On my system 'clang-3.8' has been called 'clang-3.8' since clang-3.8 was released... 17:17 <@JonnyH> I mean, what else would you call it? 17:18 < Shadow> apparently you need to add key 17:18 < Shadow> with apt-key add 17:18 < Shadow> whatever that is 17:18 < Shadow> http://askubuntu.com/questions/735201/installing-clang-3-8-on-ubuntu-14-04-3/735220 17:18 < Shadow> 'nah 17:18 < Shadow> nvm february 17:19 < Shadow> or well 17:19 <@JonnyH> add-apt-repository should add the key automatically 17:20 <@JonnyH> Sometimes I've seen the llvm repository remove a package for a day and reappear later 17:20 <@JonnyH> Not sure why... 17:21 < SupSuper> gotta keep us on our toes 17:22 <@JonnyH> they just released 3.8.1 17:22 <@JonnyH> but I *assume* that would just replace '3.8'? Right? That's the sane thing to do? 17:33 < Keise> probably 17:33 < Shadow> 2 errors left, I am not sure how to deal with em 17:33 < Shadow> (in save games) 17:34 < Shadow> "add pugixml.cpp to the build instead" 17:34 < Shadow> how to do so? 17:34 < Shadow> make new vs project for pugi? 17:35 < Shadow> not sure how to add it to Cmake too, isCmakeLists enough? 17:36 <@JonnyH> Just adding the .cpp to the 'state' to the Framework project will be enough? 17:36 <@JonnyH> Similarly, there should be a big list of files in framework/CMakeLists.txt 17:37 < Shadow> can Cmake go out of directory? 17:37 < Shadow> no such entry (going up directory) in framework/Cmakelists.txt 17:39 < Keise> oh nice 17:39 <@JonnyH> IIRC you can do relative "../whatever" 17:40 < Keise> alien city works as it is 17:40 <@JonnyH> or maybe expand ${CMAKE_SOURCE_DIR}? 17:40 <@JonnyH> though that might expand 'this' cmakelists.txt directory 17:40 <@JonnyH> in the root CMakeListst.txt you sould set a variable like OPENAPOC_ROOT_DIR to that CMAKE_SOUrCE_DIr 17:41 <@JonnyH> and then use that (before the add_subdirectory commands) or something... 17:41 <@JonnyH> But probably adding it as a new CMakeLists.txt and target_link_libraries() that to the Framework would be best 17:41 < Shadow> argh 17:41 <@JonnyH> and the equivalent in msvc (add a pugixml project, get framework to depend on it) 17:41 <@JonnyH> Or.... Just push the msvc version to yourb branch 17:42 <@JonnyH> I'll fixup the cmake version 17:42 < Shadow> ok 17:42 < Shadow> not sure how to do it in msvc though too ;) 17:42 < Shadow> how it compiles just with header file? 17:42 < Shadow> it has both header and cpp in single file and then switches based on define? 17:42 < Shadow> wtf? 17:43 <@JonnyH> if you #define PUGIXL_HEADER_ONLY 17:43 <@JonnyH> before the #include "pugixml.hpp 17:43 <@JonnyH> it effectively #include "pugixml.cpp" in the header 17:43 < Shadow> ok thanks 17:43 <@JonnyH> so my issue is you get the same cpp files included every time you include the header with that defined 17:49 <@JonnyH> I'm off, talk later :) 17:49 -!- You're now known as JonnyH`Away 18:12 < Keise> ugh 18:12 < Keise> I updated the city maps 18:13 < Keise> but it's a 1mil line diff in git :D 18:14 < Keise> also alien city tiles are using wrong stratmap pck 18:14 < Keise> but when I plugged in alien_s.pck it complains that offsets are wrong 18:15 < Keise> file structure should be the same, no? 19:08 -!- You're now known as JonnyH 19:08 <@JonnyH> Shadow: https://github.com/JonnyH/OpenApoc/commit/3d07b2a2a8e3c5dcf555da741afe99317cc744bf 19:13 < SupSuper> what's pugixml, didn't we already have xml? 19:14 <@JonnyH> There was some bug meaning that if I used tinyxml to write the xml with the seralizeOut stuff it'll fail to read it with serializeIn 19:16 < SupSuper> ...how 19:16 <@JonnyH> Can't remember TBH :P 19:16 <@JonnyH> I agree it's a bit weird to use both pugixml and tinxyml 19:17 <@JonnyH> not sure which is objective 'better', but pugixml seems more 'c++' (like it actually uses std::strings, streams etc.) 19:22 < SupSuper> well you can't be tiny with c++ :p 19:23 <@JonnyH> the two do seem mutually exclusive 19:27 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has quit [Ping timeout: 260 seconds] 19:38 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 19:42 -!- You're now known as JonnyH`Away 19:45 -!- Skin36 [~Skin36000@212.96.109.139] has joined #OpenApoc 20:03 -!- Skin36 [~Skin36000@212.96.109.139] has quit [Ping timeout: 276 seconds] 20:08 < Shadow> if (!node) 20:08 < Shadow> return; 20:08 < Shadow> unsigned int ticks = 0; 20:08 < Shadow> serializeIn(state, node->getNode("ticks"), ticks); 20:08 < Shadow> something is broken here 20:09 < Shadow> node is always not empty, even though it doesn't exist 20:10 < Shadow> I thought that there is if (!node) 20:10 < Shadow> return; 20:10 < Shadow> to stop serialization process if parent is nullptr 20:10 < Shadow> but apprently parent never is nullptr 20:10 < Shadow> wut 20:13 < SupSuper> is it uninitialized? 20:14 < SupSuper> or is there always some kind of "root" parent 20:25 < Shadow> Looks like calling getNode 20:25 < Shadow> will give you node 20:26 < Shadow> even if it is not there 20:26 < Shadow> and there are asserts in serialization code 20:26 < Shadow> if(!node) return; 20:26 < Shadow> Doh 20:26 -!- Colombo1 [~colombo@124.197.25.143] has 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-!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has joined #OpenApoc 11:49 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has quit [Client Quit] 11:50 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has joined #OpenApoc 11:50 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has quit [Client Quit] 14:18 -!- Skin36_ [~Skin36000@37.29.120.170] has joined #OpenApoc 15:33 -!- Shadow_ [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 17:44 -!- You're now known as JonnyH 17:54 -!- Skin36 [~Skin36000@109.168.177.231] has joined #OpenApoc 18:30 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 18:30 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vK58p 18:30 < openapoc-git> OpenApoc/master 8714b7b Jonathan Hamilton: Update libsmacker... 18:30 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 18:32 < Shadow_> Hi Jonny 18:32 <@JonnyH> hi 18:33 <@JonnyH> I just tried out your latest save screen stuff and looks good :) 18:34 < Shadow_> great 18:34 < Shadow_> I have one concern though 18:34 < Shadow_> https://github.com/pmprog/OpenApoc/pull/75/commits/2e2b523da4662db473e674b480e34b2045879a6d#diff-cde769ae46a1b1171c1b167bf8943403R199 18:34 < Shadow_> how does it even work? 18:34 < Shadow_> I think that it works by accident 18:36 <@JonnyH> what about it? The lambda capture of 'this'? 18:36 < Shadow_> ye 18:36 < Shadow_> then messagebox is head control 18:36 <@JonnyH> so PUSH doesn't actaully remove the previous from the StageStack 18:36 < Shadow_> so it executes stagcmd = loadingscreen 18:36 < Shadow_> ye but I guess that if loadingscreen executes pop 18:36 < Shadow_> for instance because it fails 18:37 < Shadow_> it will be back to messagebox? 18:37 <@JonnyH> I don't think loadingScreen 'can' fail 18:37 < Shadow_> it can 18:37 < Shadow_> I made it so it can ;) 18:37 < Shadow_> instead of you know 18:37 < Shadow_> going black screen with dramatic music 18:38 < Shadow_> you think that such code is ok? 18:39 <@JonnyH> I'll just check the state of the StageStack when loading from in-game... 18:39 < Shadow_> well it does that it is supposed to 18:40 <@JonnyH> as if you don't remove the current CityView it'll stay around, using memory and having 2 TileViews? 18:40 <@JonnyH> and 2 GameStates? 18:40 < Shadow_> for instance when you save it pops save screen 18:40 < Shadow_> from inside messagebox 18:46 < Shadow_> ok 18:46 < Shadow_> after loading game from inside game it has 18:46 < Shadow_> mainmenuform, activeTextEdit, activetab, menuForm, activeTextEdit, activeTab 18:46 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:47 <@JonnyH> Oops, we already leak the CityView in 'Abandon and restart game' in master 18:47 <@JonnyH> It replaces the InGameOptions stage, not the parent CityView 18:47 < Shadow_> Oh 18:48 <@JonnyH> so it keeps *all* gamestate for every loaded/newly created game until you quit the program -_- 18:48 <@JonnyH> So you're not adding a bug there, we already have one :) 18:48 <@JonnyH> I'm going to have to think how to do this with the StageStack 18:48 <@JonnyH> 'POP'ing multiple stages at a time... 18:48 <@JonnyH> PopUntil (stage)? 18:49 < Shadow_> well maybe popall? 18:49 <@JonnyH> then PopUntil(MainMenu)? 18:49 < Shadow_> depends if you want new main menu or you want keep one at bottom 18:49 <@JonnyH> I guess you could re-create the MainMenu at 'back to main menu' time 18:49 < Shadow_> ye 18:49 <@JonnyH> Keeping it at the bottom doesn't really seem useful to me... 18:49 < Shadow_> so drop all and replace with new menu 18:49 <@JonnyH> ReplaceAll 18:49 < Shadow_> same should happen with load 18:50 < Shadow_> *after load 18:50 <@JonnyH> as you 'cannot' ever have an empty stage stack, you *must* have something to show 18:50 <@JonnyH> load: On success, ReplaceAll with new CityView 18:50 < Shadow_> ye exacly 18:50 <@JonnyH> On fail: Pop back to old game's SaveMenu 18:50 <@JonnyH> so you don't 'lose' the old game state if you fail to load? 18:51 < Shadow_> ye exacly 18:51 <@JonnyH> Right... 18:52 <@JonnyH> So feel free to merge your branch in :) 18:52 <@JonnyH> (do you have write access to pmprog?) 18:52 < SupSuper> this would be a lot simpler if you could do multiple pops :p 18:52 <@JonnyH> Pop(number)? 18:52 < Shadow_> looks like it leaks 18:52 <@JonnyH> But what if you go to the save menu with a screen popped up? 18:52 <@JonnyH> Or in the BattleScape stage? 18:53 < Shadow_> I think that there needs to be something like 18:53 < Shadow_> "pop all" 18:53 < Shadow_> or 18:53 <@JonnyH> (actually, I can't currently think of a pop-up that's not modal and can access InGameOptions, but you never know) 18:53 < Shadow_> "find in stack stage typed *** 18:53 <@JonnyH> I'll probably run with REPLACE_ALL 18:53 < Shadow_> and pop until 18:53 < SupSuper> eh works for openxcom :p 18:53 < SupSuper> we have pop, push and set 18:53 <@JonnyH> so that clears the stack completely, then puts the 'new' stage as the only stack entry 18:54 < SupSuper> usually you always know deep in the stack you went 18:54 <@JonnyH> Then make 'back to main menu' ReplaceAll with a new MainMenu 18:54 <@JonnyH> and we're good? 18:54 <@JonnyH> SupSuper: Usually? Or always? :P 18:54 < Shadow_> I think that it's error prone 18:54 < Shadow_> no matter what you got into 18:54 < Shadow_> burn main menu there 18:54 <@JonnyH> I think 'back to main menu' or 'load new game' should be more like "Reset state, start again" 18:55 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 264 seconds] 18:55 <@JonnyH> I feel that's a better fit to what we're actually doing? 18:55 < Shadow_> btw atm it leaks gamestages 18:55 < Shadow_> after 1 load 3 stack entreies, after 3 loads 9 18:56 < Shadow_> ok but how to tell messagebox 18:56 < Shadow_> what load on success? 18:56 < SupSuper> JonnyH: well always because you can "queue" up commands :p iirc openapoc only lets you do 1 command, but in openxcom you can pop; pop; push; push; etc. 18:57 < SupSuper> we only use set (replace_all) for wiping the state 18:57 < Shadow_> makes sense too 18:58 <@JonnyH> Maybe we should add a queue to openapoc too 18:58 < Shadow_> replace all is special case when starting game 18:58 <@JonnyH> but currently I know of no screens (outside this 'reset') that need it (yet?) 18:58 < Shadow_> well 18:58 <@JonnyH> and the CityView takes a sp<> ref on GameState 18:58 < Shadow_> you may for instance open base screen and popup menu 18:58 <@JonnyH> so that still being around will cause the GameState to stay 19:00 -!- pagurus [~user@p4FD6C72A.dip0.t-ipconnect.de] has joined #OpenApoc 19:02 <@JonnyH> SupSuper: Maybe we should make StageCmd's be 'normal' Events? 19:02 <@JonnyH> So they're queued? 19:03 <@JonnyH> And for consistency as much as anything :P 19:03 < SupSuper> don't talk to me about event consistency :p 19:03 <@JonnyH> Well, what I have here is a hammer.. 19:04 <@JonnyH> so all possible communication looks a little nail shaped 19:05 < Shadow_> I think that it's good idea 19:05 < Shadow_> for instance messagebox could just queue stage change on success 19:05 < Shadow_> no super complex lambdas 19:07 <@JonnyH> btw loadingscreen.cpp 'CreateUiForGame' function is old and no longer used? 19:10 <@JonnyH> https://github.com/JonnyH/OpenApoc/commit/53b8a2d284b2cd30c3461f37fa30d945dc3fa629 19:10 <@JonnyH> that ok for now 19:10 <@JonnyH> ? 19:10 < Shadow_> solves one problem 19:10 <@JonnyH> I might just merge this in anyway 19:11 <@JonnyH> as AFAICT it doesn't regress anything :) 19:11 < Shadow_> but then how do I queue next stage after messagebox? 19:11 <@JonnyH> MessageBox should REPLACE itself? 19:12 <@JonnyH> so you end up with the new stage on top of the SaveMenu? 19:12 < Shadow_> Yes, but atm I have just lambda 19:12 < Shadow_> that messagebox calls 19:12 < Shadow_> maybe it should be extended? 19:13 <@JonnyH> hmm.... 19:13 <@JonnyH> Maybe it should have the StageCmd passed into the callback? 19:13 <@JonnyH> Or as sup said, a 'stagecmd' queue 19:13 <@JonnyH> that's presumably global state? 19:13 <@JonnyH> Oh, you probably want to add a 'delete save' button :) 19:13 <@JonnyH> As my window is getting kinda full 19:13 < Shadow_> well stage command as event sounds nice 19:14 < Shadow_> lambda could then just queue new event with push stage loading screen 19:14 <@JonnyH> fw().PushEvent(new StageEvent(REPACE, newStage)) or whatever... 19:14 < Shadow_> ye, exacly 19:14 <@JonnyH> hmm.. probably should make PushEvent threadsafe 19:24 <@JonnyH> Right... merge time? 19:24 <@JonnyH> then I 19:25 <@JonnyH> ..I'll push the cmake fix/REPLACEALL/event lock on top? 19:25 < Shadow_> I guess 19:25 <@JonnyH> :) 19:25 < Shadow_> we need to deal with leaking gamestates though 19:25 -!- 7GHABOFFE [~openapoc-@192.30.252.42] has joined #OpenApoc 19:25 < 7GHABOFFE> [OpenApoc] JonnyH pushed 9 new commits to master: https://git.io/vK5aI 19:25 < 7GHABOFFE> OpenApoc/master 2079183 Przemyslaw Onak: Refactor of control loading, new functionality for contrls First load all nodes related to particular control and then children (so children may depend on parent data) Relative size setters for control, items extension for xml loader... 19:25 < 7GHABOFFE> OpenApoc/master 58d24d1 Przemyslaw Onak: Misc things for saveform:... 19:25 < 7GHABOFFE> OpenApoc/master c1e5321 Przemyslaw Onak: Refactored gamestate->time to gametime.h 19:25 -!- 7GHABOFFE [~openapoc-@192.30.252.42] has left #OpenApoc [] 19:25 -!- 32NABGZ97 [~openapoc-@192.30.252.40] has joined #OpenApoc 19:25 < 32NABGZ97> [OpenApoc] JonnyH closed pull request #75: Save screen - gui (master...savemanager) https://git.io/vKzLe 19:25 -!- 32NABGZ97 [~openapoc-@192.30.252.40] has left #OpenApoc [] 19:25 < SupSuper> just make them devs already :p 19:25 < Shadow_> i'll open issue on github 19:25 <@JonnyH> SupSuper: ...how? 19:28 <@JonnyH> can only pmprog do that? 19:28 <@JonnyH> Like I get a 'settings' tab in JonnyH/openapoc, where you can add people, but not pmprog/OpenApoc? 19:29 < SupSuper> hmmm 19:29 < SupSuper> it is a mystery 19:30 < SupSuper> yeah i don't even have a Settings tab 19:30 < SupSuper> not that i'd want to :p 19:30 <@JonnyH> Guess pmprog has to do it... 19:30 <@JonnyH> Just check he hasn't already first :P 19:30 < SupSuper> file it in the bug tracker ;) 19:31 <@JonnyH> push a branch or something Shadow_ to pmprog and see if it works 19:31 <@JonnyH> If so, you can just then delete it without messing up the history 19:32 < Shadow_> 403 19:32 < Shadow_> remote: Permission to pmprog/OpenApoc.git denied to ShadowDancer. 19:32 <@JonnyH> bah 19:33 <@JonnyH> BTW with my REPLACEALL fix cleaning up CityView it now seems to destroy GameState correctly too 19:34 < Shadow_> it's kinda like 19:34 < Shadow_> it works by mistake 19:34 < Shadow_> or by accident ;) 19:34 <@JonnyH> but it works? :P 19:34 < Shadow_> ye 19:34 < Shadow_> still :) 19:34 <@JonnyH> On success, REPLACEALL is pretty much what we want? 19:35 <@JonnyH> On failure, just pop the LoadingScreen and we're back to the previous state? 19:35 <@JonnyH> So that's what we want too? 19:35 < Shadow_> I mean that messagebox does random stuff 19:35 < Shadow_> leaks resources 19:35 < Shadow_> and then everything is smashed with replaceall 19:35 < Shadow_> can't stay it doesn't work, but not perfect ;) 19:41 <@JonnyH> Right, I've gotta run 19:41 <@JonnyH> have a good evening 19:41 -!- You're now known as JonnyH`Away 19:41 < Shadow_> cya 19:42 -!- Colombo1 [~colombo@124.197.25.143] has joined #OpenApoc 20:17 -!- Skin36 [~Skin36000@109.168.177.231] has left #OpenApoc [] 20:25 -!- Colombo1 [~colombo@124.197.25.143] has quit [Remote host closed the connection] 21:07 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has joined #OpenApoc 21:16 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Quit: Nettalk6 - www.ntalk.de] 22:22 -!- Shadow_ [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 260 seconds] 22:38 -!- Pawlac_1 [~Pawlac@p4FDCDDCC.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 23:57 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Wed Jul 27 2016 00:19 -!- nadir 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connection] 08:34 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 08:35 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 08:36 -!- You're now known as JonnyH 08:37 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 09:20 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 09:20 < openapoc-git> [OpenApoc] JonnyH pushed 5 new commits to master: https://git.io/vKNSR 09:20 < openapoc-git> OpenApoc/master b0ad526 Jonathan Hamilton: Add pugiml to cmake build 09:20 < openapoc-git> OpenApoc/master b5abdf3 Jonathan Hamilton: Add REPLACEALL StageCmd... 09:20 < openapoc-git> OpenApoc/master 9187e04 Jonathan Hamilton: Add mutex around the framework event queue 09:20 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 09:23 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 09:23 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vKNSP 09:23 < openapoc-git> OpenApoc/master 0e35203 Jonathan Hamilton: Format & data re-generate... 09:23 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 10:01 -!- You're now known as JonnyH`Away 10:55 -!- Skin36_ [~Skin36000@37.29.120.170] has quit [Ping timeout: 244 seconds] 11:01 -!- Pawlac [~Pawlac@p4FDCD713.dip0.t-ipconnect.de] has joined #OpenApoc 11:20 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has joined #OpenApoc 11:22 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 11:33 -!- Skin36_ [~Skin36000@37.29.120.170] has joined #OpenApoc 12:44 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has quit [Ping timeout: 260 seconds] 12:48 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has joined #OpenApoc 12:53 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has quit [Ping timeout: 260 seconds] 15:51 -!- Keise_ [8a337896@gateway/web/freenode/ip.138.51.120.150] has joined #OpenApoc 15:51 -!- Keise_ [8a337896@gateway/web/freenode/ip.138.51.120.150] has quit [Client Quit] 17:29 -!- Skin36 [~Skin36000@185.3.33.124] has joined #OpenApoc 17:38 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 18:06 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has joined #OpenApoc 18:37 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:05 -!- Shadow_ [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 19:23 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has quit [Ping timeout: 240 seconds] 19:33 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 19:36 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 20:29 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:53 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has joined #OpenApoc 21:25 -!- Skin36 [~Skin36000@185.3.33.124] has left #OpenApoc [] 21:55 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has joined #OpenApoc 21:58 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Ping timeout: 250 seconds] 22:28 -!- Shadow_ [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 244 seconds] 23:06 -!- Pawlac [~Pawlac@p4FDCD713.dip0.t-ipconnect.de] has quit [Remote host closed the connection] --- Day changed Fri Jul 29 2016 00:04 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 00:40 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has quit [Quit: Rip] 02:28 < smoke_fumus> do we have any sort of tactical scape map viewer? 03:59 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has quit [Ping timeout: 240 seconds] 04:25 -!- pagurus` [~user@p4FD6C50F.dip0.t-ipconnect.de] has joined #OpenApoc 04:25 -!- pagurus` [~user@p4FD6C50F.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:25 -!- pagurus` [~user@p4FD6C50F.dip0.t-ipconnect.de] has joined #OpenApoc 04:27 -!- pagurus` [~user@p4FD6C50F.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:27 -!- pagurus` [~user@p4FD6C50F.dip0.t-ipconnect.de] has joined #OpenApoc 04:27 -!- pagurus [~user@p4FD6DE74.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:28 -!- pagurus` [~user@p4FD6C50F.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:30 -!- pagurus [~user@p4FD6C50F.dip0.t-ipconnect.de] has joined #OpenApoc 04:55 < Skin36_> hi smoke_fumus 04:55 < smoke_fumus> Hi 04:58 < Skin36_> u need tactical scape map viewer ? 04:59 < Skin36_> был какойто Ñторонний редактор тактичеÑких карт, Ñ Ð¸Ð¼ пользовалÑÑ, вÑпомнить бы название 05:49 -!- Pawlac [~Pawlac@p4FDCD713.dip0.t-ipconnect.de] has joined #OpenApoc 07:02 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 07:02 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 07:03 -!- Pawlac [~Pawlac@p4FDCD713.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 07:08 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 09:34 -!- Pawlac [~Pawlac@p4FDCFF23.dip0.t-ipconnect.de] has joined #OpenApoc 09:39 -!- nadir [uid134094@gateway/web/irccloud.com/x-ckxpcpswnadddryf] has quit [Quit: Connection closed for inactivity] 10:17 -!- nadir [uid134094@gateway/web/irccloud.com/x-ojttskjdtgtgjdas] has joined #OpenApoc 11:07 -!- nadir [uid134094@gateway/web/irccloud.com/x-ojttskjdtgtgjdas] has quit [Ping timeout: 258 seconds] 11:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-iolowmmlokhwmexq] has joined #OpenApoc 11:59 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:11 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has joined #OpenApoc 12:25 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 12:41 < smoke_fumus> https://dl.dropboxusercontent.com/u/9288177/planetgen_v6.png planetgen, this time with resulting output from-planet-to-flat map being isometric seems to be working. woot! 12:51 < Skin36_> cool 12:52 < Keise> nice 12:53 < Keise> smoke_fumus: you were asking about battlescape stuff 12:53 < smoke_fumus> yayaya i was 12:53 < Keise> I believe no one worked on it yet 12:53 < smoke_fumus> Dang it 12:53 < Keise> there's a stand-alone viewers 12:53 < smoke_fumus> well, when i was searching it hit me that apocalypse has mostly used art deco in it's building designs, so should be pretty easy, for my current task 12:54 < Keise> but tactical missions are pretty far in openapoc 12:57 < Keise> try XME if you just want to look at those 12:58 < Keise> http://devisraad.com/xcom/apoc.htm 13:05 -!- Skin36_ [~Skin36000@37.29.120.170] has left #OpenApoc [] 14:06 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 15:21 -!- scionga2 [~scionga@106.242.76.188.dynamic.jazztel.es] has joined #OpenApoc 15:22 -!- scionga [~scionga@154.194.76.188.dynamic.jazztel.es] has quit [Ping timeout: 260 seconds] 16:10 -!- shadow [1facba82@gateway/web/freenode/ip.31.172.186.130] has quit [Quit: Page closed] 16:32 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 16:35 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Client Quit] 16:35 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 16:35 < Shadow> Are there plans for remaking turn-based game too? 17:06 -!- frumple [~dylsexic@cm-2107.cable.globalnet.hr] has joined #OpenApoc 17:42 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has quit [Ping timeout: 240 seconds] 17:54 -!- Skin36 [~Skin36000@185.3.33.149] has joined #OpenApoc 18:08 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has joined #OpenApoc 18:27 < Keise> Shadow: I think turn-based tactics definitely will be there 18:28 < Shadow> they are weird though 18:29 < Keise> well feels like it was balanced around realtime 18:29 < Kaljakoppa> Better at least to design it so that either implementation doesn't hinder or make it impossible to implement the other 18:29 < Shadow> it almost looks like they wanted to make real time game and added timed 18:29 < Shadow> because why not 18:29 < Keise> because 50% of players choose turn-based 18:29 < Kaljakoppa> Because not to scare away the oldschool? :) 18:30 < Shadow> and they reaload each time someone comes out of nowhere and fires 3 brainsuckers at them? 18:30 < Keise> I actually did most of my runs in turn-based 18:30 < Keise> leave some TUs they will do reaction shots 18:31 < Kaljakoppa> A weird design choice to implement both, a bit overhead, but it worked out nicely 18:31 < Keise> yes, it worked out really well 18:31 < Shadow> ye if you are lucky enough and pod lands in front of you 18:31 < Keise> and I liked that you can choose one before each mission 18:31 < Keise> so easier missions were done in RT for speed 18:32 < Kaljakoppa> The Altair UFO versions (Aftermath etc.) 18:32 < Kaljakoppa> Had a quite working system 18:33 < Kaljakoppa> Planned real time 18:34 < Keise> it's somewhat common 18:35 < Keise> but I would stick to original modes 18:36 < Kaljakoppa> Oh yes, of course 18:36 < Shadow> I think that in turn mode turn should be 1/4 long 18:36 < Shadow> or whatever 18:36 < Shadow> to take account for broken melee enemies 18:36 < Keise> it was 13 seconds 18:36 < Keise> or something like that 18:37 < Shadow> I don't really understand purpose of stances too 18:37 < Shadow> at least in rt 18:38 < Shadow> because in turn I guess they decide if person will shoot or run away 18:38 < Shadow> in rt they make people die for no reason 18:38 < Shadow> weird purpose ;/ 18:39 < Keise> dunno, it worked for me 18:39 < Keise> but most of the time I set them to agressive to have full control 18:39 < Shadow> me too 18:39 < Keise> I guess unit AI would be a challenge 18:40 < Shadow> in other stances keeling people stand up and run backwards 18:40 < Shadow> so they take shoots in the back 18:40 < Shadow> another example - skeletoid enters room, where my unit was standing in front of him with machinegun 18:41 < Shadow> he turns back and skeletoid fires in his back 18:41 < Shadow> or dude with grapling hook turns back and tries to run from popper 18:41 < Keise> bravery? :) 18:41 < Shadow> when I set em to aggresive they don't do that? 18:42 < Shadow> I guess AI wants to hide behind cover 18:42 < Shadow> but doing so in middle of long corridor 18:42 < Keise> it should also depend on number of enemies or 'threat level' 18:42 < Shadow> at many things 18:43 < Shadow> I don't really see a point in stances 18:43 < Shadow> if I want to dodge I'd dodge manually 18:43 < nadir> The purpose is, I assume, reducing micromanagement 18:44 < Shadow> I guess it's purpose is to increase game length 18:44 < Shadow> because I have to reload if I forget to set stance to aggresive 18:45 < Shadow> >.> 18:56 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:19 < Keise> I wonder if current tilemap will do it for battlescape 19:20 < Keise> since tactical maps have same 4-tile system as the first x-com 19:21 < SupSuper> it'll probably be very similar 19:49 -!- nadir is now known as O_O 19:49 -!- O_O is now known as nadir 19:51 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 19:51 < openapoc-git> [OpenApoc] ShadowDancer opened pull request #77: Delete save game (master...master) https://git.io/vKhPl 19:51 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 20:01 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 20:03 < Shadow> I wonder why game creators made some decisions 20:03 < Shadow> like no corpses 20:03 < Shadow> or no cost for swapping equipment 20:04 < SupSuper> what do you mean no corpses? 20:04 < Shadow> in previous ufo games you may pick dead or stunned units 20:05 < SupSuper> oh 20:06 < Shadow> I guess that's because your mission is to kill alliens, not just gain technology 20:07 < Shadow> bio research looks terrible 20:07 < Shadow> because of that 20:07 < SupSuper> it was mostly a flavor feature, no real use 20:08 < SupSuper> does apoc even recover carried stuff if you abort? 20:08 < Shadow> it would be weird 20:09 < Shadow> if it did, uh? 20:09 < Shadow> I wonder how it calculates units lost when aborting 20:10 < Shadow> for instance 3 pple exchanging fire with aliens, aborting makes 2 dead 20:11 < SupSuper> well i mean leaving the combat zone. i don't think you even can abort and leave people behind 20:12 < SupSuper> less features to worry about at least :p recovery is always a clusterfuck 20:12 < Shadow> btw 20:13 < Shadow> I wonder, is there possiblity of integrating old aliens or soldiers into openapoc? 20:13 < Shadow> I mean sectoids, gillman etc? 20:14 < SupSuper> you'd probably need new graphics 20:14 < SupSuper> granted apoc could use new graphics :p 20:14 < Shadow> well 20:14 < Shadow> I guess they would be pretty much compatible? 20:15 < Shadow> 8 facing directions etc 20:15 < SupSuper> yeah but they'd be tiny and have the wrong palettes 20:15 < SupSuper> maybe with some tweaking 20:15 < SupSuper> i don't know how apoc puts the units together 20:16 < Shadow> what is original xcom resolution? 20:16 < Shadow> apoc is 640? 20:16 < SupSuper> 320x200, tiles are 32x40 20:16 < SupSuper> also original xcom puts units together out of parts: http://ufopaedia.org/index.php/SECTOID.PCK 20:16 < SupSuper> apoc likely just has solid pre-renders 20:17 < Shadow> O.o 20:17 < Shadow> I guess that i'm thinking to much and I should just program something ;) 21:07 < SupSuper> who knows maybe i'll do some programming as well :p 21:37 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 22:32 < Keise> I like that idea :P 22:34 < Keise> I have to write a stub for UFO incursions 22:36 < Keise> setting timer in gamestate should be enough? don't want to get into global AI yet.. 22:37 < SupSuper> openxcom just had rng() ufo spawning and moving until like v0.9. nobody noticed the difference :p 22:37 < Keise> hehe 22:38 < SupSuper> since you can only see what's on your radar anyways, or in apoc's case, what's in your city, so anything that comes from portals is good enough 22:38 < SupSuper> half the time they just hang around anyways 22:38 < Shadow> SupSuper: can I play both TFTD and normal mode in openxcom? 22:38 < SupSuper> yes, openxcom supports both UFO and TFTD in the nightlies (not simultaneously) 22:39 < Shadow> I mean simultaneously 22:39 < SupSuper> you'd have to mod that in :p 22:39 < Shadow> hard to do? 22:39 < Keise> hard to imagine?.. 22:40 < Shadow> Keise: why? 22:40 < SupSuper> well it's more a logistics thing. sure you can just mash both game files together, but you have to think how everything's gonna work together. it's already been discussed plenty in the forums though 22:40 < SupSuper> if you just make a mod with all the things it's just gonna feel very silly and repetitive :p 22:41 -!- Skin36 [~Skin36000@185.3.33.149] has left #OpenApoc [] 22:41 < Keise> and no need to research sonic guns since autofire is OP 22:42 < Keise> same with the other content.. 22:42 < Shadow> can you point me at forum topics? 22:42 < Shadow> what keywords? 22:43 < Shadow> Keise: you simply make sonic /harpoon/gauss work underwater 22:43 < Shadow> and laster/plasma/guns work in air 22:43 < SupSuper> http://openxcom.org/forum/index.php/topic,1851.0.html http://openxcom.org/forum/index.php/topic,3025.0.html 22:43 < Shadow> thx 22:47 -!- pagurus [~user@p4FD6C50F.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 23:11 < Shadow> Looks like people have it perfectly sorted out 23:12 < Shadow> even to level of Levels 0 and 1 are underwater, with sand, rocks, reefs and angry lobstermen. 23:12 < Shadow> Levels 2 and 3 are flat sand, dunes, and girls playing beachball. 23:29 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has quit [Quit: Nettalk6 - www.ntalk.de] 23:51 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 244 seconds] --- Day changed Sat Jul 30 2016 00:29 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:40 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has joined #OpenApoc 00:53 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has quit [Quit: Nettalk6 - www.ntalk.de] 00:58 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has joined #OpenApoc 01:23 -!- Keise [~keise@dsl-173-206-206-23.tor.primus.ca] has quit [Ping timeout: 258 seconds] 06:10 -!- frumple [~dylsexic@cm-2107.cable.globalnet.hr] has quit [Quit: blame Canada] 07:05 -!- Colombo1 [~colombo@119.224.94.65] has quit [Quit: Leaving.] 07:06 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 07:13 -!- Colombo1 [~colombo@119.224.94.65] has quit [Quit: Leaving.] 07:14 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 07:14 -!- Colombo1 [~colombo@119.224.94.65] has quit [Client Quit] 07:14 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 08:05 -!- Pawlac_1 [~Pawlac@p4FDCDB6D.dip0.t-ipconnect.de] has joined #OpenApoc 08:09 -!- Pawlac [~Pawlac@p4FDCFF23.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 08:18 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 09:36 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:37 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 12:34 -!- kkmic_ [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 12:37 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 244 seconds] 12:37 -!- kkmic_ is now known as kkmic 13:11 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 13:59 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 14:32 -!- Skin36 [~Skin36000@46.63.169.236] has joined #OpenApoc 14:32 < SupSuper> did we ever figure out how a new base cost is calculated? 15:12 -!- Skin36 [~Skin36000@46.63.169.236] has quit [Ping timeout: 276 seconds] 15:59 -!- You're now known as JonnyH 16:00 <@JonnyH> SupSuper: I think it might have been proportional to the building 'size' in the citymap? 16:00 <@JonnyH> Like a 1x1 building is less than a 2x2 etc. 16:00 < SupSuper> yeah but seems each building has a different "per-tile" cost and we never did find where that came from 16:01 <@JonnyH> possibly one of the 'weird' buildings values skin found? 16:02 <@JonnyH> Might be on the forum... 16:02 <@JonnyH> Can't dig through my irc from here though 16:06 < SupSuper> the forums aren't much easier to navigate :p 16:06 < SupSuper> there only seem to be organizations on there not buildings. o well i was just curious 16:14 <@JonnyH> If it's building 'type' there's only warehouses and slums right? 16:15 <@JonnyH> So might be simple enough just to calculate it from the original game and hardcode (or put in GameState...) 16:17 < SupSuper> hardcoding? you monster :p 16:18 <@JonnyH> I mean not extract and put in the common_patch or whatever 16:18 <@JonnyH> I don't mean 'int cost = 5000;' 16:19 -!- Keise [~keise@157.52.0.199] has joined #OpenApoc 16:23 < Keise> hi 16:25 < Keise> JonnyH: I have a huge commit for map extension and a bit hesitant to merge it right back 16:25 < Keise> https://github.com/idshibanov/OpenApoc/blob/8d18df74d68ac4d0fea93f6a35d10e1d0a41c66d/tools/extractors/extract_city_map.cpp 16:27 <@JonnyH> +- 20? 16:27 < Keise> +1mil -500k in xml 16:28 <@JonnyH> :P 16:28 < Keise> https://github.com/idshibanov/OpenApoc/commit/54390055bac9251f50fcafa59ff0201bd097dc6c 16:28 <@JonnyH> The curse of having game data in-repository 16:28 < Keise> yea 16:28 < Keise> so I don't want to re-generate those again if there's something wrong 16:29 < SupSuper> when we're done we can probably just generate it on demand 16:29 < Keise> or zip it.. 16:29 <@JonnyH> SupSuper: We probably can do that today, just call the extractor 16:30 <@JonnyH> Keise: Then modifying 1 byte of the gamestate causes the whole zip file to change :P 16:30 < SupSuper> Keise: we used to but that's a pain to make manual changes :p 16:30 <@JonnyH> we moved away from zips in repo 16:30 < SupSuper> JonnyH: well i mean in development there's no way to tell when stuff needs "regenerating". when it's done you probably just need to generate it once and not put it all in source control 16:30 < Keise> okay 16:32 <@JonnyH> ...Or have a separate repository that's updated by a hook in the ci system or something 16:32 < SupSuper> JonnyH no, bad JonnyH 16:32 <@JonnyH> I wonder if we can build a system 16:33 <@JonnyH> that autogenerates xcom games 16:33 < SupSuper> we already have more build setup than any other project :p 16:33 <@JonnyH> then we just need to tweak the input until it spits out something like apoc 17:00 -!- You're now known as JonnyH`Away 17:09 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 17:56 < SupSuper> JonnyH`Away: why are we using longs 17:56 < SupSuper> longs are nothing but c++'s biggest lie 18:07 -!- Skin36 [~Skin36000@185.3.33.149] has joined #OpenApoc 18:15 -!- You're now known as JonnyH 18:16 <@JonnyH> ...we use longs? 18:16 <@JonnyH> I'm a little tempted to say 'Thou Shalt Use Sized Types' 18:17 < SupSuper> well GameTime has unsigned long ticks but then it gets used everywhere as a unsigned int so ??? 18:17 <@JonnyH> hmm... and gametime probably is something we want to have a size for 18:18 <@JonnyH> we don't want to save on a 64bit machine and overflow when loading on a 32 18:18 <@JonnyH> or 2^32 ticks? How long is that? 18:18 < SupSuper> well i think everything treats long as 32-bit for historical reasons 18:18 <@JonnyH> 136 years @ 60ticks/sec.. 18:18 <@JonnyH> probably alright actually :P 18:19 <@JonnyH> linux 32: sizeof(long) = 4 18:20 <@JonnyH> linux 64: sizeof(long) = 8 18:20 <@JonnyH> IIRC sizeof(long) == sizeof(int) on linux 18:20 <@JonnyH> at least x86 18:20 < SupSuper> uhhhhh did you do your math right? a 32-bit on 60ticks/sec is like 826 days 18:20 < SupSuper> which is still more than enough :p 18:20 <@JonnyH> 2^32 = 4294967296 18:21 <@JonnyH> / 60 = 71582788 seconds 18:21 < SupSuper> that's 71582788 ticks :p 18:21 <@JonnyH> / 60 = 1193046 minutes 18:22 < SupSuper> wait yeah 71582788 seconds 18:22 <@JonnyH> / 60 = 19884 hours 18:22 <@JonnyH> (which is what I missed earlier, so you're robably right) 18:22 < SupSuper> but 4294967296 / 60 / 3600 / 24 = 828 days 18:23 <@JonnyH> / 24 = 8828 days 18:23 <@JonnyH> ...828 18:23 <@JonnyH> = ~2.3 years 18:23 <@JonnyH> Possible to hit then 18:23 <@JonnyH> Kinda crazy, but possible 18:23 < SupSuper> i think we'll be fine for now. even original x-com games barely go over 1-2 years 18:24 <@JonnyH> time to make it a uint64_t 18:24 <@JonnyH> yeah, but I don't want to get 'close' to limits :P 18:24 < SupSuper> oh sure everyone's gonna play through 2 years of apocalypse :P 18:24 < SupSuper> either way i'm probably gonna rewrite gametime.cpp, there's a lot of bad assumptions 18:24 <@JonnyH> until someone pops up with some weird mod 18:25 <@JonnyH> a quick grep shows most of the 'longs' in framework/ are dealing with external APIs that use longs... 18:25 < SupSuper> like assuming the game starts on week start when it actually starts on tuesday, 7th march, 2084 because ??? 18:26 <@JonnyH> ??? 18:26 < SupSuper> also probably gonna use boost::date_time *shudders* since i don't wanna manually figure out the gregorian d-m-y for an arbitrary amount of ticks :p 18:26 <@JonnyH> Maybe we should change it into 'ns since epoch' or something 18:26 <@JonnyH> as most locale libs use something like that internally anyway 18:27 < SupSuper> well the game doesn't really care about date. just day starts and week starts, the rest is flavor 18:27 <@JonnyH> How will we deal with leap seconds? 18:27 <@JonnyH> :P 18:28 < SupSuper> :P 18:28 < SupSuper> well we could just use boost if you want games to be consistent even if people mod the starting date i guess? 18:28 <@JonnyH> Maybe 'ns since unix epoch' will be fine 18:28 <@JonnyH> the only thing that needs to know the 'time' is GameTime 18:29 <@JonnyH> and that can do update(int ticks) 18:29 <@JonnyH> game_time += ticks * NS_PER_SECOND / 60 18:29 <@JonnyH> or something 18:30 <@JonnyH> make that changeable to support non-60fps displays? 18:30 < SupSuper> i'm searching for anything useful here: http://www.boost.org/doc/libs/1_61_0/doc/html/date_time.html 18:30 < SupSuper> but going through boost docs is ughhhhhhhhhhh 18:32 < SupSuper> apparently we want posix time? 18:33 <@JonnyH> time_t is only second granularity 18:33 < SupSuper> well boost's ptime has nanosecond (96-bit) and microsecond (64-bit) granularity so 18:33 < SupSuper> ship it! 18:35 < SupSuper> it's impressive just how long it takes to go through a day in apoc. i don't think anyone's making it to one year :p 18:35 <@JonnyH> Hopefully we could losslessly serialize using from_iso_string/whatever 18:38 < Shadow> why tuesday, 7th march, 2084 18:39 < SupSuper> ~~lore~~ 18:39 < Shadow> O.o 18:39 < SupSuper> (it's an arbitrary date like every other game) 18:39 < Shadow> there's problem with localtime 18:39 < Shadow> date + time switch shows dd/mm/yyyy hh:mm:ss on my rig 18:39 < Shadow> but appends name of month/day on linux 18:40 <@JonnyH> probably depends on locale too 18:40 < Shadow> maybe there is boost utility to get just date time without names 18:40 < SupSuper> you can probably specify the string format 18:40 < Shadow> also afaik time_t is 64bit int on all arch 18:40 < Shadow> maybe use that 18:40 < Shadow> ? 18:41 <@JonnyH> but if that's only a second count 18:41 < Shadow> SUpSuper: but point of using locale is not to specify format ;) 18:41 < Shadow> JonnyH or tick count or whatever 18:41 <@JonnyH> we'll have to split out some 'sub-second' for the 36/60 ticks a second (or whatever) 18:41 < SupSuper> then you have to deal with crazy locales :p 18:42 < SupSuper> for game time it makes sense to use a fixed format, since game canon takes place in a fixed place 18:42 < SupSuper> and people need to have gregorian calendar or game logic wouldn't work 18:43 < SupSuper> anyways i haven't looked into boost, but usually date libraries have built-ins like "short date format", "long date format", etc (locale-appropriate) 18:43 < Shadow> ye 18:43 < Shadow> but std doesn't 18:43 < SupSuper> oh lol 18:43 < Shadow> std::put_time at least 18:43 < SupSuper> you're using c++ locale? that's hot garbage :> 18:44 < Shadow> I'm used to standard library being enough :) 18:44 < Shadow> apparently still doesn't hold true in cpp 18:44 < SupSuper> c++ locale is historically a mess 18:44 < SupSuper> because ~~backwards-compatible~~ 18:44 < Shadow> then they should throw it out of a window 18:44 < Shadow> and write new one 18:45 < SupSuper> but ~~backwards-compatible~~ 18:45 < TheSnide> LANG=C and prob solved ;-) 18:45 < SupSuper> ^^^^ 18:45 <@JonnyH> was pretty much 'Here's an interface, it's optional to implement it, and it's fine to do anything you want' 18:45 <@JonnyH> AKA Least useful API ever 18:45 < SupSuper> also c locale affects everything 18:45 <@JonnyH> C locale? 18:46 <@JonnyH> You mean 'unix system locale'? 18:46 < SupSuper> i mean the global locale setting that c/c++ use 18:46 < SupSuper> so if you set it to the user locale suddenly whoops you can't convert strings to floats correctly and other fun weird stuff 18:46 < SupSuper> because it's not granular 18:47 < SupSuper> so by default you want it to be the "c locale" which is basically "not actually a locale but makes everything english and consistent across systems" 18:47 <@JonnyH> you set it in another thread and suddenly your whole process starts returning different strings from stdlib functions :P 18:47 < SupSuper> or some such it's really a mess 18:47 < Shadow> O 18:47 < SupSuper> so yeah they should've just deprecated the old stuff and made it new 18:48 < Shadow> Just parsing time_t to string would be enough 18:48 < SupSuper> but there's so many c++ locale libraries already might as well just use those 18:48 <@JonnyH> like imbueing different output streams with different locales? 18:48 < SupSuper> at least they kinda fixed unicode? sorta? maybe? 18:49 < SupSuper> in openxcom we took the bold approach of "nope" 18:49 < Shadow> well problems with 3rd party libs is that they're 3rd party libs 18:50 < SupSuper> ignore it all and roll your own :v 18:50 <@JonnyH> SupSuper: Brave... 18:50 < Shadow> that's good way to never finish project ;_) 18:50 < TheSnide> Shadow: forcing english is a good way to limit dev 18:51 < SupSuper> it's worked for JonnyH so far 18:51 < Shadow> anyway 18:51 <@JonnyH> TBH there doesn't actually seem to be much 'string manipulation' in a game that requires poking into unicode chars 18:51 < SupSuper> well we already have boost::date_time so i'm just gonna use that. hopefully it's sane. who am i kidding it's boost :p 18:51 < TheSnide> and once engine is done, addind it afterwards is not difficult. tedious maybe, but boy difficult 18:52 <@JonnyH> we already have some half-assed gettext support 18:52 < Shadow> I guess that it should be merged into save screen 18:52 < Shadow> will forms be localized or something? 18:52 < TheSnide> +1 to gettext. fast and easy 18:53 <@JonnyH> I do want to use boost::locale::format's extended syntax though 18:53 <@JonnyH> so you can declare stuff like pleurals, dates and the like 18:53 < SupSuper> forms are already localized 18:53 <@JonnyH> instead of just "Ran out of %s" 18:53 < SupSuper> though we're just using apoc strings for now 18:54 < TheSnide> isn't apoc one build per lang ? 18:54 <@JonnyH> TheSnide: yup 18:54 <@JonnyH> different .exe 18:54 < TheSnide> ouch 18:54 <@JonnyH> but we clearly don't want to do that :P 18:54 < TheSnide> hu 18:54 < TheSnide> huhu 18:55 < TheSnide> anyway. do as best. as i am only comentting in a sterile way 18:56 < TheSnide> (doers rule. not sayers) 18:57 < Shadow> JonnyH: you may delete saves now: https://github.com/pmprog/OpenApoc/pull/77 18:58 <@JonnyH> currently the locale is saved in ~/.local/share/OpenApoc/settings.cfg at first run 18:59 <@JonnyH> you can change that - anything with a dir in data/languages should work to some degree... 18:59 <@JonnyH> Shadow: On my laptop at parents house so probably can't really check that right now :) 18:59 <@JonnyH> If you think it's good I'll trust you and merge anyway 19:00 < Shadow> nothing special there 19:00 <@JonnyH> so long as it doesn't accidently delete c:\boot.ini 19:00 <@JonnyH> we're good :) 19:01 < Shadow> I wonder how can I create filtering/transforming iterators in cpp 19:01 < Shadow> what is recommended way to do so? 19:01 <@JonnyH> not sure TBH 19:01 < Shadow> I see that there us even no base iterator class 19:01 < Shadow> kinda sucks 19:02 <@JonnyH> http://www.cplusplus.com/reference/iterator/iterator/ 19:02 <@JonnyH> ? 19:02 < SupSuper> what do you mean by filtering/transforming iterators? 19:03 <@JonnyH> presumably you have an iterator that does something like 'list all files' 19:03 < SupSuper> something like this? http://www.cplusplus.com/reference/algorithm/ 19:03 <@JonnyH> that's wrapped by another iterator that skips over anything not ending in .save? 19:03 < Shadow> for instance 19:03 < SupSuper> oh 19:03 < Shadow> filtering -> you give it predicate and it filters based on predicate 19:03 <@JonnyH> most of the algorithms work on in-memory full lists 19:04 < SupSuper> you can always make your own iterators i guess. they probably work with foreach and stuff 19:04 <@JonnyH> which you might not want for file stuff 19:04 < Shadow> life is too short for making iterators 19:04 <@JonnyH> just override operator++? 19:05 < SupSuper> i mean extend std::iterator 19:05 < Shadow> sounds good, I'll take a look 19:05 < SupSuper> i'm gonna look away and suddenly we'll have our own c++ linq won't we 19:05 < Shadow> bah 19:05 < Shadow> maybe there is one 19:06 < Shadow> i'll chceck 19:06 < Shadow> https://cpplinq.codeplex.com/ 19:06 < SupSuper> goddammit 19:06 <@JonnyH> I mean subclass boost::directory_iterator (or whatever it is) 19:06 < Shadow> well but I thought that there is cpp way of doing so 19:06 <@JonnyH> operator++ 19:07 <@JonnyH> becomes base::++; while (*base != predicate) base::++; 19:07 < Shadow> JonnyH what about transforming iterator? 19:07 < Shadow> something like 19:08 < Shadow> It Collection.GetIterator(lambda[a] { return b(a); }) 19:08 < TheSnide> whoah. i'm so used to C those days 19:08 < Shadow> I guess overriding * 19:09 < SupSuper> well the closest there are is std::find_if and std::replace_if, you give them a predicate and they apply it to a range of iterators 19:09 <@JonnyH> http://www.boost.org/doc/libs/1_61_0/libs/iterator/doc/transform_iterator.html 19:09 <@JonnyH> ? 19:09 <@JonnyH> I know, 'boost', but we're already using it... 19:09 < TheSnide> c++ sugar seems quite sweet from here 19:09 < TheSnide> isn't boost the stdlib incubator ? 19:10 < Shadow> I've seen that 19:10 < Shadow> but 19:10 < Shadow> it doesn't look like way to go 19:10 <@JonnyH> Shadow: You could write a transforming iterator exactly like that, but I don't think theres one in the stdlib 19:10 <@JonnyH> maybe boost 19:10 <@JonnyH> boost is more than the c++ library incubator - it also has a load of stuff they're completely not interested in pulling into the stdlib too 19:11 < TheSnide> JonnyH: what's the matter with boost ? seems like a good lib to me 19:11 <@JonnyH> TheSnide: A lot of people don't seem to like it 19:11 <@JonnyH> It seems more personal than any objective reason though :P 19:11 < TheSnide> yes i saw. but why 19:11 < TheSnide> oh. ok. 19:11 <@JonnyH> With a few exceptions (some boost 'modules' are obviously lower quality than others) 19:12 < SupSuper> i'll tell you 19:12 < TheSnide> too bloated ? 19:12 <@JonnyH> We've already sold our soul to the monster that is c++11 19:12 < TheSnide> but doesn't boost only compile what's needed ? 19:12 <@JonnyH> TheSnide: The output binary does, yes 19:12 < TheSnide> is c++11 bloated ? 19:12 < SupSuper> imagine if you used c++, but thought "man there isn't enough messy stuff as it is". there comes boost 19:12 <@JonnyH> but the compiler has to jump through lots of hoops to remove the stuff it doesn't need 19:13 < SupSuper> boost is not a "singular" thing, it's a massive compilation of differently-maintained libraries and what not so quality and standards can vary wildly 19:13 <@JonnyH> My biggest annoyance with it is it's not really a c++11 library 19:13 <@JonnyH> and some things clearly have a 'better' way now 19:13 < SupSuper> and they all have a hair's nest of dependencies and what not. boost is so bloated it has its own build system, it's almost its own language 19:13 < TheSnide> boost11 then ;) 19:13 <@JonnyH> TheSnide: some 'modules' use c++11, many do not 19:13 < TheSnide> oh. 19:13 < SupSuper> it was basically a "let's fill all the gaps c++03 has" that got crazy out of hand 19:14 < TheSnide> boost is like npm then ;) 19:14 <@JonnyH> It has ~3 different template PEG libraries :P 19:14 < SupSuper> boost has "everything" but most devs do not want "everything", they are deadly afraid of dependencies as it is 19:14 < SupSuper> specially in the c++ world where linking is a mess 19:15 <@JonnyH> some libs are header-only, some are not 19:15 <@JonnyH> linking in c++ is 100% platform dependant 19:15 < SupSuper> if it wasn't for nuget, building all of that would be a headache 19:15 <@JonnyH> It even supplies a tool to create a 'boost subset' tree you can include into your own project :P 19:16 <@JonnyH> as clearly they don't expect anyone to use 'all' of it :P 19:16 < TheSnide> unrelated but fun https://twitter.com/i/videos/tweet/758824415547109376 19:16 < TheSnide> about being adequate 19:16 < SupSuper> JonnyH: the boost "subset" just for yaml-cpp is 15mb of headers :p 19:16 <@JonnyH> du -sh /usr/include/boost/ 19:16 <@JonnyH> 133M /usr/include/boost/ 19:16 <@JonnyH> A lot of headers :P 19:17 < TheSnide> whooooooa 19:17 <@JonnyH> ....My whole linux dev system /usr/include is 377mb 19:17 <@JonnyH> for *everything*... 19:17 <@JonnyH> so boost is like 1/3 of that 19:17 <@JonnyH> and that doesn't include the 'library' code 19:17 < TheSnide> omg 19:18 < SupSuper> for comparison, the entire openxcom source is 5mb :p 19:18 < TheSnide> really looks like j2ee projects ;-) 19:18 < TheSnide> which usually are 19:18 < TheSnide> ... what kind of jar didn't i use yet ? 19:18 < TheSnide> SupSuper: apoc is C ? 19:19 <@JonnyH> hmm... maybe make 'delete saved game' a button from the save/load game menu? 19:19 <@JonnyH> So you can delete from the main screen? 19:19 <@JonnyH> apoc is C, borland IIRC 19:19 <@JonnyH> sorry, wacom :P 19:19 < TheSnide> sweet times wacom C 19:19 < SupSuper> everything in dos days was probably wacom c 19:19 < SupSuper> with that built-in dos4gw support 19:20 <@JonnyH> You can recognise the function prologues :P 19:20 < TheSnide> with that infamousb"dos extender" 19:20 < SupSuper> JonnyH: in the original apoc, load game / save game / delete game were separate pause menu options 19:20 <@JonnyH> ... (saved game ui): Maybe a 'trash can' button beside each line? 19:21 <@JonnyH> SupSuper: but I don't see the issue of 'improving' this ui 19:21 <@JonnyH> As we're already throwing away the '10 slot' idea 19:21 <@JonnyH> we may have to change other stuff too 19:21 < TheSnide> http://www.tenberry.com/dos4g/ FTW ;) 19:21 < SupSuper> well you're gonna have to reuse those "button slots" in the menu then 19:21 <@JonnyH> Just a button to the delete screen from the 'load/save' ui would be cool 19:22 < SupSuper> apoc ui isn't very modular 19:22 < SupSuper> TheSnide: order now! 19:22 <@JonnyH> not sure if you'll have to photoshop a button into the sidebar or something... 19:22 <@JonnyH> LGTM though, I'll push it after I format it... 19:23 <@JonnyH> (Developing over ssh on a server :) 19:23 <@JonnyH> I just assume it's rendering correctly... 19:23 <@JonnyH> Anyway, gotta run for the night 19:23 -!- You're now known as JonnyH`Away 19:23 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 19:23 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/vKjHn 19:23 < openapoc-git> OpenApoc/master 2181759 Przemyslaw Onak: Delete save game 19:23 < openapoc-git> OpenApoc/master 396f6b0 Jonathan Hamilton: format 19:23 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 20:14 -!- Keise [~keise@157.52.0.199] has quit [Quit: Nettalk6 - www.ntalk.de] 20:14 -!- Keise [~batt@157.52.0.199] has joined #OpenApoc 20:55 < SupSuper> wonder how many "format" commits are we gonna see by the end of the project :p 21:11 < Shadow> bad me 21:11 < SupSuper> oh don't worry i do it all the time ;) 21:11 < Shadow> I'll add it as prebuild 21:11 < Shadow> the problem is that some files are not commited 21:11 < Shadow> and format's breaking header order 21:12 < Shadow> so after formatting I have to manually revert changes 21:12 < SupSuper> and it tries to format 3rd party stuff sometimes 21:12 < Shadow> aye 21:12 < Shadow> but basescreen is the one that has broken includes 21:12 < SupSuper> oh? 21:12 < Shadow> if you run format 21:13 < Shadow> base screen includes are sorted 21:13 < Shadow> and it doesn't compile anymore 21:14 < Shadow> (clang_format_win) 21:14 < Shadow> maybe it's misconfigured to sort headers? 21:14 < Shadow> I see that clangformat plugin for vs sorts by default, maybe command line does that too 21:15 < SupSuper> well includes shouldn't depend on each other anyways, so that should be fixed in the headers themselves 21:15 < Shadow> I'll check it 21:15 < Shadow> cpp build scares me though 21:16 < Shadow> makefiles and shit 21:16 < Shadow> brrr 21:16 < SupSuper> visual studio uber alles ;) 21:16 < Shadow> I preffer pasting package names in package list ;) 21:16 < Shadow> 4>base\basescreen.cpp(149): error C2065: 'dragFacility': undeclared identifier 21:16 < Shadow> 4>C:\Users\Przemek\Desktop\OpenApoc\game/ui/base/basescreen.h(25): error C2143: syntax error: missing ';' before '<'' 21:16 < Shadow> sht 21:17 < Shadow> idk why it doesn't see stateref anymore 21:17 < Shadow> after running format 21:19 < SupSuper> well stateref comes from game/state/stateobject.h. try adding it to basescreen.h and see if that fixes it 21:19 < Shadow> it does 21:19 < Shadow> weird 21:19 < SupSuper> oh i think i know why 21:20 < SupSuper> basescreen.h doesn't include stateobject.h 21:20 < SupSuper> but by a happy coincidence basescreen.h is used after researchscreen.h which *does* include stateobject.h 21:20 < SupSuper> see, it was all pointing you to an actual problem :p 21:21 < Shadow> btw 21:21 < Shadow> I think of remaking a bit equipments 21:21 < Shadow> make one interface for equipment, etc 21:21 < Shadow> so later agents may implement it 21:21 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 21:22 < SupSuper> sure 21:22 < Shadow> I thought about abstracting equipment in slot 21:23 < Shadow> but I am not sure if it has any point 21:23 < SupSuper> vequipscreen is also all hardcoded, we'll probably need to abstract the common stuff out to proper ui so we can use it in soldier equipment screen as well 21:24 < Shadow> the problem is that I would like to make it so unit has list of slots 21:24 < Shadow> and slot has list of items 21:24 < SupSuper> well slots are purely a ui thing. they don't really matter to the game logic 21:24 < Shadow> but then I have troubles passing items to 3rd party code 21:24 < Shadow> ye exacly 21:25 < SupSuper> so i think that would just make determining owned items messier 21:25 < Shadow> so I think that there should be just equipment conteiner with equipment list 21:25 < SupSuper> although 21:25 < SupSuper> it might be handy to immediately find whatever's in the "engine" slot or the "right hand" slot 21:25 < SupSuper> hmm i dunno 21:25 < Shadow> I think that 21:26 < Shadow> rather it'd be handy to quickly find "exclusive" slots 21:26 < Shadow> so you don't check all general equipment and engines when looking for weapon to fire 21:26 < Shadow> and so for soldier 21:27 < Shadow> because equipment in shared slot, engines and armor just adds stats 21:28 < Shadow> but splitting it that way makes it weird for ui 21:28 < Shadow> doh 21:28 < Shadow> I just really need IEnumerable 21:29 < Shadow> ;) 21:29 < SupSuper> :p 21:29 < SupSuper> well JonnyH`Away is the c++ whiz around here 21:37 -!- Skin36 [~Skin36000@185.3.33.149] has left #OpenApoc [] 21:38 < SupSuper> could be worse, i'm currently going nuts with boost::date_time 21:38 < Shadow> told ya :P 21:39 < SupSuper> no wait it's me i'm the idiot 21:40 < SupSuper> see i told you i'm no c++ whiz :p 21:44 < Shadow> well I wouldn't mess with gametime ticks property 21:44 < SupSuper> why's that 21:45 < Shadow> I mean just adding offset for display 21:45 < Shadow> and ticks go from 0, what you think? 21:45 < Shadow> unsigned long is 32 bit on windows 21:46 < Shadow> and gamestate api does not support long long 21:46 < Shadow> I mean serialization 21:47 < Shadow> so you need to either make it 64 bit in serializer, or add 64 bit offset 21:48 < Shadow> I may be wrong, but that's how I remember it 22:27 < SupSuper> http://puu.sh/qkak5/93b8405a79.png well i broke it 22:33 < SupSuper> man all of this just to have a formatted date :p 22:36 < Keise> haha 22:36 < nadir> Looks fine to me 22:36 < SupSuper> everyone expresses the date in hexadecimal in the future 22:51 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 264 seconds] 22:52 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 22:53 < SupSuper> ok i found a good use case for "using namespace" 22:55 < SupSuper> "const boost::posix_time::ptime GameTime::GAME_START = boost::posix_time::ptime(boost::gregorian::date(2084, boost::date_time::Mar, 7), boost::posix_time::time_duration(12, 0, 0));" 22:55 < SupSuper> :| 23:11 < Keise> beauty of the boost 23:19 -!- Keise2 [~keise@157.52.0.199] has joined #OpenApoc --- Day changed Sun Jul 31 2016 00:06 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 00:06 < openapoc-git> [OpenApoc] SupSuper pushed 2 new commits to master: https://git.io/v6ee8 00:06 < openapoc-git> OpenApoc/master 8ce65b0 SupSuper: Use boost::date_time to format GameTime... 00:06 < openapoc-git> OpenApoc/master 37fe92d SupSuper: Facilities construct over time 00:06 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 00:07 < SupSuper> well that started with just wanting the current game date and ended nowhere i had planned 00:34 -!- Keise2 [~keise@157.52.0.199] has quit [Ping timeout: 276 seconds] 01:21 < Keise> hm.. I doesn't pause the game when UFOs are coming from the portal although canTurbo() return true.. 01:27 < SupSuper> probably not implemented :p 01:48 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 02:42 -!- Keise [~batt@157.52.0.199] has quit [Quit: Nettalk6 - www.ntalk.de] 05:16 -!- Colombo1 [~colombo@119.224.94.65] has quit [Quit: Leaving.] 05:16 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 05:25 -!- Colombo1 [~colombo@119.224.94.65] has quit [Quit: Leaving.] 05:26 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 05:44 -!- Colombo1 [~colombo@119.224.94.65] has quit [Quit: Leaving.] 05:44 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 08:05 -!- Pawlac [~Pawlac@p4FDCDB52.dip0.t-ipconnect.de] has joined #OpenApoc 08:08 -!- Pawlac_1 [~Pawlac@p4FDCDB6D.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 08:09 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 08:57 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 08:59 -!- nadir [uid134094@gateway/web/irccloud.com/x-iolowmmlokhwmexq] has quit [Quit: Connection closed for inactivity] 09:23 -!- You're now known as JonnyH 09:54 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 09:54 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/v6eZ2 09:54 < openapoc-git> OpenApoc/master fefbe2c Jonathan Hamilton: Enable c++11 for pugixml cmake build... 09:54 < openapoc-git> OpenApoc/master fc66f70 Jonathan Hamilton: Use sized types in 64-bit int/uint serialize... 09:54 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 10:04 < Shadow> I'm trying filter iteraotr 10:04 < Shadow> but it sucks 10:04 < Shadow> Generally it makes filter_iterator 10:05 < Shadow> so I cannot filter based on parameter (as that would be different filter_iterator) 10:05 < Shadow> :( 10:18 <@JonnyH> hmm... not really looked into stuff like that TBH 10:18 <@JonnyH> Forwarding 'optional' args is a bit of a pain in c++ 10:18 <@JonnyH> maybe you could use auto template types for a parameter pack? 11:14 <@JonnyH> https://gist.github.com/JonnyH/23aff7ffee8554107b26e9db0d598909 11:14 <@JonnyH> works for me 11:14 <@JonnyH> but not sure how to add arbirary args 11:21 -!- Colombo1 [~colombo@119.224.94.65] has quit [Quit: Leaving.] 11:27 -!- You're now known as JonnyH`Away 11:46 -!- nadir [uid134094@gateway/web/irccloud.com/x-dgceaaobaxlthjqc] has joined #OpenApoc 12:32 -!- Keise [~Keise@157.52.0.199] has joined #OpenApoc 13:42 -!- Keise2 [~keise@157.52.0.199] has joined #OpenApoc 13:48 -!- You're now known as JonnyH 13:56 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 14:20 < SupSuper> hey 14:22 <@JonnyH> hola 14:22 < SupSuper> i think i introduced precision problems in the game time :p 14:22 <@JonnyH> ...oh? 14:23 < SupSuper> well i couldn't rip out the existing "ticks" since it was used in tons of places and i didn't wanna break anything 14:23 < SupSuper> so i just convert the "ticks" in runtime to a boost ptime and format that 14:24 < SupSuper> so it's just a visual bug, the ticks stay the same :p probably because 1/60th of a second doesn't round nicely 14:24 <@JonnyH> what's the result of this 'bug'? 14:25 < SupSuper> it'd probably be solved if i just used ptime and a TICK_IN_MICROS but that's for braver people than i 14:26 < SupSuper> what matters i don't have to roll my own day-month-year tracking :p 14:28 <@JonnyH> so what's the ressult of this inaccuracy? 14:29 <@JonnyH> it seems to use microseconds by default for the ptime tick rate? 14:30 < SupSuper> probably because i'm adding 1/60ths to ptime which isn't an exact number of miliseconds 14:30 < SupSuper> 16.6666666666~ms rounded to 16ms slowly lose a second overtime :p 14:31 < SupSuper> also looks like i broke travis? 14:31 <@JonnyH> I think I fixed that... 14:32 <@JonnyH> on my branch 14:32 < SupSuper> ah 14:32 < SupSuper> dammit linux :p 14:33 < SupSuper> yeah i think i just went with "long long" since that's what pugixml used 14:33 <@JonnyH> the issue is we don't use 'long long' or 'uint64_t' everywhere 14:33 <@JonnyH> and, on x86_64 linux though they're the same size, they have different 'c++ mangling name' tyes 14:34 < SupSuper> figures 14:34 <@JonnyH> on win64 sizeof(int) == sizeof(long) IIRC 14:34 <@JonnyH> while linux x86_64 sizeof(long) == sizeof(long long) 14:35 <@JonnyH> so uint64_t is a 'long', not a 'long long' 14:35 < SupSuper> yeah there's a table here: http://en.cppreference.com/w/cpp/language/types 14:35 < SupSuper> windows values backwards compatiblity above all else :p 14:36 <@JonnyH> huehue, the pro london bike race had to be paused as they're too quick and catching up to the amateur one that set off a few hours ago :P 14:37 < SupSuper> lol 14:37 < SupSuper> well the 64-bit might come in handy later. penxcom eventually needed 64-bit funding values, because players are just that crazy :p 14:38 <@JonnyH> 'Bignum' time 14:43 < SupSuper> anyways all this just so i could start working on notification messages :p 15:00 <@JonnyH> That seems to be the way of things 15:00 <@JonnyH> 1) Intend to work on $FEATURE 15:00 <@JonnyH> 2) realise there are 50 things you need to do first 15:00 <@JonnyH> 3) Lose steam half-way through 15:05 < SupSuper> yeah 15:06 < SupSuper> i made facilities build overtime, then realized there is no way to notify the player from the gamestate so just left it at that 15:06 < SupSuper> i do the ui, you do the plumbing ;) 15:07 <@JonnyH> .time to add 'game' Events? 15:53 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 16:02 -!- Keise2 [~keise@157.52.0.199] has quit [Ping timeout: 260 seconds] 16:02 < SupSuper> JonnyH: i need to store a StateRef of arbitrary type and know what type it is, recommendations? 16:03 < SupSuper> id and enum? 16:14 < Shadow> how do I provide const iterator for for loop? 16:14 < Shadow> atm I have begin() and end() methods, however cannot use them in const menthods 16:23 < SupSuper> cbegin and cend iirc 16:23 < SupSuper> or just use const_iterator 16:26 -!- Skin36 [~Skin36000@185.3.34.78] has joined #OpenApoc 16:26 < Shadow> doesn't work so far 16:27 < Shadow> or well nvm 16:27 < SupSuper> maybe detail your problems :p 16:27 < SupSuper> c++ is too ambiguous for quick answers 16:28 < Skin36> HI 16:28 < SupSuper> hey Skin36 16:30 < SupSuper> how goes? 16:40 < Skin36> good 16:41 < Skin36> work on turn_rate 16:41 < SupSuper> did you ever find any interesting building data? 16:42 < SupSuper> i noticed the price of a new base = amount of building tiles * per tile cost, which varies per building 16:43 < Skin36> building data ? what do you mean ? 16:43 < SupSuper> buildings on the city 16:44 < Skin36> Yes, I have already written about it. But I can see again 16:44 < SupSuper> do you have a link? 16:45 < Skin36> No, I think I just wrote here 16:45 < SupSuper> oh 16:45 < Skin36> http://shot.qip.ru/00knEU-1tfn6TNdS/ 16:46 < SupSuper> what is that 16:47 < Skin36> direction to calculate the trajectory of the projectile and turn_rate 16:48 < Skin36> numbers the angles, colors-directions 16:50 < SupSuper> damn that's really detailed 16:54 <@JonnyH> SupSuper: So the serialization code can't do dynamic types 16:55 <@JonnyH> so you'll likely have a list of each possible StateRef, all but 1 null 16:55 <@JonnyH> Or a pair of > or something? 16:55 <@JonnyH> wait... the pair won't work 16:56 < SupSuper> JonnyH: well it's just for the messages 16:56 <@JonnyH> Everything must have a known type at compile time for serialiasation 16:56 < SupSuper> at first i thought each message just needed a Vector3 location 16:56 < SupSuper> but then i realized they actually track the thing they're about 16:56 <@JonnyH> ...What will it 'do' with the event? 16:56 <@JonnyH> Like a callback to say "OK clicked" or whatever it is? 16:57 < SupSuper> and the thing might be gone by the time you go to the location 16:57 <@JonnyH> Otherwise we'll need a big list of switch on every possible event type for different handling in the message box? 16:57 < SupSuper> sorry, i mean the message history you have on the city screen 16:57 <@JonnyH> Isn't that just a string and postion? 16:58 < SupSuper> right 16:58 < SupSuper> but turns out it's not just fixed positions, it actually follows whatever the thing *is* (vehicles mostly) 16:58 < SupSuper> so i'll probably need a string and a id, and i turn the id into a StateRef in runtime 16:58 <@JonnyH> If there are just 'fixed locations' and 'TileObjects' you could probably deal with that? 16:59 <@JonnyH> sp? Do fixed locations still have a tile you can center on? 16:59 <@JonnyH> We probably need to have some EVent type to 'zoom screen to position' or something too 16:59 <@JonnyH> to set the TileView 'position' 17:00 < SupSuper> well for now i'm keeping it simple 17:00 < SupSuper> getting it working *first*, because that alone is a headache :p 17:08 <@JonnyH> It's probably a good idea to make TileView event driven anywy 17:08 <@JonnyH> for position of the camera that is 17:08 < SupSuper> you don't wanna have TileView pointers everywhere??? 17:08 <@JonnyH> Into internal CityView state? 17:09 <@JonnyH> That sounds like a great idea! 17:09 < SupSuper> good thing we don't have internal state ;p 17:09 <@JonnyH> All State Is Global State 17:10 <@JonnyH> Still, we need a separation of things triggered by the GameState, and the things they trigger in the UI 17:10 <@JonnyH> Events probably will work for that 17:12 < SupSuper> well the most basic events are just "we need to show a message in a box" and "we need to show a message not in a box" 17:12 <@JonnyH> Stuff like 'research' zoom to a Stage 17:13 <@JonnyH> optionally to ufopaedia too... 17:13 < SupSuper> the question is should gamestate send a "pushstage" event or an event that later turns into a "pushstage" event 17:14 <@JonnyH> But it's optional? 17:14 <@JonnyH> We could create a State, and just throw it away if someone says 'no' 17:14 <@JonnyH> Probably not the end of the world 17:15 <@JonnyH> or a messagebox event has a yes/no callback 17:15 <@JonnyH> that can then push a pushstage event on 'yes' 17:24 -!- smoke_fumus|2 [~smoke_fum@188.35.176.90] has joined #OpenApoc 17:25 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 17:28 -!- You're now known as JonnyH`Away 18:10 < Skin36> v10 = 50 * tile_count * (unsigned __int16)cost_bld_array[6 * (*(_DWORD *)&v6->field_A8 >> 16) + 1] / 100;// *&v6->field_A8 this bld_function 18:10 < Skin36> this 18:15 < Skin36> cost_bld_array define tile size ( depend on bld_function) 18:26 < SupSuper> nice 18:26 < SupSuper> more stuff for JonnyH`Away to extract :p 18:28 < SupSuper> is bld_function the function associated with each building? like Warehouse/Slums/etc 18:42 < Skin36> yes 18:45 < SupSuper> currently we only know this about buildings: https://github.com/pmprog/OpenApoc/blob/master/tools/extractors/extract_buildings.cpp#L10 19:05 < Skin36> http://shot.qip.ru/00knEU-6tfn6TNei/ 19:06 < Skin36> bld_function 19:10 -!- smoke_fumus|2 [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 19:19 < Shadow> looks like my 2nd attempt failed miserably 19:19 < Shadow> I made something like that: 19:19 < Shadow> http://pastebin.com/rSd4tCBZ 19:19 < Shadow> that could be used like that: 19:19 < Shadow> http://pastebin.com/w76sZxv5 19:20 < Shadow> however it sucks a bit, as compiler needs separate functions 19:20 < Shadow> i.e. Weapons() and cWeapons() because of constness 19:21 < SupSuper> i think iterators should implicitly cast to const_iterators, but not the opposite 19:21 < Shadow> need better idea 19:22 < Shadow> but api was nice to use 19:22 < Shadow> i think iterators should implicitly cast to const_iterators, but not the opposite 19:22 < Shadow> need better idea 19:22 < Shadow> for (auto &item : equipment.General()) 19:22 < Shadow> { 19:22 < Shadow> if(item->type->shielding > 0) 19:22 < Shadow> { 19:22 < Shadow> shieldModules.push_back(item); 19:22 < Shadow> } 19:22 < Shadow> } 19:23 < Shadow> would filter and iterate over all General equipment 19:23 < Shadow> and cast it to vEquipment 19:23 < Shadow> with reinterpret_cast 19:24 < SupSuper> Skin36: what tool is that? 19:28 < Skin36> this apocD 19:29 < Skin36> http://www.strategycore.co.uk/forums/topic/5290-apocd/ 19:29 < SupSuper> huh why didn't we look there :p 19:29 < SupSuper> well maybe JonnyH`Away did but i didn't know 19:30 < SupSuper> i wonder if j'ordos is still around, he was the only one interested in apoc 19:30 < Skin36> JonnyH`Away did 19:30 < Skin36> j'ordos away from april ( 19:33 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 19:33 < openapoc-git> [OpenApoc] SupSuper pushed 2 new commits to master: https://git.io/v6ePS 19:33 < openapoc-git> OpenApoc/master 181896c SupSuper: Clean up UI 19:33 < openapoc-git> OpenApoc/master 1efa9d1 SupSuper: Add Message History screen 19:33 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 19:35 < SupSuper> i wonder what the price does 19:40 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 20:00 < Skin36> price determines the value of the building when buying base 20:01 < Skin36> cost determines the of building maintenance 20:05 -!- Solarius_Scorch [~Solar@159-205-198-246.adsl.inetia.pl] has joined #OpenApoc 20:12 -!- Skin36 [~Skin36000@185.3.34.78] has left #OpenApoc [] 20:30 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:41 -!- Solarius_Scorch [~Solar@159-205-198-246.adsl.inetia.pl] has quit [Quit: Leaving] 21:15 -!- Pawlac [~Pawlac@p4FDCDB52.dip0.t-ipconnect.de] has quit [Quit: ---] 21:18 < SupSuper> http://puu.sh/qlcfJ/f53ce144c3.png amazing 21:47 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 21:47 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/v6eHf 21:47 < openapoc-git> OpenApoc/master 67e606b SupSuper: Add function to buildings, fix base cost 21:47 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 22:12 < Keise> nice :) 22:12 < Keise> do a purchase screen next :P 22:16 < SupSuper> ohhhhh that's what i was gonna do... before i got sidetracked and sidetracked and sidetracked and 22:21 < Keise> and I have to focus for the final push on ufos 23:31 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 244 seconds] 23:46 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Mon Aug 01 2016 00:02 -!- NoBrain [~NoBrain@213.235.73.73] has 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[~snide@91.220.127.154] has joined #OpenApoc 15:19 -!- shadow [1facba82@gateway/web/freenode/ip.31.172.186.130] has quit [Quit: Page closed] 15:37 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 16:17 -!- Mutter [~Mutter@185.3.34.78] has joined #OpenApoc 16:18 -!- Mutter [~Mutter@185.3.34.78] has quit [Client Quit] 16:19 -!- Mutter [~Mutter@185.3.34.78] has joined #OpenApoc 16:26 -!- Mutter [~Mutter@185.3.34.78] has quit [Ping timeout: 244 seconds] 16:30 -!- Keise [~Keise@45.72.171.104] has joined #OpenApoc 17:03 -!- Mutter [~Mutter@185.3.34.78] has joined #OpenApoc 17:06 -!- Mutter [~Mutter@185.3.34.78] has quit [Remote host closed the connection] 17:46 -!- Skin36 [~Skin36000@109.168.236.143] has joined #OpenApoc 18:33 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 18:36 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:48 < Skin36> hi SUPSUPER 18:49 < SupSuper> hey 18:50 < Skin36> im figured out base cost ) 18:51 < SupSuper> oh? 18:52 < Skin36> (size_x+1)*(size_y+1) 18:53 < Skin36> if simplified 18:54 < Skin36> complete function http://pastebin.com/9FY0sj2Y 18:54 < Skin36> I hope everything is clear 19:02 < SupSuper> all that for a cost? :o 19:05 < Shadow> so it doesn't matter how many carved tiles are there? 19:05 < Shadow> one base can have 30% space of the other and cost as much> 19:05 < Shadow> ? 19:06 < SupSuper> it's the outer building size, not the layout size 19:06 < SupSuper> so yeah layout is irrelevant :p 19:14 < SupSuper> from experimentation all that does just come down to tiles * magical_constant 19:14 < SupSuper> who doesn't like magical constants! 19:15 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:c08a:5e62:41d5:30ac] has joined #OpenApoc 19:15 < Keise> magic.xml 19:16 < Skin36> cost=(size_x+1)*(size_y+1)*2000 19:17 < Skin36> magical_constant ? where ? 19:18 < SupSuper> https://github.com/pmprog/OpenApoc/blob/master/game/ui/city/basebuyscreen.cpp#L17 shhhhhhhhh 19:19 < Skin36> it's not true, only the size of the building. 19:21 < Skin36> to buy, but for the maintenance of the building, the constants are taken from the array 19:22 < SupSuper> well 2000 is basically magical :p 19:22 < SupSuper> wait, buildings have maintenance? 19:22 < Skin36> :) 19:23 < Skin36> Yes, buildings have maintenance costs, they also generate income. 19:24 < Keise> for AI organizations I guess 19:25 < SupSuper> hmmm there must be something else 19:25 < SupSuper> for warehouses your formula checks out. but the slums seem different 19:26 < Keise> is it off by constant? 19:26 < SupSuper> a 9x6 slum costs $96000, not $108000 19:27 < Skin36> I checked everything on the easiest level of the building, the formula worked 19:27 < SupSuper> maybe something off with how size is calculated? 19:28 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 19:28 < Skin36> ок, im check it 19:29 < Keise> well that function in the snipper had nested loops 19:29 < Skin36> citymap_dat.has_basement=-1 maybe 19:35 < Skin36> im not find slums 9x6 19:35 < Skin36> where it ? 19:37 < SupSuper> bottom-right of novice map 19:37 < SupSuper> top-left slums (11x7) also don't add up 19:37 < SupSuper> unless i'm miscounting 19:39 < Keise> yea, 11x7 costs $112000 19:41 < Keise> and it's a different price per tile 19:42 < Skin36> (x2-x1+1) *(y2-y1+1) correctly ? 19:42 < Keise> $1777 for 9x6 and $1454 for 11x7 19:43 < Skin36> not not not 19:53 < Skin36> see it 19:53 < Skin36> http://shot.qip.ru/00knEU-3tfn6TNeA/ 19:53 < Skin36> http://shot.qip.ru/00knEU-6tfn6TNez/ 19:53 < Skin36> 76-68+1=9 19:53 < Skin36> 69-64+1=6 19:53 < Skin36> 6*9=48*2000=96000 19:54 < Skin36> what's wrong ? 19:59 < SupSuper> hmmm in openapoc i get 77-70+1, 68-64+1 19:59 < SupSuper> there's probably something funky about our coordinate system 20:04 < Skin36> wrong coordinate 20:04 < Keise> 6*9 = 54, * 2000 = 108000 :) 20:05 < Skin36> hm 20:07 < SupSuper> the magic never ends 20:10 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:c08a:5e62:41d5:30ac] has quit [Ping timeout: 260 seconds] 20:15 < Skin36> if ( v20 > 8 ) 20:15 < Skin36> v20 = 8; 20:15 < SupSuper> maybe there's some max, as 8*6*2000=9600, 8*7*2000 = 112000 20:15 < Skin36> see it 20:15 < Skin36> 8 max value 20:16 < SupSuper> aha 20:16 < SupSuper> i was so close via experimentation! 20:16 < Skin36> not 20:16 < SupSuper> :p 20:16 < Skin36> Once the code of the function 20:19 < SupSuper> it's very hard for me to read reversed code 20:20 < SupSuper> i hope the original wasn't so ugly :I 20:21 < Keise> same here 20:21 < Skin36> if ( v21 < v0->x1position ) 20:21 < Skin36> v21 = v0->x1position; 20:21 < Skin36> 20:21 < Skin36> .... 20:21 < Skin36> (76+68)/2-3=69 20:21 < Skin36> (69+64)/2-3=63 ->64 20:21 < Skin36> 76-69+1=8 20:21 < Skin36> 69-64+1=6 20:21 < Skin36> 6*8=48 20:21 < Skin36> ..... 20:21 < Skin36> if ( v21 < v0->x1position ) 20:21 < Skin36> v21 = v0->x1position; 20:21 < Skin36> 20:21 < Skin36> .... 20:22 < Skin36> Use the top part of the function 20:23 < Skin36> (x2-x1+1) *(y2-y1+1) this simplification 20:24 < SupSuper> checks out :) 20:25 < Skin36> http://shot.qip.ru/00knEU-6tfn6TNeB/ 20:25 < SupSuper> so what's all the other code? compiler fluff? 20:26 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:27 < Skin36> Yes, decompile sometimes contain garbage 20:27 < Skin36> here the main calculation of the size and cycles 20:31 < Skin36> although there is still something calculated.v22 | = 128u;v22 >> = 1;v11-> field_AE) = v22but I do not know that 20:32 < Skin36> 128u is 10000000 20:32 < Skin36> and shift 1 >> 20:33 < Skin36> layout or something 20:50 < SupSuper> what is has_basement for 20:51 < Skin36> its tile with basement 20:51 < SupSuper> apoc has basements? 20:51 < Skin36> yes 20:52 < Skin36> http://shot.qip.ru/00knEU-2tfn6TNeC/ 20:52 < Shadow> Whole xcom base is located in basement 20:52 < Shadow> isn't it? 20:52 < Skin36> yes 20:52 < SupSuper> i guess so 20:52 < Shadow> why the heck I buy base 20:52 < Shadow> and then use just basement 20:53 < Shadow> what a waste :D 20:53 < SupSuper> because of the planning permits department! 20:54 < SupSuper> the real question is why don't people live underground 20:54 < SupSuper> sunlight is overrated :p 20:54 < Skin36> you can create in the editor any other building 20:55 < Shadow> I wish there was option to bribe 20:55 < Shadow> so you'd have permit to excavate 20:55 < Shadow> w/e just that can't build message is so funny 20:57 < SupSuper> they're pretty great 20:57 < Skin36> http://shot.qip.ru/00knEU-6tfn6TNeD/ 20:58 < SupSuper> "Regulation 44(1)(e) of the health and safety at work (labs and workshops) " 20:58 < SupSuper> "act (2074) prohibits the construction of more than 6 small or more than 4 " 20:58 < SupSuper> "large labs or workshops in any one basement. Contractors therefore refuse to" 20:58 < SupSuper> " carry out the proposed illegal construction work." 20:58 < Shadow> wat 20:58 < Shadow> really is there something like that? 20:58 < Shadow> or you're kidding ;D 20:59 < SupSuper> there is 20:59 < SupSuper> (the actual reason is because it wouldn't fit in the ui :p) 20:59 < Shadow> ;D 21:00 < Shadow> tbh ui is terrible 21:04 < Skin36> im need go to sleep )\ 21:06 -!- Skin36 [~Skin36000@109.168.236.143] has left #OpenApoc [] 21:14 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 21:14 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/v6JJb 21:14 < openapoc-git> OpenApoc/master 423b3aa SupSuper: Really fix base prices now 21:14 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 21:20 < SupSuper> can't wait when i have to do base costs :p 21:21 < Keise> GameState::updateEndOfWeek() is right there :P 23:48 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 250 seconds] 23:58 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Tue Aug 02 2016 00:04 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 00:36 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 02:28 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 02:28 < openapoc-git> [OpenApoc] idshibanov pushed 14 new commits to master: https://git.io/v6JrP 02:28 < openapoc-git> OpenApoc/master f4519f4 Ivan Shibanov: Weapon accuracy and precision 02:28 < openapoc-git> OpenApoc/master 162e108 Ivan Shibanov: FollowVehicle mission 02:28 < openapoc-git> OpenApoc/master 5439005 Ivan Shibanov: Extending city map 02:28 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 02:42 -!- Keise [~Keise@45.72.171.104] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Organize your IRC] 06:03 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 06:40 -!- Pawlac [~Pawlac@p4FDCDB59.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 06:42 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 250 seconds] 06:46 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 06:52 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 265 seconds] 07:39 -!- nadir [uid134094@gateway/web/irccloud.com/x-kvquhoxoajqqxcod] has quit [Quit: Connection closed for inactivity] 09:39 < kkmic> http://pastebin.com/hYnnLw5i 11:55 -!- Pawlac [~Pawlac@p5B02D4D0.dip0.t-ipconnect.de] has joined #OpenApoc 12:04 -!- Colombo1 [~colombo@119.224.94.65] has quit [Ping timeout: 244 seconds] 12:25 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:26 -!- nadir [uid134094@gateway/web/irccloud.com/x-qqzrupyacqcfxpeq] has joined #OpenApoc 15:26 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 15:31 < smoke_fumus> guys, refresh my memory, how the hell do i get toxin type c, let along psi grenade? 15:43 < nadir> Catch Queenspawn 17:03 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 17:17 -!- Skin36 [~Skin36000@5.138.50.56] has joined #OpenApoc 18:43 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:49 < Skin36> hi 18:49 < SupSuper> hey 18:50 < Skin36> u read my post forum ? 18:56 -!- Keise [~keise@45.72.171.104] has joined #OpenApoc 18:57 < SupSuper> huh the code isn't used? 18:59 < Keise> o/ 18:59 < Keise> which code? 19:00 < SupSuper> cost code 19:03 < Keise> lol 19:03 < Keise> well now it's looking close to the original 19:03 < Keise> the prices doesn't make sense anyway 19:10 < Keise> I would pay for more 2x2 slots, not for useless buildings :P 19:17 < Skin36> second half of the function generates a base layout , but it is not used 19:19 < Skin36> need fix it 19:20 < SupSuper> procedural layouts would've been more interesting. maybe they were very bad for gameplay? 19:20 < Keise> probably 19:21 < Skin36> in any case, should the price depends on the size. 19:23 < SupSuper> well it already does 19:24 < Keise> for a building, not a base 19:24 < Skin36> Still, I found the place where the selected base layouts 19:25 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 19:28 < SupSuper> https://github.com/pmprog/OpenApoc/blob/master/tools/extractors/common/baselayout.h i think JonnyH`Away already found them 19:29 < Skin36> not layout, selection algorithm 19:30 < SupSuper> oh 19:56 < SupSuper> hmmm i wonder if i could just treat game events like form events 19:59 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Quit: Leaving] 19:59 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 19:59 < Skin36> build_num % 16 20:00 < Skin36> http://pastebin.com/aFPLTAxF 20:01 < Shadow> can I submit pull request to wiki? 20:02 < Shadow> wanted to document some stuff 20:02 < Shadow> :C 20:02 < SupSuper> cant' everyone access the wiki? 20:02 < Skin36> stuff ? 20:02 < Shadow> I've added some extensions to forms xml loader 20:02 < Shadow> so you may size forms to parent or listbox item 20:02 < SupSuper> maybe we should just make a list of people for pmprog to add to git 20:03 < Keise> documentation is always good 20:03 < Keise> sure, push it 20:04 < Shadow> By default, only collaborators on your repository can make changes to wikis, but you can configure this to be enabled for all users on public repositories. 20:04 < Shadow> >.> 20:07 -!- Skin36 [~Skin36000@5.138.50.56] has quit [Ping timeout: 260 seconds] 20:17 < Shadow> are there items that give cross benefits? 20:17 < Shadow> I mean is it safe assumption to iterate only engines when calculating speed 20:17 < Shadow> or it's better to not place such assumptions? 20:18 < Shadow> maybe it would be better for modders not do so? 20:20 < SupSuper> technically you can, but it's certainly not in vanilla 20:21 < SupSuper> although the code will quickly be a mess if everything can be everything 20:26 < Shadow> it already is everything 20:26 < Shadow> just there are restrictions stuffed (if module is not engine then continue) 20:27 < Shadow> so it would make code better 20:30 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:38 < Keise> well I could see some smart computer improving speed 20:42 < SupSuper> well apoc only has the concept of "engine", "weapon", "everything else" 20:43 < Keise> yea and everything else influences everything 20:44 < Keise> but anyway I agree that it's safe to stick to module types for now 20:44 < Keise> we won't be adding new params in near future 20:46 < SupSuper> refactoring is always fun 20:48 < Keise> I would refactor whole gamestate/stateref system with slow maps and string ids 20:49 < Keise> and silly getID() function that does a search every time 20:49 < Keise> but I know I'll get stuck for a while.. 20:52 < SupSuper> i rarely need the ids, usually i can just fetch a stateref from the source 20:53 < Keise> when you create StateRef using object pointer it runs getID :P 20:53 < Shadow> what is point of staterefs? 20:53 < Shadow> wouldn't be better to have global table with ids? 20:53 < Shadow> and you would have magic macros 20:54 < Shadow> getVehicle(handle) 20:54 < Shadow> ?! 20:57 < SupSuper> mostly they're serializable smart pointers 20:57 < Shadow> ye 20:57 < Shadow> so I understand it works like that 20:57 < Shadow> if you load game 20:57 < Shadow> game resolves these pointers on first access 20:58 < Shadow> but this way everything must be pointer 20:58 < Shadow> or semi everything 20:58 < Shadow> i mean state ref poitner 20:58 < Shadow> am I wrong? 20:58 < SupSuper> it's c++, everything is pointers :p 21:00 < SupSuper> i mean you can do it the openxcom way where everything is manually-managed arbitrary raw pointers instead... 21:02 < Shadow> so no smart pointers? 21:02 < SupSuper> no, it's c++03 21:02 < Shadow> och my god 21:02 < Shadow> well I came from managed world :D 21:03 < Shadow> so it's shocking 21:03 < SupSuper> yeah... i'm glad JonnyH is a master of the c++11 21:03 -!- [1]Keise [~Keise@45.72.171.104] has joined #OpenApoc 21:05 < Shadow> but how do you invalidate pointers 21:05 < Shadow> let's say craft dies, but you have it open in ui tab 21:06 < Shadow> how craft tells ui that it doesn't exist anymore 21:06 < Shadow> ? 21:09 < Keise> state.vehicles.erase(this->getId(state, this->shared_from_this())); 21:09 < Shadow> ye but on raw pointers 21:09 < Shadow> i mean you can do it the openxcom way where everything is manually-managed arbitrary raw pointers instead.. 21:12 < SupSuper> well you can't. so you just gotta be real disciplined 21:12 < SupSuper> all ui is modal, so it's impossible to lose a craft while a ui window is open 21:12 < Shadow> ok so another example 21:13 < Shadow> one craft is attacking another one 21:13 < Shadow> so both crafts must keep references to each other 21:13 < Shadow> pointers* 21:13 < Shadow> and say something like "hey, I just died so your pointer to me is invalid" 21:13 < Shadow> or there is better way? 21:14 < Shadow> sorry for asking silly questions, just for me it's really impressive ;) 21:15 < SupSuper> well for one thing, only the gamestate owns the pointers, so nobody else is allowed to hold on to them and prolong the lifetime of an object 21:16 < SupSuper> and second, any possible circular references are only resolved in the end 21:17 < Shadow> bah don't see it 21:17 < SupSuper> for example in craft combat, dead craft aren't deleted "immediately". one of the craft dies and once the combat ui is over the pointers are cleaned up and no longer used 21:17 < Shadow> och 21:17 < Shadow> makes sense now 21:17 < Shadow> so not really big difference compared to what we have now 21:17 < Shadow> nvm 21:17 < Shadow> not exacly what I wanted to say :D 21:18 < SupSuper> and if a craft dies, the destructor checks any other crafts currently targeting it and tells them to head back home, and any soldiers are deassociated, and etc 21:18 < SupSuper> yeah it's just a lot more "manual". you always gotta be aware of who knows what 21:19 < SupSuper> in openapoc's case, gamestate owns all the StateRef. so everytime you try to access a StateRef, it first checks if the id still exists in the state, otherwise it returns a null pointer. so it's less manual 21:19 < SupSuper> but if you expect to "lose" a stateref you have to check for null pointers, or only hang on to an id 21:20 < Keise> it's cool that you can regenerate pointer by id 21:20 < Keise> and it will point to the same object so you can compare pointers 21:20 < Shadow> what are performance implications? 21:20 < Shadow> of using smart pointers/ 21:20 < Shadow> I mean 21:21 < Shadow> I can read 100 pages of google 21:21 < Shadow> but here we have two games, and one uses smart pointers while other does not 21:21 < Shadow> you tried to compare? 21:21 < Shadow> I guess not that easy 21:21 < SupSuper> well it's mostly because in openxcom days, c++ had no smart pointers. well, technically, they were garbage :p 21:22 < SupSuper> but c++ has evolved since 21:22 < SupSuper> the technical difference is a "raw pointer" is just a memory address, a quick lookup, no other overhead. but you have to manually decide when the memory is allocated and freed and not let it leak 21:24 -!- Keise [~keise@45.72.171.104] has quit [Ping timeout: 244 seconds] 21:24 < SupSuper> a smart pointer is more managed. openapoc mostly uses "shared pointers", which keep track of how many pointers there are to an object. once all the pointers are gone, the object is freed. this avoids leaks and having to worry who owns what, you just can't have circular references 21:25 < SupSuper> shared pointers are the closest to managed languages, where once there are no more references to an object, it will eventually be garbage collected 21:27 < Shadow> thanks for explanation ;) 21:28 < SupSuper> no problem. so in openapoc's case you should definitely use the smartest option :) 21:28 < [1]Keise> auto and shared_ptr are the best features of c++11 21:29 -!- [1]Keise is now known as Keise 21:30 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 21:32 < SupSuper> in games you wanna be careful with shared pointers though, so you don't get a ui screen holding on to a dead craft or something :p but StateRefs already solve that 21:40 < Shadow> no problem with cycles though?\ 21:40 < Shadow> I think that openapoc has memory leak on cityscape ;) 21:41 < SupSuper> well StateRefs are all owned by the gamestate, so no problem with cycles 21:41 < SupSuper> i don't know about leaks though :p 21:42 < SupSuper> plus there's plenty of regular shared pointers out there... 21:42 < Shadow> If i leave game open for few hours 21:42 < Shadow> it uses few times more memory 21:42 < Shadow> I would test it on server running for few days, but I have troubles transfering iso over remote desktop 21:43 < SupSuper> annoyingly smart pointers are harder to debug :) 21:44 < Shadow> harder than? 21:44 < SupSuper> raw pointers. there's plenty of tools to find leaks since you control the allocations 21:44 < SupSuper> but smart pointers... well, manage themselves :) so it's trickier 21:45 < Shadow> bah too abstract for me, never used such tools 22:17 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 22:57 < SupSuper> speaking of leaks, openapoc crashes when i go into the base screen now :/ 23:02 < Keise> huh 23:03 < Keise> had it 23:03 < Keise> auto minimap = mksp(Vec2{100, 100}); 23:03 < Keise> oh okay 23:04 < Keise> I'll fix it 23:07 < SupSuper> bool VehicleMission::getNextDestination has no return value if case MissionType::Patrol: 23:07 < SupSuper> possibly related? 23:08 < Keise> it's almost a typo 23:09 < SupSuper> that must be a hell of a typo to cause a full on "the stack is broke and there's no debug info" compiler panic 23:12 < Keise> well break instead of return 23:12 < SupSuper> ah so it is that. i guess lacking a return value would break the stack 23:13 < SupSuper> why that isn't an error is beyond me :p 23:13 < Keise> dunno 23:13 < SupSuper> ~~c++~~ 23:13 < Keise> yea there is no return at the end of the function and you think about break when looking at switch :) 23:13 < SupSuper> yeah i prefer return at end of function than "default: return" 23:15 < Shadow> bah 23:15 < Shadow> c++ in hardcore 23:15 < Shadow> when programming in c# i'm like 23:15 < Shadow> "och what a nice api I just made" 23:15 < Shadow> and when working in c++ i'm like 23:15 < Shadow> "och god, what template monster I just made" 23:15 < Shadow> >.> 23:16 < Shadow> good night ;) 23:16 < SupSuper> :p 23:17 < Keise> :)) 23:21 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 258 seconds] 23:24 < SupSuper> http://codepad.org/YGsV4c0b i love you c 23:26 < Keise> oh wow 23:26 < Keise> undefined behaviour? 23:26 < SupSuper> yup. learn something new every day 23:28 < Keise> there are click events for minimap, right? 23:28 < Keise> on the base screen 23:29 < SupSuper> there are in apoc. i don't remember if i implemented that yet 23:29 < Keise> oh okay 23:31 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 23:31 < openapoc-git> [OpenApoc] idshibanov pushed 1 new commit to master: https://git.io/v6TxA 23:31 < openapoc-git> OpenApoc/master 14446ff Ivan Shibanov: Use offset for base screen minimap 23:31 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 23:32 < Keise> there's 5-6 files for basescreen 23:33 < Keise> not sure what they do :) 23:34 -!- Pawlac [~Pawlac@p5B02D4D0.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 23:35 < SupSuper> magic 23:40 < Keise> I wonder if there's a better way to find if I have required UFOs in the alien city 23:40 < Keise> than looping all vehicles in the state 23:43 < Keise> have to do that 20-30 times for each alien mission until I can give up 23:44 < SupSuper> time to enforce -Werror in git :p 23:45 < Keise> I thought those fancy build system will do that for me 23:46 < Keise> I've set up it on my account at least to see linux builds --- Day changed Wed Aug 03 2016 00:03 < SupSuper> Keise: maybe split the vehicles by city? 00:04 < Keise> maybe 00:05 < Keise> however they jump between cities so doesn't belong to one 00:07 < SupSuper> maybe split them by "ufos" and "not ufos" :p 00:07 < SupSuper> or just have a handy count tracker 00:15 < Keise> hm.. might go with handy tracker 00:15 < Keise> count then use it to find a mission 00:16 < Keise> then work with actual vehicles.. 00:16 < SupSuper> nothing wrong with redundant information... as long as it's kept in sync ;) 00:47 -!- Keise2 [~keise@45.72.171.104] has joined #OpenApoc 01:11 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 04:12 -!- Keise [~Keise@45.72.171.104] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- In tests, 0x09 out of 0x0A l33t h4x0rz prefer it :)] 04:15 -!- Keise2 [~keise@45.72.171.104] has quit [Ping timeout: 250 seconds] 05:42 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 08:26 < TheSnide> +1 to Werror and Wall ;) 08:46 -!- You're now known as JonnyH 08:52 <@JonnyH> TheSnide: The problem with -Werror in build system is warnings appear/disappear with different compiler versions/local options... 08:52 <@JonnyH> I should add -W anyway by default to the gcc build though... 08:52 <@JonnyH> And maybe ignore signed/unsigned comparisons, as that's rarely an issue and a lot of noise... 09:19 -!- You're now known as JonnyH`Away 09:27 -!- Pawlac [~Pawlac@p4FDCF663.dip0.t-ipconnect.de] has joined #OpenApoc 09:35 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 09:42 -!- nadir [uid134094@gateway/web/irccloud.com/x-qqzrupyacqcfxpeq] has quit [Ping timeout: 264 seconds] 09:44 -!- nadir [uid134094@gateway/web/irccloud.com/x-qmwgjmmzguukukyd] has joined #OpenApoc 10:33 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 10:34 < smoke_fumus> it seems that apocalypse has dos4gw, but it's not in the distro. my guess that it's packed along with executable. any way to unpack it? 10:36 < kkmic> OpenApocalypse/game/ui/general/savemenu.cpp:102:12: error: ‘put_time’ is not a member of ‘std’ 10:39 < smoke_fumus> kkmic: http://www.cplusplus.com/reference/cstdlib/ 10:40 < smoke_fumus> grep sources for put_time, if it's not a general function 10:43 < kkmic> So... what am I supposed to do? 10:44 < kkmic> Considering that I don't quite speak C++ 10:44 < kkmic> I'm on Linux btw 10:53 < smoke_fumus> kkmic: Fixed for GCC 5 10:53 < smoke_fumus> install or build GCC5 10:53 < smoke_fumus> or newer 10:53 < smoke_fumus> you probably using gcc 3.6 or some version of gcc 4 10:54 < kkmic> Ok 10:54 < kkmic> gcc version 4.8.4 (Ubuntu 4.8.4-2ubuntu1~14.04.3) 10:55 < kkmic> Damn... 10:57 < kkmic> Great, no gcc 5 in the default repos 11:08 < smoke_fumus> you gots to compile it yourself then 11:09 < smoke_fumus> don't know why idiots even bother with linux if all you do is use stock repositories. You can only feel perfomance edge of *nix systems when you recompile them for your hardware specifically 11:10 < smoke_fumus> because stock repositories built with general flags to be as compatible to variety of archetictures as possible 11:10 < smoke_fumus> it's basically like running windows. 11:10 < smoke_fumus> only shittier 11:10 < kkmic> So... am I on the big or small idiots list? :) 11:10 < smoke_fumus> i don't know. What are you using linux for? 11:11 < kkmic> In my case, this is my workstation... so not much "compile the entire OS" thing that I can do 11:11 < kkmic> BTW, I managed to upgrade the GCC 11:11 < kkmic> Thanks for the tips 11:12 < smoke_fumus> Yah, you can. It's not that hard. first you start by bootstrapping compiler, build it with -mtune=native -march=native , don't forget general flags like -pipe, and include correct libraries like mpfr and stuff like that. THEN you re-build the compiler with -o3 with itself to, in case of late gcc, unlock full graphite lib optimizations. After that you suck in your os kernel and build that one, 11:13 < kkmic> :) 11:14 < smoke_fumus> after that - build as you see fit, but keep in mind that most heaviest stuff should be built by you - so GTK and KDE should be built, while distros which use them like libre office can be downloaded, since at that point they're mostly scripts which use power of core stuff 11:15 < smoke_fumus> Only after that you can compile wine and realize that half of the games which are slow on windows (on this specific machine) work faster on wine 11:17 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 11:18 < kkmic> Okay, you've lost me :) 11:18 < smoke_fumus> one more thing - make sure you got all the nescessary drivers for x-server. Although that mostly gone away lately, i remember the times when xwin wouldn't launch because of lack of drivers 11:18 < smoke_fumus> ok then why the fuck are you even using linux? switch to windows 11:19 < kkmic> There was a time when I was keen on building everything for my home PC Linux installation 11:19 < kkmic> COMPANY POLICY! 11:19 < kkmic> Linux is free, Widows is $$ 11:19 < kkmic> Among other things 11:19 < smoke_fumus> :\ why are you even building openapoc on work pc? 11:20 < kkmic> Keeping an eye on the project 11:27 < kkmic> Why are you so wind up against people using public distros? 11:27 < kkmic> They are supposed to make _using_ linux easier 11:29 < kkmic> Besides, not everybody need to understand exactly how the OS actually works, it is enough to be able to use it 11:45 < kkmic> I still had to fiddle around with the GCC versions, since cmake was using g++ and I had not upgraded that 11:47 < kkmic> [100%] Built target OpenApoc 11:47 < kkmic> Thanks again smoke_fumus 11:48 < smoke_fumus> kkmic: i am against because linux tries to be as easy as windows. it fucking isn't. because windows is a commercial product designed by designated teams which have objective keep product quality high, incentivized via money. 11:49 < smoke_fumus> Linux developers have objective to mostly fucking around, incetivized by jack squat 11:49 < smoke_fumus> Linus with his midlife crisis doesn't help either 11:51 < smoke_fumus> That's why most of the opensource projects need an evergrowing base of developers. because it's evershriking either. Without some form of material incentive you're left with only vanity and knowledge ones, and these wear off in 1-2 years. 11:52 < smoke_fumus> There are of course solutions - openra, to example, uses bounty system to push development forward 11:54 < kkmic> Well, yes, the Linux world is not quite.. standardised 11:54 < kkmic> Because there is no governing body that decides what to do 11:54 < kkmic> so yes, most developers do stuff as they see fit 11:54 < kkmic> And some see better, some see worse 11:54 < smoke_fumus> Because every single schmuck tries to drag the sheets to his own fucking corner. It's not just linux. Node-js development history is a shining middle finger example of such clusterfuck 11:55 < kkmic> And Linux attempting to be more non-technical-user-friendly is bad because... ? 11:56 < smoke_fumus> With this sheet draggery? Good luck 11:57 < smoke_fumus> Do or do not - there is no try. At the moment it does on the tip of the iceberg, when you shove your cock at least an inch deep - the bees and worms come out. In other words- you don't want to screw with it if you need something to be done and you don't wanna bother with getting technical with it 12:00 < smoke_fumus> Because most of the games don't work with it natively, ones which do through wine gonna be generally slower than windows until you rebuild kernel, x-server, your window manager and wine with -mtune=native and -march=native 12:01 < smoke_fumus> most of the apps are poor man's versions of windows apps - blender is a joke when compared to 3dsmax/maya, gimp is tolerable but cannot be compared to photoshop without laughing out loud, LMMS is a janky piece of 'we wanna be like but cannot', when compared to FL Studio, and linux don't have any other DAWs that i know of 12:02 < smoke_fumus> the only app which actually kinda-sorta works, and even then is a poor man's version of illustrator is inkscape 12:02 < smoke_fumus> well to be honest it's kinda compatible with old corel draw, but still 12:03 < kkmic> Yep, those applications are pretty bad 12:03 < kkmic> They work, but are definitely not good 12:03 < kkmic> OpenOffice is a bit better IMHO 12:04 < smoke_fumus> it is mostly compatible with office 98-2003 12:04 < kkmic> I use Netbeans at work, so it makes no difference if I use Windows or Linux 12:05 < smoke_fumus> at least it's not eclipse :D 12:07 < kkmic> Netbeans was used by the company 12:07 < kkmic> And by me at the previous workplace 12:07 < kkmic> I have tried Eclipe with an Android application 12:07 < kkmic> *had 12:08 < kkmic> I haven't found it a good IDE for what I do 12:08 < kkmic> So I stick with NB 13:14 -!- You're now known as JonnyH 13:14 <@JonnyH> kkmic: Yeah, that seems to be a gcc 4.8 issue 13:16 < kkmic> Solved by upgrading g++ 13:16 <@JonnyH> We have the same issue on ubuntu with clang 13:16 < kkmic> I had to upgrade g++, as the gcc upgrade did nothing 13:16 <@JonnyH> as it uses the c++ library from gcc 4.8, even on the 'newest' clang 13:16 < kkmic> :| 13:16 <@JonnyH> Possibly? Depends how your distro packages it, g++ is 'part of' the gcc project 13:17 < kkmic> Ubuntu seems to think it's a different package 13:17 < kkmic> Probably there is a "meta" package that upgrades everything 13:17 <@JonnyH> It might be g++ 'depends' on gcc, but gcc doesn't automatically pull in 'g++' 13:18 < kkmic> But I haven't looked it up, so I upgraded gcc and g++ by hand 13:18 <@JonnyH> like you can install gcc without any c++ support 13:18 <@JonnyH> Our travis setup uses the ubuntu package way 13:19 <@JonnyH> If you're running a distro with a package manager (IE pretty much all?), it's normally a good idea to use packages (when available) 13:19 <@JonnyH> as otherwise you can 'accidently' overwrite some settings/config/something else 13:20 < kkmic> Yeah, I had to add a new apt repositry, install and then update-alternatives for the new versions 13:20 <@JonnyH> like on gentoo, for example, '/usr/bin/gcc' isn't actually the gcc program, but a forwarding script that allows having multiple different versions of gcc installed at once 13:20 <@JonnyH> cool, I think that's the ubuntu way of doing things (Or debian I suppose :) 13:21 < kkmic> Likewise here... /usr/bin/gcc is a symlink to /etc/alternatives/gcc which in turn is another symlink to /usr/bin/gcc-version 13:56 -!- You're now known as JonnyH`Away 14:25 -!- Keise_ [8a3373b1@gateway/web/freenode/ip.138.51.115.177] has joined #OpenApoc 14:27 -!- Keise_ [8a3373b1@gateway/web/freenode/ip.138.51.115.177] has quit [Client Quit] 15:49 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 16:13 -!- You're now known as JonnyH 16:23 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 16:23 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/v6IzJ 16:23 < openapoc-git> OpenApoc/master 863e192 Jonathan Hamilton: physfs/libsmacker submodules got downgraded accidently 16:23 < openapoc-git> OpenApoc/master 3be87af Jonathan Hamilton: Add Debug builds to travis... 16:23 < openapoc-git> OpenApoc/master d778f29 Jonathan Hamilton: gcc 4.8 build fix... 16:23 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 16:37 -!- You're now known as JonnyH`Away 17:32 -!- Skin36 [~Skin36000@109.168.221.101] has joined #OpenApoc 18:29 -!- Keise_ [8a3373b1@gateway/web/freenode/ip.138.51.115.177] has joined #OpenApoc 19:11 < Shadow> hey 19:18 < Keise_> o/ 19:20 < Skin36> hi 19:28 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 19:36 < Shadow> how do I serialize list 19:36 < Shadow> with gamestate_serialize? 19:36 < Keise_> there should be a function already, no? 19:37 < Shadow> och true 19:37 < Shadow> but my problem is that my list is internal 19:37 < Shadow> to my object 19:37 < Shadow> so I cannot just say myObject.serialize(internalObj) 19:38 < Shadow> is there simple workaround or I must go hard way? 19:39 < Keise_> serializeIn(state, node->getNode("internalList"), obj.internalList) 19:39 < Keise_> or it's not for gamestate? 19:39 < Shadow> nioe 19:40 < Shadow> nope 19:40 < Shadow> vehicle has it's vehicleEquipment object 19:40 < Shadow> that has internal std::list of equipments 19:40 < Shadow> exposed by iterators 19:44 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:45 < Keise_> ugh.. not sure what's needed 19:45 < Keise_> we already are serializing equipment list 19:46 < Keise_> in general it works function by function 19:46 < Keise_> one for vehicle that calls serialize on all members 19:46 < Keise_> then if the member is more complex (std::list) it calls other one 19:47 < SupSuper> what's up 19:47 < Keise_> if list contains VEquipment then it itself calls equipment serializer 19:47 < Keise_> so in the end all I have to do is to call first serializer and it will handle all other stuff 19:48 < Keise_> SupSuper: dev talk as usual 19:48 < SupSuper> the horror 19:50 < Keise_> Shadow: if all you have is the iterator then it's a one-way serialization?.. I'm not sure what's the use case 19:51 < Keise_> iterators should be re-initialized after state is loaded but not serialized 19:55 < Shadow> ye, it's one way serialization 19:55 < Shadow> I decided to copy list template 19:55 < Shadow> and use that for my iterator 19:55 < Keise_> yea for this you need something custom 19:56 < Shadow> compiler spits garbage though 19:56 < Shadow> I have no idea if my path is wrong or what 19:56 < Shadow> http://pastebin.com/68aNKdTA 19:57 < Shadow> 2>gamestate_serialize.cpp(1355): error C2908: explicit specialization; 'void OpenApoc::`anonymous-namespace'::serializeOut(std::shared_ptr<_Ty>,const T &)' has already been instantiated 19:57 < Shadow> 2> with 19:57 < Shadow> 2> [ 19:57 < Shadow> 2> _Ty=OpenApoc::SerializationNode, 19:57 < Shadow> 2> T=OpenApoc::VehicleEquipment 19:57 < Shadow> 2> ] 19:57 < Shadow> could you take a look? 19:57 < SupSuper> compilers aren't great at template errors. usually clang figures them out better 19:59 < Keise_> well it just says that this function already exists 19:59 < Shadow> but it doesn't 19:59 < Shadow> I added that class and these 2 functions 19:59 < Shadow> and git says that I am right 20:00 < SupSuper> https://msdn.microsoft.com/en-us/library/0w9xyawz.aspx 20:02 < Shadow> Doesn't really help 20:02 < Shadow> I understand error, but in that file are only "serializeOut" functions :C 20:04 < SupSuper> it means your serializeOuts are in the wrong order 20:04 < Shadow> och 20:04 < Shadow> can be 20:05 < SupSuper> if another serializeOut is calling your serializeOut, then your serializeOut needs to be defined before that one 20:05 < Shadow> works! 20:06 < SupSuper> aren't templates fun :p 20:07 < Shadow> gosh 20:08 < Shadow> but why it said that my template function was already instantiated? 20:08 < Shadow> I would expect it that it was not 20:08 < Shadow> I expected something like not found template serializeOut with parameters blah blah blah 20:10 < SupSuper> like it says in the msdn article, it was using the "general" template since that was the last match, so by the time it reached your explicit template, the template was "already instantiated" 20:10 < SupSuper> in other words: ~~templates~~ 20:11 < Shadow> achhh I see 20:11 < Shadow> template void serializeOut(sp node, const T &val); 20:11 < Shadow> /* Avoid out-of-order declarations breaking */ 20:11 < Shadow> template void serializeOut(sp node, const T &val); 20:13 < Keise_> SupSuper: is message system ready? for messages like 'vehicle destroyed' 20:14 < Keise_> I saw you did a screen for it 20:14 < SupSuper> i kinda wanted to talk to JonnyH`Away about it first 20:14 < Keise_> heh 20:14 < Keise_> I have some questions for him as well 20:15 < SupSuper> i was thinking of having GameEvents that the gamestate sends out and then the cityscreen or whatever can pick up and display messages as appropriate, reusing the existing ui event system 20:15 < SupSuper> but i don't know if having all these events under one system is good :p 20:15 < Shadow> hih 20:15 < Shadow> huh 20:15 < Shadow> looks like I made it 20:15 < Shadow> vehicle equipment is finally abstracted away 20:16 -!- You're now known as JonnyH 20:16 < Keise_> wow 20:18 < Keise_> I would say that it's fine to have those events there 20:18 <@JonnyH> Hey y'all 20:19 < Keise_> hey we missed you 20:19 <@JonnyH> :) 20:19 <@JonnyH> I'm flying back to the US tomorrow 20:20 < Keise_> have weekend to get over jetlag? 20:20 <@JonnyH> naa, back to work on friday 20:20 <@JonnyH> Though this way isn't normally as bad, as it's just an '8 hour longer day' 20:21 <@JonnyH> not a '16 hour longer day' the other way :) 20:21 < Keise_> I guess 20:22 < Keise_> anyway I wanted to make a toggle yesterday on F7 or something 20:22 <@JonnyH> plus I can always limp through 1 half-day on friday :) 20:22 < Keise_> that will change current_city in the state and render other dimension instead 20:22 <@JonnyH> ...we really need to get around to abstracting key events 20:22 <@JonnyH> I might make that my next 'infrastructure' project? 20:23 < Keise_> I don't think it's that urgent 20:23 <@JonnyH> But it'll become bigger as we add more 'hardcoded' keys 20:24 < Keise_> maybe.. this one is a debug feature similar to that voxel screenshot 20:25 < Keise_> wanted to watch how UFOs behave 20:25 <@JonnyH> sure, but still if someone want fwhatever to become 'quicksave' or something later... 20:26 <@JonnyH> so feel free to hardcode for now 20:26 < Keise_> okay 20:26 < Keise_> so I ran into up on city and map copy on TileView 20:27 <@JonnyH> oh? 20:27 < Keise_> this basically means that I have to pop the state stack and recreate CityView with new map 20:27 < Keise_> haven't tried it 20:28 <@JonnyH> hmm... we probably want the TileMap to be part of GameState, not the view? 20:28 <@JonnyH> But explicitly not serialized 20:28 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:29 < Keise_> TileMap sits in the city right now 20:29 < Keise_> ah, right 20:29 < Keise_> CityView (TileView) has a reference to the map 20:29 < Keise_> so I couldn't replace it 20:30 <@JonnyH> Creating a new Tileview stage and pushing that on 'top' of the human cityview should be ok? 20:30 <@JonnyH> Time is weird in the alien dimension 20:30 <@JonnyH> as it goes 'backwards' to the time your craft entered the gates 20:30 <@JonnyH> and you play the 'same time' again from the alien side... 20:30 <@JonnyH> Really no idea how to do that sanely 20:31 < Keise_> I think it was a ugly hack in the original :P 20:31 <@JonnyH> probably 20:31 < Keise_> skip day, load other dimension instead of the city 20:31 < Keise_> skip day load city again 20:32 <@JonnyH> it does mean my current idea of having the alien city 'updated' in time with the human city won't really work 20:32 <@JonnyH> as the alien city will have to be 'reversed' back to the time your first craft entered the gate 20:33 <@JonnyH> Unless we move from the old game design and have the two cities switchable in realtime... 20:33 <@JonnyH> that might get pretty crazy to manage though 20:34 < Keise_> right 20:34 < Keise_> although I like how it runs now 20:35 < SupSuper> hey JonnyH 20:35 <@JonnyH> hi sup 20:37 < SupSuper> so let's talk events :p 20:37 <@JonnyH> Oh no 20:37 <@JonnyH> I'm only on for ~15 mins or so 20:37 <@JonnyH> Then probably not till friday 20:37 < SupSuper> oh no 20:37 <@JonnyH> So we can 'start' discussions now 20:37 <@JonnyH> but don't expect to get much in-depth thought :) 20:38 < SupSuper> well i was thinking just creating GameEvents with appropriate data and send them through the framework ala ui events would probably be fairly effective 20:38 <@JonnyH> seems sane 20:38 <@JonnyH> A big enum of game event types? 20:39 <@JonnyH> Or have a string id or something? 20:39 < SupSuper> string id would be nice for options 20:39 < SupSuper> but that's a "implementation" detail, i'm thinking high-level for now 20:39 <@JonnyH> sure 20:40 < SupSuper> my only concern is game events don't really need the whole control hierarchy that ui events do 20:40 < SupSuper> so what's more wasteful, having two event systems or having useless event trees :p 20:41 <@JonnyH> 'Useless Event Trees'? 20:41 < SupSuper> events being needlessly sent through the control tree 20:41 <@JonnyH> We could add an if to Control::handleEvent 20:42 < SupSuper> granted realistically speaking, 99% of events will only be picked up by cityview or something 20:42 <@JonnyH> to not propogate anything that's not a known type (Mouse, Keyboard, Interaction, whatever) 20:42 <@JonnyH> or just if (event.type == USER) return; 20:43 <@JonnyH> but even then I've never seen the event handling stuff anywhere near the top of any profiler 20:43 <@JonnyH> so it's probably not the end of the world anyway 20:45 < SupSuper> true. i'll play around with it and get back to you 20:45 < SupSuper> i have a purpose, woo! :v 20:46 < SupSuper> don't tell my other projects 20:48 < Keise_> :)) 20:49 <@JonnyH> Yeah, so I'm off 20:49 <@JonnyH> play safe kids 20:49 -!- You're now known as JonnyH`Away 21:16 -!- Skin36 [~Skin36000@109.168.221.101] has left #OpenApoc [] 21:24 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 276 seconds] 21:34 -!- Keise_ [8a3373b1@gateway/web/freenode/ip.138.51.115.177] has quit [Quit: Page closed] 21:41 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 21:45 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 22:25 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 22:36 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 23:17 -!- Keise [~Keise@45.72.171.104] has joined #OpenApoc --- Day changed Thu Aug 04 2016 00:10 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:46 -!- nadir [uid134094@gateway/web/irccloud.com/x-qmwgjmmzguukukyd] has quit [Ping timeout: 250 seconds] 00:49 -!- nadir [uid134094@gateway/web/irccloud.com/x-ntlaodwotbyftcwa] has joined #OpenApoc 05:38 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 06:50 -!- Pawlac [~Pawlac@p4FDCF663.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 09:21 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 09:23 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 11:44 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 13:26 -!- Pawlac [~Pawlac@p4FDCDFA6.dip0.t-ipconnect.de] has joined #OpenApoc 13:30 -!- Keise2 [~keise@45.72.171.104] has joined #OpenApoc 13:34 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 265 seconds] 13:34 -!- Keise2 [~keise@45.72.171.104] has quit [Ping timeout: 265 seconds] 15:19 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 15:24 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has joined #OpenApoc 15:35 -!- Shadow [~Shadow@apn-77-115-68-81.dynamic.gprs.plus.pl] has quit [Ping timeout: 276 seconds] 15:39 -!- nadir [uid134094@gateway/web/irccloud.com/x-ntlaodwotbyftcwa] has quit [Quit: Connection closed for inactivity] 16:00 -!- nadir [uid134094@gateway/web/irccloud.com/x-lqbtzejxhybvnezu] has joined #OpenApoc 17:13 -!- Skin36 [~Skin36000@85.26.186.134] has joined #OpenApoc 17:31 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 18:00 -!- Skin36 [~Skin36000@85.26.186.134] has quit [Read error: Connection reset by peer] 19:09 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:21 < SupSuper> hey 19:26 < Keise> hi 19:29 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 19:30 < SupSuper> how go the ufos? 20:35 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:48 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 21:14 < Keise> just got home 21:15 < Keise> ufo's are alright, have to figure out missions 21:16 < Keise> plus they should spawn with delay 21:16 < Keise> for example escort ufos: they will support the other transport if you shoot down first 21:18 < Keise> it's easy to preset the missions at the moment you gather the ufos for incursions 21:18 < Keise> for transports especially: goto buidling, drop, go back 21:20 -!- Pawlac [~Pawlac@p4FDCDFA6.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:21 -!- Pawlac [~Pawlac@p4FDCDFA6.dip0.t-ipconnect.de] has joined #OpenApoc 21:21 -!- Pawlac [~Pawlac@p4FDCDFA6.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:26 < SupSuper> i wonder where the popup message graphic comes from 21:27 < SupSuper> this one i mean: http://puu.sh/qq0GR/dd4c71478f.png 21:31 < Keise> http://s2.jonnyh.net/pub/list/extracted/ufodata/icon_m.pck/pal_01.dat/RLEA/5.png 21:31 < SupSuper> yeah i can find the buttons but not the background pannel 21:35 < Keise> and both panels look like same thing just scaled 21:37 < SupSuper> maybe it's just a crude rounded rect drawing 21:39 < Keise> https://dl.dropboxusercontent.com/u/41086005/ufo2p_box.png 21:39 < Keise> good enough? :D 21:40 < Keise> there's a 'fancy' highlight in the middle 21:41 < Keise> but other than that colors are solid 21:44 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 23:46 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 260 seconds] --- Day changed Fri Aug 05 2016 00:19 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 04:26 -!- Keise [~Keise@45.72.171.104] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Po-ta-to, boil em, mash em, stick em in a stew.] 05:01 -!- Pawlac [~Pawlac@p4FDCDFA6.dip0.t-ipconnect.de] has joined #OpenApoc 05:38 -!- nadir [uid134094@gateway/web/irccloud.com/x-lqbtzejxhybvnezu] has quit [Ping timeout: 250 seconds] 05:40 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 05:42 -!- nadir [uid134094@gateway/web/irccloud.com/x-ownvemqyrzfnxaah] has joined #OpenApoc 05:53 -!- Pawlac [~Pawlac@p4FDCDFA6.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 09:47 -!- pagurus [~user@p4FD6D252.dip0.t-ipconnect.de] has joined #OpenApoc 11:03 -!- Pawlac [~Pawlac@p4FDCE9FB.dip0.t-ipconnect.de] has joined #OpenApoc 11:24 -!- Skin36_ [~Skin36000@37.29.120.170] has left #OpenApoc [] 13:02 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:22 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 14:04 -!- scionga [~scionga@81.253.76.188.dynamic.jazztel.es] has joined #OpenApoc 14:05 -!- scionga2 [~scionga@106.242.76.188.dynamic.jazztel.es] has quit [Ping timeout: 265 seconds] 15:47 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 15:51 -!- You're now known as JonnyH`Work 16:25 <@JonnyH`Work> bah, clang-format seems to have some slight differences between 3.8.0 and 3.8.1 16:37 < Pawlac> the 3.8.1 is a patch release? 16:37 <@JonnyH`Work> yeah 16:38 <@JonnyH`Work> https://travis-ci.org/JonnyH/OpenApoc/jobs/149579658#L4837 16:38 <@JonnyH`Work> plus crlf in the xml files is nasty 16:38 < Pawlac> sounds a bit odd to me 16:39 < Pawlac> should the difference actually happen on Minor/Major releases or something? 16:39 <@JonnyH`Work> Sorry, that link is the wrong one... 16:39 <@JonnyH`Work> It was just aroudn some msvc warning #pragma IIRC 16:41 <@JonnyH`Work> plus using the rng for the initial state setup is annoying 16:41 <@JonnyH`Work> as it 'changes' every time I regenerate the data... 16:41 <@JonnyH`Work> That should be deterministic 16:41 < Pawlac> hmm couldn't you use a seed as a temporary solution? 16:41 <@JonnyH`Work> and a non-default rng, IIRC c++'s 'default' is implementation-defined 16:42 <@JonnyH`Work> so might be the same on the same build, but I build on msvc/gcc/different version of something and it might be different 16:42 <@JonnyH`Work> I have a plan of adding our 'own' rng so we can serialize rng state (NO SAVESCUMMING) 16:42 <@JonnyH`Work> so I might do that 16:55 -!- Skin36 [~Skin36000@109.168.236.53] has joined #OpenApoc 17:27 <@JonnyH`Work> And now I'm back from holiday I might try to get a few more 'visible' features ticked off and do another progress update... 17:34 < Skin36> cool 17:39 < Shadow> Is there list of known open apoc bugs? 17:40 < Shadow> one wave before mothership I had wave of scouts and probes 17:44 <@JonnyH`Work> Shadow: no bug list as such 17:45 <@JonnyH`Work> just the 'todo' list 17:45 <@JonnyH`Work> feel free to add things to that if they don't work as expected 17:46 <@JonnyH`Work> I don't know if having a proper 'bug' tracker is necessary at this point 17:46 <@JonnyH`Work> as it'll mostly be 'missing features' rather than 'bugs' as such 17:47 -!- Skin36 [~Skin36000@109.168.236.53] has quit [Ping timeout: 250 seconds] 17:47 <@JonnyH`Work> but if you don't want things to get lost, github issues will work I suppose 17:56 -!- Skin36 [~Skin36000@178.34.160.183] has joined #OpenApoc 18:12 < Shadow> I mean bug in actual game 18:12 < Shadow> not in remake 18:13 <@JonnyH`Work> Oh... I think ufopaedia.org has the 'best' current analysis of the origianl game for stuff like that 18:14 <@JonnyH`Work> It might make sense to go through some of Skin36's recent stuff and update/add ufopaedia.org wiki pages accordingly 18:15 <@JonnyH`Work> and IIRC you relatively often got waves of probes etc. late game if you destroy enough ufos so they have no ufos that fit one of the 'later' missions 18:16 < Shadow> ye, however ufoapedia bug list if fot eu and tftd only 18:16 <@JonnyH`Work> add a page then :) 18:16 < Shadow> well not sure if it was bug 18:17 < Shadow> you say that it may be due to many destroyed ufos 18:17 <@JonnyH`Work> http://www.ufopaedia.org/index.php/UFO_Incursions_(Apocalypse) 18:17 <@JonnyH`Work> has a list of the ufos required for each mission type 18:18 <@JonnyH`Work> if it doesn't have enough for the 'current' week, I think it goes up the list until it find one with ufos available 18:18 <@JonnyH`Work> though the ufopaedia site seems really slow for me right now... 18:21 <@JonnyH`Work> it's _really_ slow for me... 18:22 <@JonnyH`Work> Maybe we should host the apoc wiki somewhere else :P 18:50 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 18:51 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 19:43 -!- Skin36 [~Skin36000@178.34.160.183] has left #OpenApoc [] 19:50 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 19:50 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/v6O38 19:50 < openapoc-git> OpenApoc/master 2f3f42c Jonathan Hamilton: Enable '-W' warning flag on travis builds 19:50 < openapoc-git> OpenApoc/master bfcbe53 Jonathan Hamilton: Fix build with tinyxml2 4.0+... 19:50 < openapoc-git> OpenApoc/master 480113f Jonathan Hamilton: Format... 19:50 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 20:35 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 20:36 <@JonnyH`Work> hi SupSuper 20:48 < SupSuper> hey 20:49 <@JonnyH`Work> So guess I should do another progress video soonish :?) 20:50 < SupSuper> *shrug* i havne't done anything since, dunno about the rest :p 20:51 <@JonnyH`Work> When we can actually see the ufos flying around it might be something useful 20:51 <@JonnyH`Work> I don't think I've done any 'visible' features 20:52 < SupSuper> i might do messages soonish? 20:52 <@JonnyH`Work> and replace the current 'research complete' dialog? 20:53 <@JonnyH`Work> Actually, that doesn't use the standard in-city message stuff does it.. 21:08 < Shadow> I have naming problem 21:08 <@JonnyH`Work> one of the most difficult problems in programming there.. 21:08 < Shadow> luckly we don't have to deal with cache invalidation :) 21:08 <@JonnyH`Work> or off-by-1 errors 21:11 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 21:11 < Shadow_> ok 21:11 < Shadow_> weird connection errors :C 21:11 < Shadow_> btw, this is methods I used to debug glsl shaders 21:12 < Shadow> you can get around off by 1 errors with adding or subing 1 in various places 21:12 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Read error: Connection reset by peer] 21:13 <@JonnyH`Work> ...we have issues with our glsl? 21:13 < Shadow_> nioe 21:13 < Shadow_> nope 21:13 <@JonnyH`Work> Oh, you just mean generally debugging glsl :) 21:14 < SupSuper> glsl is just "fun" to debug 21:14 < Shadow_> luckly it wasn't "our" glsl :) 21:14 <@JonnyH`Work> renderdoc + apitrace 21:14 <@JonnyH`Work> Otherwise you'll go mad 21:15 < SupSuper> i know the guy who does renderdoc, he is definitely mad in some way :p 21:16 <@JonnyH`Work> crazy mofo 21:16 <@JonnyH`Work> we also have a gdb plugin 21:16 <@JonnyH`Work> where you can break and step through shaders 21:17 < Shadow_> I'm generally using this method 21:17 < Shadow_> http://i.imgur.com/XckpI.jpg 21:17 <@JonnyH`Work> but it's a massive pain to find the 'correct' instance of a shader and break on that 21:17 < SupSuper> Shadow_: that's equally appliable to gl 21:18 < Shadow_> back to my naming problem :) 21:18 < SupSuper> "i can't see shit. is my camera wrong? did i set up the viewport right? did i forget some obscure gl flag? am i looking at a backface? etc etc" 21:18 <@JonnyH`Work> apitrace apitrace apitrace 21:18 <@JonnyH`Work> view the vertices at vshader input 21:19 < Shadow_> I have Equipment (inherited by vequipment) for single item and some other class for all equipment of unit (used to be list in vehicle class) 21:19 < Shadow_> and idk how to name it, as equipment doesn't have plural form in english? 21:20 <@JonnyH`Work> equipment is pleural :P 21:20 < SupSuper> inventory? 21:20 < Shadow_> och 21:20 < Shadow_> great! 21:20 < Shadow_> thanks :D 21:20 <@JonnyH`Work> InventoryItem? 21:20 < Shadow_> hmmm 21:20 <@JonnyH`Work> I consider the 'inventory' to be the set of items within 21:20 < SupSuper> well he said it's the list 21:20 < Shadow_> atm equipment is single item 21:21 < Shadow_> doh stupid english 21:21 < SupSuper> now you have the problem that equipment/inventory is better for the group, but "item" is awfully generic for the singular thing :p 21:21 < Shadow_> but I guess equipment = item is ok? 21:22 < SupSuper> yeah i think a Inventory containing Equipment is alright 21:22 < Shadow_> ok, thanks! 21:22 < SupSuper> since we already have Equip classes 21:22 <@JonnyH`Work> VehicleEquipment 21:23 < Shadow_> ye, VEquipment 21:23 < Shadow_> I see that you like short names :) 21:23 < SupSuper> the unix approach 21:24 < SupSuper> hm i just thought of a better way of writing code i did before 21:24 < Shadow_> I'm used to stuff like IAnonymousRetailOrderHistoryTokenGenerator 21:24 <@JonnyH`Work> VEqp 21:24 < SupSuper> that's how you know it's good! 21:24 < SupSuper> Shadow_: enterprise much? :D 21:24 < Shadow_> kind of 21:24 < Shadow_> but I like it 21:24 <@JonnyH`Work> IRanOutOfHorizontalSpaceInMy80ColumnVirtualTerminal 21:24 < SupSuper> i hear ya i'm a boring old enterprise dev by day as well 21:24 < Shadow_> :D 21:25 < Shadow_> I think enterprise is fun 21:25 < Shadow_> as long as you are chef engineer 21:25 < SupSuper> i'd like it more if everything wasn't an interface rendering "find definition" useless 21:25 <@JonnyH`Work> hmm... tasty codes 21:25 < Shadow_> SupSuper: you use c#? 21:26 < SupSuper> java and c#, depending on the product 21:26 < Shadow_> find implementations? 21:26 < SupSuper> i loathe eclipse though >_> 21:26 < SupSuper> yeah jumping to the implementation of a method call. if it's an interface then eclipse will take an hour to figure out the possibilities and likely crash 21:26 < Shadow_> pcj 21:26 < Shadow_> och 21:26 < Shadow_> resharper does so instantly 21:27 < SupSuper> you're better off just doing a class hierarchy or a live debug 21:27 < SupSuper> yeah i really hate eclipse :p 21:27 < Shadow_> switch to one true msvs :D 21:27 <@JonnyH`Work> mapped to 'ctrl-| g' in my vim - goto implementation :) 21:27 < SupSuper> well not every client wants c#. sometimes they want java... sigh... 21:27 < SupSuper> but at home it's vs+resharper all the way :D 21:28 < Shadow_> well one pros of being chef enginner is that you say what you want write in ;) 21:28 < Shadow_> I work in small company though 21:28 < SupSuper> i'm sure JonnyH`Work is disappointed that the vs users outnumber him now :p 21:28 < Shadow_> < 100 employee 21:28 < Shadow_> :D 21:28 <@JonnyH`Work> I AM WORTH 50 VS PROGRAMMERS! 21:28 < SupSuper> ah that makes sense 21:28 < SupSuper> lol 21:28 < Shadow_> lol 21:29 <@JonnyH`Work> naa, I've heard good things about the c++ support of the new vs code version too 21:29 <@JonnyH`Work> I might give it another go 21:29 < Shadow_> not worth it 21:29 < SupSuper> no resharper no go :p 21:29 < Shadow_> generally my rule of thumb with microsoft products - if resharper doesn't work on it, don't bother 21:29 < Shadow_> :D 21:29 < SupSuper> i was reborn when resharper added c++ support 21:30 < Shadow_> I kinda like it 21:30 <@JonnyH`Work> probably someone's done a clang-rewrite plugin by now... 21:30 < SupSuper> it's so good 21:30 < Shadow_> yeach 21:30 < SupSuper> beats visual assist all the way 21:30 < Shadow_> I have no idea what I'm doing, still it works 21:30 < Shadow_> alt enter until it stops being red :D 21:31 <@JonnyH`Work> That's like writing letters only using the top predictive typing suggestion :P 21:31 < Shadow_> well 21:32 < Shadow_> It's like horse taking you home when you're too drunk to ride 21:32 <@JonnyH`Work> the horse will take you to a valid home 21:32 <@JonnyH`Work> but might not be the one you intended 21:33 < SupSuper> that's c++ in a nutshell :p 21:33 < Shadow_> I guess that's not resharper problem :D 21:34 <@JonnyH`Work> Naa, c++ might take you somewhere that looks a little like a house, so you step inside 21:35 <@JonnyH`Work> only to realise it's actually a bottomless pit 21:36 < SupSuper> reinterpret_cast(pit) 21:37 < Shadow_> bah, speaking of reinterpret_cast - why it doesn't work for pointers? 21:37 < SupSuper> the horse was also a pit 21:37 < Shadow_> lol, n1 21:37 < SupSuper> reinterpret_cast is bad. you likely want dynamic_cast or static_cast 21:37 < Shadow_> nah, I want reinterpret 21:38 < Shadow_> I want to cast derived class to parent 21:38 < Shadow_> and I know that it is right based on enum, so no need of dynamic_cast checks 21:38 <@JonnyH`Work> static_cast will do that 21:38 < SupSuper> you can do that with static_cast 21:38 < Shadow_> sorry 21:38 < Shadow_> base to derived 21:39 < SupSuper> since pointers can be cast to anything 21:39 <@JonnyH`Work> does static_cast not work there? It should.... 21:39 < Shadow_> well base class may not be derived class 21:39 <@JonnyH`Work> you should only need reinterpret_cast if you type pun to void*, some non-pointer type, or something outside the class heirachy completely? 21:39 < SupSuper> reinterpret_cast is literally "this memory block has a X but i wanna treat it like a Y", so it doesn't apply to pointers because they're always just addresses 21:39 < Shadow_> i mean 21:40 < Shadow_> auto pointer 21:40 < Shadow_> or 21:40 < Shadow_> well 21:40 < Shadow_> sp 21:40 <@JonnyH`Work> you can reinterpret_cast(pointer_to_different_Type) 21:40 < Shadow_> i want to cast it to sp 21:40 < Shadow_> couldn't find a way except reinterpret_pointer_cast in cpp 16\ 21:40 <@JonnyH`Work> Oh, sp<> can't be reinterpret_cast as it's not a base type, it has magic data contained (opaque refcount + destructor pointer) 21:40 <@JonnyH`Work> static_pointer_cast<>? 21:41 < Shadow_> nope 21:41 < SupSuper> ok you must be doing something weird 21:41 <@JonnyH`Work> that should expand to reinterpret_cast(r.get()) 21:41 < SupSuper> c++ won't even give you the courtesy of checking if your cast is valid so :p 21:41 < Shadow_> sp vehicleEquipment = std::dynamic_pointer_cast(equipmentToAdd); 21:41 <@JonnyH`Work> (if static_cast, dynamic_cast and const_cast all fail to substitute with type 21:42 < Shadow_> this works, however I am unhappy because of runtime check 21:42 <@JonnyH`Work> it's static_pointer_cast, not *T or sp or anything weird 21:42 <@JonnyH`Work> dynamic_pointer_cast is fine 21:42 <@JonnyH`Work> TBH the 'runtime check' cost is tiny on any sane compiler 21:43 < Shadow_> ye, still I can just compare two ints instead of traversing type table 21:43 <@JonnyH`Work> don't optimise until you've shown it to be a problem 21:43 < SupSuper> anyways to clarify things: 21:44 < SupSuper> dynamic_cast = i wanna cast this class to another cast in the hierarchy and have the compiler validate it (only works for virtual inheritance) 21:44 < Shadow_> generally I've read docs 21:44 < SupSuper> static_cast = just convert X to Y, i know what i'm doing 21:45 < SupSuper> reinterpret_cast = treat X as Y without any conversion at all (afaik this is meaningless for pointers since they're always just addresses) 21:45 < Shadow_> ye, but usually compiler won't compile unless type is correct :) 21:45 < SupSuper> well c++ trusts you :p even dynamic_cast is only checked at runtime 21:46 < Shadow_> anyway, they added reinterpret_pointer_cast at cpp 16 21:46 < Shadow_> (or 17?) 21:46 <@JonnyH`Work> not-yet-released so likely 17 at this rate :) 21:46 <@JonnyH`Work> c++1z in gcc terms 21:46 <@JonnyH`Work> (11 was x, 14 y) 21:46 < Shadow_> what then? 21:47 < Shadow_> they'll overflow to a? 21:47 <@JonnyH`Work> static_pointer_cast *should* work 21:47 <@JonnyH`Work> considering they had to rename c++11 from c++0x to c++1x those names are not 'stable' 21:47 < SupSuper> should've just called it c+++ 21:47 <@JonnyH`Work> c+++1 21:48 < Shadow_> och well static cast works 21:48 < Shadow_> damn me 21:48 <@JonnyH`Work> between pointers static_cast should work 21:48 < Shadow_> apparently I messed something else back then 21:48 <@JonnyH`Work> reinterpret_Cast is normally useful where there is a 'sane' conversion you *dont* want 21:48 < SupSuper> well the casts only take one type, that might've been it 21:48 <@JonnyH`Work> (like int-to-float is well defined truncation, but you might just want the bits of the float in an integer type) 21:48 < SupSuper> like here you wrote std::dynamic_pointer_cast instead of std::dynamic_pointer_cast 21:49 < SupSuper> i think pointers in the same hierarchy are even implicitly static cast for you but don't quote me on that :p 21:49 < Shadow_> well it compiles 21:49 <@JonnyH`Work> the second template arg is inferred from the argument 21:49 < Shadow_> with 2 parameters 21:49 <@JonnyH`Work> so not needed 21:49 < Shadow_> och 21:49 < SupSuper> templates *shakes fist* 21:49 < Shadow_> I just was in state of trying everything 21:50 < SupSuper> reinterpret_cast probably works for pointers but it's just too dangerous to use 21:50 < SupSuper> because it can do anything and the compiler won't tell you about it 21:50 < Shadow_> apparently static cast was broken because of some other thing, then I saw reinterpret_pointer_cast and I thought that's that it is for 21:50 < Shadow_> what is it for* 21:51 < SupSuper> so if you accidentally pass a non-pointer to reinterpret_cast things will get interesting 21:51 < SupSuper> probably as interesting as not having a return value in all code paths :p 21:52 <@JonnyH`Work> A quick grep shows I use reinterpret_cast for function pointers 21:52 <@JonnyH`Work> and arrays-to-pointers conversions 21:52 < SupSuper> you monster 21:52 < SupSuper> (says the guy that uses c-style casts) 21:52 <@JonnyH`Work> :) 21:52 < Shadow_> does array to pointer need conversion? 21:52 < SupSuper> it's usually implicit 21:52 < SupSuper> memory-wise they are the same 21:53 < Shadow_> ye, that's what I remember 21:53 < Shadow_> sp<> then I guess 21:53 < SupSuper> c++ just loves having multiple redundant confusing approaches for everything :p 21:53 <@JonnyH`Work> naa, interfacting with other librarys (like annoying GLUchar* typedefs in opengl) 21:54 <@JonnyH`Work> it might be equivalent to use static_cast<> for everything the GLwhatever types can sanely be typedef'd to 21:54 <@JonnyH`Work> but you never know 21:54 < SupSuper> tbf opengl is basically its own language 21:55 <@JonnyH`Work> It's a C api 21:55 <@JonnyH`Work> wedging it into the c++ type system isn't great... 21:55 <@JonnyH`Work> worse, it's a 1980s C api 21:55 <@JonnyH`Work> like win32 :P 21:55 <@JonnyH`Work> LPSTR.. 21:55 < SupSuper> *shudders* 21:56 <@JonnyH`Work> honestly, why are 'strings' in C *signed* chars? 21:56 <@JonnyH`Work> madness... 21:56 < Shadow_> wut 21:56 < Shadow_> are they? 21:56 < SupSuper> at least directx is c++... even if it's full of com 21:56 <@JonnyH`Work> the functions take char* 21:56 <@JonnyH`Work> not unsigned char* 21:56 < Shadow_> och 21:56 < Shadow_> true 21:57 < SupSuper> i'm glad every other language figured out "char = byte" is just weird 21:57 < SupSuper> typedef unsigned char byte god there 21:57 <@JonnyH`Work> uint8_t 21:59 < SupSuper> if only that didn't require a header :p 21:59 <@JonnyH`Work> a lot of c is _extremely_ legacy, like expecting 8bit registers 22:00 <@JonnyH`Work> I doubt theres a language used in such a range of tiny 8-bit ucontrollers to 64bit top-end cpus 22:00 < SupSuper> uhhhh... cobol? :v 22:00 <@JonnyH`Work> if they just removed non-stdint types I'd probably be happy enough 22:01 <@JonnyH`Work> cobol may have the age, but it's always been used on 'big' machines 22:02 < Shadow_> well there's pascal 22:02 < Shadow_> :) 22:13 < Shadow_> if this ok: 22:13 < Shadow_> return std::static_pointer_cast(type.getSp()); 22:13 < Shadow_> type is stateRef 22:14 <@JonnyH`Work> if type is a stateref of a subclass of EquipmentType you probably don't need the conversion anyway? 22:14 <@JonnyH`Work> if it's down the inheritance tree that looks good though 22:17 < Shadow_> it says that return cannot convert to base 22:17 < Shadow_> apparently sp<> is not covariant 22:20 < SupSuper> i changed GameTime to have a stored boost::ptime instead of recreating it every single tick. i'm sure this will increase performance by huge unnoticable levels! 22:20 * JonnyH`Work checks profile 22:20 <@JonnyH`Work> Top: SupsupersCrappyCode() 22:20 <@JonnyH`Work> Nice you kept that in the function name so I could blame you quickly 22:22 < SupSuper> i kinda would like to compare the before-after so i can weep at the miliseconds i wasted time on :p 22:22 < SupSuper> but i'm no good at profiling 22:22 <@JonnyH`Work> I use the command like save loading and frame limit for that 22:22 <@JonnyH`Work> Best 'reproducable' run I can think of 22:22 < Shadow_> speaking of time 22:22 < Shadow_> why in apoc my agents travel back in time after mission ends? 22:23 < SupSuper> battlescape time is fake 22:23 <@JonnyH`Work> 'caus the battlescape is a different .exe that has a 'starting' time 22:23 < SupSuper> same as alien city time :p 22:23 <@JonnyH`Work> but that's not fedback to the city 22:24 < SupSuper> it's a neat concept until they immediately went "wait time travel would be a pain and not fun for the player at all" 22:24 <@JonnyH`Work> You might be able to play the mission, then reverse time in the cityscape but lock the agents & craft for the mission time for the length of the mission 22:24 <@JonnyH`Work> but then how annoying would that be if a ufo popped up or something else happened and they were stuck there :P 22:25 <@JonnyH`Work> It's not realistic, but probably more 'player friendly' to have battlescape missions have a fake time, and 'instant' as far as the city is concerned 22:25 <@JonnyH`Work> Same as previous xcoms really, though they didn't even pretend to have a battlescape 'time' 22:26 < SupSuper> apoc doesn't even have light so :p 22:27 < Shadow_> well 22:27 < Shadow_> battlescape shouldn't be broken 22:27 < Shadow_> and all events should be delayed until you finish 22:27 <@JonnyH`Work> I don't know 22:28 < Shadow_> or no timer on battlescape 22:28 <@JonnyH`Work> It would be really frustrating in some situations if your agents were 'stuck' due to something that hadn't happened yet 22:28 < Shadow_> why they would be stuck? 22:28 <@JonnyH`Work> if they had to 'wait' until the end of the mission time before they 'finished' the mission int he cityscape 22:29 < Shadow_> och 22:29 < Shadow_> well that's other possiblity 22:29 <@JonnyH`Work> If you just skipped the time in the city what would happen in between? 22:29 < Shadow_> I think it would be nice 22:29 <@JonnyH`Work> if there are still ufos around? 22:29 < Shadow_> well 22:29 < Shadow_> there is another option 22:29 < Shadow_> you enter building 22:29 < Shadow_> battelscape starts 22:30 < Shadow_> you finish missions 22:30 < Shadow_> then you move back in time to where cityscape was before 22:30 < Shadow_> then after duration of battlescape mission you have message 22:30 < Shadow_> "vehicle1 returning from mission in xyz" 22:30 <@JonnyH`Work> but the agents & craft are 'busy' and can't do anything else until the time of the mission 'finish' 22:31 < Shadow_> ye 22:31 < Shadow_> that's how universe weorks 22:31 < Shadow_> works 22:31 < SupSuper> granted crafts not getting "stuck" is the reason it's never necessary to have more than one craft ever in any x-com game :p 22:31 <@JonnyH`Work> but it'll be frustrating for the player if something happened during that time 22:31 <@JonnyH`Work> Maybe not likely though 22:31 < Shadow_> like what can happen then? 22:32 < SupSuper> well they can have *two* craft 22:32 < Shadow_> unless you parked in middle of alien fleet with motherspawn 22:32 < SupSuper> mind-boggling i know 22:32 <@JonnyH`Work> if it was 'realtime' you could say "Oh no, a ufo has appeared, abort the mission as we need the missile launcher on your transport craft' or something 22:32 < Shadow_> well 22:33 < Shadow_> so there finally would be reason to use apc? 22:33 < Shadow_> alternative solution 22:33 <@JonnyH`Work> Or maybe you could launch the craft, but you had to put it back into the building to take them home after the mission ended? 22:33 < Shadow_> well 22:33 < Shadow_> they could go back home on foot 22:33 <@JonnyH`Work> Or you lose the loot? They could walk home :P 22:34 < Shadow_> there's bigger problem 22:34 < Shadow_> what if you are on ufo mission and you take off 22:34 <@JonnyH`Work> you can't walk to crashed ufos 22:34 <@JonnyH`Work> they're not on the people tubes :P 22:34 < Shadow_> what if you are on ufo mission and you take off 22:34 < Shadow_> bah 22:34 < Shadow_> ye 22:34 < Shadow_> I guess you couldn't launch from such missions? 22:35 <@JonnyH`Work> or maybe it's 'finished', but doesn't disappear until you pick your guys up again 22:35 < Shadow_> and you have ufo parked for months? 22:35 < Shadow_> looks weird 22:35 <@JonnyH`Work> and if you don't pick them up in ~24 hours they all get hungry and start getting unhappy 22:35 < SupSuper> whoops i broke the time again 22:35 < SupSuper> optimizing! 22:35 < Shadow_> or alternative solution 22:35 <@JonnyH`Work> :) 22:35 < Shadow_> assume nothing happens on cityscape while fight is going on 22:36 <@JonnyH`Work> I think this is something where it's just easier to say "Do the same as original apoc, even if it's 'weird'" 22:36 < Shadow_> It fucks up your saves 22:36 < Shadow_> becasue you save after you finish tact mission 22:36 < Shadow_> then you leave 22:37 < Shadow_> and next day you see save from inside tact mission with time later than city save 22:37 <@JonnyH`Work> I guess there will be a 'BattleState' independant of GameSTate 22:37 <@JonnyH`Work> initialised with the current GameState time 22:37 <@JonnyH`Work> but during battle GameState::update is _not_ called 22:37 < Shadow_> well just don't track time on battlestate then 22:38 <@JonnyH`Work> there's a clock in the corner, for better or worse 22:38 < Shadow_> or at least don't reproduce save shuffling 22:38 <@JonnyH`Work> 'save shuffling'? 22:38 < Shadow_> beacuse it's really frustrating 22:38 < Shadow_> It fucks up your saves 22:38 < Shadow_> becasue you save after you finish tact mission 22:38 < Shadow_> then you leave 22:38 < Shadow_> and next day you see save from inside tact mission with time later than city save 22:39 <@JonnyH`Work> Oh, you mean the 'time' in savegame ui... 22:39 < Shadow_> I think that it's much bigger problem that craft being stuck in building fro a minute 22:39 < Shadow_> or whatever 22:39 <@JonnyH`Work> you can't do that, as there are still 2 points in the gameplay with overlappping time 22:40 <@JonnyH`Work> so would have the same savegame UI issues 22:40 < Shadow_> you can fix it by not rewining game timer 22:40 < Shadow_> after leaving battlescape 22:40 <@JonnyH`Work> but you have to in order to play the cityscape 'during' the battle 22:40 < Shadow_> yes, but assuming that time in the city freezes when team goes on mission 22:41 <@JonnyH`Work> maybe make the save game 'just' use the city time 22:41 <@JonnyH`Work> so all saves within a battle have the 'same time'? 22:41 < Shadow_> is better assumption that randomly rewining time for saves 22:42 < Shadow_> freezing time on battlescape is not good also 22:42 < Shadow_> becasue if you save 3 times 22:42 < Shadow_> you load random save then>? 22:42 <@JonnyH`Work> they all have the 'same' time 22:42 <@JonnyH`Work> which would make sorting/figuring out which is 'newer' difficult 22:42 < Shadow_> ye 22:43 < Shadow_> so 22:43 < Shadow_> do like this 22:43 < Shadow_> time always flows with user 22:43 < Shadow_> and if user isn't somewhere 22:43 < Shadow_> time there freezes 22:43 <@JonnyH`Work> maybe having sort of 2 times is better 22:43 < Shadow_> therefore it's intuitive 22:43 < Shadow_> and user can just follow timer 22:43 <@JonnyH`Work> if in battle, sort (city time) then by (battle time) if the same city time 22:44 < Shadow_> bah 22:44 < Shadow_> just don't rewind timer 22:44 < Shadow_> after leaving battle 22:44 < Shadow_> that's all what you need 22:44 <@JonnyH`Work> but then that time 'never passed' int he city? 22:44 < Shadow_> still better than passing back 22:44 <@JonnyH`Work> so everything just stood still for a few mins :P 22:44 <@JonnyH`Work> It would be weird if there is an ongoing fight 22:45 < Shadow_> as weird as fight completing in 0 seconds 22:45 < Shadow_> but wouldn't confuse people 22:45 <@JonnyH`Work> but where it's 'kinda weird' either way, I'd lean towards doing the same thing as the original 22:46 < Shadow_> yeach but unlike original you can say which save is later 22:46 < Shadow_> without loading it 22:46 < Shadow_> I guess that's what point of "time" is 22:46 <@JonnyH`Work> still, if it doesn't do the same thing as the original someone will complain :P 22:47 < Shadow_> c'mon 22:47 < Shadow_> who will complain 22:47 <@JonnyH`Work> If that means saves are more difficult to order, then we may just have to accept it for 1.0 22:47 <@JonnyH`Work> no, someone will complain about the 'missing city time' or something 22:47 < Shadow_> that's just logic thing to do 22:47 < Shadow_> yeach like now i'm complaining about missing battlescape time 22:48 < SupSuper> games are not "logic", they are nostalgia :p 22:48 < Shadow_> but there won't be 10 people complaining about missing saves 22:48 < SupSuper> this is the case where you make it default to original behavior and an option for what to do with that "missing time" 22:48 <@JonnyH`Work> TBH I always named my saves with incrementing integers 22:48 <@JonnyH`Work> Or add a 'real world' date/time - quite a few games do that 22:49 <@JonnyH`Work> Probably more people go "I want to continue the game I was playing last night" 22:49 <@JonnyH`Work> than "The one at 15:30 March 13th 2056 in-game" ( or whatever the dates are :) 22:49 < Shadow_> I thought that we're making remake to NOT include original defects and bugs 22:49 < Shadow_> ;) 22:50 <@JonnyH`Work> 'optionally' remove the defects 22:50 < Shadow_> och 22:50 <@JonnyH`Work> One man's bug is another man's nostalga inducing 'quirk' :P 22:50 < Shadow_> well 22:50 <@JonnyH`Work> But really, if I was designing from scratch I would have the save time as 'real world' 22:51 < Shadow_> but this way you may have two games 22:51 < Shadow_> one really long on superhuman 22:51 < Shadow_> and one short on easy 22:51 < Shadow_> you may play em both and tell difference by time :) 22:51 < Shadow_> so there is use case 22:51 <@JonnyH`Work> It's unlikely you'll play both in one 'sitting'? 22:52 < Shadow_> ye, but you could swap 22:52 <@JonnyH`Work> But from that, having 'week/day' ingame and the difficulty would probably be a better identifier than the ingame-time exactly 22:52 < Shadow_> ye 22:52 <@JonnyH`Work> plus the realworld time for which save was 'later' 22:52 < Shadow_> obviously 22:52 <@JonnyH`Work> and that might be a better ui design for the save 22:53 < SupSuper> apparently GameTime gets initialized like 3 times when state starts up :p 22:53 <@JonnyH`Work> SupSuper: I guess once constructed, by the 'empty' GameState, then again as the 'initial' state is serialized in?\ 22:53 <@JonnyH`Work> Not sure where the third comes in... 22:53 < Shadow_> difficulty 22:54 <@JonnyH`Work> difficulty, day/week, if in battle 22:54 <@JonnyH`Work> I wouldn't remember what 'ingame' time it was :P 22:54 < Shadow_> third time come from loading difficulty mod 22:54 <@JonnyH`Work> that's the serializeIn 22:54 <@JonnyH`Work> Unless it's both in the serializedIn data, and the startGame() call? 22:55 < Shadow_> start game sets it to correct values 22:55 < Shadow_> serialize in loads 0s 22:55 <@JonnyH`Work> then it shouldn't be in the 'difficulty mod' data at all? 22:55 < SupSuper> i think it's generated by the extractor 22:55 <@JonnyH`Work> yeah, 'caus that serialzeOut doesn't skip "default" values :P 22:56 <@JonnyH`Work> which was one thing I was trying to solve a way back 22:56 < Shadow_> serializeOut adds node with 0 ticks 22:56 <@JonnyH`Work> but ended up being too ugly to even look at 22:56 < Shadow_> so when difficulty gets precomputed 0 goes there 22:56 < Shadow_> I think 22:56 <@JonnyH`Work> serializeOut will (uselessly) write out the default GameState constructed state :) 22:56 < Shadow_> I guess it shouldn't 22:56 <@JonnyH`Work> maybe we could move teh 'start time' to the 'extracted data' 22:57 < Shadow_> I think that not serializing 0 would be ok 22:57 < Shadow_> start time could be in xml then 22:57 <@JonnyH`Work> but then startGame() would just clobber that 22:57 <@JonnyH`Work> if you changed it a mod 22:57 < Shadow_> well everything should not serialize default values 22:57 <@JonnyH`Work> as startGame() is called after mod loading 22:57 < Shadow_> ye 22:57 < Shadow_> so remove it from startGame 22:57 < Shadow_> and leave it in xml only 22:57 < Shadow_> so mod can override it 22:58 <@JonnyH`Work> Yeah, I was looking into trying to autogenerate something like if (value == defualt) skipSerialize() 22:58 <@JonnyH`Work> without having to add a lot more hand-written code for each type in gamestate_serialize.cpp 22:58 < Shadow_> I guess there could be another template doing that 22:58 <@JonnyH`Work> but I couldn't find a good way of doing that... 22:59 <@JonnyH`Work> I then started looking into having an 'autogenerated' gamestate_serialize.cpp 22:59 <@JonnyH`Work> either from the gamestate.h header directly, or some data definition (that would also generate the headers) 22:59 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 22:59 <@JonnyH`Work> then I started going down the rabbit hole of writing my own dsl to define the gamestate.. and though it was better if I had a lie down and reevaluate my priorities 23:06 < Shadow_> well so going back to game time 23:06 < Shadow_> maybe let's make switch? 23:07 < Shadow_> "nostalgia mode" and well 23:07 < Shadow_> fixed :) 23:07 <@JonnyH`Work> "missing time in a different place" mode 23:07 < Shadow_> but I think that there should be just one switch 23:07 <@JonnyH`Work> I don't know 23:08 < Shadow_> not 30 like in openxcom 23:08 <@JonnyH`Work> maybe it should be a bool in GameState 23:08 <@JonnyH`Work> and a 'mod'? 23:08 < Shadow_> ye 23:08 <@JonnyH`Work> Or a big lost of 'options' somehwere 23:08 < Shadow_> well 23:08 < Shadow_> options should be in config file 23:08 < Shadow_> so or in separate menu 23:08 < Shadow_> but there should be presets 23:09 <@JonnyH`Work> I suspect the current method of specifying a default in .cpp isn't going to scale well with large numbers of options.. 23:09 < Shadow_> ye 23:09 < Shadow_> btw 23:09 < Shadow_> "please insert openapocalypse cd" is nostalgia feature, or just dosbox crash? 23:10 <@JonnyH`Work> that's bug :P 23:10 < Shadow_> doh 23:10 <@JonnyH`Work> Same with the occasional dos4gw page fault 23:10 <@JonnyH`Work> I don't think we should try to re-implement those :P 23:10 < Shadow_> doesn't happen for me 23:10 < Shadow_> (page fault) 23:11 < SupSuper> Shadow_: oh you'll have 30 options in no time :P 23:11 <@JonnyH`Work> IIRC there's a missing file in one of the scenery objects meaning that there's a (small) chance loading a battle will fail with the "please insert cd" 23:11 <@JonnyH`Work> and the page fault I've only seena couple of times (clear bug causing crash) 23:11 <@JonnyH`Work> like the old 'press both mouse buttons' on tftd would crash it 23:11 < Shadow_> but if insert cd was nostalgia mode I wouldn't sweat as much when restarting 23:12 < SupSuper> oh i thought i broke the game but turns out it's just the ufos don't let time fast forward :p 23:12 <@JonnyH`Work> CanTurbo checks for that? 23:12 <@JonnyH`Work> Is it not yet restricted to "..In the human city"? 23:13 <@JonnyH`Work> You also need to say 'if you're in the alien city, don't turbo' either 23:13 < Shadow_> SupSuper: yeach, but there should be preset 23:13 <@JonnyH`Work> ...and then we're going to have the same discussion WRT time there too :P 23:13 < SupSuper> JonnyH`Work: well it doesn't affect the interface yet so it was confusing me :p 23:14 < Shadow_> SupSuper: # of people who care if weapon dmg is tft or eu -> 0, # of people who want to play tft or eu - probably much more 23:14 <@JonnyH`Work> did we implement 'f6 switch to alien dimension'? 23:15 < Shadow_> these are my estimates ofc 23:15 < SupSuper> Shadow_: guess which people are loudest 23:15 <@JonnyH`Work> the sort of person that does stat analysis of their hits to guess the mechanics 23:15 < Shadow_> so you tell em to configure it 23:15 < SupSuper> right 23:15 < SupSuper> that's why i said vanilla by default :p 23:16 < SupSuper> i would love to actually do analytics on what options are actually used 23:16 < SupSuper> but you can totally play openxcom without ever touching the options screen and that's the way i like it 23:16 <@JonnyH`Work> require an internet connection to phone home in openxcom :P 23:16 <@JonnyH`Work> "You must first login to your OpenXcomHome account!" 23:16 < Shadow_> lol 23:17 < Shadow_> I personally gave up 23:17 < Shadow_> when I saw all these well 23:17 < Shadow_> stuff 23:17 < SupSuper> well you don't have to if you just like vanilla like me :) 23:17 < SupSuper> but every youtuber spends an hour going through them and drooling 23:17 < SupSuper> so clearly i did *something* right 23:18 < Shadow_> well 23:18 < Shadow_> I'm not saying that they are not right 23:18 < Shadow_> I just say that it would be nice if there were preset 23:18 <@JonnyH`Work> again, "the sort of person who videos themselves playing old games" is probably already selecting a small number of people who actually play it... 23:19 < Shadow_> generally many people that I know personally (and me) don't have nostalgia for this game 23:19 < SupSuper> yeah but they're the ones that actually spread it around :p 23:19 < Shadow_> because we're playing it first time 23:19 < SupSuper> well i think the difference most people want apoc to be "the game it could've been" rather than "the game it is" 23:19 < SupSuper> so that'll be a tough bar to set 23:20 < Shadow_> well 23:20 < Shadow_> just people from first group make one way of the switch, people from the other will make other 23:20 <@JonnyH`Work> but nobody has really a functional design doc of 'the game it could have been' 23:20 <@JonnyH`Work> just a pile of brief idea descriptions and half-implemented code 23:20 < Shadow_> because you don't make games by design docs 23:20 < Shadow_> you make games by trying ideas 23:20 <@JonnyH`Work> exactly, it might not be fun :P 23:21 < Shadow_> it is 23:21 < Shadow_> ;) 23:21 < Shadow_> well actually this is first game that I am "remaking" 23:22 <@JonnyH`Work> "Game Design" is a big topic, and something of an art I don't really want to put in the time to really get good at... 23:22 <@JonnyH`Work> hence me remaking an old game - avoiding the whole thing! 23:22 < Shadow_> ye 23:23 < Shadow_> it's really fun to make your things than just remaking IMO 23:23 <@JonnyH`Work> yeah, but I _could_ have made my own tile-based turn-based strategy game, not xcom:Apoc :P 23:24 <@JonnyH`Work> in half the time... 23:24 < Shadow_> well 23:24 < Shadow_> I mean 23:24 < Shadow_> you may remake vanillia 23:24 < Shadow_> and then make mod 23:24 < Shadow_> experiment, ye? 23:24 <@JonnyH`Work> it might (read: probably...) have been a lot worse 23:24 <@JonnyH`Work> Yeah, my goal is to have a 'faithful' reprouddction for 1.0 23:24 <@JonnyH`Work> but probably not stop there 23:25 < Shadow_> ye exacly 23:31 < SupSuper> Shadow_: i'd rather remake than make :P design is painful 23:32 <@JonnyH`Work> wasn't Warboy doing a game design degree or something? 23:32 -!- Keise [~Keise@45.72.171.104] has joined #OpenApoc 23:33 <@JonnyH`Work> brb, off to get cake 23:33 < SupSuper> yes, i'm sure he can attest to how painful it is 23:39 < Shadow_> well I made good game (judging by 5 star user ratings), and wasn't that painful ;) 23:41 < SupSuper> oh making a game is easy, it's dealing with user feedback that isn't :p 23:42 < Shadow_> hah 23:42 < Shadow_> somehow I managed to get over it 23:42 < SupSuper> i had a game design course in uni 23:43 < Shadow_> but generally I organized it like: 23:43 <@JonnyH`Work> yeah, this was the first project I had game-wise outside of 'single mechanic' games 23:43 <@JonnyH`Work> This _was_ an AAA title of it's time :P 23:43 < SupSuper> when it came time to playtest it live, everyone really enjoyed it and we had a great time 23:43 < Shadow_> well they secret with user feedback is to have somebody else to do it fo you 23:43 < Shadow_> :) 23:43 < SupSuper> but we realized all our work was useless because nobody actually understood any of our features and only the core of the game was fun :p 23:44 < SupSuper> it was basically a starfox-style shooter. turns out once you have that down, any other detail is worthless 23:45 <@JonnyH`Work> I did something a bit breakout-clone-like for a course at uni 23:45 <@JonnyH`Work> I had a similar issue, I had all kinds of modifiers that did weird things with the game physics etc. 23:46 <@JonnyH`Work> but no way to discover them :P 23:50 <@JonnyH`Work> and doing something like that in a 'full' 3d environment can make it look fancy, and weird and 'interesting' game play 23:50 <@JonnyH`Work> but some players just didn't seem to "get" the 3d environment and found it frustrating 23:51 <@JonnyH`Work> anyway, I'm off 23:51 <@JonnyH`Work> have a good evening 23:51 -!- You're now known as JonnyH`Away 23:51 < Shadow_> good night 23:55 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 258 seconds] --- Day changed Sat Aug 06 2016 00:49 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 01:13 -!- You're now known as JonnyH 02:48 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 02:48 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/v6Oyw 02:48 < openapoc-git> OpenApoc/master 7cc6520 SupSuper: Clean up GameTime and show it on Score screen 02:48 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 02:49 <@JonnyH> BTW I've had enough of assert() and added a LogAssert 02:49 <@JonnyH> that does the same thing, but 'always' enabled (IE no -DNDEBUG) 02:49 <@JonnyH> and uses the logger, so shows a dialog 02:50 <@JonnyH> then I plan to kill some of the more annoying warnings 02:50 <@JonnyH> then actually do something useful. Maybe. 02:51 < SupSuper> well i spent all night messing with GameTime some more instead of doing something useful. it's a trap i tell you :p 02:51 < SupSuper> but i looked at event.h and that scared me off 02:53 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 02:53 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/v6OyK 02:53 < openapoc-git> OpenApoc/master 45301fc Jonathan Hamilton: Change travis warning flags to -Wall -Wextra... 02:53 < openapoc-git> OpenApoc/master f04c696 Jonathan Hamilton: Add LogAssert... 02:53 < openapoc-git> OpenApoc/master 4e50b3a Jonathan Hamilton: Use LogAssert instead of stdlib assert() 02:53 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 02:55 < Keise> ugh 02:56 < Keise> I hope I can finish with those ufos on sunday 02:56 -!- Keise [~Keise@45.72.171.104] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- IRC with a difference] 02:56 <@JonnyH> Right, I'm off to pretend I do something better than this on my friday evenings ;) 02:56 -!- You're now known as JonnyH`Away 02:58 < SupSuper> watching the olympics? :p 04:32 -!- pagurus [~user@p4FD6D252.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:32 -!- pagurus [~user@pD950DAD0.dip0.t-ipconnect.de] has joined #OpenApoc 04:33 -!- pagurus [~user@pD950DAD0.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:33 -!- pagurus [~user@pD950DAD0.dip0.t-ipconnect.de] has joined #OpenApoc 06:59 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 08:56 -!- Pawlac_1 [~Pawlac@p4FDCF020.dip0.t-ipconnect.de] has joined #OpenApoc 09:00 -!- Pawlac [~Pawlac@p4FDCE9FB.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:26 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 10:19 -!- nadir [uid134094@gateway/web/irccloud.com/x-ownvemqyrzfnxaah] has quit [Quit: Connection closed for inactivity] 12:38 -!- SupSuper [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has joined #OpenApoc 12:38 -!- SupSuper [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has quit [Changing host] 12:38 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 13:48 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 13:49 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:49 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 13:50 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:52 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 13:54 -!- NoBrain__ [~NoBrain@213.235.73.73] has joined #OpenApoc 13:54 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 13:54 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 14:07 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 16:03 -!- nadir [uid134094@gateway/web/irccloud.com/x-kcbsjkaifwssbfgs] has joined #OpenApoc 17:23 -!- You're now known as JonnyH 17:23 <@JonnyH> SupSuper: Nope, not watching olympics 17:23 <@JonnyH> might watch specific events (IE cycling) 17:23 <@JonnyH> but that's about it 17:29 < SupSuper> i did it! 17:29 < SupSuper> i made an enum :p http://hastebin.com/utiyopetil.cpp 17:29 <@JonnyH> Congratulations! 17:29 <@JonnyH> What about manufacturing paused due to lack of funds? 17:30 <@JonnyH> (I don't think manufacturig in apoc needed resources?) 17:30 <@JonnyH> also agents rearmed/not enough stuff to rearm 17:31 < SupSuper> i'm sure there's more, this is just what i could find in the options screens and old saves. probably more than enough for now :p 17:31 <@JonnyH> :) 17:31 < SupSuper> there's also entering/leaving alien dimension etc etc 17:31 < SupSuper> i can see why they didn't put them all in the options screen 17:31 <@JonnyH> it might be some are 'mirrored', like vehicle rearm is the 'same' as agent rearm etc. 17:36 < SupSuper> yeah looking at the game strings there are shitload of messages but who knows which are actually used :p 17:39 < SupSuper> i don't see anything about manufacture stopping though 17:39 <@JonnyH> I'm pretty sure that's a thing... 17:41 < SupSuper> huh apparently it's possible to obliterate a building so hard you lose your base 17:41 < SupSuper> thanks hawk air warrior 17:42 <@JonnyH> it's a modal dialog, like research completed 17:42 <@JonnyH> http://s2.jonnyh.net/pub/nomoney.png 17:43 < SupSuper> ah "halted", not "paused" 17:43 <@JonnyH> also some things don't pause but show up in the list 17:43 <@JonnyH> like 'ufo crash landed' 17:43 < SupSuper> yeah that's why there's a lot more events than options 17:43 < SupSuper> luckily saves store the message history so there's a lot of stuff there 17:44 -!- Skin36 [~Skin36000@5.138.92.217] has joined #OpenApoc 17:48 < SupSuper> http://hastebin.com/opoxigupok.cpp that extensive enough for you :p 17:48 <@JonnyH> probably :p 17:48 <@JonnyH> I just think a relatively comprehensive list is useful as a reference for what we still need to do 17:49 < SupSuper> yeah 17:49 < SupSuper> though this just encompasses stuff the state needs to communicate to the ui, not stuff the ui can infer on its own (errors etc) 17:50 < SupSuper> and we'll never figure out what stuff organizations actually do :p 17:50 <@JonnyH> all that half-implemented stuff there solely to confuse Skin36 :) 17:52 < SupSuper> now i hope i can just make a class GameEvent : Event and not need all the crazy stuff in event.h 17:52 < SupSuper> game events just need a "type" and a "thing" at most 17:52 <@JonnyH> remember the history must be serializable... 17:53 <@JonnyH> some have multiple things 17:53 <@JonnyH> like 'delivery from "organisation" to "base" ' string 17:53 <@JonnyH> plus the location of the base? 17:59 < SupSuper> yeah i don't mean i'm gonna make it all one blob class :p 18:00 < SupSuper> but for example 90% of vehicle events just have a VEHICLE_ID and you can infer what the message is from the type, so you only need a GameVehicleEvent 18:01 < SupSuper> the important thing is this all goes through the event system, which nobody's really sure how it works :p 18:31 < SupSuper> should i just mark game events as EVENT_USER or add a EVENT_GAME_STATE for clarity sake? 18:31 <@JonnyH> maybe replace USER? 18:32 < SupSuper> what does USER do? 18:33 <@JonnyH> nothing but RESEARCH_COMPLETE right now IIRc 18:35 < SupSuper> hm 18:35 < SupSuper> again going hear event.h just scares and frightens me :p 18:36 <@JonnyH> be brave sup 18:36 <@JonnyH> We're all here to help you through this 18:48 <@JonnyH> I might start using in-class initialisation of members 18:48 <@JonnyH> hopefully cleanup some of the constructors and make stuff more 'obvious' if we miss something 19:36 -!- Skin36 [~Skin36000@5.138.92.217] has quit [Ping timeout: 276 seconds] 19:41 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 19:41 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/v63cn 19:41 < openapoc-git> OpenApoc/master d6e9da6 Jonathan Hamilton: Warning fixes... 19:41 < openapoc-git> OpenApoc/master d430c22 Jonathan Hamilton: Keep Event pointers in the event list as up<>... 19:41 < openapoc-git> OpenApoc/master 38c5ddf Jonathan Hamilton: Don't drop WINDOWEVENT_RESIZE events... 19:41 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 19:48 < SupSuper> ohhhhh, leak fixes 19:48 <@JonnyH> just little things 19:48 <@JonnyH> but annoying, as the leak checker would highlight them 20:00 < SupSuper> too bad leak checkers can only figure out c-pointers 20:01 <@JonnyH> ...what can't they figure out? 20:01 < SupSuper> smart pointers. i mean those don't "leak" so much as they get stuck in limbo 20:02 <@JonnyH> yeah, stuff like sp<> 'loops' don't get picked up by valgrind and the like until app exit 20:07 <@JonnyH> clang-tidy really doesn't like lodepng... 20:16 < SupSuper> what's a name for apoc's vertical scrolling notifications? marquee? news ticker? those are always horizontal... 20:19 <@JonnyH> MessageLog? 20:19 <@JonnyH> I see a ticker as a scrolling hirozontal thingie 20:19 < SupSuper> right, now what's a scrolling vertical thingy :p 20:20 < SupSuper> i mean the display on the cityscape, not the list which is already called MessageLog 20:20 <@JonnyH> showing just the latest, so not expanded to the whole log? 20:20 < SupSuper> yes 20:20 <@JonnyH> No idea :P 20:25 < SupSuper> apparently you can have vertical marquees 20:26 < SupSuper> but i might just call it a Ticker because it's more obvious what its function is, even if the display is non-standard 20:26 < SupSuper> marquees just give me horrible horrible memories: http://www.fillster.com/htmlcodes/marquees.html 20:26 <@JonnyH> 20:31 < SupSuper> btw we should probably at some point actually account for delta time 20:31 <@JonnyH> delta time? 20:32 < SupSuper> real time between ticks 20:32 < SupSuper> using vsync is all well and good until you run it on a 120hz monitor and watch the fun :p 20:32 <@JonnyH> there's real time between ticks? 20:32 <@JonnyH> TBH having a locked 'update' rate probably makes sense 20:32 < SupSuper> well i think currently we just assume vsync is good enough? 20:33 <@JonnyH> yeah 20:33 <@JonnyH> I don't know if it'll be useful to 'properly' decouple the draw/update loops 20:33 < SupSuper> which is on par with 50% of game developers out there so don't worry :p 20:33 <@JonnyH> we could 'force' 60fps or something by dropping vsyncs if > 60 20:38 -!- Skin36 [~Skin36000@85.26.183.126] has joined #OpenApoc 20:40 <@JonnyH> brb 20:40 -!- You're now known as JonnyH`Away 20:47 -!- Skin36 [~Skin36000@85.26.183.126] has left #OpenApoc [] 21:21 -!- You're now known as JonnyH 21:49 -!- Shadow [530f0492@gateway/web/freenode/ip.83.15.4.146] has joined #OpenApoc 21:50 < Shadow> fuel += item->type->max_ammo; 21:50 < Shadow> wut 21:50 < Shadow> interesting piece of logic ;) 22:00 <@JonnyH> I think the same value for ammo in weapons is used for fiel in engines 22:00 <@JonnyH> It probably should be named 'capacity' or something 22:09 < SupSuper> http://puu.sh/qsd7d/0837d7645d.png i wonder if this is too boilerplatey 22:09 <@JonnyH> looks alright to me 22:10 < SupSuper> it's awfully tempting to kill all readability and just do GameEvent :p 22:12 < SupSuper> must not fall for the dark side 22:16 < SupSuper> kinda wondering how we're gonna deal with expired staterefs... like if you get a vehicle destroyed message, how can you go to the vehicle location? keep a invisible vehicle around? 22:17 <@JonnyH> a resolved stateref will keep the sp<> open 22:17 <@JonnyH> but it'll be wiped when serialize in/out... 22:17 <@JonnyH> so if you save a game it'll lost any message 'history' 22:18 < SupSuper> that's fine, but if a message is keeping a sp<> to a destroyed vehicle alive you don't want it to still be "visible" in the city 22:18 <@JonnyH> it won't be in the 'vehicle'l ist though 22:18 <@JonnyH> just a detached sp<> 22:18 <@JonnyH> so if you're using that to show what's in the city it'll be ok 22:19 < SupSuper> ah that would work 22:19 <@JonnyH> though we also don't want to re-scan all vehicles every frame and recreate the controls... 22:19 < Shadow> maybe each event should have position? 22:19 <@JonnyH> So we might need to notify the cityview something has changed and to redraw it's list 22:20 <@JonnyH> IIRC 'vehicle' events go to the current poition of the vehicle 22:20 <@JonnyH> not the position the event was created at 22:20 <@JonnyH> but stuff like 'vehicle destroyed' clearly doesn't move :P 22:20 < SupSuper> well you get VehicleDestroyed events so you can take advantage of those 22:21 < Shadow> still 22:21 <@JonnyH> we could keep a list of 'recently destroyed' stuff like that 22:21 < Shadow> you can have vehicle out of ammo that's instantly destoryed 22:21 <@JonnyH> and move it to that so staterefs<> cope (or a flag or something) 22:21 <@JonnyH> and only clean it when there are no more sp<> refs 22:22 <@JonnyH> (or 'end of day' or some other thing that loses event histroy) 22:22 < Shadow> but should there be clear of event history? 22:23 <@JonnyH> things fall off over time 22:23 <@JonnyH> so you could have a 'time destroyed' 22:23 <@JonnyH> and remove it when it would have fallen off the event history 22:23 < Shadow> yeach 22:23 < Shadow> but I think that it should be something like "keep history from last 24 hours" 22:24 < Shadow> rather than clear history on each day 22:24 <@JonnyH> stuff like 'live alien spotted' is definately useful some time after 22:24 <@JonnyH> you don't want one spotted at 23:59 and forget where it was when you actually try to go after it 22:25 < SupSuper> vanilla apoc keeps history for a looooooong time. it likely just has a limit of "messages" rather than "time" 22:26 <@JonnyH> for live alie spotted there's the circle on the map too 22:26 <@JonnyH> that contracts and disappears (over some time I can't remember) 22:27 < SupSuper> it probably disappears when the actual alien activity does (and then it gets added to the organization's infiltration level) 22:27 <@JonnyH> naa, it's time 22:27 <@JonnyH> like it can be gone and there's still aliens there if you investigate it 22:28 < SupSuper> looking at my old save, it has around 70 messages from 12 june to 21 june. and yes the "goto" of the oldest messages still work :p 22:28 <@JonnyH> the circle drawing is probably a different lifetime to the message itself 22:28 < Shadow> we can keep all messages from the start of game, because why not 22:29 < Shadow> and then filter based on some criteria 22:29 < Shadow> i.e. don't save vehicle ooa when older than 24 hours 22:29 < Shadow> so messages like research completed, vehicle losts etc. are there 22:30 <@JonnyH> ..Never delete any vehicles? Just add a 'destroyed' flag? :P 22:30 <@JonnyH> I dread to think how big saves will getf people do 'years' in game though 22:31 < SupSuper> maybe let's see if it's actually a problem before we try to solve it :p 22:31 < Shadow> the witcher save has around 100mb 22:31 <@JonnyH> I *hope* we wont have the same system requirements at the witcher... 22:32 < Shadow> ye, but how many history messages it will take to get 1% of that? 22:33 < SupSuper> i don't know if anyone beats paradox and their "raw text dump of the entire game history" 22:33 < SupSuper> but since they learned to zip them they compress pretty well 22:33 <@JonnyH> Stuff like that compresses well :P 22:33 <@JonnyH> We zip stuff to. So we can clearly make the same design choices right? 22:33 <@JonnyH> A save just becomes a coredump? 22:33 <@JonnyH> Hope you didn't want to load it on a different machine :P 22:34 < Shadow> can you even load coredump? 22:34 < Shadow> on same machine? 22:35 <@JonnyH> there are patches for linux for that 22:35 <@JonnyH> not sure if they're sane :P 22:35 <@JonnyH> or just 'research experiments' 22:35 <@JonnyH> It's used fairly often in migrating VMs too 22:36 < Shadow> but I guess that's only in "simple" cases 22:36 <@JonnyH> yeah, stuff like in-kernel device 'state' would be fun 22:36 < Shadow> skipping stuff like open descriptors, etc 22:38 < Shadow> bah, wanted to do something today 22:38 < Shadow> then realised that I'm away from home, so no iso 22:38 < Shadow> I guess that i'll have to host is somewhere 22:38 < Shadow> good night 22:39 < SupSuper> can't download from stream? 22:39 < SupSuper> *steam 22:39 -!- Shadow [530f0492@gateway/web/freenode/ip.83.15.4.146] has quit [Quit: Page closed] 22:39 <@JonnyH> *cough* http://s2.jonnyh.net/pub/apoc_cd_steam.iso 22:39 <@JonnyH> :( 22:39 <@JonnyH> I keep all that in a git repository 22:40 <@JonnyH> along with all the extracted .pngs and stuff for references 22:40 <@JonnyH> as viewing .pck files is a pain 22:41 < SupSuper> your pngs aren't great either :p if only they were automatically palette-matched 22:41 <@JonnyH> naa it just did 'all palettes', which didn't work at the time as it didn't include the .pcx palettes for the ui stuff 22:41 <@JonnyH> but it's enough to recognise the images 22:42 < SupSuper> or give you an eye sore :p 22:42 < SupSuper> btw why is Lab::setResearch(StateRef lab, StateRef topic) static? 22:43 < SupSuper> if you're gonna end up passing "lab" anyways... 22:44 <@JonnyH> caus you need a StateREf 22:44 <@JonnyH> and adding shared_From_this just to create a new StateRef<> felt bad 22:44 <@JonnyH> AKA no real reason 22:44 < SupSuper> wait why do you need a stateref 22:46 < SupSuper> how can i code in peace with all these mysteries!! :p 22:47 <@JonnyH> 'caus the ResearchTopic itself has a link to the lab? 22:47 <@JonnyH> Hence also needing a special destory function to unlink the circular dependency 22:51 < SupSuper> now i wish i didn't know 22:52 <@JonnyH> labs show the current progress of topics not at 'this' lab too... 23:29 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 23:31 < SupSuper> i just realized our controls don't have an "enabled" property... how basic 23:38 -!- NoBrain__ [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:43 <@JonnyH> they have a 'visible' state? 23:44 < SupSuper> yeah but hiding disabled items only works in openxcom :p 23:44 < SupSuper> apoc visually greys stuff out, shockingly 23:45 <@JonnyH> Oh... then I guess we need to add that 23:45 < SupSuper> hmmm does that mean we tint it lighter or darker? 23:58 < SupSuper> hmmm drawTinted doesn't seem to work for controls --- Day changed Sun Aug 07 2016 00:06 < SupSuper> it's http://i.imgur.com/D0daEJW.gif all over again 01:11 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 01:11 < openapoc-git> [OpenApoc] SupSuper pushed 4 new commits to master: https://git.io/v632E 01:11 < openapoc-git> OpenApoc/master 9341145 SupSuper: Add game state events 01:11 < openapoc-git> OpenApoc/master 4dbe017 SupSuper: Support linebreaks in Labels 01:11 < openapoc-git> OpenApoc/master 3add9fa SupSuper: Add Enabled attribute to controls 01:11 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 01:57 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 02:11 -!- You're now known as JonnyH`Away 04:32 -!- pagurus` [~user@pD950DB13.dip0.t-ipconnect.de] has joined #OpenApoc 04:32 -!- pagurus` [~user@pD950DB13.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:32 -!- pagurus` [~user@pD950DB13.dip0.t-ipconnect.de] has joined #OpenApoc 04:34 -!- pagurus [~user@pD950DAD0.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 05:27 -!- Skin36 [~Skin36000@185.3.33.176] has joined #OpenApoc 05:33 < TheSnide> why not *transforming* the destroyed vehicule in a wreck ? 05:33 < TheSnide> so it's not the same type, and maybe not the same list, but the wreck could encapsulaye 05:34 < TheSnide> the original vehicle instance 05:34 < TheSnide> like wreck(ship) 05:34 < TheSnide> as a constructor 05:55 -!- Skin36 [~Skin36000@185.3.33.176] has left #OpenApoc [] 08:56 -!- Pawlac [~Pawlac@p4FDCCA92.dip0.t-ipconnect.de] has joined #OpenApoc 08:59 -!- Pawlac_1 [~Pawlac@p4FDCF020.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:15 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:10 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 11:28 -!- Keise [~Keise@45.72.171.104] has joined #OpenApoc 12:17 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 12:39 -!- nadir [uid134094@gateway/web/irccloud.com/x-kcbsjkaifwssbfgs] has quit [Quit: Connection closed for inactivity] 14:17 -!- nadir [uid134094@gateway/web/irccloud.com/x-bnxgxncubvngzafr] has joined #OpenApoc 16:11 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 16:16 -!- Keise2 [~keise@45.72.171.104] has joined #OpenApoc 16:38 -!- Keise2 [~keise@45.72.171.104] has quit [Ping timeout: 265 seconds] 17:18 -!- Skin36 [~Skin36000@178.34.162.113] has joined #OpenApoc 18:13 -!- Keise2 [~keise@45.72.171.104] has joined #OpenApoc 19:51 -!- Skin36 [~Skin36000@178.34.162.113] has quit [Ping timeout: 276 seconds] 20:56 -!- Skin36 [~Skin36000@185.3.34.161] has joined #OpenApoc 21:23 -!- Pawlac [~Pawlac@p4FDCCA92.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:25 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 22:04 -!- Keise2 [~keise@45.72.171.104] has quit [Quit: Nettalk6 - www.ntalk.de] 22:28 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 258 seconds] 23:18 -!- frumple [~dylsexic@cm-2102.cable.globalnet.hr] has joined #OpenApoc 23:36 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:53 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 23:54 -!- Skin36 [~Skin36000@185.3.34.161] has left #OpenApoc [] --- Day changed Mon Aug 08 2016 03:11 -!- Keise [~Keise@45.72.171.104] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Like it? 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joined #OpenApoc 18:26 -!- You're now known as JonnyH`Work 19:01 -!- nadir [uid134094@unaffiliated/znadir] has joined #OpenApoc 19:04 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 19:04 -!- Skin36 [~Skin36000@185.3.34.161] has joined #OpenApoc 19:05 -!- Keise_ [8a33f3fd@gateway/web/freenode/session] has joined #OpenApoc 19:47 -!- nadir [uid134094@unaffiliated/znadir] has quit [Changing host] 19:47 -!- nadir [uid134094@gateway/web/irccloud.com/x-ljmeyzhhytgwrlpu] has joined #OpenApoc 19:47 -!- Keise_ [8a33f3fd@gateway/web/freenode/session] has quit [Changing host] 19:47 -!- Keise_ [8a33f3fd@gateway/web/freenode/ip.138.51.243.253] has joined #OpenApoc 20:18 -!- Keise_ [8a33f3fd@gateway/web/freenode/ip.138.51.243.253] has quit [Quit: Page closed] 20:32 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:53 -!- Keise [~Keise@45.72.171.104] has joined #OpenApoc 21:10 < Skin36> ufopaedia down ( 21:11 < Keise> yeah, for a while now 21:25 <@JonnyH`Work> Yeah, it's annoying when trying to reference stuff.. 21:28 < SupSuper> time to crack open dosbox :p 21:40 < Skin36> :) 21:47 -!- Skin36 [~Skin36000@185.3.34.161] has left #OpenApoc [] 21:48 -!- Pawlac_1 [~Pawlac@p4FDCFCC1.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:15 < SupSuper> i still have some late-game savegames if anyone needs 22:50 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 258 seconds] 23:10 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] --- Day changed Tue Aug 09 2016 00:01 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 00:20 -!- You're now known as JonnyH`Away 02:04 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 04:32 -!- pagurus` [~user@pD950C951.dip0.t-ipconnect.de] has joined #OpenApoc 04:33 -!- pagurus` [~user@pD950C951.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:33 -!- pagurus` 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has quit [Read error: No route to host] 11:12 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 11:39 -!- nadir [uid134094@gateway/web/irccloud.com/x-zxmoqbrstoorobnu] has joined #OpenApoc 12:22 -!- Pawlac [~Pawlac@p5B02D73F.dip0.t-ipconnect.de] has joined #OpenApoc 12:26 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 12:47 -!- Skin36 [~Skin36000@185.3.34.47] has joined #OpenApoc 14:44 -!- You're now known as JonnyH 14:51 < kkmic> Hey JonnyH 14:52 <@JonnyH> hey there 14:55 < Skin36> hi 14:59 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 14:59 < kkmic> Oh well, time to go, nice talking to you JonnyH :) 14:59 <@JonnyH> :) 15:00 < kkmic> B-bye! 15:34 -!- You're now known as JonnyH`Work 15:44 -!- Skin36 [~Skin36000@185.3.34.47] has left #OpenApoc [] 16:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-zxmoqbrstoorobnu] has quit [Quit: Connection closed for inactivity] 16:41 -!- nadir [uid134094@gateway/web/irccloud.com/x-ujhvvrdjiakpbatd] has joined #OpenApoc 16:54 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 18:22 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:59 -!- Skin36 [~Skin36000@185.3.34.47] has joined #OpenApoc 21:23 -!- Pawlac [~Pawlac@p5B02D73F.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:35 < Shadow_> hey 21:35 <@JonnyH`Work> hi there 21:35 < SupSuper> heya 21:36 < Shadow_> still fighting vehicles, but short on time ;( 21:36 < Shadow_> can you help me a bit? 21:36 < Shadow_> my vehicleInventory class has method std::list>::iterator begin(); 21:37 < Shadow_> however I would like to move it to base class 21:37 < Shadow_> generic inventory, where it would be std::list>::iterator 21:37 < Shadow_> is there easy way to do so? 21:37 < Shadow_> (so if I am using vEquipment I am getting iterators to VEquipment, if I am using generic Equipment iterators to generic? 21:38 <@JonnyH`Work> naa, you can get an sp iterator 21:38 <@JonnyH`Work> operator* will return sp 21:38 < Shadow_> kinda sucks 21:38 <@JonnyH`Work> and you can dynamic_pointer_cast<> that to sp? 21:38 < Shadow_> ye, but I want to make nice api 21:39 < Shadow_> so no savage casts in vehicle.cpp 21:39 < SupSuper> nice api? in c++? :o 21:39 < Shadow_> :D 21:39 < Shadow_> so only solution I see is something like 21:39 <@JonnyH`Work> in c++ APIs are either nice to use 21:39 <@JonnyH`Work> or nice to write 21:39 < Shadow_> vehicle.Equipment.All() 21:39 <@JonnyH`Work> not both -_- 21:39 < SupSuper> or nice to hate :p 21:40 <@JonnyH`Work> 'nice' being relative to other c++ code already :P 21:40 < Shadow_> so vehicle.Equipment has Equipment, and vehicle.Equipment.All() is helper class that spawns VEquipment iterators 21:40 < SupSuper> speaking of APIs, it's been a real thorn in my side that control's can only have a specialposition set in xml, not in code 21:40 < SupSuper> so i think i'm gonna fix that 21:40 < Shadow_> what's specialposition? 21:40 < SupSuper> left/centre/right/etc. it aligns a control to its parent 21:41 < Shadow_> wut it doesn't? 21:41 < SupSuper> it's how the screens stay centered and all that 21:41 < Shadow_> hmm I think it works 21:41 < SupSuper> well you can only do it via xml. so it blows for custom controls 21:41 < Shadow_> or maybe works only with labels 21:41 < Shadow_> och 21:41 < Shadow_> "so vehicle.Equipment has Equipment, and vehicle.Equipment.All() is helper class that spawns VEquipment iterators" 21:42 < Shadow_> do you think it's reasonable? 21:42 <@JonnyH`Work> you could have a non-class begin()/end() 21:42 < Shadow_> JonnyH: can you provide me with some keyword? 21:42 <@JonnyH`Work> begin(sp) returns a VEquipment iterator 21:42 <@JonnyH`Work> begin(sp) returns AgentEquipment iterator (or whatever) 21:42 < Shadow_> will it work with foreach loop? 21:43 < Shadow_> I guess so 21:43 < Shadow_> ok thanks for hint, i'll check it ;) 21:43 <@JonnyH`Work> http://en.cppreference.com/w/cpp/language/range-for 21:44 <@JonnyH`Work> Explanation bullet 2 is the Type.begin()/Type.end() 21:44 <@JonnyH`Work> the third is begin(Type)/end(Type) 21:44 <@JonnyH`Work> not a good description though... 21:45 <@JonnyH`Work> begin(sp) could return iterator too, but then you'd have to cast 22:04 < Shadow_> one more thing 22:04 < Shadow_> genrally iterors cannot be compared, except std::list one (no == operator) 22:04 < Shadow_> is there base class for such iterator that supports ==? 22:04 < Shadow_> like forward_operator 22:05 < Shadow_> forward_iterator* 22:12 <@JonnyH`Work> naa, forward_iterator is just a 'tag', an empty class you can enable_if<> expand on 22:13 <@JonnyH`Work> iterators must be able tob e compared, as foreach expands to an operator !=... 22:13 < Shadow_> when I do boost::transform_iterator 22:13 < Shadow_> it says that it has no != operator 22:14 < Shadow_> I guess that I'm doing something terribly wrong then ;/ 22:15 <@JonnyH`Work> transform_iterator just overrides some stuff on top of another iterator 22:15 <@JonnyH`Work> so it should use the operator!= of the superclass iterator? 22:15 < Shadow_> och 22:15 < Shadow_> I guess that's the problem 22:15 < Shadow_> ok thanks, I'll check it 22:16 <@JonnyH`Work> operator!=, operator++ and operator* is the minimum to get foreach to work IIRC 22:16 <@JonnyH`Work> it doesn't actually have to inherit from std::iterator or have a tag, but it probably should... 22:18 -!- Skin36 [~Skin36000@185.3.34.47] has left #OpenApoc [] 22:54 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 250 seconds] 22:57 < SupSuper> hmmm this is annoying 22:57 < SupSuper> i need an enum that has left, centre, right *and* none. but i don't wanna mess with the existing enum. should i just make a new one? 22:58 <@JonnyH`Work> yeah, you can't 'extend' enums unfortunately... 22:58 <@JonnyH`Work> unless we go through and replace all enums with classes with constants or something... 22:59 <@JonnyH`Work> but then they're no longer enums :) 23:14 < SupSuper> now comes the real challenge: naming 23:15 <@JonnyH`Work> True, False, FileNotFound? 23:17 < SupSuper> tempting 23:17 < SupSuper> i mean i have a HorizontalAlignment { Left, Centre, Right }. now what do i call its bretheren { Left, Centre, Right, None } ? 23:18 < SupSuper> BizarroHorizontalAlignment? :p 23:18 <@JonnyH`Work> what is a 'None' alignment? 23:18 <@JonnyH`Work> what is this used for? 23:18 < SupSuper> well i was gonna use this for the special position 23:18 <@JonnyH`Work> Oh, the controls... 23:19 <@JonnyH`Work> what does 'none' mean? Absolute position or something? 23:19 < SupSuper> right. either the control *is* anchored to the parent and uses the special position, or it's not and uses the normal position 23:19 <@JonnyH`Work> I thing 'special' position is a terrible name anyway :P 23:19 < SupSuper> clearly i should do this the c++ way and do HAlign = (HorizontalAlignment)-1 for none :p 23:20 <@JonnyH`Work> ~0ul surely :P 23:20 <@JonnyH`Work> I'm saying is there a way of combining position & special position 23:20 <@JonnyH`Work> as it doesn't really make sense to define both? 23:22 <@JonnyH`Work> but something like ControlHorizonalAlignment might be a sufficient name here 23:23 < SupSuper> i don't wanna imagine combining a vector and an enum... 23:23 <@JonnyH`Work> I mean there's an enum that decides what the anchor is (parent's left, parent's right, parent's center, 'the screen' (or whatever none is) 23:24 <@JonnyH`Work> then an offset from that? 23:24 <@JonnyH`Work> so a 'non-special position' is just none + offset 23:25 < SupSuper> you're not solving my problem :p 23:25 <@JonnyH`Work> probably not. I suspect I don't understand your problem :P 23:25 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 23:26 < SupSuper> maybe VerticalDock or VerticalAnchor are clearer 23:26 < SupSuper> although it's not really an ui anchor... it's more like magic :p 23:26 <@JonnyH`Work> 'SpookyMagicModeSelector' 23:34 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:34 < SupSuper> because "none" doesn't really make sense. every control is aligned to the top-left by default so uhhhhhh... 23:35 <@JonnyH`Work> init it to valign='top' and halign='left' then? 23:41 < SupSuper> it never ends does it... 23:41 < SupSuper> 0 days since SupSuper rewrote the controls again 23:41 <@JonnyH`Work> *sigh* resets sign 23:45 < SupSuper> time to sleep on it :p g'night 23:45 <@JonnyH`Work> nn 23:45 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Wed Aug 10 2016 00:01 -!- You're now known as JonnyH`Away 01:48 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 02:14 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 02:25 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 250 seconds] 04:32 -!- pagurus` [~user@pD950E255.dip0.t-ipconnect.de] has joined #OpenApoc 04:32 -!- pagurus` [~user@pD950E255.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:32 -!- pagurus` [~user@pD950E255.dip0.t-ipconnect.de] has joined #OpenApoc 04:34 -!- pagurus` [~user@pD950E255.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:35 -!- pagurus [~user@pD950C951.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:35 -!- pagurus [~user@pD950E255.dip0.t-ipconnect.de] has joined #OpenApoc 05:15 -!- Pawlac [~Pawlac@p5B02D73F.dip0.t-ipconnect.de] has joined #OpenApoc 06:32 -!- Pawlac [~Pawlac@p5B02D73F.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 07:58 -!- Solarius [531db231@gateway/web/freenode/ip.83.29.178.49] has joined #OpenApoc 08:04 -!- nadir [uid134094@gateway/web/irccloud.com/x-ujhvvrdjiakpbatd] has quit [Ping timeout: 260 seconds] 08:05 -!- nadir [uid134094@gateway/web/irccloud.com/x-yeazwndmqifxhtbw] has joined #OpenApoc 08:30 -!- nadir [uid134094@gateway/web/irccloud.com/x-yeazwndmqifxhtbw] has quit [Ping timeout: 258 seconds] 08:35 -!- nadir [uid134094@gateway/web/irccloud.com/x-qwunzvjkhquvepnc] has joined #OpenApoc 09:39 -!- nadir [uid134094@gateway/web/irccloud.com/x-qwunzvjkhquvepnc] has quit [Quit: Connection closed for inactivity] 09:55 -!- Solarius [531db231@gateway/web/freenode/ip.83.29.178.49] has quit [Ping timeout: 250 seconds] 11:49 -!- Pawlac [~Pawlac@p4FDCD873.dip0.t-ipconnect.de] has joined #OpenApoc 11:59 -!- nadir [uid134094@gateway/web/irccloud.com/x-xsxkjqzdoeliynun] has joined #OpenApoc 12:56 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 13:16 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:19 -!- Skin36 [~Skin36000@178.34.162.187] has joined #OpenApoc 14:40 -!- You're now known as JonnyH 14:49 -!- Skin36 [~Skin36000@178.34.162.187] has left #OpenApoc [] 15:03 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 16:10 -!- pmprog [~quassel@2a02:c7f:6414:d400:78cb:a481:89a7:2795] has joined #OpenApoc 16:10 -!- mode/#OpenApoc [+o pmprog] by ChanServ 16:10 <@JonnyH> hi pmprog 16:10 <@pmprog> Hi JonnyH, how's things? 16:11 <@JonnyH> good :) 16:11 <@pmprog> Glad to hear 16:11 <@JonnyH> Back from holoday now, was good while it lasted... 16:11 <@pmprog> Get up to anything exciting? 16:11 <@JonnyH> holoday is clearly some crazy future version of holiday... or a typo 16:12 <@JonnyH> Not really, went back to the uk, spent most of the time running around seeing friends 16:12 <@pmprog> Sounds good to me 16:13 <@JonnyH> hows things on your side? 16:14 <@pmprog> Slow and tired, but I'm okay 16:14 <@pmprog> Don't remember the last time I wrote any non-work related code, but hoping to change that tonight 16:17 <@JonnyH> :) 16:18 <@JonnyH> I was hoping to get some stuff for another openapoc progress video soonish 16:18 <@JonnyH> Though this weekend might be working on drm drivers for omap5 ;) 16:23 <@pmprog> :) 16:27 -!- You're now known as JonnyH`Work 16:28 <@pmprog> How's work going these days? 16:28 <@JonnyH`Work> same old 16:28 <@JonnyH`Work> got back a rejection for the visa this year too -_- 16:32 <@pmprog> Oh no :( Does that mean you'll have to ship back over to the UK? 16:34 <@JonnyH`Work> My current visa doesn't run out till next year 16:35 <@JonnyH`Work> but it's making me feel extremely insecure 16:35 <@JonnyH`Work> Annoyingly, another guy that came over got his on the first try... 16:35 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:85c4:e201:a06c:9656] has joined #OpenApoc 16:35 <@JonnyH`Work> and if I go back he'll probably lose his job 16:35 <@pmprog> Hmmm, sounds a bit iffy 16:35 <@pmprog> Hope you get it ironed out 16:36 <@pmprog> switching pcs 16:36 -!- pmprog is now known as pmprog_afk 16:37 < pmprog_laptop> On laptop now :) 16:38 <@JonnyH`Work> Meh, nothing I can do about it 16:39 <@JonnyH`Work> which is the most annoying thing TBH, there's literally nothing I can do... 16:39 <@JonnyH`Work> I feel being in this limbo is worse than 'knowing' I have to back to the UK (or something) 16:43 < pmprog_laptop> yeah, uncertainty is always the worst 16:46 -!- Skin36 [~Skin36000@178.34.162.187] has joined #OpenApoc 17:24 < pmprog_laptop> well, I've accomplished nothing yet :-( 17:27 <@JonnyH`Work> have you got it building at least? :P 17:28 < pmprog_laptop> Nope, not done absolutely anything apart from finish my tea :( 17:28 <@JonnyH`Work> You can cross off 'drink tea' from the todo list then 17:29 < pmprog_laptop> I don't drink tea ;-) 17:29 -!- Skin36 [~Skin36000@178.34.162.187] has quit [Ping timeout: 265 seconds] 17:37 <@JonnyH`Work> bah, can't seem to get a video of the olympics cycling TT yet :( 18:00 < Shadow_> hey Jonny 18:00 -!- pmprog_afk [~quassel@2a02:c7f:6414:d400:78cb:a481:89a7:2795] has quit [Remote host closed the connection] 18:00 < Shadow_> got a second? 18:02 < Shadow_> Looks like I'm trying to climb mountain that's too high for me 18:07 <@JonnyH`Work> sure 18:08 < Shadow_> basically I nailed it except converting from std::list>::iterator to std::list>::iterator 18:08 <@JonnyH`Work> I don't think you can convert the iterators easily 18:08 < Shadow_> because I want to expose list (so client classes may iterate over it as with foreach( 18:08 <@JonnyH`Work> You can convert the iterator returned operator* though... 18:08 < Shadow_> ye that's why I'm here :D 18:09 < Shadow_> doesn't help, as I am trying to hide internals 18:09 < Shadow_> at the moment I have two lists of equipment (base and derived) 18:09 < Shadow_> but I think that it's stupid 18:10 < Shadow_> here's my current api: http://pastebin.com/JzJa6Fqu 18:10 <@JonnyH`Work> so you've got 2 references to each equipment, one to sp one to sp? 18:10 <@JonnyH`Work> yeah, that sounds not ideal :) 18:11 <@JonnyH`Work> I don't really knopw the best way of dealing with this 18:12 < Shadow_> :( 18:12 <@JonnyH`Work> without prototyping different solution and seeing which is best 18:12 <@JonnyH`Work> (or least worst :) 18:12 < Shadow_> where could I take a look? 18:12 < Shadow_> I made like 3 solution on the way 18:12 < Shadow_> solutions 18:13 < Shadow_> even with attempt for polymorphic iterator that really is pointer to another iterator 18:13 <@JonnyH`Work> Can't you just make the VehicieInventory begin() return an iterator? 18:13 <@JonnyH`Work> and do the conversion from sp to sp in it's operator*? 18:13 <@JonnyH`Work> IE a VehicleInventoryIterator is a different class to an AgentInventoryIterator? 18:14 < Shadow_> ye but how to define interface then? 18:14 <@JonnyH`Work> I don't really know, any suggests may be completely wrong :) 18:15 <@JonnyH`Work> you have a class class 'VehicleInverntoryIterator' that inherits from std::iterator w/the forward iterator tag 18:15 < Shadow_> ok 18:15 <@JonnyH`Work> that stores the std::list>::iterator locally 18:15 < Shadow_> och 18:15 <@JonnyH`Work> implements operator++ as the local list itereator++ 18:15 < Shadow_> I see 18:15 < Shadow_> ye, that would make sense 18:16 < Shadow_> keep list of base equipment 18:16 < Shadow_> and make typed operators in vehicleinventory 18:16 <@JonnyH`Work> and operator* as 'return dyanmic_pointer_cast(*local_iterator)' or something 18:16 < Shadow_> thanks :D 18:16 <@JonnyH`Work> you could even make operator++ 'skip' any non-vhicle equipment 18:16 <@JonnyH`Work> if you expect inventories to contain different equipment 'types' 18:16 < Shadow_> och I think that boost::transform_iterator will take care of it 18:16 <@JonnyH`Work> (not sure if that will ever happen though) 18:17 < Shadow_> ye I have such classes 18:17 < Shadow_> using snippet you provided some time ago 18:17 < Shadow_> I think it's nice to use (for(auto stuff: equipment.Weapons()) 18:17 <@JonnyH`Work> IIRC my snippets did the 'bare minimum' foreach requies (operator*(), begin(), end(), operator++()) 18:17 < Shadow_> ye, I extended it a bit 18:17 <@JonnyH`Work> :) 18:18 < Shadow_> but no I think that it was unnecessary 18:18 < Shadow_> now 18:18 < Shadow_> because I could've just used boost::transform iterator 18:18 <@JonnyH`Work> Probably 18:18 < Shadow_> with boost::filter_iterator 18:18 < Shadow_> not sure if I should spend another few hours rewriting code that works though 18:19 <@JonnyH`Work> You could inherit filter_iterator and do any 'modifications' (like casts on the return from operator*) 18:19 < Shadow_> can operators be virtual? 18:19 <@JonnyH`Work> yup 18:19 < Shadow_> O_o 18:19 < Shadow_> ok thanks ;) 18:19 <@JonnyH`Work> they're just functions with 'weird' names 18:19 <@JonnyH`Work> but if the parent class doesn't declare it virtual 18:20 < Shadow_> ye 18:20 <@JonnyH`Work> you can't make it virtual in a subclass 18:20 < Shadow_> operators in c++ are insane 18:20 <@JonnyH`Work> (well you can, but it will only take effect on _it's_ subclasses) 18:20 < Shadow_> I wouldn't ever imagine joining path segments with / operator ;D 18:20 <@JonnyH`Work> but you're probably using the concrete class name for iterators 18:20 < Shadow_> (like boost::path does) 18:20 <@JonnyH`Work> not a superclass name 18:20 <@JonnyH`Work> so no need for virtual functions at all 18:21 < Shadow_> ye, I htink that I'll nail inheritance 18:21 < Shadow_> probably I attempted to use non-list iterator 18:21 < Shadow_> for instance forward_iterator 18:21 < Shadow_> and that's why my previous attemts failed 18:23 <@JonnyH`Work> you might be able to template the iterator type... 18:23 <@JonnyH`Work> 'caus so long as the 'parent' iterator is a forward iterator it doesn't matter if it's a list, vector, or any container really.. 18:23 -!- Skin36 [~Skin36000@185.3.34.47] has joined #OpenApoc 18:24 <@JonnyH`Work> but that's probably more complexity for no benefit ;) 18:24 < Shadow_> yes, but you cannot compare non-list iterators 18:24 <@JonnyH`Work> you can't compare iterators of different types 18:24 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:24 <@JonnyH`Work> but you should be able to compare any iterator for the same underlying container 18:30 < Shadow_> och 18:30 < Shadow_> so I couldn't compare em because list and list 18:31 <@JonnyH`Work> as the operator!= will expect an argument the same type 18:31 <@JonnyH`Work> so iterator not iterator 18:31 < SupSuper> i feel JonnyH`Work has been a bad influence on you :p 18:31 < Shadow_> ye, I see it now 18:31 <@JonnyH`Work> and there's no implicit conversions between iterators with different types 18:32 <@JonnyH`Work> if you keep the parent iterator always as the generic and only cast at operator* return 18:32 <@JonnyH`Work> they should all be comparible 18:32 <@JonnyH`Work> (so long as they came from the same collection, compaing iterators from 2 different container instances doesn't really make sense) 18:32 < SupSuper> i haven't seen one day where you two aren't busy reinventing c++ a new one 18:32 < Shadow_> man 18:32 <@JonnyH`Work> It's interesting SupSuper! 18:33 < Shadow_> but then I can go and say 18:33 < Shadow_> hey look I programmed that 18:33 <@JonnyH`Work> I've not really dug into the workings of iterators much beyond the bare minimum of 'getting it working' 18:33 < Shadow_> without saying "but don't mind these casts" 18:33 < Shadow_> :D 18:33 < Shadow_> well you get what I mean 18:34 <@JonnyH`Work> You could define constructors that go from EquipmentIterator to VehicleEquipmentIterator and the like 18:34 <@JonnyH`Work> and implicit conversions should then work 18:34 <@JonnyH`Work> but again, if you only need foreach you don't need that 18:34 < Shadow_> EquipmentIterator doesn't have constructor 18:34 < Shadow_> it's abstract class 18:34 < SupSuper> Shadow_: you fool, c++ is all about casts! :p 18:34 <@JonnyH`Work> it could is what I'm saying :) 18:35 <@JonnyH`Work> SupSuper: Type *pointer = reinterpret_cast(0x80d3c00); 18:35 <@JonnyH`Work> I once saw something like that 18:35 <@JonnyH`Work> *shudder* 18:36 < SupSuper> should've been 0xdeadbeef 18:37 <@JonnyH`Work> no, it was actually a region they mmap()'d with a hint 18:37 <@JonnyH`Work> but if it didn't succeed in using exactly the same address god knows what would have happened 18:40 < SupSuper> probably the return of satan or we would've gone back to c++99, whichever is worse 18:41 <@JonnyH`Work> c++98? 18:41 <@JonnyH`Work> c++99 is probably some bizzarre twilight-zone parallel-universe version of c++ 18:42 <@JonnyH`Work> that actually makes sense 18:42 < SupSuper> i thought that was c++03. nobody seems to figure out how it actually exists 18:44 <@JonnyH`Work> c++03 was just a library update to c++98 right? 18:45 < SupSuper> right, but it was so trivial it's a wonder it needed a milestone 18:48 < SupSuper> i think most compilers basically treat them the same 19:39 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:85c4:e201:a06c:9656] has quit [Quit: Konversation terminated!] 19:54 < SupSuper> what happpened to GetActiveControl? 19:56 <@JonnyH`Work> ...what does that do? 19:56 < SupSuper> no idea, resharper is noting that it's in the header but has no definition :p 19:56 < SupSuper> i assume it got lost during the great event wars 19:59 <@JonnyH`Work> 5c6fbbebfbce4c3d2f4d5f0dd9c444bda450e836 20:00 <@JonnyH`Work> I guess I removed it as it didn't really do anything useful if there are multiple forms 20:02 < SupSuper> http://hastebin.com/kiyiligofo.cpp now i wish i had weak enums :p 20:04 <@JonnyH`Work> TBH if you swich() on an enum type it should pull in the enum 'namespace' :P 20:11 < SupSuper> could be worse, i love putting my enums in classes to restrict their scope :P 20:11 < SupSuper> at least then i don't need as much naming, i could just do Control::Align::Left 20:12 < SupSuper> pain to use in declarations though 20:14 < SupSuper> i probably picked this up from c# where that's the norm and you don't need crazy includes and namespaces everywhere 20:33 -!- Skin36 [~Skin36000@185.3.34.47] has left #OpenApoc [] 20:34 < SupSuper> *refactors control code* *entire solution rebuilds* hurray c++ 20:38 < SupSuper> also i need to add an option to be able to turbo anytime :p 20:40 <@JonnyH`Work> a debug option? 20:40 <@JonnyH`Work> What we need is a way of shooting those damn UFOs out the air! 20:40 < SupSuper> yeah 20:40 < SupSuper> that too! 20:41 < SupSuper> or just a skip time option, all my features are based on waiting around doing nothing :p 20:41 <@JonnyH`Work> Look at them, lording it over us, just because of their 'infinitely small hitboxes'... 20:42 < SupSuper> hmmm why do the dimension gates disappear? i thought they were always in the same place 20:42 <@JonnyH`Work> adding a checkbox to 'always return true in canTurbo()' won't be a terrible idea 20:42 <@JonnyH`Work> not sure, do they relocate every N hours or something? 20:43 < SupSuper> maybe for testing? 20:43 < SupSuper> i know they *originally* planned to have random dimension gates but i think that got cut 20:43 <@JonnyH`Work> City::dailyLoop() calls City::generatePortals 20:43 <@JonnyH`Work> which should clear and re-randomize 20:43 < SupSuper> so testing i guess 20:43 <@JonnyH`Work> yeah, 'caus it not 'day aligned' in the original 20:44 < SupSuper> also their animations freeze on turbo mode which i'm not sure if it's intentional or a quirk :p 20:44 <@JonnyH`Work> ..It might be the skip ticks is a multiple of the animation ticks... 21:16 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 250 seconds] 21:26 -!- Pawlac_1 [~Pawlac@p4FDCD873.dip0.t-ipconnect.de] has joined #OpenApoc 21:27 -!- Pawlac [~Pawlac@p4FDCD873.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 21:54 -!- Pawlac_1 [~Pawlac@p4FDCD873.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:23 -!- Pawlac [~Pawlac@p4FDCD873.dip0.t-ipconnect.de] has joined #OpenApoc 23:05 < SupSuper> we really gotta get rid of some of these master includes... 23:06 <@JonnyH`Work> 'master includes'? 23:06 <@JonnyH`Work> you mean like framework/includes? 23:09 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 23:10 < SupSuper> and forms.h and etc 23:10 < SupSuper> i guess it won't be so bad once the engine stuff stabilizes 23:14 < SupSuper> in the meantime: http://puu.sh/qwSlt/fcac754c3f.gif 23:16 <@JonnyH`Work> 'stabilizes'? What's that? 23:17 <@JonnyH`Work> and that is some sweet ticker action 23:21 < SupSuper> http://puu.sh/qwSLl/dca4aedf14.txt now to find out where this ui comes from. or just put it in a png myself :p 23:22 <@JonnyH`Work> did you mean to push a local path in text? 23:22 <@JonnyH`Work> I'd assume not... 23:22 < SupSuper> whoops: http://puu.sh/qwSPK/df9820f65b.png 23:22 < SupSuper> damn shortcuts 23:23 < SupSuper> that ui doesn't seem to be in UFODATA or TACDATA for some strange reason. hope it's not hardcoded... 23:24 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 23:25 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:26 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 23:26 < openapoc-git> [OpenApoc] SupSuper pushed 2 new commits to master: https://git.io/v68Hc 23:26 < openapoc-git> OpenApoc/master 3e0e00f SupSuper: Refactored control alignment code 23:26 < openapoc-git> OpenApoc/master 134315c SupSuper: Added a news ticker 23:26 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 23:26 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:27 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 23:33 < SupSuper> well i made a text thingy scroll, there's no way i can top that 23:34 <@JonnyH`Work> retire while you're ahead 23:34 < SupSuper> you're right. g'night 23:35 <@JonnyH`Work> desbord.dat or isoborda.dat look suspicious... 23:35 <@JonnyH`Work> night :) 23:35 < SupSuper> oh no, not the dats 23:35 <@JonnyH`Work> like the isobord* stuff 23:36 < SupSuper> did you have that extracted somewhere? i need to save a copy of that 23:39 <@JonnyH`Work> desbord is the 'editor' screen... 23:43 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:43 -!- NoBrain_ [~NoBrain@213.235.73.73] has joined #OpenApoc 23:44 <@JonnyH`Work> http://s2.jonnyh.net/pub/list/extracted/ufodata/desbord.png 23:44 <@JonnyH`Work> so it's not that 23:45 <@JonnyH`Work> (and isoborda is the organisations tab, just for some reason it has a different name to the others) 23:46 <@JonnyH`Work> I might scan the .exe for the paletted data later 23:46 <@JonnyH`Work> but other than that... *shrug* 23:50 <@JonnyH`Work> Though it seems suspicious the tick/cross has both setting in the icon pck 23:50 <@JonnyH`Work> as other 'toggle' buttons only have one, with the default state 'baked in' to the background 23:50 <@JonnyH`Work> so it might be generated/embedded in the .exe :( 23:52 <@JonnyH`Work> Anyway, I'm off myself 23:52 -!- You're now known as JonnyH`Away 23:55 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Thu Aug 11 2016 00:06 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 01:10 -!- NoBrain_ [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 02:02 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 02:14 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 02:27 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 244 seconds] 02:37 -!- Keise [~keise@45.72.171.104] has joined #OpenApoc 03:08 -!- Keise [~keise@45.72.171.104] has quit [Ping timeout: 252 seconds] 04:32 -!- pagurus` [~user@p4FD6C743.dip0.t-ipconnect.de] has joined #OpenApoc 04:32 -!- pagurus` [~user@p4FD6C743.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:33 -!- pagurus` [~user@p4FD6C743.dip0.t-ipconnect.de] has joined #OpenApoc 04:34 -!- pagurus` [~user@p4FD6C743.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:34 -!- pagurus` [~user@p4FD6C743.dip0.t-ipconnect.de] has joined #OpenApoc 04:34 -!- pagurus [~user@pD950E255.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:35 -!- pagurus` [~user@p4FD6C743.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:37 -!- pagurus [~user@p4FD6C743.dip0.t-ipconnect.de] has joined #OpenApoc 06:12 -!- Pawlac [~Pawlac@p4FDCD873.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 09:19 -!- Skin36 [~Skin36000@31.180.214.96] has joined #OpenApoc 09:52 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 10:22 -!- Skin36 [~Skin36000@31.180.214.96] has left #OpenApoc [] 12:50 -!- Pawlac [~Pawlac@p4FDCD3E9.dip0.t-ipconnect.de] has joined #OpenApoc 13:50 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 15:19 -!- You're now known as JonnyH 15:56 -!- Skin36 [~Skin36000@185.3.34.47] has joined #OpenApoc 16:05 < Skin36> hi 16:10 <@JonnyH> hey 16:12 < Skin36> how there Apoc things? 16:13 <@JonnyH> Going alright 16:14 <@JonnyH> Some good progress with UFOs floating around, sup doing some UI stuff 16:14 <@JonnyH> I hope to do another 'progress video' soonish 16:14 < Skin36> cool 16:18 < Pawlac> o very noice 16:30 < Kaljakoppa> Yes please :) 16:30 < Kaljakoppa> I had problems with Visual Studio & GIT, so I've been living in the shadows 16:39 <@JonnyH> Kaljakoppa: what problems? 16:39 <@JonnyH> I 16:39 <@JonnyH> .. tried my best to make it 'one click build'... 16:39 <@JonnyH> but if there's something I can fix please let me know :) 16:39 -!- You're now known as JonnyH`Work 16:40 < Kaljakoppa> It is just my expertise, the lack of it 16:40 < Kaljakoppa> I can't resolve some conflicts (I've done nothing...) 16:40 <@JonnyH`Work> you shouldn't have any conflicts? 16:40 < Kaljakoppa> I haven't used VS in 10 years 16:40 <@JonnyH`Work> just get a fresh clone from github 16:40 < Kaljakoppa> Yes, that is what I tried telling the IDE 16:41 <@JonnyH`Work> open openapoc.sln in msvc2015 (must be 2015, 2013 won't work) 16:41 <@JonnyH`Work> press build 16:41 < Kaljakoppa> I already installed the new VS version 16:41 < Kaljakoppa> And was going to do that 16:41 < Kaljakoppa> But lazyness kicked in 16:42 <@JonnyH`Work> make sure your submodules are up to date too (if you use the github GUI program that does that automatically - otherwise 'git submodule init; git submoudle update' from the cmdline) 16:42 < Kaljakoppa> Oh yeah, I should use the github GUI thing, didn't think about it 16:42 -!- Skin36 [~Skin36000@185.3.34.47] has quit [Read error: Connection reset by peer] 16:43 <@JonnyH`Work> oh, if you used the cmdline you need the submodule commands 16:43 < Kaljakoppa> I tried to use the VS build in one 16:43 <@JonnyH`Work> oherwise they'll be missing files 16:43 <@JonnyH`Work> I don't know how msvc's git integration works 16:43 < Kaljakoppa> Poorly 16:43 <@JonnyH`Work> but considering it completely broke everything last time I tried it I wouldn't trust it... 16:44 < Kaljakoppa> I had 2 months of holiday, 1 week I commited to OpenKeeper 16:44 < Kaljakoppa> But work just started when I got curious about your progress 16:45 <@JonnyH`Work> I'll be interested, as if it's difficult for you to get setup 16:45 <@JonnyH`Work> it'll probably be difficult for others too 16:46 <@JonnyH`Work> And I want as little stopping people helping us as possible :P 16:56 <@JonnyH`Work> :( it won't work right now 16:56 <@JonnyH`Work> as the github link I use for miniz has disappearewd 16:57 < Kaljakoppa> I don't think the setting up was difficult, I didn't have much difficulties last time 16:57 < Kaljakoppa> Good documentation 16:57 <@JonnyH`Work> well, it'll fail right now 16:57 <@JonnyH`Work> give me ~30 seconds... 16:58 -!- Skin36 [~Skin36000@185.3.34.47] has joined #OpenApoc 17:01 <@JonnyH`Work> right, fixed 17:01 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 17:01 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/v6Bwy 17:01 < openapoc-git> OpenApoc/master 00b0d29 Jonathan Hamilton: Move miniz submodule url to JonnyH's github... 17:01 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 18:34 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:43 < SupSuper> JonnyH`Work: any idea why travis broke? 18:43 <@JonnyH`Work> the miniz submodule link broke? 18:43 <@JonnyH`Work> Is it fixed now? 18:44 < SupSuper> guess so 18:45 < SupSuper> how does a git just disappear like that? 18:45 <@JonnyH`Work> the guy deleted the repository? Or made private? 18:45 <@JonnyH`Work> I pushed acopy to my own github 18:45 <@JonnyH`Work> I pinkie promise not to delete it 18:47 < SupSuper> so that's how open-source proliferates 18:47 < SupSuper> what's miniz? 18:48 <@JonnyH`Work> zlib and .zip support 18:48 <@JonnyH`Work> used to package saves 18:52 < SupSuper> ah right 18:52 < SupSuper> libraries so bad you'd rather use another library for the library? 18:52 <@JonnyH`Work> zlib 'just' does deflate 18:53 <@JonnyH`Work> I don't want to write my own .zip format reader/writer 18:53 <@JonnyH`Work> physfs only does read 18:53 <@JonnyH`Work> so it's a bit simpler... 18:53 <@JonnyH`Work> (And that seems to have it's own version of miniz #includes :) 18:57 < SupSuper> pffff what programmer has never written his own zip reader/writer :p 18:58 <@JonnyH`Work> Doesn't support zip64? No ZPAQ compression mode 18:58 <@JonnyH`Work> I can do better! 18:58 * JonnyH`Work starts rewriting something else 19:06 < SupSuper> is there an easy way to extract DAT files? 19:07 <@JonnyH`Work> depends what's in them 19:10 <@JonnyH`Work> if it's just the 'raw' paletted data (like the isobord* stuff) I just use my font2png program from xcapoc-resources 19:10 <@JonnyH`Work> It works :P 19:12 < SupSuper> gross, i have to compile something myself :p 19:16 < SupSuper> http://puu.sh/qxR4M/c59ae9234b.png foiled again! 19:17 <@JonnyH`Work> if there's not a libpng & dependencies in nuget you'll probably be stuffed :P 19:18 < SupSuper> am i gonna have to get bash just for this :p 19:19 <@JonnyH`Work> not even looked at windows/msvc for that repo... 19:20 <@JonnyH`Work> I could probably add a little util that links against the openapoc framework and takes a 'load_image()' string 19:20 <@JonnyH`Work> and spits out a png 19:20 <@JonnyH`Work> then we 'know' it'll be the same as openapoc will see 19:22 < SupSuper> if only cmake could pull dependencies as well... 19:23 <@JonnyH`Work> there are cmake modules that do that.. 19:23 <@JonnyH`Work> but they seem sooooo complex and overdesigned 19:23 <@JonnyH`Work> (and that's _me_ saying that) 19:23 < SupSuper> well now i have to guess which package name matches this lib 19:23 < SupSuper> ughhhhhhhhhhhhhhhhhh linux 19:24 <@JonnyH`Work> 'apt-cache search png+' 19:24 <@JonnyH`Work> says png++-dev? 19:26 < SupSuper> seems to just link to libpng... 19:26 <@JonnyH`Work> png++ is just 'header only' wrappers around libpng 19:26 <@JonnyH`Work> so that should pull in any libpng dependencies itself 19:27 < SupSuper> apparently it's *lib*png++-dev 19:27 < SupSuper> linux rules: when in doubt add a "lib", if that fails add a "-dev" as well 19:27 <@JonnyH`Work> ...but it's not a lib... 19:27 <@JonnyH`Work> *ubuntu* rules: when.... 19:28 < SupSuper> https://launchpad.net/ubuntu/+source/png++ 19:29 < SupSuper> http://puu.sh/qxRWB/f92e89f4db.png *sighs* 19:30 <@JonnyH`Work> tinyxml version 0.0.0 19:30 <@JonnyH`Work> I don't remember testing with that :P 19:30 < SupSuper> apt-get says it's there... 19:31 <@JonnyH`Work> it's using a _git prereleases_ of tinyxml2 from _2012_ 19:31 <@JonnyH`Work> Dear ubuntu devs: Please kindly fuck off. Sincerely, Devs 19:31 < SupSuper> me right now: https://www.youtube.com/watch?v=0w6L93kD3xw 19:32 <@JonnyH`Work> you could probably just remove city_tile.cpp from the lib 19:32 <@JonnyH`Work> and anything outside the image stuff :P 19:32 <@JonnyH`Work> but honestly... why should you need to? 19:32 <@JonnyH`Work> If you actually had a released version of tinyxml2 there's probably be no issue :P 19:33 < SupSuper> i bet they're still using the sdl_gfx version from last century too :P 19:33 <@JonnyH`Work> I'm all for 'stability' 19:33 <@JonnyH`Work> but to 'stabilise' on a prerelease is insane to you too right? 19:34 <@JonnyH`Work> Not just me? 19:39 < SupSuper> you're talking to the guy whose fanbase lives off nightlies :p 19:39 <@JonnyH`Work> GOTTA GET DEM FEATURES 19:40 <@JonnyH`Work> and since when did you have a fanbase -_- 19:41 < SupSuper> frothbase? 19:41 <@JonnyH`Work> 'local insane asylum day out' 20:03 < SupSuper> you were right, it easier to just write an imagepreview form :p 20:04 <@JonnyH`Work> if the 'reload' in the 'debug ui preview' works you don't even need to restart 20:22 -!- Skin36 [~Skin36000@185.3.34.47] has left #OpenApoc [] 20:27 < SupSuper> hmmm can't seem to view the image 20:35 < SupSuper> nevermind, i was the bug all along 20:40 < SupSuper> oh hey you were right: http://puu.sh/qxWRP/b47b9be099.png 20:41 <@JonnyH`Work> :) 20:41 <@JonnyH`Work> for some reason that's '8' 20:41 <@JonnyH`Work> when 'a' is the normal tab? 20:41 <@JonnyH`Work> whatever... 20:42 < SupSuper> maybe the organizations tab was a late addition 20:42 < SupSuper> since most of their functionality was cut :p 21:54 < SupSuper> JonnyH`Work: if i create a UString from a char*, i no longer need the char* right? 21:54 <@JonnyH`Work> yeah, it copies it 21:55 < SupSuper> in my quest for that sprite i ended up adding an image previewer and clipboard paste support :p 22:04 <@JonnyH`Work> http://i.imgur.com/D0daEJW.gif 22:14 < SupSuper> we really need a better caret :p 22:16 <@JonnyH`Work> going to redraw the fonts now? 22:17 < SupSuper> tempting but no. i'll wait until we have actual font metrics 22:21 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 22:21 < openapoc-git> [OpenApoc] SupSuper pushed 2 new commits to master: https://git.io/v6RRr 22:21 < openapoc-git> OpenApoc/master e92c7b2 SupSuper: Add debug image previewer 22:21 < openapoc-git> OpenApoc/master b0d297a SupSuper: Add clipboard paste support 22:21 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 22:23 < SupSuper> now i can actually do something usef-ohhhhhhh facets 22:23 <@JonnyH`Work> you had better not be looking at 22:23 <@JonnyH`Work> that way leads to madness... 22:30 < SupSuper> but moooooooom, boost doesn't do datetime formatting the way i waaaaaaaant 22:58 -!- Pawlac [~Pawlac@p4FDCD3E9.dip0.t-ipconnect.de] has quit [Quit: ---] 23:46 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 23:50 -!- You're now known as JonnyH`Away 23:58 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc --- Day changed Fri Aug 12 2016 00:28 -!- You're now known as JonnyH 00:48 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 01:44 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 01:51 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 244 seconds] 03:45 -!- You're now known as JonnyH`Away 04:11 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 04:11 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/v6Rdy 04:11 < openapoc-git> OpenApoc/master ae01105 Jonathan Hamilton: Add tool to dump image 'strings' as .png files 04:11 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 04:37 -!- pagurus [~user@p4FD6C743.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:37 -!- pagurus [~user@pD950F457.dip0.t-ipconnect.de] has joined #OpenApoc 04:47 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 04:47 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/v6RbW 04:47 < openapoc-git> OpenApoc/master 08f11ff Jonathan Hamilton: Add imagedump to msvc build 04:47 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 09:30 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 09:58 -!- Colombo2 [~colombo@119.224.94.65] has joined #OpenApoc 09:58 -!- Colombo1 [~colombo@119.224.94.65] has quit [Read error: Connection reset by peer] 11:27 -!- Skin36 [~Skin36000@212.96.109.214] has joined #OpenApoc 11:27 -!- Skin36 [~Skin36000@212.96.109.214] has left #OpenApoc [] 12:34 -!- Pawlac [~Pawlac@p4FDCCFFA.dip0.t-ipconnect.de] has joined #OpenApoc 14:00 -!- Colombo2 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 14:47 -!- Skin36 [~Skin36000@212.96.109.214] has joined #OpenApoc 15:06 -!- Skin36 [~Skin36000@212.96.109.214] has left #OpenApoc [] 16:07 -!- You're now known as JonnyH`Work 18:46 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:54 <@JonnyH`Work> hi SupSuper 18:54 <@JonnyH`Work> I added a little tool to dump images to .png files last night 18:54 <@JonnyH`Work> might be useful 18:54 < SupSuper> a bit late :p 18:54 < SupSuper> but thanks 19:02 <@JonnyH`Work> Disappointed at how many empty seats there are in the velodrome at rio 19:03 <@JonnyH`Work> I couldn't get tickets for anything there in London... 19:16 -!- Skin36 [~Skin36000@212.96.109.214] has joined #OpenApoc 21:17 -!- Keise [~Keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 21:17 < Keise> hi 21:17 < SupSuper> hey 21:19 < Keise> I wonder if I overthinking a solution to simple issue 21:20 < Keise> wanna add a list with lambdas that will be executed with certain delay and removed after 21:21 < SupSuper> a process queue? 21:22 < Keise> each function will launch ufo into the city with said delay at selected portal and push vehicle missions into queue 21:23 < Keise> too much? 21:23 < SupSuper> sounds fine to me, better than carrying around timer variables 21:23 <@JonnyH`Work> is that a wall-timer? 21:23 <@JonnyH`Work> Or 'on event' trigger? 21:25 < Keise> wall-timer? 21:25 < Keise> yea, it's basically event queue with delay in ticks 21:25 <@JonnyH`Work> Yeah, you could add a priority queue of events 21:26 <@JonnyH`Work> and have a recurring task every update() that runs everything that matches the current tick no. 21:27 < Keise> okay sounds good 21:27 <@JonnyH`Work> I assume you want it synchronously run with the update loop 21:27 <@JonnyH`Work> as if it's modifying state you don't want to think about locking 21:29 < Keise> yea, just a check in state loop 22:02 -!- Keise2 [~keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 22:35 -!- You're now known as JonnyH`Away 23:11 -!- Skin36 [~Skin36000@212.96.109.214] has left #OpenApoc [] --- Day changed Sat Aug 13 2016 00:41 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 01:30 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 01:37 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 244 seconds] 02:00 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 02:02 -!- Keise2 [~keise@69-196-139-43.dsl.teksavvy.com] has quit [Ping timeout: 244 seconds] 02:05 -!- Shadow_ [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 244 seconds] 02:58 -!- Keise [~Keise@69-196-139-43.dsl.teksavvy.com] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- The professional IRC Client :D] 03:06 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 04:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-xsxkjqzdoeliynun] has quit [Ping timeout: 260 seconds] 04:12 -!- nadir [uid134094@gateway/web/irccloud.com/x-huvlkqbhlravtlmu] has joined #OpenApoc 04:36 -!- pagurus [~user@pD950F457.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:38 -!- pagurus [~user@pD950EE7C.dip0.t-ipconnect.de] has joined #OpenApoc 06:59 -!- nadir [uid134094@gateway/web/irccloud.com/x-huvlkqbhlravtlmu] has quit [Quit: Connection closed for inactivity] 08:02 -!- Pawlac_1 [~Pawlac@p4FDCDC2D.dip0.t-ipconnect.de] has joined #OpenApoc 08:06 -!- Pawlac [~Pawlac@p4FDCCFFA.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 10:36 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:20 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 13:30 -!- Colombo1 [~colombo@119.224.94.65] has quit [Quit: Leaving.] 15:02 -!- nadir [uid134094@gateway/web/irccloud.com/x-ttcgpeltgixaxduc] has joined #OpenApoc 17:44 -!- You're now known as JonnyH 17:55 -!- Skin36 [~Skin36000@109.168.252.70] has joined #OpenApoc 18:02 < SupSuper> JonnyH: did you ever add the stage queue thing? 18:02 <@JonnyH> nope 18:02 <@JonnyH> I went 'huh, that sounds like a good idea' 18:02 <@JonnyH> then promptly forgot about it 18:03 < SupSuper> alright 18:03 < SupSuper> also i just noticed the "dimension gate animation freezes on turbo speed" happens in the original as well 18:04 < SupSuper> not sure if it's a timing thing or they just turn off animations 18:04 < SupSuper> animations are kinda quirky in general 18:08 <@JonnyH> man do I love the image of the keirin 18:08 <@JonnyH> Bored looking bloke on moped being chased by cyclists 18:08 < SupSuper> :p 18:08 < Skin36> :) 18:09 < SupSuper> you can tell america hasn't changed you because you actually care about the olympics :p 18:09 <@JonnyH> I am being quietly smug as I feel the london ones were clearly better than rio :) 18:11 <@JonnyH> though it is a little annoying how much the (bbc feed) commentators seem so focussed on british competitors even if they're clearly not going to get close 18:13 < SupSuper> i remember the us being really excited about not coming last in the opening ceremony for once :p 18:13 <@JonnyH> we seem to punch above our weight 18:13 <@JonnyH> by aiming for sports nobody else cares about 18:13 <@JonnyH> It's a good strategy 18:14 <@JonnyH> hehe, the stream I'm watching is mostly Americans 18:15 <@JonnyH> and the chat went wild when the USA women's team persuit got the world record 18:15 <@JonnyH> then quiet when GB beat that in the next round :) 19:58 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 19:58 < openapoc-git> [OpenApoc] SupSuper pushed 2 new commits to master: https://git.io/v6u7x 19:58 < openapoc-git> OpenApoc/master ebb5f20 SupSuper: Clean up Control alignment 19:58 < openapoc-git> OpenApoc/master 6e2d39a SupSuper: Add Facility Completed events 19:58 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 21:48 -!- Skin36 [~Skin36000@109.168.252.70] has left #OpenApoc [] 22:10 -!- You're now known as JonnyH`Away 22:41 -!- nadir [uid134094@gateway/web/irccloud.com/x-ttcgpeltgixaxduc] has quit [Ping timeout: 250 seconds] 22:44 -!- nadir [uid134094@gateway/web/irccloud.com/x-prasvzuqzzwgjuke] has joined #OpenApoc 23:15 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 23:19 -!- frumple [~dylsexic@cm-2105.cable.globalnet.hr] has joined #OpenApoc 23:59 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] --- Day changed Sun Aug 14 2016 01:15 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:36 -!- Pawlac_1 [~Pawlac@p4FDCDC2D.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 02:00 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 02:07 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 244 seconds] 02:43 -!- frumple [~dylsexic@cm-2105.cable.globalnet.hr] has quit [Quit: blame Canada] 04:37 -!- pagurus [~user@pD950EE7C.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:37 -!- pagurus` [~user@p4FD6D56F.dip0.t-ipconnect.de] has joined #OpenApoc 04:37 -!- pagurus` [~user@p4FD6D56F.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:40 -!- pagurus [~user@p4FD6D56F.dip0.t-ipconnect.de] has joined #OpenApoc 08:02 -!- Pawlac [~Pawlac@p5B02DECC.dip0.t-ipconnect.de] has joined #OpenApoc 08:59 -!- Pawlac_1 [~Pawlac@p4FDCC8CC.dip0.t-ipconnect.de] has joined #OpenApoc 09:03 -!- Pawlac [~Pawlac@p5B02DECC.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:38 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 09:42 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 10:56 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 12:51 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 17:27 -!- Skin36 [~Skin36000@178.34.161.236] has joined #OpenApoc 17:54 -!- frumple [~dylsexic@213.149.51.183] has joined #OpenApoc 17:55 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 19:08 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 20:30 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 21:49 -!- Pawlac_1 [~Pawlac@p4FDCC8CC.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:05 -!- Skin36 [~Skin36000@178.34.161.236] has quit [Ping timeout: 265 seconds] 22:11 < SupSuper> is there any downside to having a UString -> std::string operator? 22:50 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] --- Day changed Mon Aug 15 2016 00:24 -!- frumple [~dylsexic@213.149.51.183] has quit [Quit: blame Canada] 00:28 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 00:28 < openapoc-git> [OpenApoc] SupSuper pushed 3 new commits to master: https://git.io/v6z5f 00:28 < openapoc-git> OpenApoc/master 6732f51 SupSuper: Facility usage calculation 00:28 < openapoc-git> OpenApoc/master 7236c34 SupSuper: More accuracy, more! 00:28 < openapoc-git> OpenApoc/master 772f2aa SupSuper: Add a << operator to UString.... 00:28 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 00:49 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:59 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 02:12 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 244 seconds] 02:45 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 02:50 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 244 seconds] 03:20 -!- Xracer [60e79670@gateway/web/freenode/ip.96.231.150.112] has joined #OpenApoc 03:45 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 04:37 -!- pagurus [~user@p4FD6D56F.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:37 -!- pagurus [~user@pD950EDC5.dip0.t-ipconnect.de] has joined #OpenApoc 04:38 -!- pagurus [~user@pD950EDC5.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:39 -!- pagurus [~user@pD950EDC5.dip0.t-ipconnect.de] has joined #OpenApoc 04:48 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 05:31 -!- Xracer [60e79670@gateway/web/freenode/ip.96.231.150.112] has quit [Ping timeout: 264 seconds] 10:17 -!- Pawlac [~Pawlac@p4FDCCF51.dip0.t-ipconnect.de] has joined #OpenApoc 10:40 -!- Skin36 [~Skin36000@178.34.162.18] has joined #OpenApoc 11:06 -!- Skin36 [~Skin36000@178.34.162.18] has quit [Read error: Connection reset by peer] 11:14 -!- Skin36 [~Skin36000@46.63.248.185] has joined #OpenApoc 11:56 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 13:01 -!- Istrebitel [5f1820c7@gateway/web/freenode/ip.95.24.32.199] has joined #OpenApoc 13:34 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 14:16 -!- Skin36 [~Skin36000@46.63.248.185] has left #OpenApoc [] 14:25 -!- Istrebitel [5f1820c7@gateway/web/freenode/ip.95.24.32.199] has quit [Ping timeout: 264 seconds] 15:14 -!- Istrebitel [5f1820c7@gateway/web/freenode/ip.95.24.32.199] has joined #OpenApoc 15:29 -!- You're now known as JonnyH 16:23 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 16:23 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/v62LG 16:23 < openapoc-git> OpenApoc/master 6b62e23 Jonathan Hamilton: Some small warning & format fixes 16:23 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 16:23 -!- You're now known as JonnyH`Work 16:57 <@JonnyH`Work> MSVC2015 update 3 release notes: 16:57 <@JonnyH`Work> Improved performance of debug builds significantly by reducing the number of bookkeeping function calls in our iterator debugging machinery. 16:57 <@JonnyH`Work> :D 16:58 <@JonnyH`Work> SupSuper: Have you noticed any real difference? 16:59 < SupSuper> haven't tried it 16:59 < SupSuper> and i wonder how you always catch formatting i don't :p 16:59 <@JonnyH`Work> probably 'caus the integration into cmake is rather excessive? 16:59 <@JonnyH`Work> It formats _everything_ 16:59 < SupSuper> how does it not format 3rd party libs then? :p 17:00 <@JonnyH`Work> I explicitly then remove all files from the format list that are under ${CMAKE_SOURCE_DIR}/dependencies/ 17:02 < SupSuper> i wonder if we could move lodepng there 17:05 <@JonnyH`Work> Probably should.... 17:05 <@JonnyH`Work> clang-tidy doesn't like lodepng either 17:07 <@JonnyH`Work> I spent a bit of time last night trying to create a 'minimum' iso to get the DataExtractor working 17:08 <@JonnyH`Work> then I hope to add stuff like that to the 'test' run 17:10 < SupSuper> we have tests? 17:10 <@JonnyH`Work> (mainly as I don't want to put the 'real' .iso somewhere that travis can get it, as then other people can get it too, and legally I don't want to be 'distributing warez') 17:10 <@JonnyH`Work> yeah, tests/*.cpp 17:10 <@JonnyH`Work> not wired up in msvc though 17:11 <@JonnyH`Work> as the only way I can think of doing it is adding a new 'project' for each one 17:11 <@JonnyH`Work> (or wrap their main() function in some ms-proprietrary test library) 17:11 <@JonnyH`Work> and that looks messy 17:11 < SupSuper> well if it's just for automation, probably not worth setting it up with every test compiler framework out there 17:11 <@JonnyH`Work> I just use the cmake 'ctest' function 17:12 <@JonnyH`Work> that just expectes a program (with main funciton) 17:12 <@JonnyH`Work> that returns EXIT_FAILURE or EXIT_SUCCESS 17:21 <@JonnyH`Work> Huh 17:22 <@JonnyH`Work> in fullscreen mode on my windwos 10 laptop 17:22 <@JonnyH`Work> the area where the taskbar goes at the bottom appears to interact with the (non-visible) taskbar instead of the game 17:22 <@JonnyH`Work> so I can't actually click on the buttons at the bottom of the city... 17:23 < SupSuper> are you actually in fullscreen or a conveniently sized window? 17:23 <@JonnyH`Work> fullscreen mode 17:23 < SupSuper> i'll admit i've never tried fullscreen :v 17:24 <@JonnyH`Work> huh, but the fullscreen setting is 'false'... 17:24 <@JonnyH`Work> something weird is going on... 17:24 < SupSuper> the game res is too big for your laptop? 17:24 <@JonnyH`Work> naa, exactly right (1600x900) 17:25 <@JonnyH`Work> which is where that 'odd' default came from :) 17:26 <@JonnyH`Work> unless win10 now has some magic handling of 'window_size == desktop_size' 17:26 <@JonnyH`Work> it didn't do this when I last tested it on this (a month ago or so?) 17:27 <@JonnyH`Work> hmm.. I guess it must be 17:27 <@JonnyH`Work> as changing the res slightly 'fixes' it? 17:27 < SupSuper> well windows has always automatically handled desktop-size windows: https://blogs.msdn.microsoft.com/oldnewthing/20050505-04/?p=35703 17:27 < SupSuper> i don't know what sdl does behind the scenes though 17:28 <@JonnyH`Work> yeah, I guess it's that magic detection going wrong? 17:29 <@JonnyH`Work> As in it visually hides the taskbar, but even events still go there 17:30 <@JonnyH`Work> but yeah, it's not 'fullscreen' mode 17:30 <@JonnyH`Work> but trying to alt-tab minimises it like it was? 17:31 < SupSuper> *shrug* i just tried it here, if i set the game to windowed desktop resolution, the taskbar is always on top 17:32 < SupSuper> but if i set it to fullscreen, the taskbar goes away fine 17:32 < SupSuper> maybe you have some weird taskbar app poking out 17:32 <@JonnyH`Work> For all I know it's a graphics driver bug, where the taskbar 'should' be drawn on top :P 17:32 <@JonnyH`Work> Naa, vanilla windows 10, nothing special about this 17:33 <@JonnyH`Work> It's a laptop that only ever runs outlook for work :) 17:33 <@JonnyH`Work> (plus msvc when I want to test something on windows) 17:33 < SupSuper> well "vanilla" laptops are full of manufacturer trickery 17:33 <@JonnyH`Work> nope, 'vanilla' as in installed fresh from a windows 10 corp iso 17:34 <@JonnyH`Work> ..then updated to win10, then updated a few versions within that 17:34 < SupSuper> you should definitely see the taskbar if you're not fullscreening 17:34 < SupSuper> oh and debug mode is still unusable, sorry :p 17:34 <@JonnyH`Work> Yeah, I saw that 17:34 <@JonnyH`Work> Might be faster, but not faster enough for me to think 'wow, this is faster!' 17:35 < SupSuper> yeah. i mean the minute-long loading is an immediate turnoff 17:35 < SupSuper> it might be fine once we don't have 1000 vehicles going around and spamming the console? 17:38 <@JonnyH`Work> afaict the console is only spammed during launch/land 17:38 <@JonnyH`Work> once everything's in the air it's still hella slow 18:51 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 19:01 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 19:36 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 19:46 -!- Skin36 [~Skin36000@46.63.248.185] has joined #OpenApoc 19:46 -!- Skin36 [~Skin36000@46.63.248.185] has left #OpenApoc [] 19:48 -!- Skin36 [~Skin36000@46.63.248.185] has joined #OpenApoc 20:09 -!- Istrebitel [5f1820c7@gateway/web/freenode/ip.95.24.32.199] has quit [Ping timeout: 264 seconds] 20:31 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 21:27 < SupSuper> i created a new header and it refuses to find boost. wut 21:28 <@JonnyH`Work> Does that project have boost in it's nuget 21:28 <@JonnyH`Work> As that's per-project, not per-solution? 21:28 < SupSuper> yes. boost is already used throughout the same project 21:28 < SupSuper> i'm sure it's just vs having a laff 21:28 <@JonnyH`Work> Probably having a giggle m8 21:29 < SupSuper> having a regular kerfuffle at my expense 21:29 < SupSuper> despite the amount of time i spend with british people i don't think i'll ever be able to cuss as well as they do :v 21:30 <@JonnyH`Work> The advantage of a diverse language over many years 21:30 <@JonnyH`Work> Towns ~20 miles apart have their own lingo for such things 21:33 < SupSuper> and yup, vs cleared itself up 21:33 < SupSuper> trick question: should i name a file that extends boost .h or .hpp? i feel .hpp better warns against such trickery 21:34 <@JonnyH`Work> Really, I tend to use .hpp for c++ 21:35 <@JonnyH`Work> but so far everything in openapoc uses .h? 21:39 < SupSuper> fair enough 21:42 < SupSuper> p.s. never look at a boost header, you'll never be human again 21:54 -!- Skin36 [~Skin36000@46.63.248.185] has quit [Ping timeout: 265 seconds] 22:01 < SupSuper> welp, i did it, i successfully extended a boost date_facet. can't wait to see if this compiles in other platforms 22:02 <@JonnyH`Work> SupSuper: Just assume the answer is 'no' :P 22:06 < SupSuper> also all this time a header went without #pragma once and somehow it didn't break anything. amazing 22:07 <@JonnyH`Work> which header? 22:07 < SupSuper> gametime.h 22:08 <@JonnyH`Work> Well, I'll push an extra serialization test and add the DataExtractor to travis 22:08 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 22:08 < openapoc-git> [OpenApoc] JonnyH pushed 7 new commits to master: https://git.io/v6afC 22:08 < openapoc-git> OpenApoc/master 88e1623 Jonathan Hamilton: Add a serialize out/in roundtrip test... 22:08 < openapoc-git> OpenApoc/master 3470be5 Jonathan Hamilton: Don't show dialog on LogError with no framework window... 22:08 < openapoc-git> OpenApoc/master f6a935a Jonathan Hamilton: Start xvfb in travis to run tests on 22:08 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 22:09 <@JonnyH`Work> TODO: Remove non-deterministic rng stuff from DataExtractor 22:09 <@JonnyH`Work> as currently it's 'different' on pretty much every build 22:09 < SupSuper> :p 22:09 < SupSuper> wait an extractor has rng? 22:09 <@JonnyH`Work> yeah, the city initial_tiles used for the 'outside the game area' grass 22:10 <@JonnyH`Work> which feels wrong to me :P 22:10 <@JonnyH`Work> Or I should import my 'known algorithm' rng 22:10 <@JonnyH`Work> (and add state to the serialized GameState at the same time) 22:13 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 22:13 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/v6afp 22:13 < openapoc-git> OpenApoc/master 5f07fde SupSuper: Correct day formatting in date_facet.... 22:13 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 22:13 < SupSuper> apparently intellisense doesn't believe that typedefs can be inherited 22:13 < SupSuper> compiles fine though, let's see what travis thinks 22:15 < SupSuper> but yeah look at this mess: https://github.com/pmprog/OpenApoc/blob/5f07fdea8ee588e16e9bf550b25c1b428c9348af/game/state/gametime_facet.h 22:15 <@JonnyH`Work> EDG vs VS? 22:15 < SupSuper> all this just to add my own format flag 22:15 <@JonnyH`Work> oh... 22:16 <@JonnyH`Work> /home/jonny/code/projects/OpenApoc/game/state/gametime_facet.h:23:33: error: ‘char_type’ does not name a type 22:16 <@JonnyH`Work> explicit apoc_date_facet(const char_type *format_str, const input_collection_type &short_names, 22:16 <@JonnyH`Work> you and your msvc-only BS 22:16 < SupSuper> ok so i *do* have to manually copy them over. oh well 22:16 < SupSuper> i was hoping the .h didn't have to look so horrible :p 22:18 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 22:18 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/v6aJo 22:18 < openapoc-git> OpenApoc/master bf4cef1 SupSuper: Keep the typedefs 22:18 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 22:18 < SupSuper> i guess i've pretty much surrendered at making it pretty at this point and will just forever banish it to a nether realm 22:27 < SupSuper> looks like your test failed? trying to open travis in my browser just crashes it :v 22:28 <@JonnyH`Work> I had issues with travis taking _ages_ to load the logs this morning... 22:29 <@JonnyH`Work> it fails only on clang? 22:30 <@JonnyH`Work> ..and took ~50 minues? 22:30 <@JonnyH`Work> that can't be right... 22:50 <@JonnyH`Work> 10 files changed, 36075 insertions(+), 36075 deletions(-) 22:50 <@JonnyH`Work> yeah, that's a lot of diff context for travis to show :P 22:54 -!- Pawlac [~Pawlac@p4FDCCF51.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:55 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 22:55 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/v6aIp 22:55 < openapoc-git> OpenApoc/master c628f36 Jonathan Hamilton: Make travis log output shorter... 22:55 < openapoc-git> OpenApoc/master a061f3c Jonathan Hamilton: Don't run tidy/DataExtractor on build failure 22:55 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 22:56 <@JonnyH`Work> damn, those are some _ugly_ typedefs 22:56 < SupSuper> welcome to boost :p 23:03 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 23:03 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 244 seconds] --- Day changed Tue Aug 16 2016 00:10 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 00:10 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/v6as1 00:10 < openapoc-git> OpenApoc/master 3004db3 Jonathan Hamilton: Pull lodepng out into a library 00:10 < openapoc-git> OpenApoc/master a3e961d Jonathan Hamilton: Add lodepng library to msvc build 00:10 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 00:21 -!- You're now known as JonnyH`Away 02:29 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 02:38 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 264 seconds] 03:00 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 03:05 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 264 seconds] 03:11 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 03:18 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has quit [Ping timeout: 260 seconds] 03:25 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 03:39 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has quit [Ping timeout: 258 seconds] 03:45 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 03:57 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has quit [Ping timeout: 276 seconds] 04:37 -!- pagurus` [~user@pD950DBB9.dip0.t-ipconnect.de] has joined #OpenApoc 04:37 -!- pagurus [~user@pD950EDC5.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:38 -!- pagurus` [~user@pD950DBB9.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:39 -!- pagurus [~user@pD950DBB9.dip0.t-ipconnect.de] has joined #OpenApoc 04:44 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 05:37 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 09:30 -!- scionga [~scionga@81.253.76.188.dynamic.jazztel.es] has quit [Quit: Nettalk6 - www.ntalk.de] 10:49 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 10:50 -!- scionga [~scionga@81.253.76.188.dynamic.jazztel.es] has joined #OpenApoc 11:16 -!- Pawlac [~Pawlac@p5B02D095.dip0.t-ipconnect.de] has joined #OpenApoc 11:42 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 12:10 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 12:19 -!- Istrebitel [5f1820c7@gateway/web/freenode/ip.95.24.32.199] has joined #OpenApoc 12:20 -!- Skin36 [~Skin36000@178.34.161.150] has joined #OpenApoc 12:21 < Skin36> istrebitel heh 12:55 -!- Pawlac [~Pawlac@p5B02D095.dip0.t-ipconnect.de] has quit [Quit: ---] 12:55 -!- Pawlac [~Pawlac@p5B02D095.dip0.t-ipconnect.de] has joined #OpenApoc 13:12 -!- Skin36 [~Skin36000@178.34.161.150] has left #OpenApoc [] 14:52 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 15:09 -!- You're now known as JonnyH`Work 15:46 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 15:54 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 16:08 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has quit [Ping timeout: 265 seconds] 16:53 -!- Skin36 [~Skin36000@178.34.161.150] has joined #OpenApoc 17:53 < Skin36> hi 17:53 <@JonnyH`Work> hey there 17:53 < Skin36> how things? 17:54 <@JonnyH`Work> Alright 17:54 < Skin36> cool 17:54 <@JonnyH`Work> Thinking about what to work on next... 17:54 <@JonnyH`Work> MAybe something 'shiny' so I can then do a video 17:54 <@JonnyH`Work> how are you? 17:56 < Skin36> just found out, it is considered a total capacity of all installed devices 17:57 < Skin36> 10+10=15 17:57 < Skin36> 10+20=25 17:57 < Skin36> 10+20+10=28 17:58 < Skin36> and so on 17:59 < Skin36> you know this formula? 18:01 <@JonnyH`Work> hmmm... maybe sort-by-size 18:01 <@JonnyH`Work> then 1/1 * the first 18:01 <@JonnyH`Work> + 1/2 * the second 18:01 <@JonnyH`Work> + 1/3 * the third 18:02 <@JonnyH`Work> not really enough examples to verify :) 18:02 < Skin36> its so mad 18:03 < Skin36> create an array of 100 values 18:03 < Skin36> http://pastebin.com/MaJV5eeD 18:04 < Skin36> if u have Python u may try it 18:05 < Skin36> its correct formula from code 18:15 < Skin36> and yet, the accuracy depends on the speed 18:22 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:29 <@JonnyH`Work> BTW that looks correct for that code snippet 18:29 <@JonnyH`Work> what that appears to be effectively doing is sort-by-size 18:30 <@JonnyH`Work> then summing accuracy += (argument[n] * 1/n) 18:32 < Skin36> http://pastebin.com/wFjWkW27 18:32 < Skin36> original 19:09 -!- Istrebitel [5f1820c7@gateway/web/freenode/ip.95.24.32.199] has quit [Ping timeout: 264 seconds] 19:27 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 19:55 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 20:30 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:33 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 20:59 -!- Istrebitel [5f1820c7@gateway/web/freenode/ip.95.24.32.199] has joined #OpenApoc 21:00 < Istrebitel> Hey everyone! Tried to build and run OA, win7, vs2015, it runs all right, but for some reasons all buttons are blank (in cmd window it says it can't find a glyph in the font) and clicking any difficulty causes loading screeen to display indefinetly (while supposedly nothing happens) 21:01 <@JonnyH`Work> Istrebitel: Is this a debug build? 21:01 < Istrebitel> tried both 21:01 <@JonnyH`Work> MSVC is _really_ slow in debug mode, and takes ~1 minute to loca 21:01 <@JonnyH`Work> ..load 21:01 < Istrebitel> ah 21:01 < Istrebitel> i see 21:02 < Istrebitel> okay i'll let it load then 21:02 <@JonnyH`Work> release should be a few seconds... 21:02 <@JonnyH`Work> The font stuff might be due to your locale 21:02 <@JonnyH`Work> I've only tested fr_FR and en_GB myself... 21:02 < Istrebitel> should any difficulty load? 21:02 <@JonnyH`Work> all difficulties should work 21:02 < Istrebitel> how do I set locale for the game? 21:02 <@JonnyH`Work> currently the only difference is the city 21:02 < Istrebitel> yeah, it was debug 21:02 < Istrebitel> loaded now 21:02 <@JonnyH`Work> It's not really 'playably' yet :P 21:03 <@JonnyH`Work> where you ran openapoc from 21:03 <@JonnyH`Work> there should be an openapoc_log.txt file 21:03 -!- Skin36 [~Skin36000@178.34.161.150] has quit [Ping timeout: 260 seconds] 21:03 <@JonnyH`Work> there should be a line like "Setting up locale "en_GB.utf8"" near the top 21:04 < Istrebitel> yeah 21:04 <@JonnyH`Work> BTW debug mode is just as slow in-game 21:04 < Istrebitel> so how do i make it set it to en_BG 21:04 <@JonnyH`Work> which is really annoying :P 21:05 < Istrebitel> oops 21:05 < Istrebitel> en_GB 21:05 < Istrebitel> it sets to ru, which is my locale 21:05 <@JonnyH`Work> in %USER%/appdata/roaming/openapoc/openapoc 21:05 <@JonnyH`Work> there should be settings.cfg 21:06 <@JonnyH`Work> that's a simple key=value config file 21:06 <@JonnyH`Work> open it in a text editor and there should be a line like 'Language=ru_RU.UTF-8' 21:06 <@JonnyH`Work> change that to en_GB.UTF-8 (or en_US.UTF-8 if you want american english) :P 21:06 < Istrebitel> thanks, fixed 21:07 <@JonnyH`Work> a UI to do config is still on the 'todo' list :P 21:07 <@JonnyH`Work> the problem with the russian 21:07 <@JonnyH`Work> is we have a translation 21:07 <@JonnyH`Work> but the fonts don't have many of the characters it uses 21:08 < Istrebitel> so, I' 21:08 < Istrebitel> I'm new to the project 21:08 < Istrebitel> I' 21:08 <@JonnyH`Work> Welcome :D 21:08 < Istrebitel> god dammit 21:08 < Istrebitel> keyboard bugs out 21:08 < Istrebitel> anyway 21:08 <@JonnyH`Work> (Don't worry, I keep doing that, ' and return right next to each other) 21:09 < Istrebitel> So I'd like to help. What part of the game could I help with? 21:09 <@JonnyH`Work> Good question :) 21:09 < Istrebitel> Like, what isn't anyone working on right now? 21:09 <@JonnyH`Work> We have a big 'TODO.md' in the root 21:09 < Istrebitel> yeah I saw that, but I guess some of those are being worked on by other members? 21:09 <@JonnyH`Work> but we don't have an official 'task assignment' thing 21:10 <@JonnyH`Work> We recently got a bit more help,so it's probably worth starting something like that soonish... 21:10 < SupSuper> we're still missing all the "gamey" stuff so there's plenty of openings :p 21:11 < Istrebitel> I'm going to spend some time figuring out how everything is coded (game screens etc) and then I think it's best to start with something small 21:11 < Istrebitel> like, maybe, production, if that's not done yet? 21:11 < SupSuper> yeah we have research but not manufacture 21:11 <@JonnyH`Work> Well, 'manufacture' and research share some code 21:12 <@JonnyH`Work> 'Research' requirements alreay have some code 21:13 <@JonnyH`Work> but other stuff (like actual creation of items, the 'repeat' mode, money costs of manufacturing) might be something useful 21:13 < SupSuper> TODO: update the TODO.md 21:13 -!- Pawlac [~Pawlac@p5B02D095.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:13 < SupSuper> but crudely speaking we don't have: any real cityspace simulation (someone's working on ufos?), markets, organizations, items, transfers, scoring, funding, etc etc 21:14 <@JonnyH`Work> UFOs and missions kinda work 21:14 < SupSuper> and of course the battlescape is a big empty nothing 21:14 <@JonnyH`Work> Like they appear every now and then to 'hover above a building and show the beam animation' 21:14 <@JonnyH`Work> We also need to fixup vehicle hit boxes 21:14 <@JonnyH`Work> and the damage model 21:15 <@JonnyH`Work> then we can actually shoot those pesky ufos 21:15 < SupSuper> and proper player commands while we're at it :p 21:15 <@JonnyH`Work> 'proper player commands'? 21:15 <@JonnyH`Work> You can give vehicles commands now? 21:15 < SupSuper> being able to order stuff around with a proper ui and stuff 21:16 < SupSuper> i'm aware it works but that ui is so not up to code :p 21:17 <@JonnyH`Work> Little things like 'highlighting current vehicle's target' too 21:17 < Istrebitel> so, what would be a good place to start? 21:17 <@JonnyH`Work> and the paths on the map... 21:17 < Istrebitel> for a new member? 21:17 <@JonnyH`Work> Manufacturing might be good :) 21:17 < SupSuper> just pick a small mostly finished thing that's either missing some functionality or some polish 21:17 < SupSuper> then you can expand from there 21:18 < SupSuper> if you like base management stuff, manufacturing is good since it mostly uses the research backend which is already there 21:18 <@JonnyH`Work> game/state/research.cpp Lab::update() 21:18 < Istrebitel> thanks 21:18 <@JonnyH`Work> maybe add a if (current_project->type == "Engineering") for the complete code 21:18 < SupSuper> although i find JonnyH`Work's statics and global labs gross :p 21:19 <@JonnyH`Work> to say 'create new item in inventory (that currently doesn't exist :P)' 21:19 <@JonnyH`Work> 'decrement 'number of items to produce' 21:19 <@JonnyH`Work> if number of items == 0 show 'done' dialog 21:19 < SupSuper> well we have "items", that's good enough 21:19 <@JonnyH`Work> else if you have enough cash start the next, or show dialog showing out of cash 21:19 <@JonnyH`Work> Base::inventory 21:20 <@JonnyH`Work> feel free to take tips off SupSuper to cleanup the code generally :P 21:20 < SupSuper> it's all awful all of it! 21:21 < Istrebitel> yeah, I hope I'll figure it out ) 21:21 <@JonnyH`Work> Well of course, I wrote it 21:21 <@JonnyH`Work> Feel free to ask questions here 21:21 < SupSuper> well i tend to be ui janitor 21:21 <@JonnyH`Work> But remember 'why' anything is probably 'it seemed like a good idea at the time' :P 21:21 < SupSuper> but there's plenty of things still in a "rough" state so feel free to go through and fix them up and polish so we don't save it all up to the end 21:21 <@JonnyH`Work> You might also want to ask Supsuper how to setup clang-format on windows 21:22 <@JonnyH`Work> I like my formatting consistent :) 21:22 < SupSuper> i wonder if i should make clang-format a pre-build step... 21:23 <@JonnyH`Work> git commit hook... 21:23 <@JonnyH`Work> I've gotta run for a meeting 21:23 < SupSuper> oh no, actual work! 21:23 <@JonnyH`Work> :O 21:23 <@JonnyH`Work> Meeting != work... 21:24 < SupSuper> oh yeah you can blame JonnyH`Work for debug builds being unusable in visual studio... 21:24 < SupSuper> hope you like printf's! 21:24 <@JonnyH`Work> LogWarnings()! 21:48 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 264 seconds] 22:18 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 22:43 <@JonnyH`Work> By 'meeting' what I meant was start a meeting, then get distracted by watching the olympics cycling :P 22:57 -!- Pawlac [~Pawlac@p5B02D095.dip0.t-ipconnect.de] has joined #OpenApoc 23:40 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Wed Aug 17 2016 00:23 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 00:48 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has quit [Ping timeout: 258 seconds] 00:50 -!- You're now known as JonnyH`Away 01:21 -!- Thinky [617e6d32@gateway/web/freenode/ip.97.126.109.50] has joined #OpenApoc 01:21 < Thinky> Hey 02:29 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 02:38 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Ping timeout: 276 seconds] 02:44 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has joined #OpenApoc 03:01 -!- Shadow [~Shadow@apn-95-41-44-253.dynamic.gprs.plus.pl] has quit [Read error: Connection reset by peer] 03:37 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 03:59 -!- nadir [uid134094@gateway/web/irccloud.com/x-prasvzuqzzwgjuke] has quit [Quit: Connection closed for inactivity] 04:37 -!- pagurus` [~user@pD950E405.dip0.t-ipconnect.de] has joined #OpenApoc 04:37 -!- nadir [uid134094@gateway/web/irccloud.com/x-xblsiyfjocmifshj] has joined #OpenApoc 04:37 -!- pagurus` [~user@pD950E405.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:37 -!- pagurus` [~user@pD950E405.dip0.t-ipconnect.de] has joined #OpenApoc 04:37 -!- You're now known as JonnyH 04:38 <@JonnyH> Hi 04:39 -!- pagurus` [~user@pD950E405.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:39 -!- pagurus` [~user@pD950E405.dip0.t-ipconnect.de] has joined #OpenApoc 04:39 -!- pagurus [~user@pD950DBB9.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:40 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has quit [Ping timeout: 260 seconds] 05:38 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 05:55 -!- You're now known as JonnyH`Away 06:46 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 08:20 -!- Istrebitel [5f1820c7@gateway/web/freenode/ip.95.24.32.199] has quit [Quit: Page closed] 08:37 -!- Solarius [53167850@gateway/web/freenode/ip.83.22.120.80] has joined #OpenApoc 08:44 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has joined #OpenApoc 08:45 -!- Pawlac_1 [~Pawlac@p5B02DD3E.dip0.t-ipconnect.de] has joined #OpenApoc 08:49 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 08:49 -!- Pawlac [~Pawlac@p5B02D095.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:26 -!- Skin36 [~Skin36000@178.34.160.61] has joined #OpenApoc 09:27 < Skin36> hi Isrebitel 09:48 < Istrebitel> hi 09:51 < Istrebitel> wasn't payin attention to the chat, just downloaded the sources and trying to figure them out ))) 10:33 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has quit [Ping timeout: 240 seconds] 10:59 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has joined #OpenApoc 11:15 -!- Skin36 [~Skin36000@178.34.160.61] has left #OpenApoc [] 11:33 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 12:04 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Organize your IRC] 12:07 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has joined #OpenApoc 12:07 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has quit [Client Quit] 12:08 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has joined #OpenApoc 12:50 -!- Skin36 [~Skin36000@178.34.160.61] has joined #OpenApoc 13:04 < Istrebitel> Is anyone around? I'm trying to figure out how the code works and I'm puzzled 13:25 < Skin36> hi 14:28 -!- Solarius [53167850@gateway/web/freenode/ip.83.22.120.80] has quit [Quit: Page closed] 14:52 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Go on, try it!] 14:53 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has joined #OpenApoc 15:18 < Istrebitel> Hmm, can anyone tell me where does the game take the research from? 15:18 < Istrebitel> I see research defined in each of the difficulty's xml files, but I assume they must be populated from one single source, rather than having to copy-paste same data manually into every difficulty? 15:52 -!- You're now known as JonnyH 15:52 <@JonnyH> Hi Istrebitel 15:52 < Istrebitel> hi 15:53 <@JonnyH> currently the research is 'extracted' from the original game's .exe 15:53 <@JonnyH> see: tools/extractors/extract_research.cpp 15:54 <@JonnyH> The 'extracted' data is then 'patched' with common_patch 15:54 <@JonnyH> then the difficultyN_patch 15:54 <@JonnyH> to generate difficultyN_patched 15:54 <@JonnyH> the 'patched' version is then autogenerated 15:54 <@JonnyH> At this point I might remove the 'extractor' system and instead just check-in the result 15:55 <@JonnyH> and modify that manually 15:55 < Istrebitel> So manufacturing should also be extracted from there? 15:55 <@JonnyH> I do not know if we have figured out where the manufacturing data is in the .exe... 15:55 <@JonnyH> If you put it in data/common_patch 15:55 <@JonnyH> it'll be included in all difficulties 15:55 < Istrebitel> Well... I could just start with manually adding some entries, and then we either find it or we can fill it all manually 15:56 <@JonnyH> so if you just want to manually add it there 15:56 < Istrebitel> Another question is do I make a separate class for it, or use research class? Because the way system is built, labs and workshops are handled by Lab class 15:56 <@JonnyH> I'm not sure? 15:57 <@JonnyH> It probably depends on how much in common research/manufacturing has 15:57 <@JonnyH> You can create a new class for now 15:57 < Istrebitel> ResearchTopic's Type has an entry for Engineering now 15:57 <@JonnyH> but if you end up copy-pasting lots of stuff we can then look into merging 15:57 < Istrebitel> so technically Engineering projects are research topics now 15:58 < Istrebitel> we can leave them as that, or separate them, I see benefits and problems with either approach 15:58 <@JonnyH> I suspect either way will be 'ok' :P 15:59 <@JonnyH> It might make sense to keep them together 16:00 <@JonnyH> so the dependencies stuff is shared 16:00 <@JonnyH> e.g. if someone wanted to mod in a manufacturing topic that required an item you could 16:00 <@JonnyH> even if the original game didn't need it 16:01 <@JonnyH> (But then that might just mean creating a ManufacturingTOpic class that has a ResearchDependency member... Or renamed ResearchDependency if it's no longer just research :) 16:01 <@JonnyH> I'm no good at software design clearly :P 16:12 -!- You're now known as JonnyH`Work 16:12 <@JonnyH`Work> BTW Istrebitel do you use MSVC on windows? 16:18 <@JonnyH`Work> I was going to move some of the build output directories around a bit 16:18 <@JonnyH`Work> but I don't really use windows for dev, so don't want to do something unexpected and 'weird' 16:39 < Thinky> Hey Jonny 16:40 <@JonnyH`Work> hey Thinky 16:44 < Thinky> Long time 16:45 < Thinky> How have you been? 16:45 <@JonnyH`Work> Alright 16:45 <@JonnyH`Work> Still progressing... slowly :P 16:45 < Thinky> You've made a lot of progress, which is awesome 16:45 <@JonnyH`Work> And a few people have popped up recently to help 16:45 < Thinky> Well progress no matter how small is better than none at all 16:45 <@JonnyH`Work> which is awesome :D 16:45 < Thinky> I know! 16:46 < Thinky> I can't code, but if you need any help with some of the unit values and stuff, I will see what I can do. 16:46 <@JonnyH`Work> most we 'try' to drag directly out the old .exe 16:46 < Thinky> Who has helped recently? 16:46 < Thinky> Ah... 16:46 <@JonnyH`Work> but there are actually some bugs we've noticed 16:46 < Thinky> Please do tell. 16:46 <@JonnyH`Work> like 'unusual' armour values, a couple of city tiles clearly in the wrong place (like some grass in the middle of a wall) 16:47 <@JonnyH`Work> and 'x-com' owning a water treatment plant :P 16:47 < Thinky> Huh... 16:47 < Thinky> That is strange 16:47 <@JonnyH`Work> It's just interesting to see all these weird things in the original :P 16:47 < Thinky> What weird things? 16:47 <@JonnyH`Work> All those things are in the original, I just didn't notice 16:48 < Thinky> Oh 16:48 <@JonnyH`Work> but you can go back and see them in dosbox 16:48 < Thinky> I haven't either 16:48 < Thinky> What's wrong with armor values? 16:48 < Thinky> From what I could tell most were pretty normal 16:48 <@JonnyH`Work> plus reverse engineering some of the mechanics show some of my 'understanding' when I was ~12 playing this for the first time were clearly wrong 16:49 <@JonnyH`Work> I think I was thinking of the 'voxel' values actually 16:49 <@JonnyH`Work> Like they look nothing like the aircraft sprites in some cases :P 16:50 <@JonnyH`Work> TBH what I probably need is someone to keep the 'community' stuff going 16:51 < Thinky> I could help with that if you need 16:52 <@JonnyH`Work> Like translating git logs / chats in irc into regular 'progress reports' or something would be nice 16:52 <@JonnyH`Work> and doing the odd show-off video for more shiny features 16:52 <@JonnyH`Work> I've been meaning to do that for a while 16:52 <@JonnyH`Work> but keep making excuses :P 16:52 < Thinky> I could do that, although I would probably need someone to translate new features for me 16:53 < Thinky> But other than that, I could certainly help 16:53 < Thinky> I could make show-off videos every other month or so and have some "features to come" stuff 16:53 <@JonnyH`Work> I also want to make the install process a bit easier 16:54 <@JonnyH`Work> and it might be worth running that by someone who doesn't think the command like is the pinnacle of user experience :P 16:54 < Thinky> Hey! That sounds just like me! 16:54 < Thinky> And I could even help write the install process if you need it simplified 16:56 < Thinky> Would I have to make a new youtube account for this? 16:58 <@JonnyH`Work> I think pmprog made a generic 'openapoc' one... 16:58 <@JonnyH`Work> But I think I just used my own :P 16:58 <@JonnyH`Work> These are just ideas, not sure if theyre 'good' or not ;) 16:58 <@JonnyH`Work> but got a fair few views and interest for the videos I did 16:59 < Thinky> So I would just reupload the current progress reports, and then post new ones on a channel that I would make (probably should name it something like OpenApoc 2) 16:59 <@JonnyH`Work> though we really want to 'advertise' to devs at the minute 16:59 <@JonnyH`Work> which is probably a bit different to aiming for 'HYPE!!' 17:04 < Thinky> I could try contacting programmers I know 17:04 < Thinky> or at the very least 17:04 < Thinky> I could try to contact a group or forum or something 17:04 <@JonnyH`Work> Meh, don't want to be annoying though 17:04 < Thinky> It shouldn't be 17:04 < Thinky> If they don't want to, they just say "no, thanks" 17:04 < Thinky> But if they are interested 17:05 < Thinky> then you get a few extra hands 17:05 <@JonnyH`Work> If they know c++/c++11 that'll be cool too 17:05 <@JonnyH`Work> I originally treated this as a 'learn c++11' project 17:05 < Thinky> I will look for those who know C++ as well 17:05 <@JonnyH`Work> and some is... clearly learning code ;) 17:06 < Thinky> http://www.programmingforums.org/forum15.html 17:06 < Thinky> Could post a request there 17:06 < Thinky> At the least it may turn a few heads 17:06 < Thinky> get people talking 17:07 < Thinky> 12 people are looking at it now, so it has decent traffic 17:07 <@JonnyH`Work> I suspect you might also need to have some interest in gamedev 17:07 <@JonnyH`Work> or played the orignal apoc or something 17:07 <@JonnyH`Work> to care enough to put in some work :) 17:07 <@JonnyH`Work> but yeah sure, go ahead 17:08 <@JonnyH`Work> I don't know the etiquette of asking for help though 17:08 < Thinky> Don't worry, formality is my specialty 17:09 < Thinky> I will see what I can do 17:09 < Thinky> No promises on new devs, but hopefully some heads will turn 17:10 <@JonnyH`Work> TBH with the people arriving recently I probably need to do some 'management' stuff 17:10 <@JonnyH`Work> like updating the todo 17:10 <@JonnyH`Work> tracking what people are working on what 17:10 < Thinky> Hmm 17:10 < Thinky> I could do that 17:10 < Thinky> But 17:10 < Thinky> It would be difficult to find everyone's progress 17:11 <@JonnyH`Work> It might be easier to start a forum thread where each of the devs can say 'what I'm working on' 17:11 < Thinky> Yeah, and they update it at their pace with a "To-Do" list 17:11 <@JonnyH`Work> I might do that this evening, after work 17:11 <@JonnyH`Work> I'll probably discuss it with people next time I see them here 17:11 < Thinky> Not a bad idea, you could probably post it on the OpenApoc forum 17:11 < Thinky> I will do the same 17:12 < Thinky> That way it would be easier for a Project Manager to see progress 17:13 <@JonnyH`Work> Even if it's just someone bugging me 'It looks like you've checked something in referring to *THING* - have you updated the TODO list about *THING*?' 17:13 <@JonnyH`Work> It's easy to be lazy if it's just me working on things 17:13 <@JonnyH`Work> but it's not helpful for others 17:13 < Thinky> True 17:13 < Thinky> One suggestion though 17:14 <@JonnyH`Work> oh? 17:14 < Thinky> I would but another sub-category under the OpenApoc forum (under the development tab) called "Progress" so the personal progress reports aren't clumped into other programming stuff 17:14 < Thinky> Not sure if that is possible, but it would tidy things a whole lot more 17:14 < Thinky> http://openapoc.pmprog.co.uk/ 17:14 <@JonnyH`Work> maybe... NOt sure if I can do that, or we'll need pmprog 17:15 < Thinky> Likely, for now we can do an interim solution 17:15 <@JonnyH`Work> a thread where each dev has a post they edit wouldn't be too messy? 17:15 <@JonnyH`Work> Or someone reads follup posts and edits the first one with the 'latest status' 17:16 < Thinky> That won't be messy, it will just be difficult to find among the other posts 17:16 < Thinky> Not bad. 17:17 < Thinky> For now we could probably put the personal progress reports (I will just refer to them as PPRs) in the Troubleshooting tab, but if that isn't possible we can put it in the general discussion 17:22 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:f1b8:e034:8a8f:6fca] has joined #OpenApoc 17:23 < Thinky> Hello Pmprog 17:23 < Thinky> speak of the devil 17:23 <@JonnyH`Work> pmprog is clearly the devil :) 17:24 <@JonnyH`Work> We were just discussing ways we can keep track of stuff now we have a few more poeple helping out 17:25 < Thinky> And hopefully I will be able to help out soon as well! 17:25 < pmprog_laptop> Hey guys. How's things? 17:25 < pmprog_laptop> That's great. I assume Trello isn't working? 17:26 < Thinky> I am uncertain 17:27 <@JonnyH`Work> 'working' requires someone to keep it upto date and stuff I guess 17:27 <@JonnyH`Work> If that's the best solution going forward it certainly makes sens to do so 17:27 < pmprog_laptop> Well, anything to "track stuff" will require people to update it 17:27 < pmprog_laptop> I don't know if Trello is the best, I've never really tried to manage a project before 17:28 <@JonnyH`Work> same here... 17:30 < pmprog_laptop> If it's ineffectual, then sure, replace it 17:30 < pmprog_laptop> Pity there's no way you could generate a TODO list from source code, and create stub classes that need filling 17:31 < pmprog_laptop> So you could start with a Battlescape class - which as work starts, expands to several further classes 17:31 <@JonnyH`Work> stub classes require at least a data model level of design I suspect we can't really do right now 17:31 <@JonnyH`Work> brb meeting 17:31 < Thinky> Well, I am no expert in project management, but I could provide an interim solution if needed. 17:32 < Thinky> I have managed several projects before, so that's a plus. 17:33 < pmprog_laptop> Sure, offer up what you;ve got, and if it works better than Trello, I guess it's a no-brainer 17:36 < Thinky> Alright, I will have to be absent for a few moments (as in an hour or so) but I will continue this conversation later. 17:47 -!- nadir [uid134094@gateway/web/irccloud.com/x-xblsiyfjocmifshj] has quit [Ping timeout: 260 seconds] 17:54 -!- Skin36 [~Skin36000@178.34.160.61] has left #OpenApoc [] 17:55 -!- Skin36 [~Skin36000@178.34.160.61] has joined #OpenApoc 17:56 -!- nadir [uid134094@gateway/web/irccloud.com/x-wxnurhsrqkffgjsx] has joined #OpenApoc 18:08 <@JonnyH`Work> back 18:08 <@JonnyH`Work> so I suspect the issue with planning is "I don't really want to put any time into it" 18:08 <@JonnyH`Work> I want a magic no-effort solution to a problem with no magic no-effort solutions :P 18:09 <@JonnyH`Work> If we get trello up to date and actually use it it might be great 18:19 < Thinky> I can put the work and effort into the community management 19:06 < pmprog_laptop> Sure, I struggle for time to do anything, even project manage any more :) 19:12 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:13 <@JonnyH`Work> hi SupSuper 19:13 <@JonnyH`Work> MSVC people: is this sane? 19:13 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/commit/dcd0e6186b4ed4729bacd12605b0c49610bb26ca 19:13 <@JonnyH`Work> 'caus currently build output/intermedate files seem to go all over the place 19:15 < SupSuper> yeah msvc++ does not have sane defaults :p 19:15 <@JonnyH`Work> I'll push that then? 19:16 < SupSuper> yeah it looks about right 19:16 < SupSuper> openxcom uses $(ProjectDir)..\bin\$(Platform)\$(Configuration)\ and $(ProjectDir)..\obj\$(Platform)\$(Configuration)\ 19:17 < SupSuper> as long as it compiles :p 19:17 <@JonnyH`Work> I like having a single dir for all build output 19:17 <@JonnyH`Work> but it's at least 'better'... I guess? 19:18 < SupSuper> well i'm pretty sure i pointed out the mess before, i just couldn't get it to compile afterwards 19:18 <@JonnyH`Work> This was pretty simple 19:18 <@JonnyH`Work> I suspect some stuff might have been 'fixed' by using msvc references for libs 19:19 <@JonnyH`Work> not directly adding stuff to the 'linker options' 19:19 <@JonnyH`Work> I also added RElease/Debug/win32/x64 to appveyor 19:19 <@JonnyH`Work> and added the .pdb to the stored output for backtraces 19:23 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 19:23 < pmprog_laptop> JonnyH`Work: The worse thing about MSVC IMO is that if you have two .c files with the same name (and maybe same class name, but in different namespaces), it tries to build the .obj in the same place, overrides the other and causes build errors! :( 19:24 <@JonnyH`Work> pmprog_laptop: yeah, that's one reason I wanted to make sure at least the intermediates of each project are in a different die 19:24 < SupSuper> pmprog_laptop: every build tool does that afaik 19:25 < pmprog_laptop> It's stupid. They should mimic the directory stucture of the file location under /obj/... then you'll never have problems 19:26 < SupSuper> well iirc you can have make just mimic the directory structure under obj... but then it's a headache getting it to link everything 19:28 <@JonnyH`Work> pmprog_laptop: cmake mirrors the source directory structure 19:28 <@JonnyH`Work> so game/file.cpp goes to build/game/file.o 19:29 <@JonnyH`Work> well ,not exactly that, but something derived from the source path :P 19:30 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 19:30 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/v6KfW 19:30 < openapoc-git> OpenApoc/master dcd0e61 Jonathan Hamilton: Try to standardise the msvc build directories a bit... 19:30 < openapoc-git> OpenApoc/master 82d4b6f Jonathan Hamilton: MSVC: Disable whole program optimisations... 19:30 < openapoc-git> OpenApoc/master 9b1a10d Jonathan Hamilton: Update 'master' appveyor config w/new build dirs 19:30 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 19:31 < SupSuper> oh no my optimizations! 19:31 <@JonnyH`Work> from my profile run, the difference was.. zero :P 19:32 <@JonnyH`Work> You need to enable -fomg-fast I guess :P 19:32 <@JonnyH`Work> TBH I've not had any issues with 'release' performance anyway 20:18 < pmprog_laptop> I'm off... Catch you again next time. Have fun :) 20:18 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:f1b8:e034:8a8f:6fca] has quit [Quit: Konversation terminated!] 20:30 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:50 < Skin36> hi JonnyH`Work 21:07 <@JonnyH`Work> hi Skin36 21:13 < Skin36> I understood, it is believed accurate but I do not understand how it is used 21:14 < Skin36> http://pastebin.com/P7ueAkvC 21:16 < Skin36> then used 21:16 < Skin36> http://pastebin.com/dF7hdgSL 21:17 < Skin36> similar to the logarithmic dependence 21:22 <@JonnyH`Work> what's the _CHP instruction? 21:23 < Skin36> http://pastebin.com/FfmEWTME 21:24 <@JonnyH`Work> so it sets the fpu round mode etc.? 21:24 <@JonnyH`Work> v18 seems to be read from *proj_x and never used... 21:25 <@JonnyH`Work> I guess accuracy_use 21:25 <@JonnyH`Work> veh_x,y,z contain the position of the firing unit 21:25 <@JonnyH`Work> *proj_x,y,z contain the 'target' 21:25 < Skin36> yes 21:25 <@JonnyH`Work> It uses the accuracy (and range) to modify the proj_x,y,z values 21:26 <@JonnyH`Work> so it agrees with my post on the forum that the 'hit' stuff is all done in voxel space 21:26 <@JonnyH`Work> same as the previous xcoms 21:26 < Skin36> complicated formula 21:28 <@JonnyH`Work> it makes a 'valid' random float (the make_random do..while loop) 21:29 <@JonnyH`Work> __FYL2X__(v26, 0.69...) 21:29 <@JonnyH`Work> is 0.69... * log2(v26)? 21:31 < Skin36> perhaps 21:33 <@JonnyH`Work> ...How the hell does my rng still generate different values in msvc?? 21:36 <@JonnyH`Work> Ooohh, I bet it's uniform_int_distribution! 21:39 <@JonnyH`Work> Balls... If we can't use the distributions deterministically it'll be a massive pain... 21:39 <@JonnyH`Work> I wonder if boost has a version we can use? So at least it's the same on all platforms... 21:42 -!- Skin36 [~Skin36000@178.34.160.61] has quit [Ping timeout: 250 seconds] 21:45 -!- Skin36 [~Skin36000@185.3.34.248] has joined #OpenApoc 21:48 < Skin36> __CHP The command number of rounds in accordance with the rounding mode set 22:04 < Skin36> http://shot.qip.ru/00knEU-3tfn6TNnC/ 22:05 < Skin36> This feature rejects the direction of the projectile 22:06 < Skin36> http://shot.qip.ru/00knEU-1tfn6TNnD/ 22:06 < Skin36> you're right 22:08 <@JonnyH`Work> so presumalbly it checks firing arc 22:09 <@JonnyH`Work> if outside the arg it cannot fire (loc_5B70D is presumably 'return FAILED_TO_FIRE' or something 22:09 <@JonnyH`Work> it calculates the accuracy 22:09 <@JonnyH`Work> the uses that to 'modify' the target position 22:10 < Skin36> but how do we use the accuracy? 22:11 <@JonnyH`Work> today, openapoc doesn't use accuracy 22:11 < Skin36> Make your own formula? 22:11 -!- Pawlac_1 [~Pawlac@p5B02DD3E.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:12 <@JonnyH`Work> Well, we want to copy the apoc one as much as possible 22:12 <@JonnyH`Work> If you keep those function disasm handy somewhere 22:13 <@JonnyH`Work> we can use them to try to get something that'll behave the same 22:13 < SupSuper> just copy the disasm straight into openapoc 22:13 < SupSuper> better yet just link into the exe for all the mystery bits 22:13 < SupSuper> boom game done 22:15 <@JonnyH`Work> #include "ufo2p.exe" 22:16 < Skin36> :D 22:17 -!- Skin36 [~Skin36000@185.3.34.248] has left #OpenApoc [] 22:18 < SupSuper> worked for keeperfx 22:19 < SupSuper> they just turned the original game into a dll and rebuild it one function at a time :p 22:20 < SupSuper> that would probably gut me inside though, working with unpure unclean reversed code *shudders* 22:22 <@JonnyH`Work> same with openrct2 22:22 <@JonnyH`Work> though that's more disasm2c 22:25 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/tree/WIP/serialize_rng 22:25 <@JonnyH`Work> Why the f**ck does this still generate different results for the initial_tiles on windows? 22:26 < SupSuper> how are you seeding it? 22:26 < SupSuper> maybe different platforms seed differntly by default? 22:26 <@JonnyH`Work> rng{} 22:26 <@JonnyH`Work> I'm pulling in my own xorshift rng 22:26 <@JonnyH`Work> test_rng asserts the values are the same (and passes on windows and linux) 22:27 < SupSuper> hmmm 22:27 < SupSuper> try using a fixed value to rule out it's the rng? 22:29 <@JonnyH`Work> (count++) % 4 22:30 <@JonnyH`Work> generates the same on win and linux 22:30 <@JonnyH`Work> (rng()) % 4 doesn't 22:45 <@JonnyH`Work> finaly :) 22:45 <@JonnyH`Work> int->uint casts matter when chainging size! 22:45 <@JonnyH`Work> time to rewrite history so nobody sees my dumb mistake... 22:46 < SupSuper> lol 22:46 < SupSuper> are you building on different archs? 22:48 < SupSuper> also how the hell does anyone make sense of disassembled c? it just looks weird and scary to me 22:49 <@JonnyH`Work> A lot of it isn't really needed 22:49 <@JonnyH`Work> the disasm has to keep side effects (like the condition flags, any fpu state etc.) 22:49 < SupSuper> that's what makes it so weird!! 22:49 <@JonnyH`Work> even if the program never actually uses it 22:49 <@JonnyH`Work> Often I fire up a x86 instruction reference looking at Skin's screenshots :) 22:52 <@JonnyH`Work> static_assert(sizeof(long) == 8, "Your longs are too short"); 22:52 <@JonnyH`Work> problem solved :P 22:52 < SupSuper> who uses longs 22:52 <@JonnyH`Work> me apparently when I make a think-o 22:53 <@JonnyH`Work> probably should have beena long long 22:53 <@JonnyH`Work> or evern better uin64_t 22:53 < SupSuper> looooooong 22:53 <@JonnyH`Work> or even even better, the template type :P 22:54 < SupSuper> so is there a "make sense of disassembled code" primer or what :P 22:55 <@JonnyH`Work> I think H P Lovecraft wrote something similar to that 22:55 < SupSuper> well everyone else seems to do it! 22:55 < SupSuper> meanwhile here i am writing things from scratch like a sucker 22:56 <@JonnyH`Work> 'everyone else'? 22:56 < SupSuper> all the other remakes 22:56 <@JonnyH`Work> I think it's a skill to do anything but the bare minimum of pattern recognition 22:56 <@JonnyH`Work> But they're insane 22:56 <@JonnyH`Work> when I mentioned the rollercoaster tycoon 2 remake? 22:56 <@JonnyH`Work> Don't look at the code 22:56 <@JonnyH`Work> It'll make your head explode 22:57 < SupSuper> taking after ttd i guess :p 22:57 <@JonnyH`Work> openttd? 22:58 < SupSuper> yeah it's also a disassembled mess. they all are. but it works out for them! 22:58 <@JonnyH`Work> was that wrapped around disasm? Not a re-implementation? 22:59 < SupSuper> judging by the quality of the code i doubt it 22:59 <@JonnyH`Work> looks very dissimilar to how you would write a dos game in C/asm... 22:59 <@JonnyH`Work> Unless it's been modified so much since it looks different, of course 23:01 <@JonnyH`Work> There was someone doing that with the old pc98 touhou games 23:01 <@JonnyH`Work> disasm-to-c 23:01 <@JonnyH`Work> recompile with a 'wacom C' compatible compiler 23:01 <@JonnyH`Work> ensure it builds & runs 23:01 <@JonnyH`Work> go through and progressively replace crazy disasm c with readable c 23:02 <@JonnyH`Work> hmm.. google images thinks the pc98 only ever had porn games 23:02 <@JonnyH`Work> I guess it is Japan... 23:02 < SupSuper> sounds about right 23:02 < SupSuper> and it has been over 10 years since openttd first came to be 23:02 <@JonnyH`Work> One of my friends went over there for a couple of years 23:03 <@JonnyH`Work> said there aren't 'pc' games over there 23:03 <@JonnyH`Work> You either game on a console 23:03 <@JonnyH`Work> or it's code for 'porn games' 23:03 < SupSuper> it's true, pc is all "visual novels" 23:03 < SupSuper> if you know what i mean 23:04 <@JonnyH`Work> (lenny_face) 23:04 <@JonnyH`Work> I've noticed that the 'new game' queue on steam seems full of that stuff now 23:04 <@JonnyH`Work> I guess they're relatively cheap to create 23:04 <@JonnyH`Work> Or they're just going through the back catalogue and translating them or something... 23:06 < SupSuper> steam is probably a good market for them 23:07 <@JonnyH`Work> Full of lonely losers who want to escape their depressing existance by way of cartoon catgirls 23:07 <@JonnyH`Work> .... 23:07 * JonnyH`Work gets out credit card 23:07 < SupSuper> imagine the steam achievements 23:07 <@JonnyH`Work> I don't want to know... 23:08 < SupSuper> also i found the earliest commit of openttd: http://git.openttd.org/?p=trunk.git;a=tree;h=efaeb275f78e18d594d9ee8ff04eccd2dc59512c;hb=efaeb275f78e18d594d9ee8ff04eccd2dc59512c 23:08 < SupSuper> definitely more polished than a straight disasm but there's still lots of archaic stuff that probably came from one 23:08 < SupSuper> like using c in 2003 :p 23:09 < SupSuper> also it was the win32 version so that probably disassembles nicer 23:09 <@JonnyH`Work> https://wiki.openttd.org/OpenTTD 23:10 < SupSuper> then again sawyer loved asm so who knows how far off it really was 23:10 <@JonnyH`Work> I guess it might be? It started life as a binary patch? 23:10 < SupSuper> different things 23:11 <@JonnyH`Work> disasm of something from C looks very different from something build initially in asm 23:12 < SupSuper> "The Patch's method of modifying the game made a lot of potential features near-impossible. Ludde contacted Owen Rudge, owner of TT-Forums, in 2003, and explained he was going to reverse engineer the game and convert TTD to C. A year later Ludde surprisingly presented Owen Rudge with the first release." 23:12 < SupSuper> yeah i would've been surprised as well 23:12 <@JonnyH`Work> So someone locked himself in a room and a year later had a full C ttd implementation? 23:12 <@JonnyH`Work> Could ahve been anything :P 23:13 < SupSuper> https://www.tt-forums.net/viewtopic.php?f=29&t=6559 23:13 < SupSuper> not surprised he was involved in scummvm :P 23:15 < SupSuper> also probably the first time in history someone just dumping a whole bunch of source and asking for help actually turned into something fruitful 23:15 <@JonnyH`Work> if the source 'already kinda works' you have a decent chance 23:18 <@JonnyH`Work> all my coworked seem to have f**cked off.... 23:18 -!- You're now known as JonnyH 23:18 < SupSuper> hurray for summer work 23:18 <@JonnyH> well, 2 are on holiday 23:18 <@JonnyH> on a team of 5... 23:19 -!- Thinky [617e6d32@gateway/web/freenode/ip.97.126.109.50] has quit [Ping timeout: 264 seconds] 23:38 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:40 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 23:40 < openapoc-git> [OpenApoc] JonnyH pushed 10 new commits to master: https://git.io/v6KKc 23:40 < openapoc-git> OpenApoc/master 33ff7cf Jonathan Hamilton: Add a 'deterministic' RNG and serialize it with GameState... 23:40 < openapoc-git> OpenApoc/master 797f9cc Jonathan Hamilton: Add library/xorshift.h to cmake 23:40 < openapoc-git> OpenApoc/master 63ac1cf Jonathan Hamilton: Add library/xorshift.h to msvc 23:40 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 23:42 < SupSuper> your quest for testable code is finally over :p 23:57 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] --- Day changed Thu Aug 18 2016 00:01 -!- You're now known as JonnyH`AWay 00:01 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 00:01 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/v6KiW 00:01 < openapoc-git> OpenApoc/master 1e40a1a Jonathan Hamilton: Try to shrink travis log... 00:01 < openapoc-git> OpenApoc/master 6469b25 Jonathan Hamilton: Update miniz to avoid some (technically) undefined behaviour 00:01 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 00:02 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 00:04 < SupSuper> huh vs finally added c++ version flags: https://blogs.msdn.microsoft.com/vcblog/2016/08/12/stl-fixes-in-vs-2015-update-3/ 00:04 < SupSuper> shame i can't force it to old c++ :p 00:11 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:03 -!- Think [617e612f@gateway/web/freenode/ip.97.126.97.47] has joined #OpenApoc 01:07 -!- You're now known as JonnyH 01:09 < Think> Hello Jonny! 01:09 < Think> Again! 01:11 <@JonnyH> hey there 01:12 < Think> So anything new? 01:25 <@JonnyH> I think I might have just broken starting the game :( 01:25 <@JonnyH> But who will ever want to do that? pff 01:47 -!- scionga [~scionga@81.253.76.188.dynamic.jazztel.es] has quit [Ping timeout: 240 seconds] 02:04 -!- scionga [~scionga@188.76.253.81] has joined #OpenApoc 02:09 -!- scionga [~scionga@188.76.253.81] has quit [Ping timeout: 260 seconds] 02:15 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 02:15 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/v6KH0 02:15 < openapoc-git> OpenApoc/master 269b22e Jonathan Hamilton: Allow multiple facilities of the same type in initial base... 02:15 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 02:23 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 02:23 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/v6KHA 02:23 < openapoc-git> OpenApoc/master b2f854b Jonathan Hamilton: Ignore clicking on the access lift... 02:23 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 02:56 -!- You're now known as JonnyH`Away 03:38 -!- scionga [~scionga@81.253.76.188.dynamic.jazztel.es] has joined #OpenApoc 04:37 -!- pagurus [~user@p4FD6CA4D.dip0.t-ipconnect.de] has joined #OpenApoc 04:38 -!- pagurus [~user@p4FD6CA4D.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:38 -!- pagurus [~user@p4FD6CA4D.dip0.t-ipconnect.de] has joined #OpenApoc 04:39 -!- pagurus` [~user@pD950E405.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:39 -!- pagurus [~user@p4FD6CA4D.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:41 -!- pagurus [~user@p4FD6CA4D.dip0.t-ipconnect.de] has joined #OpenApoc 05:37 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 09:24 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:08 < Istrebitel> Anyone can tell what's the purpose of num_labs_created in research class? 11:08 < Istrebitel> Seems to only get incremented and never decremented or used 11:24 -!- Skin36 [~Skin36000@46.63.221.101] has joined #OpenApoc 11:24 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 11:51 < kkmic> Unable to fetch in submodule path 'dependencies/miniz' 11:51 < kkmic> Authentication required for this module? 12:19 -!- Pawlac [~Pawlac@p4FDCEB2A.dip0.t-ipconnect.de] has joined #OpenApoc 15:02 -!- Skin36 [~Skin36000@46.63.221.101] has left #OpenApoc [] 15:54 -!- You're now known as JonnyH 15:55 <@JonnyH> kkmic: The github it was linked to was deleted 15:55 <@JonnyH> Istrebitel: and num_labs is used to make sure the lab name is unique 15:55 <@JonnyH> so they're called LAB_1, LAB_2... 15:55 <@JonnyH> kkmic: to fix that you need to 'git submodule deinit dependencies/miniz' 15:56 <@JonnyH> delete the .git/modules/dependencies/miniz folder 15:56 <@JonnyH> and re-run 'git submodule init' and 'git submodule update' 15:56 <@JonnyH> There's probabaly a better way, but that seems to work for me :) 15:56 <@JonnyH> New checkouts won't have that problem 15:56 <@JonnyH> Oh, and Istrebitel - Shadow was doing stuff on equipment and inventory 15:57 <@JonnyH> that may cross over with equipment stores etc. 16:54 -!- You're now known as JonnyH`Work 17:27 -!- Skin36 [~Skin36000@46.63.221.101] has joined #OpenApoc 17:29 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has quit [Ping timeout: 265 seconds] 18:09 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:15 <@JonnyH`Work> hey SupSuper 18:15 <@JonnyH`Work> I tweaked the initial base layout stuff last night 18:16 <@JonnyH`Work> as it was once again getting into an 'impossible to place' situation on hard 18:16 <@JonnyH`Work> due to slightly different rng results :) 18:18 < SupSuper> how hard can it be to make a random base? :p 18:19 <@JonnyH`Work> I made it so it makes a list of possible locations and randomly chooses within that 18:19 <@JonnyH`Work> so we can go "No possible locations? Abort, reset the base and try again" 18:20 < SupSuper> didn't i do that in the first place? god who knows anymore 18:20 < SupSuper> anyways thanks 18:21 <@JonnyH`Work> It also completely ignored the 'count' of each module 18:21 <@JonnyH`Work> so it only ever made one of each :P 18:22 <@JonnyH`Work> It currently relies on destroyFAcility() always succeeding on an otherwise empty base 18:22 <@JonnyH`Work> so if we add stores/living quaters 'use' it'll have to create the base before filing them 18:24 < SupSuper> that'll keep modders from making overstuffed bases :p 18:25 < SupSuper> i'm still not sure how it can "fail" making the base when the 2x2 always comes first... 18:26 < Istrebitel> @JonnyH'Work, well, I'm almost done 18:26 < Istrebitel> with inventory and manufacture 18:27 <@JonnyH`Work> :D 18:27 <@JonnyH`Work> I started to resurrect my 'code style' doc too 18:27 <@JonnyH`Work> With other working it makes sense to fianlly go through that 18:28 <@JonnyH`Work> So expect some massive commits from me renaming everything :P 18:28 <@JonnyH`Work> then I'll add the stuff to clang-tidy, so at least travis will point out new issues 18:28 < SupSuper> there goes the git blame :p 18:28 <@JonnyH`Work> As it's mostly auto-generated (through clang-format and clang-tidy) 18:28 <@JonnyH`Work> I could get a script to rewrite history 18:29 <@JonnyH`Work> but that sounds fragile and ... insane? 18:29 <@JonnyH`Work> Yeah. Insane. 18:29 <@JonnyH`Work> Let's do it :D 18:29 < SupSuper> also doesn't LogError kill the game? 18:29 <@JonnyH`Work> 'may' kill the game 18:29 <@JonnyH`Work> LogAssert() _does_ kill the game 18:30 < SupSuper> so user-friendly :p 18:30 <@JonnyH`Work> I see the 'limp along' button as a 'anything could happen' button, though it has been handy debugigng stuff :) 18:30 <@JonnyH`Work> I see in a 'release' version LogError will always die and not allow to continue 18:31 <@JonnyH`Work> but as it can't be marked noreturn clang-tidy whines about it 18:33 <@JonnyH`Work> so did we get a decision on where we should keep track of our 'current' tasks? 18:33 <@JonnyH`Work> forum? Trello? Post-its on the moon? 18:35 < SupSuper> *shrug* trello's pretty popular as far as "post-its on the moon" go 18:36 <@JonnyH`Work> https://trello.com/openapoc 18:36 <@JonnyH`Work> If everyone makes an account I can add them to that? 18:36 <@JonnyH`Work> Then I'll translate the tODO.md tehre? 18:37 < SupSuper> sure, you know my account 18:37 < SupSuper> though it's easier to keep track of "what's being done" than "what still needs doing" :p 18:37 <@JonnyH`Work> Yeah, I just want to make sure people don't overlap too much 18:38 < SupSuper> well i'm the "do whatever is boring as fuck" guy 18:39 <@JonnyH`Work> UI it is then :P 18:40 < SupSuper> i'll finish the message history eventually! 19:15 < SupSuper> btw JonnyH`Work you have automated builds on msvc right? 19:15 < SupSuper> how does that work? do they do it on a windows machine? 19:15 <@JonnyH`Work> appveyor 19:15 <@JonnyH`Work> yup, I guess it's a wondows vm somewhere 19:15 <@JonnyH`Work> wondows... the cheap chinese knock-off, from macrosoft 19:15 < SupSuper> wish i could do that, i'm getting so tired of mingw's bullshit :p 19:15 <@JonnyH`Work> can you not? 19:15 <@JonnyH`Work> you can get it to save the build output too 19:16 <@JonnyH`Work> https://ci.appveyor.com/project/JonnyH/openapoc/build/job/3phqsd227ap28icp/artifacts 19:16 <@JonnyH`Work> nice .zip 19:16 <@JonnyH`Work> Travis doesn't do that :P 19:16 -!- Keise [~keise@CPEf0f2495cbbf3-CMf0f2495cbbf0.cpe.net.cable.rogers.com] has joined #OpenApoc 19:16 <@JonnyH`Work> so we don't have 'nightly' binaries for linux, only wondows 19:16 <@JonnyH`Work> ffs... 19:16 < SupSuper> interesting 19:17 < SupSuper> i mean it's still more convenient only having one machine build everything 19:17 < SupSuper> but at least then i'd have stack traces :p 19:17 <@JonnyH`Work> I added the .pdb to the zip the other day 19:17 <@JonnyH`Work> so we get stack traces in openapoc too :D 19:17 < SupSuper> mingw debug builds are huuuuuuuuuuuuuuge 19:17 <@JonnyH`Work> but the download is 20x the size... 19:18 <@JonnyH`Work> Yeah, it doesn't really like windows debug format 19:18 <@JonnyH`Work> With dwarf on elf-linux 19:18 <@JonnyH`Work> you can use debuglink (so it's in a different file) and zlib compressed 19:19 <@JonnyH`Work> Oh, if you just want backtraces, -g1 will make much smaller debug info to -g (which defaults to -g2 iirc) 19:19 <@JonnyH`Work> and having 'one machine' do everything is useful 19:19 <@JonnyH`Work> until you get someone else to do it for you 19:19 <@JonnyH`Work> so technically I have zero machines :) 19:19 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 20:23 -!- Keise [~keise@CPEf0f2495cbbf3-CMf0f2495cbbf0.cpe.net.cable.rogers.com] has quit [Ping timeout: 250 seconds] 20:33 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:40 < SupSuper> wait appveyor costs money?? what???? whaaaaaat?????? 20:40 -!- Think [617e612f@gateway/web/freenode/ip.97.126.97.47] has quit [Quit: Page closed] 20:41 <@JonnyH`Work> wait... what? 20:41 <@JonnyH`Work> I'm not paying anything? 20:41 <@JonnyH`Work> "Free for open-source projects. " 20:41 < SupSuper> ok it says it's "free" but also "50% discount"? *shrug* 20:41 <@JonnyH`Work> I think you can pay for >1 process at a time 20:42 <@JonnyH`Work> and it'll kill you if you take more than 60mins 20:52 < Istrebitel> Okay manufacturing is almost ready, along with some improvements to research, will hopefully make a pull request tomorrow 20:53 <@JonnyH`Work> coolio :D 20:53 <@JonnyH`Work> Did you get clang-format working? 20:53 < Istrebitel> erm... what is it? afaik, it's some kind of commenting guideline? 20:53 < Istrebitel> i just went with what i saw in code 20:54 < Istrebitel> meaning, commented like it was commented in code, etc 20:55 <@JonnyH`Work> WEll, the closest thing we have to a code-style doc is my work-in-progress here: 20:55 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/PROPOSAL/code-style-doc/CODE_STYLE.md 20:56 < SupSuper> clang-format just does general formatting 20:56 <@JonnyH`Work> plus the formatting stuff encoded in the .clang-format file 20:56 < SupSuper> tabs, linebreaks, etc 20:56 <@JonnyH`Work> if you install clan 3.8.1 20:56 <@JonnyH`Work> SupSuper hade a batch file that reformats all code in the repository accordingly 20:56 < SupSuper> yeah if you install clang you can either use the clang_format.bat or the visual studio plugin 20:56 <@JonnyH`Work> similarly on linux there's a 'format-sources' make target 20:59 <@JonnyH`Work> *sigh* 20:59 <@JonnyH`Work> just noticed Github's markdown renderer has gone and replaced all tabs with 4x spaces 20:59 <@JonnyH`Work> Kinda makes the 'examples' in that useless... 21:04 < Istrebitel> so, what do I have to download? 21:04 < Istrebitel> I tried to follow the way the code that I saw is formatted, but I can also run a tool if needed 21:05 < Istrebitel> manufacturing works btw. only can do 1 item at a time right now. next I need to code in the control to select the amount 21:06 < SupSuper> just add a scrollbar, i think that's how the original worked 21:07 <@JonnyH`Work> http://llvm.org/releases/download.html 21:07 <@JonnyH`Work> should have 'clang for windows' - I assume you want 64bit 21:07 <@JonnyH`Work> SupSuper: Does the installer automatically add it to the PATH? 21:07 < SupSuper> i don't think it matters for clang-format 21:07 < SupSuper> i think there's an option for it 21:07 <@JonnyH`Work> c:\program files\clang\bin\clang-format.exe is a pain to write each time though? 21:08 <@JonnyH`Work> I suppose you could locally modify the .bat file with the path 21:08 <@JonnyH`Work> Istrebitel: I apologies, I rarely use windows, so I rely on SupSuper for working with 'real person' platforms 21:09 < SupSuper> JonnyH`Work: sorry i meant "I assume you want 64bit - i don't think it matters for clang-format" and "Does the installer automatically add it to the PATH? - i think there's an option for it" 21:10 < SupSuper> http://puu.sh/qG9tI/a728fac647.png there it is 21:11 <@JonnyH`Work> Right, this evening I'll update the CODE_STYLE.md 21:11 <@JonnyH`Work> merge it into master 21:11 <@JonnyH`Work> so at least we have a reference :) 21:11 <@JonnyH`Work> even if much of the code doesn't match yet :P 21:12 < SupSuper> i just follow whatever the file's already like 21:12 < SupSuper> even if it's not internally consistent :P 21:13 <@JonnyH`Work> CODE_STYLE.md: "Do what I say not what I do" 21:48 -!- Pawlac [~Pawlac@p4FDCEB2A.dip0.t-ipconnect.de] has quit [Quit: ---] 22:19 -!- Skin36 [~Skin36000@46.63.221.101] has left #OpenApoc [] 23:19 <@JonnyH`Work> BTW has anyone bothered creating a trello account yet? 23:43 -!- You're now known as JonnyH`Away 23:52 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 23:52 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/v6PlN 23:52 < openapoc-git> OpenApoc/master 7606e0f Jonathan Hamilton: Try all difficulties in test_serialize... 23:52 < openapoc-git> OpenApoc/master a0cc760 Jonathan Hamilton: Fix a couple of clang-tidy issues 23:52 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] --- Day changed Fri Aug 19 2016 00:10 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 01:29 -!- You're now known as JonnyH 04:37 -!- pagurus` [~user@pD950E07C.dip0.t-ipconnect.de] has joined #OpenApoc 04:38 -!- pagurus` [~user@pD950E07C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:38 -!- pagurus` [~user@pD950E07C.dip0.t-ipconnect.de] has joined #OpenApoc 04:39 -!- pagurus [~user@p4FD6CA4D.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:40 -!- pagurus` [~user@pD950E07C.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 04:42 -!- pagurus [~user@pD950E07C.dip0.t-ipconnect.de] has joined #OpenApoc 05:35 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 06:41 < SupSuper> JonnyH: apparently we already had a trello? https://trello.com/b/utjnWSzw/openapocalypse 06:46 < kkmic> JonnyH: no, the deinit/delete/init/update thing does not work for me 06:46 < kkmic> I'll make a fresh clone 06:49 < kkmic> Well, even with a fresh clone it still insists to clone into 'dependencies/miniz' when doing a git submodule update 06:49 < kkmic> :) 06:49 < kkmic> Hold on 06:50 < kkmic> Scratch that, I was working in the old repo 06:50 < kkmic> Everything seems to be ok 07:17 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 07:39 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 07:45 -!- Skin36 [~Skin36000@46.63.221.101] has joined #OpenApoc 10:44 -!- Skin36 [~Skin36000@46.63.221.101] has left #OpenApoc [] 10:46 -!- Skin36 [~Skin36000@46.63.221.101] has joined #OpenApoc 11:19 < Skin36> hi 11:36 < Istrebitel> ffs... how do I merge my fork with main one? 11:37 < Istrebitel> I've done a commit to my fork, during these days main project had several commits too, now I need to merge those into my fork, but there's no merge option 11:37 < Istrebitel> only pull request for my commit into the main project, but I want to do that after I merge main project into my form 11:37 < Istrebitel> fork* 11:51 < Istrebitel> Well, I don't know if it's the right way, but I made a pull request from pmprog's openapoc to mine. It won't let me commit because of dependencies/miniz, says "add them as submodules from GitShell or delete .git folders". What should I do? 11:56 < Istrebitel> Toreiterate what I'm trying to do: 11:57 < Istrebitel> Istrebitel/OpenApoc is 1 commit ahead, 18 commits behind pmprog/OpenApoc 11:57 < Istrebitel> I want to merge 18 commits from pmprog/OpenApoc into Istrebitel/OpenApoc 11:57 < Istrebitel> How do I do that properly? 12:20 -!- Pawlac [~Pawlac@p4FDCF860.dip0.t-ipconnect.de] has joined #OpenApoc 13:28 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 15:18 <@JonnyH> Istrebitel: a pull request will say if it can already be merged? 15:19 <@JonnyH> git 'automatically' merges on pull 15:19 <@JonnyH> so you only have to do something if the merge fails due to conflicts 15:19 <@JonnyH> Or you can use the command line git to rebase 15:19 <@JonnyH> Not sure how to do that in the UI (if it's possible) 15:30 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 250 seconds] 15:34 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 15:42 -!- You're now known as JonnyH`Work 15:57 -!- Skin36 [~Skin36000@46.63.221.101] has left #OpenApoc [] 16:05 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 16:40 < Istrebitel> it says it can't be merged but you can make a pull request 16:41 < Istrebitel> so I just create a pull regardless of the fact I'm behind by 18 commits? 16:41 < Istrebitel> and then what? How do 16:41 < Istrebitel> I sync Istrebitel/OpenApoc with pmprog/OpenApoc after the pull?\ 16:41 <@JonnyH`Work> If you sync in pmprog/OpenApoc it'll start a merge 16:41 <@JonnyH`Work> you might need some manual fixups 16:41 <@JonnyH`Work> then commit the 'merge commit' 16:41 < Istrebitel> erm 16:42 <@JonnyH`Work> and then the pull request should then contain the merged version 16:42 < Istrebitel> how do I "sync in", where is that option? 16:42 <@JonnyH`Work> How are you using git? 16:42 <@JonnyH`Work> the 'github desktop' client? 16:43 < Istrebitel> yes 16:44 <@JonnyH`Work> no idea... 16:44 <@JonnyH`Work> I'm having a quick playaround with it 16:44 <@JonnyH`Work> I know the git command line instructions you need 16:44 <@JonnyH`Work> but I don't know what button you need to press to do them in the github app... 16:51 < Istrebitel> okay 16:51 < Istrebitel> that was what I was doing 16:52 < Istrebitel> but it says 16:52 < Istrebitel> could not comit submodules: dependencies/miniz 16:52 < Istrebitel> add them as submodules from git hsell or remove their .git folders to add them as requular directories instead 16:52 < Istrebitel> do I delete the .git folders? 16:56 <@JonnyH`Work> Bah, I had to change what repository miniz linked to 16:56 <@JonnyH`Work> as the old one was deleted 16:56 <@JonnyH`Work> and it keeps messing up github... 16:57 < Istrebitel> so what can I do to actually complete that pull request? 16:57 <@JonnyH`Work> Probably reset miniz from scratch... 16:57 <@JonnyH`Work> If you click the cog in the top-right of the github app 16:57 <@JonnyH`Work> there's "Open in Git Shell" 16:58 < Istrebitel> ok 16:58 <@JonnyH`Work> type 'git submodule deinit dependencies\miniz' 16:58 < Istrebitel> error:the following file has local modifications 16:59 < Istrebitel> dependencies\miniz 16:59 < Istrebitel> do i use -f to force? 16:59 <@JonnyH`Work> Sure 17:00 <@JonnyH`Work> then 'del .git\modules\dependencies\miniz' 17:00 <@JonnyH`Work> It'll ask if you want to remove the whole directory and children 17:00 <@JonnyH`Work> say 'Yes to All' by pressing 'a' 17:01 <@JonnyH`Work> Then when that directory is deleted 17:01 <@JonnyH`Work> type 'git submodule init' 17:01 < Istrebitel> done 17:02 < Istrebitel> done 17:02 <@JonnyH`Work> It should re-add dependencies\miniz - but make sure it uses (https://github.com/JonnyH/miniz.git) as the path 17:02 <@JonnyH`Work> then 'git submodule update' 17:03 <@JonnyH`Work> then hopefully you should be able to commit :) 17:04 <@JonnyH`Work> If you do a pull request we can review it 17:04 <@JonnyH`Work> and merge it ourselves 17:04 < Istrebitel> yes it does 17:05 < Istrebitel> 2016-08-19 20:05:14.5488|WARN|thread: 1|StandardUserErrors|Showing user error Failed to create a new commit. 17:05 < Istrebitel> GitHub.IO.ProcessException: Checking patch game/state/research.cpp... 17:05 < Istrebitel> error: game/state/research.cpp: does not exist in index 17:05 <@JonnyH`Work> errm.... 17:06 -!- Skin36 [~Skin36000@46.63.221.101] has joined #OpenApoc 17:06 <@JonnyH`Work> I guess the github app had gone terribly wrong somewhere... 17:06 <@JonnyH`Work> The git command line may be 'difficult' to figure out 17:06 <@JonnyH`Work> But at least it works :P 17:06 <@JonnyH`Work> You can do the commit there if you want 17:06 < Istrebitel> restarted, seems to have done it 17:06 <@JonnyH`Work> *shrug* whatever 17:07 <@JonnyH`Work> I use linux, so command lines are my 'normal' interace :P 17:07 < Istrebitel> okay I commited, now what? 17:08 < Istrebitel> I now have a pr/2 branch 17:08 < Istrebitel> pull request 2 i guess 17:08 <@JonnyH`Work> At the top there's "pull request"? 17:08 < Istrebitel> do I now merge this with my repo? 17:08 <@JonnyH`Work> It'll push it next time you press "sync" I think 17:08 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 17:08 < openapoc-git> [OpenApoc] Istrebitel opened pull request #78: just merge it already (master...pr/2) https://git.io/v6Xhr 17:08 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 17:08 <@JonnyH`Work> there we go :) 17:09 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 17:09 < openapoc-git> [OpenApoc] Istrebitel closed pull request #78: just merge it already (master...pr/2) https://git.io/v6Xhr 17:09 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 17:09 < Istrebitel> erm 17:09 < Istrebitel> it was on your repo for some reason 17:09 <@JonnyH`Work> it says pmprog on those pull requests 17:09 <@JonnyH`Work> That's what we want, right? 17:11 < Istrebitel> erm 17:11 < Istrebitel> actually I wanted to learn how to pull from your repo into mine 17:11 < Istrebitel> first 17:11 < Istrebitel> usually you do that first and then you ask to pull changes into main repo, no? 17:12 <@JonnyH`Work> Only if there's a merge conflict? 17:12 <@JonnyH`Work> Otherwise they're equivalent 17:12 < Istrebitel> erm 17:12 < Istrebitel> what if I, say, want to develop my form 17:12 < Istrebitel> fork* 17:12 < Istrebitel> but at the same time want to receive all commits main repo receives? 17:14 < Istrebitel> that is pull from main repo into mine, right? 17:14 <@JonnyH`Work> If you select the branch 17:14 <@JonnyH`Work> there should be an "Update from pmprog/master" button at the top? 17:14 <@JonnyH`Work> No need for a pull request to do that 17:14 < Istrebitel> nope 17:15 < Istrebitel> i see only new pull request 17:15 < Istrebitel> and create new file, upload files, find file, clone or download 17:18 <@JonnyH`Work> http://i.imgur.com/DlmPeb0.png 17:18 <@JonnyH`Work> Nothing likethat? 17:20 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 17:20 <@JonnyH`Work> Or you can do "git remote add pmprog https://github.com/pmprog/OpenApoc.git" 17:20 <@JonnyH`Work> then to merge in: 17:20 <@JonnyH`Work> "git fetch pmprog" 17:20 <@JonnyH`Work> "git merge pmprog/master" 17:20 <@JonnyH`Work> 'caus cmdlines are cool :P 17:22 < Skin36> hi 17:22 <@JonnyH`Work> hi Skin36 17:22 < Skin36> CHP that ceil 17:22 < Skin36> http://shot.qip.ru/00knEU-6tfn6TNoc/ 17:23 < Skin36> 99.7777777777777 -> 100 17:25 <@JonnyH`Work> so it's ceil(the top ofthe cpu stack)? 17:25 <@JonnyH`Work> ..fpu stack :) 17:26 <@JonnyH`Work> x87 fpu is kinda a bit weird compared to the rest of the x86 instructions :P 17:26 -!- Pawlac [~Pawlac@p4FDCF860.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 17:26 -!- Pawlac [~Pawlac@p4FDCF860.dip0.t-ipconnect.de] has joined #OpenApoc 17:26 <@JonnyH`Work> It's ceil(x) not just fround(x) right? 17:27 <@JonnyH`Work> so 99.1 goes to 100 too? 17:28 < Istrebitel> well its borked 17:28 < Istrebitel> i now have a branch master and a branch pr/2 17:28 <@JonnyH`Work> That's normal? 17:28 < Istrebitel> branch pr/2 is 1 commit ahead or pmprog/openapoc 17:29 <@JonnyH`Work> Yup, that makes sense 17:29 < Istrebitel> if i try to update master from pmprog/master 17:29 < Istrebitel> i get teh same miniz error 17:29 < Istrebitel> but it's not fixed if i do the steps i did before 17:29 < Istrebitel> it remains 17:29 <@JonnyH`Work> goddamn submodules :P 17:29 < Istrebitel> what do i do so that pr/2 becomes my master? 17:29 < Istrebitel> pull pr/2 into master? 17:30 <@JonnyH`Work> 'master' is just another branch name 17:30 <@JonnyH`Work> You can delete it like any other 17:30 <@JonnyH`Work> and then re-create it 17:30 <@JonnyH`Work> if you added pmprog as a remote as aboce 17:30 <@JonnyH`Work> you can throw away any of your own changes with 'git reset pmprog/master' 17:31 <@JonnyH`Work> Not - that's pretty dangerous if you've got any changes you want to keep on your current branch :) 17:31 < Skin36> http://shot.qip.ru/00knEU-3tfn6TNoe/ 17:32 <@JonnyH`Work> so it's round() not ceil() 17:32 <@JonnyH`Work> presumably that means .4 goes down, .6 goes up 17:32 < Skin36> 99.2222222222 -> 97 17:32 < Skin36> *99 17:32 <@JonnyH`Work> 97? It says 99... 17:32 <@JonnyH`Work> Oh :P 17:33 < Skin36> round() ? kk 17:33 <@JonnyH`Work> ok, so I'm pretty sure it's fround(top of fpu stack) 17:34 < Skin36> 99.44444->99 17:34 < Skin36> 99.5555->100 17:35 <@JonnyH`Work> http://www.cplusplus.com/reference/cmath/round/ 17:35 <@JonnyH`Work> yup looks like float round() 17:36 -!- Keise_ [8a337faa@gateway/web/freenode/ip.138.51.127.170] has joined #OpenApoc 17:36 < Skin36> not 17:36 < Skin36> its roundl 17:37 <@JonnyH`Work> doubles? 17:37 <@JonnyH`Work> Well, it's probably technically the crazy 80-bit float format x87 uses :P 17:37 < Skin36> yes 17:38 < Skin36> this bit set 1 (in SR) thet mean 80-bit 17:39 <@JonnyH`Work> but we probably don't care too much about the precision difference between float/double/long double 17:41 <@JonnyH`Work> BTW on your merge 17:41 <@JonnyH`Work> for common_patch 17:41 <@JonnyH`Work> you shouldn't re-define all the data that's already there 17:41 <@JonnyH`Work> as it'll try to merge the two 17:41 <@JonnyH`Work> Only things that are added/changed from the extracted data 17:42 <@JonnyH`Work> As otherwise that results in some things being doubled (like all the bullet sprites are now 2x as long, as they're appended) 17:42 <@JonnyH`Work> same with the research, only have the values you changed in the patch 17:42 <@JonnyH`Work> not everything 17:49 < Skin36> oh sorry it seill rounding to 0, I set the wrong mode 17:50 < Skin36> its mode 1f00 17:51 < Istrebitel> okay, i deleted master, cloned pr/2 into new "master" deleted pr/2 17:51 < Istrebitel> it says master 1 ahead of pmprog's 17:51 < Istrebitel> hope this works... 17:51 <@JonnyH`Work> I should continue my GameState operator== work.. 17:52 <@JonnyH`Work> Then we can generate the 'minimal' state patch required... 17:57 < Istrebitel> also, for some reason, it introduced this into the research.cpp fiole 17:57 < Istrebitel> <<<<<<< HEAD 17:57 < Istrebitel> unsigned ticks_per_progress_point = TICKS_PER_HOUR / skill; 17:57 < Istrebitel> ======= 17:57 < Istrebitel> unsigned ticks_per_progress_hour = TICKS_PER_HOUR / lab->getTotalSkill(); 17:57 < Istrebitel> >>>>>>> refs/remotes/origin/master 17:57 < Istrebitel> wtf 17:57 < Istrebitel> ? 18:01 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:02 <@JonnyH`Work> That's a merge conflict marker 18:03 <@JonnyH`Work> I changed the lab->getTotalSkill() stuff recently 18:03 < Istrebitel> yeah I know you did 18:03 < Istrebitel> but why would it "mark" it in code? 18:03 <@JonnyH`Work> when you did the pull it should have notified you of any conflicts? 18:03 < Istrebitel> i mean, doens't it show diff 18:03 < Istrebitel> well it showed me the diff 18:04 < Istrebitel> did i have to deselect those rows? 18:04 <@JonnyH`Work> Probably? MAybe? Not sure how github desktop deals with merge conflicts... 18:04 <@JonnyH`Work> MErging is a very non-trivial thing :P 18:04 < Istrebitel> the diff display format in git is kinda... confusing. usually you're allowed to keep one, both or none 18:04 < Istrebitel> and you just check what you want 18:04 < SupSuper> github client is garbage hth :p 18:04 <@JonnyH`Work> 'git' doesn't do that, normally it calls out to a merge tool 18:05 < Istrebitel> here, it lets you select rows... but what happens if i select a "-" row? does it delete the string, or does it actually keep it? 18:05 <@JonnyH`Work> Not a clue... 18:05 < Istrebitel> yep 18:05 <@JonnyH`Work> solution: Buy beyondcompare, set that as the merge tool :P 18:05 <@JonnyH`Work> hey SupSuper :) 18:06 <@JonnyH`Work> Already had to go down to the cmdline once to fix github desktop's suck 18:06 < Keise_> I usually just go in and edit the file 18:06 < SupSuper> or get tortoisediff 18:06 <@JonnyH`Work> kdiff3 ain't bad either 18:06 < SupSuper> if all else fails, you know visual studio has git tools built in :p 18:07 < SupSuper> they're not very powerful but they *are* very fancy 18:07 <@JonnyH`Work> SupSuper: do they actually work now? 18:07 < SupSuper> yeah as of 2015 they're pretty good. still gets a bit confused around submodules, but who doesn't 18:08 <@JonnyH`Work> I've noticed sometimes submodule updates get 'revered' by the next change accidently :P 18:08 <@JonnyH`Work> I guess as they didn't get updated, and it wasn't clever enough to realise it's just an old revision, not an intended change 18:09 <@JonnyH`Work> BTW looking at identifier-naming 18:09 <@JonnyH`Work> Wish me luck :) 18:09 < SupSuper> in vs it just always sees submodules as "changes" that can never be committed 18:09 < SupSuper> but it fixes itself once you do an external update 18:09 <@JonnyH`Work> I should add a 'force update submodules' as a pull hook or something... 18:10 <@JonnyH`Work> but then vs probably doesn't honour hooks :P 18:10 < SupSuper> it's just a gui :P 18:10 <@JonnyH`Work> it wraps 'git'? 18:10 <@JonnyH`Work> Or some craptacular '.net git database library' or something 18:10 < SupSuper> yes they don't do their own git replacement lol 18:10 <@JonnyH`Work> Like jgit in eclipse :P 18:11 < SupSuper> it just calls to msysgit 18:11 <@JonnyH`Work> it's what git porcelain is for 18:11 <@JonnyH`Work> a 'stable' machine interface to the cmdline tools :P 18:11 < SupSuper> they also made this, which is super good: https://github.com/Microsoft/Git-Credential-Manager-for-Windows 18:12 <@JonnyH`Work> ssh-agent equivalent? 18:12 <@JonnyH`Work> hmmm.. how to make clang-tidy work for initialisms... 18:13 <@JonnyH`Work> It thinks ARGB is a word, and tries to make it Argb 18:13 <@JonnyH`Work> which just feels wrong :) 18:13 < SupSuper> that's the .net convention :p 18:13 <@JonnyH`Work> Argb? 18:13 < SupSuper> yeah acronyms are treated as words 18:13 <@JonnyH`Work> That makes the alpha look special in some way... 18:13 < SupSuper> Html, not HTML, etc 18:13 <@JonnyH`Work> And if .net does it it _must_ be wrong 18:14 < SupSuper> i kinda like it, otherwise the *acronym* looks special 18:14 < SupSuper> or like a constant :p 18:14 <@JonnyH`Work> I suppose it's it's only initials in the whole identifier... 18:15 <@JonnyH`Work> I might actually have a _ prefix for member variables too... 18:15 <@JonnyH`Work> Who knows! 18:15 < SupSuper> :o 18:15 < SupSuper> so did you ever figure out which trello is the real one? 18:16 < SupSuper> i guess we needed a TODO: remember to use trello... 18:16 <@JonnyH`Work> I think they're both 'real' 18:16 <@JonnyH`Work> I made an openapoc 'group 18:16 <@JonnyH`Work> and an openapoc 'board' 18:16 <@JonnyH`Work> and I can't seem to reparent the board under the group :P 18:16 <@JonnyH`Work> So I might throw that away, as a group makes sense 18:16 < SupSuper> kill one and use the other? 18:17 <@JonnyH`Work> TBH it's not like the data on there isn't horribly out of date or anything 18:17 < SupSuper> yeah :p 18:18 <@JonnyH`Work> ..I think I added you to the group? 18:18 <@JonnyH`Work> you should now be able to view the completely empty board there :P 18:20 <@JonnyH`Work> Keise_: Istrebitel: if you setup trello accounts give me the name/email and I can add you 18:20 < SupSuper> i feel so special 18:21 <@JonnyH`Work> Skin36: It might be worth having a 'reveng progress' board too? 18:21 <@JonnyH`Work> At least so we know what we're missing 18:22 < SupSuper> apparently you can copy-paste a board, but i guess none of the old stuff is worth carrying over 18:22 < SupSuper> besides the ideas i guess 18:22 <@JonnyH`Work> ..probably not 18:22 <@JonnyH`Work> If you're keen feel free to start moving stuff over 18:23 < Keise_> JonnyH`Work: it should be @keise1 for trello 18:23 < SupSuper> also apparently you can only delete boards, not close them 18:23 < SupSuper> you can move them though in Settings > Change Team 18:24 < SupSuper> *you can only close, not delete 18:25 <@JonnyH`Work> Ooh, it's pmprog's board, and I don't have admin privs? 18:25 <@JonnyH`Work> I'll put you lot as admin in the group though 18:25 < SupSuper> ah that explains it 18:25 <@JonnyH`Work> ...are you changing the background? 18:26 < SupSuper> maybe 18:26 <@JonnyH`Work> It seems to be changing it live here: P 18:26 < SupSuper> lol nice 18:26 < SupSuper> it's the only way to preview 18:26 < SupSuper> not a great selection though 18:26 <@JonnyH`Work> mine just says 'get trello pro' :P 18:28 < Keise_> so we just have to copy tasks on new board? 18:28 <@JonnyH`Work> Or port the TODO.md stuff 18:28 <@JonnyH`Work> plus anything else you think needs to be there 18:28 < SupSuper> i'll create some tasks 18:28 < SupSuper> if i miss anything let me know 18:31 < Istrebitel> okay, now to figure out this clang business 18:31 < Istrebitel> so, I install VVLM, what next? 18:31 < Istrebitel> LLVM* 18:32 < SupSuper> that's it 18:32 < SupSuper> just run clang_format_win.bat or use a visual studio plugin to format stuff 18:36 < SupSuper> alright i added a bunch of stuff, feel free to mess around with it as you see fit 18:37 < SupSuper> i recommend using cards for broad game features and then using a checklist inside to actually drill into all the parts of that feature 18:37 < SupSuper> and keep track of what you've done / what's still missing, so we don't lose track of stuff to "polish" later 18:37 <@JonnyH`Work> I want to try to keep track of what people are doing too 18:38 < SupSuper> i have no idea what you are doing :p 18:39 < Keise_> ^ this 18:39 < Keise_> is there a way to assign a task to myself? 18:40 < SupSuper> just click it and add members 18:42 < Keise_> hmm maybe I can't edit 18:42 < Keise_> checkboxes not clickable either 18:42 < SupSuper> have you sent JonnyH`Work your username so he can add you 18:42 < Keise_> yea, I'm in the group 18:43 < SupSuper> did you join the board from the menu? 18:44 < Keise_> I don't see an option to do that 18:44 < SupSuper> ok i added you all 18:44 < SupSuper> if that works 18:45 < Keise_> okay now it's fine 18:47 < Keise_> do we need a list for reversing? 18:47 <@JonnyH`Work> I don't know if we 'need' one 18:47 < SupSuper> well that's Skin36's department 18:47 <@JonnyH`Work> But I remember a few times thinking "I should get skin to look at thius" 18:47 < SupSuper> if he'd rather have a board or a list or just a mental.txt :p 18:47 <@JonnyH`Work> and other times skin asking if there's anything he should be looking at 18:47 <@JonnyH`Work> and connecting the two up makes sense :) 18:48 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 18:48 < openapoc-git> [OpenApoc] Istrebitel opened pull request #79: Manufacturing almost done, and Research bugfixes (master...master) https://git.io/v61Or 18:48 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 18:48 < Istrebitel> okay I think I got everything right 18:48 <@JonnyH`Work> you still need to remove the extr stuff in common_patch 18:49 < SupSuper> i've made a bunch of checklists so you can get an idea how i organize things 18:49 < SupSuper> but feel free to do it differently 18:50 < Keise_> I'll add missing stuff from TODO list later today 18:50 < Keise_> and I'll check my own todo if anything is worth adding 18:50 < Keise_> finally it's a weekend :) 18:51 < SupSuper> that battlescape list is gonna explode at some point :p 18:51 <@JonnyH`Work> TODO: Battlescape 18:52 < SupSuper> TODO: Actually give a damn about ground vehicles 18:53 <@JonnyH`Work> TODO: Make ground vehicles acutally useful 18:53 < SupSuper> WONTFIX 18:53 <@JonnyH`Work> I gues we could probably release without user ground vehicles and nobody would notice :P 18:54 < SupSuper> there i gave us a nice background for motivation :P 18:56 <@JonnyH`Work> ...grey? 18:56 < Keise_> cool 18:58 < SupSuper> i set a custom background, maybe only i can see it 18:58 < SupSuper> that'd make these premium features really dumb 18:58 < SupSuper> i don't know how i got them, but damn if i'm not gonna use them :p 18:59 < Keise_> I see it alright 18:59 <@JonnyH`Work> you actually pay for trello?? 18:59 < SupSuper> nah pretty sure it was one of their giveaways 18:59 <@JonnyH`Work> Oh no, it's mjust trello-backgrounds.s3.amazonaws.com seems to be going at dial-up speed 19:00 <@JonnyH`Work> It's still readong :) 19:03 <@JonnyH`Work> Still not finished loading... This can't be normal :P 19:04 < SupSuper> turn it off and on again? 19:11 < Keise_> hmm 19:11 < Istrebitel> JonnyH`Work, what do I have to fix in common? 19:19 -!- Pawlac [~Pawlac@p4FDCF860.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 19:29 < SupSuper> Istrebitel: i think he means all the extra stuff that got added to the common xml 19:29 < SupSuper> the common_patch should only contain the stuff that *can't* be extracted from the game 19:29 < Istrebitel> erm 19:30 < Istrebitel> we discussed with him that we're going to start using our own xmls as sources 19:31 < SupSuper> hmmm 19:35 <@JonnyH`Work> "maybe in the future" - not now 19:35 <@JonnyH`Work> Having both right now breaks some stuff 19:36 <@JonnyH`Work> like the bullet sprites list ends up getting doubled etc. 19:45 -!- Keise_ [8a337faa@gateway/web/freenode/ip.138.51.127.170] has quit [Quit: Page closed] 19:53 < Istrebitel> so, can I append to research.xml then? can I create a list with my own entries for research.xml so they get added to the ones extracted from the game? 19:54 <@JonnyH`Work> Anything that matches the ID of an already existing map only modifies the members with xml nodes 19:54 <@JonnyH`Work> If there's no node, it keeps the same value 19:55 < SupSuper> magic, got it 19:55 <@JonnyH`Work> *spooky* magic 19:55 < Istrebitel> so, I just add manufacturing entries 19:55 < Istrebitel> but no research ones? 19:55 < Istrebitel> and that's done? 19:55 <@JonnyH`Work> yup, if you don't need to modify any of the research data 19:55 < Istrebitel> btw, how do I change a color of a label? 19:55 <@JonnyH`Work> just add the new maufacturing ones 19:55 <@JonnyH`Work> then yes, that's all you need 19:56 <@JonnyH`Work> text colour or 'background' colour? 19:56 <@JonnyH`Work> SupSuper: You're Mr. Forms :P 19:56 < SupSuper> we don't have text "coloring" yet 19:56 < SupSuper> afaik 19:56 < SupSuper> you can set a palette? no idea if it works 19:56 < Istrebitel> ah, I see 19:56 <@JonnyH`Work> unless you create a new palette I think... 19:56 < SupSuper> this is why i added a card for "fonts: how do they work???" 19:57 <@JonnyH`Work> I think the original allows them to be an 'offset' for the palette index from some different points for different colours... 19:57 <@JonnyH`Work> We could add a new palette for each and it should work 19:57 <@JonnyH`Work> but that seems ineffecient? 19:57 < SupSuper> sure i'd be offseting it right away... if this was openxcom :p 19:58 <@JonnyH`Work> nothing else uses offsets, with no day/night/light shading 19:58 < SupSuper> you could always "tint" it but that might be inelegant? or shader it cleverly 19:59 <@JonnyH`Work> Or make the font a=0 19:59 <@JonnyH`Work> so it draws a 'punch through' to the coloured layer beneath? 19:59 <@JonnyH`Work> You'll need to modify the blend mode in the renderer though 20:00 <@JonnyH`Work> And it's completely insane, too 20:00 <@JonnyH`Work> I don't think there are many different colours 20:00 <@JonnyH`Work> so having a few 'font palettes' might be fine 20:02 < SupSuper> the only annoyance is the fonts aren't 0-indexed 20:02 <@JonnyH`Work> I think they're 0-10 or something? 20:02 < SupSuper> they map directly to the UI_PALETTE.PNG wherever that came from 20:03 < SupSuper> but yeah there's only like white text and... blue text? 20:03 < SupSuper> so not a huge priority 20:03 <@JonnyH`Work> I thin there's yellowish too? 20:08 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 20:08 < openapoc-git> [OpenApoc] Istrebitel closed pull request #79: Manufacturing almost done, and Research bugfixes (master...master) https://git.io/v61Or 20:08 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 20:08 < Istrebitel> okay, done 20:08 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 20:08 < openapoc-git> [OpenApoc] Istrebitel opened pull request #80: Manufacturing almost done, and Research bugfixes v2 (master...master) https://git.io/v6141 20:08 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 20:09 <@JonnyH`Work> I think if you update the branch it'll update the pull request 20:09 <@JonnyH`Work> no need to close/reopen 20:09 < SupSuper> yeah 20:09 < SupSuper> ~~magic~~ 20:09 < Istrebitel> yes? 20:09 < Istrebitel> does it? 20:09 <@JonnyH`Work> and maybe squash it into a single commit? 20:09 <@JonnyH`Work> If there's only one 'logical' change 20:10 < Istrebitel> hmm, it does 20:10 < Istrebitel> how do I ' 20:10 < Istrebitel> squash? 20:10 < SupSuper> a pull request is just a wrapper for a branch, it doesn't actually change git :p 20:10 <@JonnyH`Work> SupSuper: Any idea if the github client does that? 20:10 < SupSuper> don't look at me, i've never even done on the command line 20:10 <@JonnyH`Work> If not, 'git rebase -i pmprog/master' will let you do the magic on cmdline 20:11 < Istrebitel> so i open git command from git client 20:11 < Istrebitel> and do that? 20:11 < SupSuper> apparently you can do it when accepting the pull request: https://help.github.com/articles/about-pull-request-merge-squashing/ 20:11 <@JonnyH`Work> SupSuper: cool :) 20:11 <@JonnyH`Work> Istrebitel: Generally, learning about rebase is really useful anyway 20:12 <@JonnyH`Work> as you can modify previous commits in pretty much any way 20:12 <@JonnyH`Work> merge/split/reorder/rename/change descriptions 20:12 <@JonnyH`Work> but as it 'changes history' it's best not to do that after the changes are actually merged into the upstream repository : 20:13 <@JonnyH`Work> but your own repository is exactly for those changes while you cleanup and stage it for push 20:13 < SupSuper> pfffff clean git histories, what is this, enterprise? :p 20:13 <@JonnyH`Work> SupSuper: No, exactly the opposite 20:14 <@JonnyH`Work> Hence me wanting clean history :) 20:14 <@JonnyH`Work> not full of 'merged the merge of the merged merge 20:14 < SupSuper> instead it's full of 'clang-format' polluting the blame :D 20:14 < Istrebitel> so I have to do the rebase then? 20:15 < Istrebitel> I've read about it and I don't think rebase actually squashes anything 20:15 < Istrebitel> it says it's just a different way of merging 20:15 <@JonnyH`Work> you 'can' squash while rebasing 20:15 <@JonnyH`Work> 'rebase -i' is the interactive rebase 20:16 <@JonnyH`Work> where 'squash' is one of the options you can choose for each commit 20:16 <@JonnyH`Work> what rebase normally does is instead of merging in the remote branch 20:16 <@JonnyH`Work> It applies your local changes on top of the remote branch 20:16 <@JonnyH`Work> If the diffs apply :) 20:17 < Istrebitel> are you sure I should type 'git rebase -i pmprog/master 20:17 < Istrebitel> not 'git rebase -i Istrebitel/master 20:17 <@JonnyH`Work> depends what you want to rebase on top of 20:17 < Istrebitel> well I want to rebase my own thing right 20:17 < Istrebitel> before you merge? 20:17 <@JonnyH`Work> Rebase works against your currently checked out branch 20:18 < Istrebitel> I see now 20:18 <@JonnyH`Work> the argument is the branch you want to rebase against, which would be the upstream pmprog version 20:18 <@JonnyH`Work> But you don't need to 20:18 <@JonnyH`Work> as we'll probably just squash the merge in github 20:18 <@JonnyH`Work> which does pretty much the same thing :) 20:18 < SupSuper> it's a learning experience for all of us! 20:18 <@JonnyH`Work> rebase is useful if you have a series of patches on top of an old version 20:18 < SupSuper> i'll let JonnyH`Work do it so he can tidy up the commit log :p 20:18 < Istrebitel> nope. didnt't do anything 20:19 <@JonnyH`Work> and you want to make it as if you made those changes on the new version instead 20:19 < Istrebitel> it said "successfully rebased and updated" but nothing changed 20:19 < Istrebitel> i still have 3 commits 20:19 <@JonnyH`Work> 'git rebase -i {branch|' should pop up a text editor 20:19 <@JonnyH`Work> listing all the commits different from {branch} 20:20 < Istrebitel> okay it did 20:20 <@JonnyH`Work> you replace 'pick' with the command you want to run on that commit 20:20 <@JonnyH`Work> 'pick' just says 'use commit as normal' - so if everything is pick it's like a non-interactive rebase 20:21 < SupSuper> https://git-scm.com/book/en/v2/Git-Tools-Rewriting-History 20:21 <@JonnyH`Work> ^^ docs are always good 20:21 < Istrebitel> so I do squash,squash,pick and they get squashed into last one? 20:21 <@JonnyH`Work> This is well into the advanced parts of git 20:21 <@JonnyH`Work> It goes top->bottom 20:21 <@JonnyH`Work> if I squash line2 it'll get merged into the commit on line1 20:22 < Istrebitel> so on line 1 i pick commit 3, on line 2 i squash commit 2 and on line 3 i squash commit 1? 20:22 < Istrebitel> if commit 3 is the lastest one 20:22 <@JonnyH`Work> line3 will contain the newest commit, line1 the oldest 20:22 < Istrebitel> so squash,squash,pick then? 20:23 <@JonnyH`Work> line1: 'pick' line2:'squash' line3:'squash' 20:23 < Istrebitel> but then i need to edit commit 1 to have text of commit 3/ 20:23 < Istrebitel> ? 20:24 < Istrebitel> so it's edit squash squash? 20:24 <@JonnyH`Work> I think squash automatically appends the comments, but still gives you the opiton to change it 20:24 < Istrebitel> or rather reword 20:24 <@JonnyH`Work> 'edit' is if you want to change code too 20:24 < Istrebitel> reword squash squash 20:24 <@JonnyH`Work> 'reword' is just the checkin message 20:24 < Istrebitel> yep 20:24 < Istrebitel> so I do this:L 20:24 < Istrebitel> reword 909a443 t 20:24 < Istrebitel> squash 18c612d Applied CLang, fixed problems introduced with pull/merge 20:24 < Istrebitel> squash 73918fa Faster research list navigation, lab size now relevant, fixed unbuilt labs being usable 20:25 <@JonnyH`Work> Yup 20:25 <@JonnyH`Work> that should then push everything into a single commit 20:25 < Istrebitel> and it will ask me for new message? 20:25 <@JonnyH`Work> and pop open an editor (likely notepad by default :) to change the message 20:25 < Istrebitel> erm how do i execute that? 20:25 < Istrebitel> it says the term reword is not recognized... 20:26 < Istrebitel> do I actually save the text file? 20:26 < Istrebitel> it opened? 20:27 < Istrebitel> because the text file gets deleted immediately after it's created 20:27 -!- Keise [~Keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 20:27 < Istrebitel> and has a bogus name (most likely a temp name) 20:28 <@JonnyH`Work> It's a temp name 20:28 < Istrebitel> it says "successfully rebased and updated" 1 second after opening the text 20:28 < Istrebitel> in the cmd 20:28 <@JonnyH`Work> when the editor is existed the contents of the temp file should be pulled in as the new message by git 20:28 < Istrebitel> and deletes the text file 20:28 <@JonnyH`Work> 'git log' should now have the updated commits? 20:28 <@JonnyH`Work> Well, single updated commit :) 20:28 < Istrebitel> no, it shows file with pick,pick,pick, immediately deletes it and rebases (basically doing nothing) 20:28 < Istrebitel> it doesn't wait 20:29 < Istrebitel> I'm using notepad++ for text file editing if that matters 20:30 < SupSuper> git on windows probably isn't configured for external editors 20:30 < Istrebitel> oh... 20:30 < Istrebitel> so I have to reassociate notepad with txt files now? 20:31 < SupSuper> well git specifically calls out to an editor in .gitconfig 20:31 < SupSuper> i dunno if github client does that for you 20:31 < SupSuper> because you won't have any of the stock linux command-line editors :p 20:31 < Istrebitel> where is gitconfig? 20:31 <@JonnyH`Work> 'notepad.exe' is what opens on mine 20:31 <@JonnyH`Work> with no changes to the config 20:32 < Istrebitel> well maybe notepad.exe is default editor? 20:36 < Istrebitel> well i changed git's default editor to notepad 20:36 < Istrebitel> it worked 20:36 < Istrebitel> now git desktop says I have merge conflicts and have introduced those <<<<<< HEAD and ===== into the files again 20:39 <@JonnyH`Work> Maybe git desktop doesn't like rebasing... 20:39 <@JonnyH`Work> If you go back to the cmdling 20:39 <@JonnyH`Work> make sure it hasn't merged anything 20:39 < Istrebitel> how? 20:39 <@JonnyH`Work> and 'git push -f' to get the github version to have exactly the same rewritten histroy 20:40 <@JonnyH`Work> 'git log' would show any merge commits 20:40 <@JonnyH`Work> the latest commit should be your squashed one 20:40 <@JonnyH`Work> http://s2.jonnyh.net/pub/git-rebase-screenrecord.mp4 20:40 <@JonnyH`Work> is what I see when rebasing 20:40 < Istrebitel> yes latest commit is my squashed one 20:40 < Istrebitel> next is your "fix a couple of ..." 20:40 <@JonnyH`Work> Right, that's the latest pmprog/master 20:41 <@JonnyH`Work> which is good 20:41 < Istrebitel> git push -f now? 20:41 <@JonnyH`Work> yup 20:41 <@JonnyH`Work> that'll push it to wherever the default push for this branch it 20:41 <@JonnyH`Work> It'll default to where you first pulled it from (IE your github fork) 20:41 <@JonnyH`Work> the -f means 'force' 20:41 < Istrebitel> done 20:42 <@JonnyH`Work> If you ever rewrite history you'll need that 20:42 <@JonnyH`Work> but it's dangerous if you don't *know* it'll remove any commits you've deleted/not got locally 20:42 <@JonnyH`Work> So only ever do it to your own fork :) 20:43 <@JonnyH`Work> And now your pull request only has a single commit! perfect :) 20:43 < Istrebitel> aaaand it somehow reverted to an older version 20:44 < Istrebitel> basically last commit is lost 20:44 < Istrebitel> 3rd one 20:44 <@JonnyH`Work> Interesting... 20:44 <@JonnyH`Work> Right, to undo everything you've just done 20:44 <@JonnyH`Work> do 'git reflig' 20:44 <@JonnyH`Work> reflog sorry 20:44 < Istrebitel> ok done 20:45 <@JonnyH`Work> Find the sha in the list referring to the commit just before your rebase 20:45 <@JonnyH`Work> It should be commit: {whatever the message for the now missing 3rd commit is} 20:45 <@JonnyH`Work> 'git reset {the short sha at the beginning of that line}' 20:45 <@JonnyH`Work> will bring you back to that state 20:45 <@JonnyH`Work> As if you never rebased anything 20:46 <@JonnyH`Work> This is really poking around the internals of git here :) 20:46 < Istrebitel> okay i'm back 20:46 < Istrebitel> at 3 commits 20:46 < Istrebitel> why did this happen? 20:46 <@JonnyH`Work> No idea 20:46 <@JonnyH`Work> You might need to reset the local files to the current revision 20:47 <@JonnyH`Work> 'git reset' only changes the git state, not the checked-out files 20:47 <@JonnyH`Work> then try the rebase again? 20:48 <@JonnyH`Work> I can only assume the lost commit's line in the 'rebase' editor was accidently changed in some way? 20:48 <@JonnyH`Work> So it no longer matched? 20:48 <@JonnyH`Work> Or it was in a bad state from the partial rebase/merge first time 20:48 < Istrebitel> okay how do i put that online 20:48 <@JonnyH`Work> 'git push -f' will make the github.com version match your local one 20:48 < Istrebitel> i mean, how do I revert what is located on the github site 20:49 <@JonnyH`Work> So once you've locally reverted it 20:49 <@JonnyH`Work> 'git push -f' will do the same on github 20:49 <@JonnyH`Work> I think we'll survive with possible extra merge commits for now :) 20:49 <@JonnyH`Work> Much less effort by the sound of it... 20:50 < Istrebitel> okay i deleted local version, cloning again 20:50 < Istrebitel> now I will try rebase again 20:50 <@JonnyH`Work> you shouldn't need to delete anything locally? 20:51 < Istrebitel> yes? 20:51 < Istrebitel> well i dont know the command 20:51 < Istrebitel> so i just did that 20:51 <@JonnyH`Work> Once you 'git reset {whatever}' it should throw away any state 20:52 <@JonnyH`Work> And if you 'git push -f' to github that'll replace any versions on the github server 20:52 <@JonnyH`Work> no 'git reflog' for the github copy :) 20:52 < Istrebitel> okay it forgot i've set notepad.exe as its editor 20:52 <@JonnyH`Work> with a local version you can _always_ undo changes 20:52 <@JonnyH`Work> The editor is probably stores in a local file .git/config in the repository then 20:55 < Istrebitel> eh 20:55 <@JonnyH`Work> SupSuper: I just noticed, for whatever reason git-scm.com redirects me to the turkish version by default? 20:55 < Istrebitel> i did everything, then pressed sync, and it seems to have replaced local versioin with github version 20:56 <@JonnyH`Work> I don't know what 'sync' actually does 20:56 <@JonnyH`Work> A git pull and git push 20:56 <@JonnyH`Work> *should* stop if there are differences that need merging 20:57 < Istrebitel> so i should do git push -f? 20:58 <@JonnyH`Work> "git push -f" REPLACES whatever is on github with your current checked out version 20:58 <@JonnyH`Work> Only do that if you're sure the current local state is the one you want 20:58 <@JonnyH`Work> 'git log' - check the commits are what you expect 20:58 < Istrebitel> last time they were too but it was borked 20:58 <@JonnyH`Work> 'git status' - make sure you don't have any outstanding modifications not yet committed 20:59 < Istrebitel> well it seems last time 20:59 < Istrebitel> it ignored 3rd commit 20:59 <@JonnyH`Work> Something must have gone wrong 20:59 <@JonnyH`Work> It doesn't just 'ignore' commits 20:59 < Istrebitel> it did only ask me to merge two commit's notes 20:59 <@JonnyH`Work> I can only assume the hash in the rebase command was accidently modified 20:59 < Istrebitel> now it asked me to merge 3 commit's notes 20:59 <@JonnyH`Work> so it couldn't match anything? 21:00 < Istrebitel> hmm 21:00 < Istrebitel> maybe 21:00 < Istrebitel> anyway, works now 21:00 <@JonnyH`Work> if you're sure it's right now 21:00 <@JonnyH`Work> git push -f 21:00 < Istrebitel> I'll rebuilt and run 21:00 < Istrebitel> to see 21:00 <@JonnyH`Work> BTW if you login to travis-ci 21:00 < Istrebitel> but files seem to be in order 21:01 <@JonnyH`Work> you can get automatic builds to test linux 21:01 <@JonnyH`Work> Same with appveyor and windows 21:01 <@JonnyH`Work> there are config files in the git repository that set everything up right 21:01 <@JonnyH`Work> You just need to login & enable the repository in the web interface for each 21:02 < Istrebitel> so do I get it correctly, I rebased against your branch so that only commits that were made by me were rebased? 21:02 <@JonnyH`Work> yup, the argument to rebase isn't modified 21:02 < Istrebitel> it was used to find the point where branches split, and work from there on? 21:02 <@JonnyH`Work> only things 'after' that are modified 21:02 < Istrebitel> I see 21:03 < Istrebitel> I always wondered, why make GUIs when you have to use terminal anyway... 21:03 <@JonnyH`Work> The issue seems to be the GUI isn't really complete -_- 21:03 < Istrebitel> yep 21:03 < Istrebitel> and it doesn't even have help 21:03 <@JonnyH`Work> Which makes it more difficult switching between the two all the time 21:03 <@JonnyH`Work> and they probably mess up each others' state 21:03 < Istrebitel> it says "do stuff in command line" without even hinting where to look for what excatly do I have to do in the command line 21:04 <@JonnyH`Work> That's how you end up with git repositories full of bad merges 21:04 <@JonnyH`Work> and half the messages are "Enter commit message here" :P 21:04 < Istrebitel> btw, can you multithread the building process? 21:04 <@JonnyH`Work> Probably? 21:04 < Istrebitel> in vs2015 21:04 <@JonnyH`Work> msbuild /m? 21:04 < Istrebitel> it takes several minutes and it only uses 1 core 21:04 < Istrebitel> where do I se that? 21:04 < Istrebitel> set* 21:04 <@JonnyH`Work> errm... no idea 21:06 < Istrebitel> it's set in the project property 21:06 < Istrebitel> so I can enable it but then it will be commited to the repo 21:06 < Istrebitel> should I do it? 21:06 <@JonnyH`Work> Sure, make it the default for everythig thogh 21:06 <@JonnyH`Work> all platforms/configs too 21:06 < Keise> should be /maxcpucount ? 21:07 < Istrebitel> done 21:07 <@JonnyH`Work> I think the max is a VS option? 21:07 <@JonnyH`Work> Not a per-project saved option? 21:07 < Istrebitel> how do I make it default? 21:08 < Istrebitel> do I not edit each project directly 21:08 < Istrebitel> but set it somewhere in the solution? 21:08 < Istrebitel> btw, it's working, so there's 1 commit now and it's a proper one 21:08 < Istrebitel> you can verify it and merge that pull 21:13 <@JonnyH`Work> You also need to add the new files to the CMakeLists.txt 21:13 <@JonnyH`Work> forthe linux build 21:13 <@JonnyH`Work> though I can do that if you don't have a linux to test on :) 21:16 <@JonnyH`Work> See: https://github.com/JonnyH/OpenApoc/tree/istrebitel/research_manufacture 21:21 <@JonnyH`Work> I'll push a change that enabled the multiprocess stuff on msvc build 21:22 <@JonnyH`Work> Kinda surprised that's not the default these days 21:24 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 21:24 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/v61rQ 21:24 < openapoc-git> OpenApoc/master ae52a39 Jonathan Hamilton: Enable multi-process build on MSVC 21:24 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 21:27 -!- Skin36 [~Skin36000@46.63.221.101] has quit [Ping timeout: 260 seconds] 21:27 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 21:27 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/v61oE 21:27 < openapoc-git> OpenApoc/master f3a8c45 Jonathan Hamilton: Fix signed/unsigned warning 21:27 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 21:29 < SupSuper> btw JonnyH`Work i wonder if you could get travis and appveyor to actually point to pmprog/OpenApoc instead of JonnyH/OpenApoc 21:30 < SupSuper> so it would actually validate our changes :p 21:30 < SupSuper> and pull requests and etc 21:30 <@JonnyH`Work> It only gives me the option of 'my' github repos 21:30 < SupSuper> aw 21:31 <@JonnyH`Work> appveyor does though 21:31 <@JonnyH`Work> I'll enable that at least 21:31 < SupSuper> btw Istrebitel congrats on the PR, you definitely picked things up fast :) 21:31 <@JonnyH`Work> It's a bit of a trial by fire 21:31 <@JonnyH`Work> To ask me about git or stuff like that was probably a mistake :P 21:32 < SupSuper> i use a gui like all sane people :P 21:33 <@JonnyH`Work> I /tried/ to use the gui to start with... 21:33 <@JonnyH`Work> https://ci.appveyor.com/project/JonnyH/openapoc-f2fqb 21:33 <@JonnyH`Work> is the pmpog appveyor 21:37 <@JonnyH`Work> Huh, apparnetly amd are moving in next door 21:38 < SupSuper> uh oh 21:38 <@JonnyH`Work> They're moving from 'just down the road' though 21:39 <@JonnyH`Work> So not really a massive shift :) 21:40 < SupSuper> they're out for your gl secrets 21:40 <@JonnyH`Work> oh noes 21:40 <@JonnyH`Work> They're a customer, so they can just look at their copy of stuff I guess? 22:04 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 22:04 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/v61X8 22:04 < openapoc-git> OpenApoc/master 4281bc4 Jonathan Hamilton: Make a number of Warnings Infos instead... 22:04 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 22:05 < SupSuper> so what's the difference between a warning and an error :p 22:05 <@JonnyH`Work> Error is abort() 22:06 <@JonnyH`Work> Warning is 'something has kinda gone wrong, but we can still keep going' 22:12 < SupSuper> we kinda outgrew those: https://github.com/SupSuper/OpenXcom/blob/master/src/Engine/Logger.h#L35 22:13 < SupSuper> based on how much the messages annoy users or developers :p 22:13 <@JonnyH`Work> Maybe a 'LogDebug' under Info might be useful 22:13 <@JonnyH`Work> Disabled by default 22:13 <@JonnyH`Work> otherwise people's openapoc_log.txt would get large in normal use :P 22:15 <@JonnyH`Work> are there really any LOG_ERRORs that probably won't cause a fatal soon after? 22:15 <@JonnyH`Work> Or could be show in-game ('game load failed' or whatever) 22:16 < SupSuper> LOG_FATALs are basically anything crashy, i.e. things you can't predict 22:16 < SupSuper> while LOG_ERRORs are bad things that don't crash the game, just display a user-friendly error message or get worked around 22:16 <@JonnyH`Work> like 1==2, cats living with dogs sort of things 22:17 <@JonnyH`Work> LogAssert() is on top of LogError I guess? :P 22:17 < SupSuper> well an assert is basically fatal 22:18 < SupSuper> LOG_WARNING is kinda the odd one out, since it's for things that are kinda weird but not worth stopping over? like not being able to load options or a device conspiciously absent or something 22:20 < SupSuper> LOG_INFO was basically the "dev dump". but then users didn't wanna see the dev dump, so we added LOG_DEBUG. but then modders wanted to see the "dev dump", so we added LOG_VERBOSE. so those are kinda arbitrary :p 22:21 < SupSuper> honestly i think the severity system is kinda broken. it makes more sense to classify stuff in terms of "relevance" 22:22 < SupSuper> I'M A LOOSE CANNON 22:23 <@JonnyH`Work> Yeah, having like 'per-module' log streams makes sense 22:23 <@JonnyH`Work> Like I want to know about... "VEHICLES", or "BASE" or something :P 22:24 < SupSuper> right. for example users don't want all the stuff. in fact they'd rather have no stuff, stuff's scary. if something *does* go wrong, they just wanna know *what went wrong* 22:25 < SupSuper> everytime a user sends me a bug report they think everything in the log is a potential bad thing 22:25 < SupSuper> now modders, modders wanna *know stuff*, but only the stuff relevant to what *they* can change. the rest is meaningless 22:26 <@JonnyH`Work> That's why I wanted a verification pass in the editor 22:27 < SupSuper> while devs, we wanna know *all the stuff*. but not all at once. specially if something goes wrong. we only wanna know what we're working on 22:27 <@JonnyH`Work> I already made it so if you use an StateREf<> that didn't go anywhere it would highlight it red 22:27 <@JonnyH`Work> which I thought was fancy 22:27 < SupSuper> nice 22:27 < SupSuper> yeah the most common modder mistake is incorrect ids or filenames 22:28 < SupSuper> that's what i get for making them type by hand i guess :p 22:28 <@JonnyH`Work> Annoy people by using data files only differing by case 22:28 < SupSuper> god i don't think anyone's done that yet. though they do get the casing wrong a lot 22:29 <@JonnyH`Work> yeah, as someone using linux, mods are always a bit of a crapshoot :) 22:31 < SupSuper> we have the same issue at work :p 22:31 < SupSuper> the dev environments are windows but the test environment is linux 22:33 < SupSuper> because no dev wants to do development on linux but no dev wants to do deployment on windows :p 22:50 < SupSuper> JonnyH`Work: so you gonna merge that PR or what? :p 22:52 <@JonnyH`Work> is the weapon trail sprites doubling fixed? 22:52 < SupSuper> dunno, diffs always crash my browser :p 22:52 <@JonnyH`Work> they are rather large :) 22:53 < SupSuper> i *think* they're fixed. the files aren't in the changelog anymore 22:54 <@JonnyH`Work> yeah, LGTM then 22:54 <@JonnyH`Work> https://travis-ci.org/JonnyH/OpenApoc/jobs/153691900 22:54 <@JonnyH`Work> a few new warnings though we can fix them later 22:54 < SupSuper> at least it's no vs cast warnings, those are never getting fixed :p 22:55 <@JonnyH`Work> One reason for that is I enabled 'MAXIMUM WARNINGS' 22:55 <@JonnyH`Work> we could wind it down to 'only' level 2 or something 22:55 <@JonnyH`Work> the default seems to be level 1 :P 22:57 < SupSuper> i'm pretty sure vs cast warnings always show since i get them in openxcom as well 22:57 < SupSuper> i could just find the particular compiler error code flag, but that reeks of effort 22:58 < SupSuper> clearly we need a round operator :p 22:58 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 22:58 < openapoc-git> [OpenApoc] JonnyH closed pull request #80: Manufacturing almost done, and Research bugfixes v2 (master...master) https://git.io/v6141 22:58 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 23:29 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 23:29 < openapoc-git> [OpenApoc] JonnyH pushed 7 new commits to master: https://git.io/v6172 23:29 < openapoc-git> OpenApoc/master 62f077a Jonathan Hamilton: Add new aequipment/vammo files to cmake 23:29 < openapoc-git> OpenApoc/master 6737073 Jonathan Hamilton: Remove unnecessary LogWarning in serializeOut(ResearchTopic) 23:29 < openapoc-git> OpenApoc/master af7e6a9 Jonathan Hamilton: Don't build dependencies with lots of warnings... 23:29 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 23:29 < SupSuper> slow day at work huh 23:30 <@JonnyH`Work> Just the odd few mins here and there 23:30 <@JonnyH`Work> Keep getting pulled into calls etc. 23:30 <@JonnyH`Work> with nothing to say and a laptop, so I just put it on mute and talk shit on irc 23:31 <@JonnyH`Work> Plus we've cracked open the beers now 23:31 <@JonnyH`Work> So honestly... 23:31 -!- You're now known as JonnyH 23:31 < SupSuper> friday woo! 23:32 <@JonnyH> I've never hated my job enough to one of those weirdly-happy-it's-friday people 23:37 < SupSuper> i think it's less hating your job more loving sleeping in 23:38 <@JonnyH> I've become a morning person 23:38 <@JonnyH> I don't like it... 23:38 <@JonnyH> It scares me 23:40 < SupSuper> *holds a cross* stay back, beast 23:41 <@JonnyH> If I'm not out and doing something by 9 on a weekend 23:41 <@JonnyH> I may as well throw away the whole day 23:48 <@JonnyH> I'm off home, have a good evening 23:49 <@JonnyH> Or early morning? Whatever... 23:49 -!- You're now known as JonnyH`AWay --- Day changed Sat Aug 20 2016 00:01 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 00:18 -!- Colombo1 [~colombo@119.224.94.65] has quit [Ping timeout: 260 seconds] 00:21 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 01:09 -!- Colombo2 [~colombo@119.224.94.65] has joined #OpenApoc 03:45 -!- Keise [~Keise@69-196-139-43.dsl.teksavvy.com] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Wibbly Wobbly IRC] 03:59 -!- nadir [uid134094@gateway/web/irccloud.com/x-wxnurhsrqkffgjsx] has quit [Quit: Connection closed for inactivity] 04:37 -!- pagurus` [~user@p4FD6CEBD.dip0.t-ipconnect.de] has joined #OpenApoc 04:39 -!- pagurus [~user@pD950E07C.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 05:50 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 05:50 < openapoc-git> [OpenApoc] JonnyH pushed 5 new commits to master: https://git.io/v6MJx 05:50 < openapoc-git> OpenApoc/master 71d6483 Jonathan Hamilton: Fix X11 headers #define 'None' breaking some enums... 05:50 < openapoc-git> OpenApoc/master 09538fe Jonathan Hamilton: Add some more clang-tidy checks and fixes... 05:50 < openapoc-git> OpenApoc/master 566d25a Jonathan Hamilton: Add all OpenApoc headers to clang-tidy filter... 05:50 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] --- Log closed Sat Aug 20 06:49:55 2016 --- Log opened Sat Aug 20 06:50:05 2016 06:50 -!- JonnyH`A1ay [~jonny@s2.jonnyh.net] has joined #OpenApoc 06:50 -!- Irssi: #OpenApoc: Total of 11 nicks [1 ops, 0 halfops, 0 voices, 10 normal] 06:50 -!- Irssi: Join to #OpenApoc was synced in 33 secs 06:54 -!- Netsplit *.net <-> *.split quits: @JonnyH`AWay 07:52 -!- nadir [uid134094@gateway/web/irccloud.com/x-vkrvbukqzzbnpcyb] has joined #OpenApoc 08:01 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 08:16 -!- Skin36 [~Skin36000@185.3.34.248] has joined #OpenApoc 08:42 < Istrebitel> Hmm, why does it say I'm "ahead" 1 commit of master, if you merged my pull request? 08:45 -!- Pawlac [~Pawlac@p4FDCF1C5.dip0.t-ipconnect.de] has joined #OpenApoc 08:48 -!- Skin36_ [~Skin36000@5.138.56.191] has joined #OpenApoc 08:51 -!- Skin36 [~Skin36000@185.3.34.248] has quit [Ping timeout: 258 seconds] 08:57 -!- Skin36_ [~Skin36000@5.138.56.191] has left #OpenApoc [] 09:12 < Istrebitel> Oh ffs, now I have identical repos, however, mine is 2 commits ahead .... bonkers 09:13 < Istrebitel> Anyways 09:13 < Istrebitel> --- 09:13 < Istrebitel> I'd like to add pictures to research projects. That would require putting all research data into common_patch. Can I do that, or do I have to wait? 09:14 -!- Pawlac [~Pawlac@p4FDCF1C5.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 09:16 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Quit: ID 10T User Error] 09:16 -!- Pawlac [~Pawlac@p4FDCF1C5.dip0.t-ipconnect.de] has joined #OpenApoc 09:16 -!- Pawlac [~Pawlac@p4FDCF1C5.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 09:23 -!- Pawlac [~Pawlac@p4FDCF1C5.dip0.t-ipconnect.de] has joined #OpenApoc 10:19 -!- nadir [uid134094@gateway/web/irccloud.com/x-vkrvbukqzzbnpcyb] has quit [Quit: Connection closed for inactivity] 10:28 -!- scionga2 [~scionga@81.253.76.188.dynamic.jazztel.es] has joined #OpenApoc 10:29 -!- scionga [~scionga@81.253.76.188.dynamic.jazztel.es] has quit [Ping timeout: 250 seconds] 12:07 < SupSuper> Istrebitel: you can put all the research entries but only add the "image" node and the other stuff will be normally extracted 12:07 < SupSuper> see for example how the base facilities add non-extracted data 12:07 < Istrebitel> so i just delete everything inside the right? 12:08 < Istrebitel> and only add my new key? 12:08 < SupSuper> right 12:08 < Istrebitel> thanks 12:08 < Istrebitel> btw, manufacturing nearly done (can manufacture multiple items, I am importing list of manufacture topics and then I'm 100% done) 12:08 < Istrebitel> what should I tackle next? 12:09 < Istrebitel> pictures? something else? 12:09 < SupSuper> you can go check the trello: https://trello.com/b/lX5Y3DwR/openapoc 12:09 < SupSuper> if anything suits your fancy, or even anything that's needed but not there 12:14 < SupSuper> or anything in the code that's looking kinda messy and needs improvement :p 12:14 < Istrebitel> erm... what is trello? 12:14 < Istrebitel> we're using like all sorts of things for communication 12:15 < Istrebitel> irc, slack, trello,.... 12:15 < SupSuper> trello is just a task tracker 12:15 < SupSuper> so you can see who's doing what and what needs doing 12:15 < Istrebitel> it has... cards? 12:15 < SupSuper> a fancier TODO :p 12:15 < Istrebitel> what is a card? 12:15 < SupSuper> cards are tasks. it's very informal 12:16 < SupSuper> it's like having a board full of post-its 12:16 < SupSuper> oh yeah if anyone needs you can join the openapoc board through here: https://trello.com/invite/b/lX5Y3DwR/90c38b598c4c05024237814081bbb107/openapoc 12:25 < Istrebitel> do we extract agent inventory from exe? 12:25 < Istrebitel> or should I fill it myself? 12:25 < Istrebitel> I want to be able to manufacture these things so I need them 12:30 < SupSuper> i don't think anyone's implemented inventory yet 12:31 < Istrebitel> At the link I was provided it says "unknown" for all the fields, so I guess we don't even know the format? 12:33 < SupSuper> there's probably some info in j'ordos tool 12:33 < SupSuper> i'd suggest just having "items" for now and later look into extract their proper attributes, as they'd probably be a pain to write by hand 12:33 < Istrebitel> For me it's kinda easier to do it by hand. 12:34 < Istrebitel> But at the same time I could try to figure out how to get them out of the exe 12:34 < SupSuper> well whatever suits you, though there's probably a bunch of stuff not publically displayed 12:35 < SupSuper> but unless you're planning on implementing agent inventory as well (and battlescape?), you don't need all those attributes yet 12:36 < SupSuper> we don't even have soldier agents yet :p 12:37 < Istrebitel> well, I'd love to do battlescape, I'm just trying to start with small things first and learn everything 12:37 < Istrebitel> c++ is the weakest language I know :P 12:37 < SupSuper> if this is your weakest, i'd hate to see your strongest :P 12:38 < SupSuper> well you can look into just having general "items" and "storage" since i don't think anyone's done that yet. i haven't looked into how the vehicle equipment is handled 12:39 < SupSuper> and a lot of features depend on items 12:40 < Istrebitel> well I worked as a programmer for like 10 years and mostly we used C# (.Net), only had to use C and C++ for some low-level stuff (like codecs) 12:40 < Istrebitel> C# is so comfortable to use. C++ is like you have to be capitain obvious every time 12:41 < Istrebitel> like of course i'm not going to try to call a property of a pointer, why ask me to dereference? but I understand the language was built that way and will stay that way... 12:47 < SupSuper> couldn't agree more 12:47 < SupSuper> but C# had the advantage of foresight :p 12:47 -!- nadir [uid134094@gateway/web/irccloud.com/x-ewavgdblydeznmva] has joined #OpenApoc 12:54 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 13:02 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 13:10 -!- Keise [~Keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 13:16 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 13:17 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Client Quit] 13:34 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 14:08 -!- Pawlac [~Pawlac@p4FDCF1C5.dip0.t-ipconnect.de] has quit [Quit: ---] 14:17 -!- Colombo2 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 14:54 < Istrebitel> It appears that game re-orders entries inside the research topic list by alphabet 14:54 < Istrebitel> that should not happen, because entries are in a specific order in game, and there's a reason (it's grouped, craft followed by weapons followed by equipment etc.) 14:54 < SupSuper> yeah i think JonnyH`A1ay noted that at some point, it's probably using a ordered_map for ids somewhere? you'd have to ask him 14:56 < Istrebitel> it's using a map, therefore, not ordered 14:56 < SupSuper> in c++ you have map and unordered_map 14:58 < SupSuper> equivalent to TreeMap and HashMap :p (i forget what the c# equivalents are) 15:10 < Kaljakoppa> Mmm, JAVA 15:11 < SupSuper> i wonder why every language has to have its own names for basic data structures 15:13 < Istrebitel> well 15:13 < Istrebitel> I dunno if its ordered 15:14 < Istrebitel> ah 15:14 < Istrebitel> I see 15:14 < Istrebitel> in order to order the contents of map, I need unordered_map 15:14 < Istrebitel> lol 15:14 < Istrebitel> that's kinda... backwards? 15:14 < SupSuper> historical reasons :p 15:14 < Istrebitel> anyways, problem is, we need unordered_map for reearch 15:15 < SupSuper> originally c++ only had map and set, which are implicitly ordered 15:15 < SupSuper> until they realized that sucked, so in c++11 they added unordered_map and unordered_set 15:15 < Istrebitel> or.. maybe no problem, just change that and duplicate serialization functions for unordered stuff 15:16 < SupSuper> well we probably wanna keep the original ordering everywhere, so that ammo follows weapons and etc 15:16 < SupSuper> or add a "order position" property :p 15:17 -!- Pawlac [~Pawlac@p4FDCF1C5.dip0.t-ipconnect.de] has joined #OpenApoc 16:58 -!- You're now known as JonnyH 17:00 < JonnyH> std::map is ordered on operator< of the key 17:00 < JonnyH> IE alphabetical for strings 17:02 < JonnyH> https://github.com/JonnyH/OpenApoc/tree/WIP/clang-tidy-fixes 17:02 < JonnyH> Lots of code renaming there :) 17:03 < JonnyH> I might merge that sooner rather than later 17:03 < JonnyH> as otherwise if people start branching it'll be a pain to merge... 17:05 < SupSuper> there goes my browser 17:05 < JonnyH> CamelCase classes 17:05 < JonnyH> camelBack methods 17:06 < JonnyH> I might just push it now... :) 17:06 < JonnyH> It's mostly autogenerated, so there might be some crazyness 17:06 < SupSuper> tab.fileName().cStr() does this compile? 17:07 < JonnyH> but it seems to generate the same code :) 17:07 < JonnyH> cStr() is in UString 17:07 < Istrebitel> JonnyH, may I change research to unordered_map? 17:07 < JonnyH> sure 17:08 < JonnyH> but then it'll be a different random order 17:08 < JonnyH> that does operator< on hash(key) 17:08 < JonnyH> If you want it strongly ordered you have to have a list-of-pairs or something 17:08 < JonnyH> and you can't lookup easily 17:08 < SupSuper> JonnyH: it just feels so wrong... 17:09 < SupSuper> as long as it compiles 17:09 < JonnyH> I went for CamelCase/camelBack as that seemed to be the most popular... 17:09 < SupSuper> yeah that seems fine. it's when we get to vars that it's gonna get messy :p 17:10 < JonnyH> yeah, as they seem to be most camelBack too 17:10 < JonnyH> and hopefully there won't be any conflicts... 17:13 < Istrebitel> erm 17:13 < Istrebitel> now I have lots of "The C++ Standard doesn't provide a hash for this type errors 17:13 < JonnyH> Yeah, presumably as the key is UString 17:13 < JonnyH> and that doesn't have hash defined? 17:13 < JonnyH> We could add one 17:13 < JonnyH> but it still won't order things how you want 17:13 < SupSuper> time to make our own map! 17:14 < Istrebitel> erm? 17:14 < JonnyH> If you want a 'custom' order with still-fast lookup 17:14 < Istrebitel> why won't it order them? 17:14 < Istrebitel> in the order they're filled? 17:14 < Istrebitel> isn't unordered_map supposed to do that? 17:14 < JonnyH> Istrebitel: It'll order them based on the numberical sort of the has of the key 17:14 < JonnyH> unordered_map is a hashmap 17:14 < JonnyH> If we still want 'fast' lookup (IE not scanning every member of a list) 17:15 < Istrebitel> erm... doesn't map already sort them based on key? 17:15 < Istrebitel> what's the point of unordered map then? 17:15 < JonnyH> Yup, map<> is sort(key) 17:15 < JonnyH> unordered_map<> is sort(hash(key)) 17:15 < Istrebitel> oh... 17:15 < JonnyH> Lookup in a hashmap is o(1) (of good size, good hash) 17:16 < JonnyH> lookup in a map (it's a RBTree internally) log n 17:16 < Istrebitel> okay so we need another property then 17:16 < Istrebitel> to sort by 17:16 < JonnyH> It might be easier to add a number to the actual Research topic 17:16 < Istrebitel> yep 17:16 < JonnyH> copy to a local list 17:16 < JonnyH> and sort on that 17:17 < Istrebitel> can this : for (auto &r : state->research.topics) 17:17 < Istrebitel> be easilly changed to something with a sort function? 17:17 < JonnyH> We likely need to do something similar for the ufopaedia order.. 17:17 < Istrebitel> or do we have to copy and sort? 17:18 < SupSuper> well you can always make a pair key 17:18 < SupSuper> and sort based on order 17:18 < JonnyH> Copy the staterefs you actually want to show to a new container 17:18 < Istrebitel> I mean in C# you can supply a function that will sort 17:18 < Istrebitel> Is there something like htat in c++ 17:18 < JonnyH> and call std::sort with a comparitor that looks at the research->order value (or whatever it is) 17:18 < JonnyH> Istrebitel: New container required in c++ 17:18 < Istrebitel> we will be doing that every time we want to display a list of research topics? 17:19 < JonnyH> std::list> sorted_list; 17:19 < SupSuper> c++ sorts based on < operator since it has operator overloading 17:19 < JonnyH> for (auto &pair : state->research.topics) sorted_list.push_back(pair.second); 17:19 < JonnyH> SupSuper: std::sort also allows a Compare object 17:19 < SupSuper> ew unary_functions 17:20 < Istrebitel> is it faster maybe to create another map? 17:20 < Istrebitel> map 17:21 < Istrebitel> where int is order? 17:21 < SupSuper> that's what i suggested 17:21 < Istrebitel> ah, no, we will need unique orders then 17:21 < JonnyH> std::sort(sorted_list.begin(), sorted_list.end(), [](StateRef a, StateRef b) { return a->order < b->order}) 17:21 < SupSuper> have a key which you < compare via int 17:21 < SupSuper> in openxcom we just have a list *and* a map, and use the map for lookups and list for iterating. it's kinda inelegant but we have some helper methods :p 17:22 < Istrebitel> I thought of that too 17:22 < Istrebitel> research list aint supposed to change its contents ever during gameplay 17:22 < JonnyH> Yeah, the only management of that required would probably be if we load mods that add/remove research 17:22 < JonnyH> and that's just one place 17:22 < JonnyH> so we can cope with a bit of complexity there 17:22 < Istrebitel> so we can just populate list after loading gamestate 17:23 < JonnyH> You probably actually want a std::map> 17:23 < JonnyH> as you 'first' want to sort by topic? 17:29 < JonnyH> Right, time to invalidate all your brances :) 17:31 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 17:31 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/v6Mz8 17:31 < openapoc-git> OpenApoc/master 611c823 Jonathan Hamilton: CamelCase class/struct/enum types 17:31 < openapoc-git> OpenApoc/master 53e673e Jonathan Hamilton: Methods should be camelBack() 17:31 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 17:34 < Istrebitel> almost done 17:34 < Istrebitel> butit gives this 17:34 < Istrebitel> Severity Code Description Project File Line Suppression State 17:34 < Istrebitel> Error C2664 'bool OpenApoc::ResearchState::updateTopicList::::operator ()(OpenApoc::StateRef,OpenApoc::StateRef) const': cannot convert argument 1 from 'std::shared_ptr' to 'OpenApoc::StateRef' gamestate D:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\include\list 1737 17:35 < JonnyH> Oh, it's a sp not StateRef in that list :) 17:39 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 17:39 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/v6MzH 17:39 < openapoc-git> OpenApoc/master 98ecb23 Jonathan Hamilton: Add initial code style documentation... 17:39 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 17:55 < Istrebitel> btw, can anyone help me with what happened today? 17:56 < Istrebitel> It said I'm "1 ahead" of pmprog\master 17:56 < Istrebitel> despite you merging my pull request 17:56 < Istrebitel> I tried to update from master 17:56 < Istrebitel> it demanded me to fix merge conflicts 17:56 < Istrebitel> I did 17:56 < Istrebitel> now I'm 2 ahead of master, but the code is identical (well until your last commit that is) 17:56 < JonnyH> It's because it did a merge commit 17:56 < JonnyH> so the 'merge commit' is an extra commit, despite being no different code 17:57 < Istrebitel> so I did right? 17:57 < JonnyH> Sounds fine 17:57 < Istrebitel> what do I do with these 2 commits I'm ahead by? 17:57 < Istrebitel> squash them again? 17:57 < JonnyH> You can remove them with 'git reset pmprog/master' 17:57 < Istrebitel> what does that do? 17:57 < JonnyH> They're just you merging pmprog back into yours 17:58 < JonnyH> 'git reset' means throw away my current state and make it the same as the argument 17:58 < Istrebitel> I've done alot since then 17:58 < Istrebitel> a lot* 17:58 < JonnyH> Ok, so don't do that :) 17:58 < JonnyH> Just leave it, next pull request will sort that out 17:58 < Istrebitel> squahs again? 17:58 < JonnyH> 'empty' merge commits are quite common in git 17:59 < JonnyH> and it deals with them well, it's just a bit more noise in the log 18:02 < Istrebitel> okay, ordered manufacturing done and with ability to select quantity 19:02 -!- Skin36_ [~Skin36000@5.138.56.191] has joined #OpenApoc 19:07 < Skin36_> hi 19:08 < JonnyH> hi Skin36_ 19:08 < Skin36_> im adding on trello 19:08 -!- Skin36_ is now known as Skin36 19:14 < Skin36> can u add me in team ? 19:15 < JonnyH> 'skin36' the user there too? 19:15 < Skin36> yes 19:16 < JonnyH> Right, I think you're added 19:16 < Skin36> kk 19:17 < SupSuper> this should also work: https://trello.com/invite/b/lX5Y3DwR/90c38b598c4c05024237814081bbb107/openapoc 19:17 < SupSuper> Istrebitel when are you joining trello? at the rate you work we'll never keep up :p 19:17 < Istrebitel> I will tomorrow 19:17 < Istrebitel> Have to run today 19:18 < SupSuper> alright 19:18 < Istrebitel> I have done sorted manufacturing and research 19:18 < Istrebitel> will make pull req tomorrow 19:28 < Skin36> JonnyH im find this algoritm for accuracy 19:28 < Skin36> https://en.wikipedia.org/wiki/Box–Muller_transform 19:29 < SupSuper> that's what we use in openxcom ;) 19:29 < Skin36> http://shot.qip.ru/00knEU-6tfn6TNoo/ 19:29 < Skin36> cool 19:30 < SupSuper> https://github.com/SupSuper/OpenXcom/blob/master/src/Engine/RNG.cpp#L115 19:30 < JonnyH> Makes sense 19:31 < JonnyH> If the previous xcom's code ain't broken... 19:31 < SupSuper> i don't know if this is *exactly* what original xcom did, but it seemed workable enough 19:32 < SupSuper> c++11 might have that built-in? 19:33 < JonnyH> it only has non-dimensional distributions 19:35 < JonnyH> TBH an independent x/y from a normal distribution would do about the same thing? 19:35 < SupSuper> oh apparently we don't use boxMuller anymore. we probably just reversed the original. well, we did at *some point* :p 19:36 < JonnyH> Leave the dead code there 19:36 < JonnyH> to confuse people trying to reverse engineer it for open open xcom 19:36 < SupSuper> well *i* didn't write it :) 19:39 < SupSuper> if you can make sense of it you can just peek here: https://github.com/SupSuper/OpenXcom/blob/master/src/Battlescape/Projectile.cpp#L276 19:48 -!- Skin36 [~Skin36000@5.138.56.191] has left #OpenApoc [] 21:03 < Pawlac> oh there is progress on the battlescape? 21:03 < JonnyH> nope 21:03 < JonnyH> I've been meaning to throw it at a Tileview, as it's pretty similar to the 'city' in many respects 21:04 < JonnyH> It'll look good without actually doing anything useful... 21:05 < SupSuper> just like the city :p 21:06 < JonnyH> Put planes in the battlescape! Pewpew! 21:13 < Pawlac> that would be actually gr8 tbh 22:36 -!- You're now known as JonnyH`Away 22:55 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 23:08 -!- You're now known as JonnyH 23:41 -!- You're now known as JonnyH`Away --- Day changed Sun Aug 21 2016 01:08 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 01:27 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:44 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 02:27 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 02:49 -!- Keise2 [~keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 03:45 -!- Keise2 [~keise@69-196-139-43.dsl.teksavvy.com] has quit [Ping timeout: 240 seconds] 04:42 -!- pagurus` [~user@p4FD6CEBD.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:42 -!- pagurus [~user@p4FD6C2C4.dip0.t-ipconnect.de] has joined #OpenApoc 05:07 -!- Keise [~Keise@69-196-139-43.dsl.teksavvy.com] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- Chicks dig it] 06:46 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 07:00 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has quit [Quit: Nettalk6 - www.ntalk.de] 07:07 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 07:41 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 08:41 -!- Pawlac_1 [~Pawlac@p4FDCE942.dip0.t-ipconnect.de] has joined #OpenApoc 08:45 -!- Pawlac [~Pawlac@p4FDCF1C5.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:43 < Istrebitel> Okay, need help with git again 09:43 < Istrebitel> Online, I'm 3 commits ahead 3 commits behind pmprog/master. 09:43 < Istrebitel> However, github client doesn't show newest comimts to master and says "nothing to update" 09:43 < Istrebitel> Trying to rebase results in it first saying "warning pmprog/master. is ambiguous" twice, and then, after I close notepad, it says "error cannot apply patch " and says "when you resolve it do rebase --continue" without actually telling me HOW to resolve it. 11:19 -!- nadir [uid134094@gateway/web/irccloud.com/x-ewavgdblydeznmva] has quit [Quit: Connection closed for inactivity] 12:13 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 13:00 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 13:42 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has quit [Ping timeout: 276 seconds] 14:32 -!- nadir [uid134094@gateway/web/irccloud.com/x-gubpofihzluckvrg] has joined #OpenApoc 14:51 < Istrebitel> okay, I did manage to finally get these 3 commits that I'm behind on, and merged them via update, but still rebase gives that error 14:55 < SupSuper> you toyed with git and git won 15:24 -!- scionga2 [~scionga@81.253.76.188.dynamic.jazztel.es] has quit [Read error: Connection reset by peer] 15:25 -!- scionga [~scionga@81.253.76.188.dynamic.jazztel.es] has joined #OpenApoc 15:46 -!- Skin36 [~Skin36000@46.63.216.135] has joined #OpenApoc 16:41 -!- Keise [~Keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 17:06 < Istrebitel> So, do we know where tactical maps are located? 17:07 < SupSuper> maps folder 17:13 < Istrebitel> I guess we're not reading them yet? 17:15 < SupSuper> nope. i don't know what JonnyH`Away and Skin36 have unearthed. presumably they're not too different from cityscape maps 17:18 < Istrebitel> Is anyone else planning to work on battlescape? 17:20 < Skin36> I have not looked battlescape, but it seems very different maps 17:26 -!- You're now known as JonnyH 17:28 < JonnyH> Hi 17:30 < JonnyH> yeah, the buillding maps are similar to the city 17:30 < Skin36> hi 17:30 < JonnyH> except in 'chunks', as specificed by the first 3 dwords in the building.day 17:30 < JonnyH> building.dat that is :) 17:31 < JonnyH> the number of 'chunks' in each map is specified in the .dst file as the first 3 dwords 17:31 < JonnyH> then the map indexes themselves as in the .sls, with 4 bytes per entry 17:32 < JonnyH> I guess 4 different object types (floor, left wall, right wall, object) similar to previous xcoms 17:32 < JonnyH> I think the .sls files are some kind of line of sight database? 17:33 < JonnyH> and the sob are dropped object points 17:33 < JonnyH> I guess for spawning stuff like the psyclone in gang areas, maybe alien/xcom spawn points 17:34 < SupSuper> if it's anything like original x-com, you'll have route layers, lof 3d masks, and the actual tile sprites 17:35 < JonnyH> maybe packed into the .sls? 17:35 < JonnyH> for the route & lof 17:35 < JonnyH> nothing else seems large enough 17:35 < SupSuper> well lof are usually per tile. though since the maps are fixed, they could be per map? 17:36 < SupSuper> do the cityspace tiles have lof maps? 17:36 < JonnyH> Oh, they're part of the object description 17:36 < JonnyH> in mapunits/ 17:36 < SupSuper> aha 17:36 < SupSuper> yeah the key is probably mapping all the tiles in the mapunits/ stuff to the respective map files 17:36 < JonnyH> cd map 17:37 < SupSuper> sometimes there are pcx's in there for some reason 17:37 < JonnyH> at least mapunits/ have decent file names :) 17:38 < JonnyH> so for example, senate/building.dat first 3 dwords are 24 24 5 17:38 < JonnyH> so each chunk is 24x24x5 17:39 < JonnyH> the first 3 dwords of senate/01sec01.sdt are 2 2 2 17:40 < JonnyH> so there are 2x2x2 chunks, so the whole map is 48x48x10 17:40 < JonnyH> so 23040 tiles, which is exactly the size of the .smp divided by 4 17:40 < JonnyH> so no space for anything extra in there AFICT 17:40 < JonnyH> the .sls file seems to change size though 17:41 < JonnyH> so maybe stuff like more/less routing nodes 17:42 < SupSuper> judging by the PCXs in maps\02POLICE\MAPUNITS, ANIMATE are any animated tiles (might link to their static versions in the other files?), FEATURE are tile objects, GROUND are floor tiles, LEFT is left-walls/doors and RIGHT is right-wall/doors 17:43 < SupSuper> the DATs probably define the tile attributes, and the S* are probably the damaged versions 17:43 < SupSuper> some maps have a STRATMAP but not all of them 17:45 < JonnyH> floor.pck and ground.pck are different? 17:45 < SupSuper> there's only ground.pck 17:45 < SupSuper> wait no senate has floor.pck and ground.pck. weeeeeeeeeird 17:45 < JonnyH> might be old files there to confuse us :P 17:46 < SupSuper> maybe, there's lots of inconsistencies between maps 17:46 < SupSuper> i wonder what the .USE files are for as they're just 0/1s 17:47 < JonnyH> strings of tacp.exe seems to suggest floor.pck isn't used in the ma 17:47 < JonnyH> only ground.pck 17:48 < JonnyH> tacdata/floot.ck is however 17:48 < JonnyH> ignoring my terrible typing 17:49 < JonnyH> but there is no tacdata/floor.pck.. only gfloor.. with no tab? 17:59 -!- Think [617e612f@gateway/web/freenode/ip.97.126.97.47] has joined #OpenApoc 19:30 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 19:38 -!- Skin36 [~Skin36000@46.63.216.135] has quit [Ping timeout: 244 seconds] 20:05 -!- You're now known as JonnyH`Away 20:18 < Istrebitel> Have to go now, so I'll just leave two questions here. 20:18 < Istrebitel> First: If anyone has any ideas why git refuses to cooperate again, please give em to me. 20:18 < Istrebitel> I am several commits ahead of pmprog/master 20:18 < Istrebitel> Trying to rebase results in it first saying "warning pmprog/master. is ambiguous" twice, and then, after I close notepad, it says "error cannot apply patch " and says "when you resolve it do rebase --continue" without actually telling me HOW to resolve it. 20:21 < Istrebitel> Second: Assuming noone is actually doing tactical, I'd like to start doing it. I'm going to spend time tomorrow to draw a plan of what to do in what order, as this is quite a big task. Then start doing it bit by bit. Starting by studying the way tileview works right now and all the information about what files contain what tactical data (I've copied all the chat from above, will read tomorrow). Any help here would be appreciate 20:21 < Istrebitel> d. 20:25 < SupSuper> First: if all your changes are saved in pmprog/OpenApoc, i'd just dump your git repository and do a fresh clone 20:25 < SupSuper> basically https://xkcd.com/1597/ 20:27 < SupSuper> Second: probably just worry about getting a static map to load and display correctly for now, that'll be a lot of work 20:29 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 23:33 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] --- Day changed Mon Aug 22 2016 00:19 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 03:08 -!- Keise [~Keise@69-196-139-43.dsl.teksavvy.com] has quit [Quit: I love my HydraIRC -> http://www.hydrairc.com <-] 04:42 -!- pagurus [~user@p4FD6C2C4.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:42 -!- pagurus` [~user@pD950EBE6.dip0.t-ipconnect.de] has joined #OpenApoc 05:29 -!- Skin36_ [~Skin36000@37.29.120.170] has joined #OpenApoc 05:36 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 08:41 -!- Pawlac [~Pawlac@p4FDCE3F1.dip0.t-ipconnect.de] has joined #OpenApoc 08:44 -!- Pawlac_1 [~Pawlac@p4FDCE942.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:43 < Istrebitel> Unfortunately, no, my changes aren't 09:43 < Istrebitel> I have done some progress on manufacturing and research that is new 10:41 -!- Skin36_ [~Skin36000@37.29.120.170] has quit [Ping timeout: 244 seconds] 10:49 -!- Skin36_ [~Skin36000@37.29.120.170] has joined #OpenApoc 11:11 -!- Skin36_ [~Skin36000@37.29.120.170] has quit [Ping timeout: 265 seconds] 11:14 -!- Skin36_ [~Skin36000@37.29.120.170] has joined #OpenApoc 11:17 -!- nadir [uid134094@gateway/web/irccloud.com/x-gubpofihzluckvrg] has quit [Ping timeout: 264 seconds] 11:19 -!- nadir [uid134094@gateway/web/irccloud.com/x-zkutrzgycbxuuyyi] has joined #OpenApoc 11:47 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 12:51 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 14:17 < kkmic> I've noticed that the mouse cursor lags a bit on my machine 14:18 < kkmic> Is it possible to use a hardware mouse cursor? 15:05 -!- You're now known as JonnyH`Work 15:05 < JonnyH`Work> kkmic: not really 15:06 < JonnyH`Work> it does too many 'strange effects' (like highlighting boxes/animations) for the mouse cursor 15:06 < JonnyH`Work> so while we could use a hw cursor for stuff like the city 15:06 < JonnyH`Work> it'll change randomly, and sometimes lag, which may be more annoying than being consistent 15:06 < JonnyH`Work> The real question is why it's lagging :P 17:14 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 17:32 < Istrebitel> JonnyH, could you please help me with git again? 17:32 < JonnyH`Work> sure? 17:35 < Istrebitel> well, it won't rebase 17:35 < Istrebitel> without telling me what to do, as I said before 17:36 < JonnyH`Work> what does 'git status' say? 17:39 < Istrebitel> Windows PowerShell 17:39 < Istrebitel> Copyright (C) 2009 Microsoft Corporation. All rights reserved. 17:39 < Istrebitel> WARNING: posh-git support for PowerShell 2.0 is deprecated; you have version 17:39 < Istrebitel> 2.0. 17:39 < Istrebitel> To download version 3.0, please visit 17:39 < Istrebitel> https://www.microsoft.com/en-us/download/details.aspx?id=34595 17:39 < Istrebitel> For more information and to discuss this, please visit 17:39 < Istrebitel> https://github.com/dahlbyk/posh-git/issues/163 17:39 < Istrebitel> To suppress this warning, change your profile to include 'Import-Module 17:39 < Istrebitel> posh-git -Args $true'. 17:39 < Istrebitel> E:\Projects\GitHub\OpenApoc [master ?]> git status 17:39 < Istrebitel> On branch master 17:40 < JonnyH`Work> anything like "Your branch is up-to-date with 'origin/master'." 17:40 < JonnyH`Work> ? 17:40 < Istrebitel> yes 17:40 < JonnyH`Work> so if you 'git log' the latest commit starts with 13f07cb? 17:41 < Istrebitel> yes 17:41 < JonnyH`Work> Right, so I can try to rebase the 'same' thing locally and see waht breaks 17:41 < JonnyH`Work> Probably easier than over irc :P 17:41 < Istrebitel> ok 17:42 < JonnyH`Work> lots of conflicts... :( 17:42 < Istrebitel> conflicts? 17:42 < JonnyH`Work> both modified: game/state/gamestate_serialize.cpp 17:42 < JonnyH`Work> both modified: game/state/research.cpp 17:42 < JonnyH`Work> both added: game/state/rules/aequipment_rules.cpp 17:42 < JonnyH`Work> both added: game/state/rules/aequipment_type.h 17:42 < JonnyH`Work> both added: game/state/rules/vammo_rules.cpp 17:42 < JonnyH`Work> both added: game/state/rules/vammo_type.h 17:42 < JonnyH`Work> both modified: game/ui/base/researchscreen.cpp 17:42 < JonnyH`Work> both modified: game/ui/base/researchselect.cpp 17:42 < JonnyH`Work> both modified: game/ui/city/cityview.cpp 17:43 < Istrebitel> ah so you have to resolve everything again? 17:43 < JonnyH`Work> It looks like a commit was incorrectly not marked as a merge 17:43 < JonnyH`Work> so it doesn't think it's included a commit, so tries to re-apply it 17:43 < Istrebitel> well yes, you merged it but git didn't think so and said I'm 'behind" on my own commit 17:44 < Istrebitel> and then i merged my own commit back into my master when I updated 17:44 < JonnyH`Work> I'll try to base and merge against the last matching 'master' commit (98ecb23b156c1426c8907d633f10ec951b49c6a2) 17:49 < JonnyH`Work> Right, I reset back to that master commit 17:49 < JonnyH`Work> and I'm cherrypicking your fixes on top 17:49 < JonnyH`Work> (which is effectively what 'rebase' does 17:50 < JonnyH`Work> ) 17:50 < JonnyH`Work> but I'm fixing the build errors/format before commiting the cherry-pick 17:50 < JonnyH`Work> so it should have a cleaner history 17:53 < JonnyH`Work> I also assume you didn't mean to commit screenshot.png and stuff like that :) 17:53 < JonnyH`Work> so I'll fix that too 18:12 < JonnyH`Work> hmm.. your latest commit 18:13 < JonnyH`Work> that adds the "any" research dependency to the large physics lab 18:13 < JonnyH`Work> doesn't work right due to a 'bug' in the serializeIn code 18:13 < JonnyH`Work> It ends up adding a 'new' dependnecy for any 18:13 < JonnyH`Work> leaving the 'all' one 18:13 < JonnyH`Work> when you actually want to replace it, right? 18:14 < JonnyH`Work> so I rebased everything 18:14 < JonnyH`Work> you can see the result here: 18:14 < JonnyH`Work> https://github.com/JonnyH/OpenApoc/tree/istrebitel/master-rebased 18:14 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:14 < JonnyH`Work> You can reset your local branch to be the same with: 18:15 < JonnyH`Work> git remote add JonnyH https://github.com/JonnyH/OpenApoc.git 18:15 < JonnyH`Work> git fetch JonnyH 18:15 < JonnyH`Work> git reset remotes/JonnyH/istrebitel/master-rebased 18:15 < Istrebitel> okay so 18:15 < Istrebitel> how did a screenshot get commited??? lol 18:16 < JonnyH`Work> if you already have my gitub as a remote you can skip that step 18:16 < Istrebitel> ah I see 18:16 < Istrebitel> okay, so what do I need to do 18:16 < JonnyH`Work> and replace the 'fetch $NAME' and 'remotes/NAME/' with whatever name you gave it 18:17 < JonnyH`Work> the 3 git commands above should reset the 'current branc' in your repository to the new rebased one 18:18 < JonnyH`Work> so make sure you're on the branch you want when you start 18:18 < Istrebitel> okay I did it all, now I commit changes? 18:24 < JonnyH`Work> Update your github accordingly 18:24 < JonnyH`Work> 'git push -f' 18:25 < JonnyH`Work> and now you can work on top of that 18:25 < JonnyH`Work> and you should be able to merge in future pmprog/master changes cleanly 18:29 < Istrebitel> okay, but do I commi the changes? 18:29 < Istrebitel> I got 12 changes after I did that 18:29 < JonnyH`Work> So you've made more changes after the quantum lab one? 18:33 < JonnyH`Work> If so, they should 'git cherry-pick {SHA}' on top 18:33 < JonnyH`Work> If not, they should already be included :) 18:34 < SupSuper> this is the last time you're giving anyone git advice JonnyH`Work :p 18:34 < JonnyH`Work> He somehow managed to get a partial merge and commited it anyway... 18:34 < JonnyH`Work> So the next merge tried to pull in the same commits 'again' 18:34 < JonnyH`Work> Not sure how that's possible with the gui... 18:35 < JonnyH`Work> or the cmdline for that matter... 18:37 < JonnyH`Work> so it's probably better to 'reset to a known state and re-add commits on top' 18:42 < Istrebitel> I meant the changes you did 18:43 < Istrebitel> like, remove dependency, make LOFTEMPS caps 18:44 < JonnyH`Work> I'm not sure what you mean? 18:44 < Istrebitel> well, after I did what you said 18:44 < JonnyH`Work> loftemps shouldn't be caps? 18:44 < Istrebitel> I now have 12 changes 18:44 < JonnyH`Work> relative to what? 18:44 < Istrebitel> for example, in research xml 18:44 < Istrebitel> 18:44 < Istrebitel> any 18:44 < Istrebitel> 18:44 < Istrebitel> RESEARCH_ALIEN_CONTROL_SYSTEM 18:44 < Istrebitel> RESEARCH_ALIEN_ENERGY_SOURCE 18:44 < Istrebitel> RESEARCH_ALIEN_PROPULSION_SYSTEM 18:44 < Istrebitel> 18:44 < Istrebitel> 18:44 < Istrebitel> is removed 18:44 < Istrebitel> in vehicle_types 18:44 < Istrebitel> LOFTEMPS:xcom3/UFODATA/loftemps.DAT:xcom3/UFODATA/loftemps.TAB:121 18:44 < Istrebitel> LOFTEMPS:xcom3/UFODATA/LOFTEMPS.DAT:xcom3/UFODATA/LOFTEMPS.TAB:121 18:45 < Istrebitel> lowercase changed to upper 18:45 < JonnyH`Work> the research change should be in 265e496537885e2c4946c3088a30dcb3c05ede7e 18:45 < Istrebitel> basically there's the output of the commands you gave me 18:46 < Istrebitel> Windows PowerShell 18:46 < Istrebitel> Copyright (C) 2009 Microsoft Corporation. All rights reserved. 18:46 < Istrebitel> WARNING: posh-git support for PowerShell 2.0 is deprecated; you have version 18:46 < Istrebitel> 2.0. 18:46 < Istrebitel> To download version 3.0, please visit 18:46 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has quit [Excess Flood] 18:46 < JonnyH`Work> Oh, the 'git reset' doesn't affect the currently checked out files 18:46 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has joined #OpenApoc 18:46 < JonnyH`Work> To get them to match what git things they should be 18:46 < JonnyH`Work> do "git checkout '*'" 18:46 < JonnyH`Work> I thought you mean 12 commits 18:46 < JonnyH`Work> not 12 changed files :) 18:46 < Istrebitel> done 18:46 < Istrebitel> good, now there's no changes 18:47 < JonnyH`Work> ok, so now the top commit in git log 18:47 < JonnyH`Work> should be "265e496537885e2c4946c3088a30dcb3c05ede7e" 18:47 < Istrebitel> yes 18:47 < JonnyH`Work> so update your github to match 18:47 < JonnyH`Work> 'git push -f' 18:47 < JonnyH`Work> should do that 18:48 < Istrebitel> new changes popped out 18:48 < JonnyH`Work> ...what? 18:48 < Istrebitel> that loftemps thing again 18:48 < JonnyH`Work> git push shouldn't make any changes? 18:48 < Istrebitel> well I clicked sync as I always do 18:48 < JonnyH`Work> You're not 'git pull'ing are you? 18:48 < Istrebitel> maybe that was a mistake 18:48 < JonnyH`Work> Ooh, no, don't use sync for this 18:48 < Istrebitel> oh... 18:48 < JonnyH`Work> We're explicitly 'replacing' the github version 18:48 < JonnyH`Work> not adding to it 18:49 < Istrebitel> okay 18:49 < JonnyH`Work> as there was a bad merge in it 18:49 < JonnyH`Work> so make sure your head is still '265e496537885e2c4946c3088a30dcb3c05ede7e' 18:49 < Istrebitel> how do I undo the sync? 18:49 < JonnyH`Work> and you don't have any outstanding merge ('git status' will tell you if you have an outstanding merge) 18:50 < Istrebitel> do I just redo everything agian? 18:50 < JonnyH`Work> no need 18:50 < JonnyH`Work> if 'git log' still has that commit on top 18:50 < JonnyH`Work> it hasn't damaged anything 18:51 < Istrebitel> it has 18:51 < Istrebitel> btw how to exit log 18:51 < Istrebitel> ? 18:51 < JonnyH`Work> 'q'? 18:51 < Istrebitel> it keeps popping more and more text 18:51 < Istrebitel> status has 18:51 < Istrebitel> you have unmerged pathx. 18:51 < Istrebitel> paths* 18:51 < JonnyH`Work> right, type 'git merge --abort' 18:52 < Istrebitel> ok 18:52 < Istrebitel> now it says they "have diverged and have 3 and 8 commits each" 18:52 < Istrebitel> but no merges it seems 18:52 < JonnyH`Work> Yup, that makes sense 18:52 < JonnyH`Work> as I 'squashed' 8 commits into 'only '3 18:52 < JonnyH`Work> 'git push -f' now :) 18:52 < Istrebitel> ok done 18:53 < JonnyH`Work> https://github.com/Istrebitel/OpenApoc/commits/master 18:53 < JonnyH`Work> your github master branch looks good now 18:53 < Istrebitel> yes 18:53 < Istrebitel> 3 commits 18:53 < JonnyH`Work> So you can continue working on master now 18:53 < JonnyH`Work> and it'll have a clean historty 18:53 < Istrebitel> can I make pull request now? 18:53 < JonnyH`Work> yup 18:53 < Istrebitel> I finished manufacturing and stuff 18:53 < JonnyH`Work> it should merge cleanly 18:54 < Istrebitel> okay 18:54 < Istrebitel> and before you fixed this 18:54 < Istrebitel> I made another branch 18:54 < Istrebitel> for battlescape 18:54 < JonnyH`Work> 'battlescape'? 18:54 < Istrebitel> and done some work there 18:54 < Istrebitel> how do I now push this there? 18:54 < JonnyH`Work> It probably makes sense to reset that branch 'back' to the same as your new master 18:54 < JonnyH`Work> then cherry-pick your new work on top of that 18:54 < JonnyH`Work> That will make it look you started from your 'new' master in the first place 18:55 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 18:55 < openapoc-git> [OpenApoc] Istrebitel opened pull request #81: Manufacturing done, basescape link to ufopaedia, ordered ResearchTopics (master...master) https://git.io/v6Sly 18:55 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 18:55 < Istrebitel> so I manually copy files over, then delete it, then make it again? 18:55 < JonnyH`Work> no 18:55 < JonnyH`Work> 'git checkout battlescape' 18:55 < JonnyH`Work> 'git reset master' 18:55 < JonnyH`Work> 'git cherry-pick 3b0df66b57971ce9067bd5edd0ebe607f8853635' 18:55 < Istrebitel> what does reset master do? 18:55 < JonnyH`Work> should bring it up to date with your new master 18:56 < JonnyH`Work> then re-adds your "Test Battlescape In progress "commit 18:56 < JonnyH`Work> 'git reset $BRANCH' makes the current branch EXACTLY the same as $BRANCH 18:56 < JonnyH`Work> so it's effectivey reverting any changes made on the 'battlescape' branch 18:57 < JonnyH`Work> changing it to the new master 18:57 < JonnyH`Work> then the cherry-pick re-adds your battlescape change on top 18:57 < Istrebitel> refresh it please 18:57 < Istrebitel> I forgot to push something 18:57 < Istrebitel> erm.. if it "makes it exactly" then where are the commits stored that we cherrypick? 18:57 < JonnyH`Work> right, that just means add an extra 18:57 < JonnyH`Work> 'git cherry-pick f1fe89f77211e29ccf7b8ca3923f4a105d9632cc' after the first cherry-pick 18:58 < JonnyH`Work> git never removes commits 18:58 < JonnyH`Work> even if they're no longer on a branch 18:58 < JonnyH`Work> if you remember/record the sha you can ALWAYS get it back 18:58 < Istrebitel> sorry I am really confused by this, I'm used to microsoft's team foundation, it's way easier to use 18:58 < JonnyH`Work> probably :P 18:58 < Istrebitel> okay so 18:59 < JonnyH`Work> Distributed version control like git is pretty complex to get your head around 18:59 < JonnyH`Work> but often worth it in the end 18:59 < Istrebitel> oh... more errors 18:59 < JonnyH`Work> ? 19:00 < JonnyH`Work> If the cherry-pick failed due to merge conflicts 19:00 < JonnyH`Work> you should fix them 19:00 < JonnyH`Work> then 'git add' the changed files 19:00 < JonnyH`Work> then 'git cherry-pick --continue' tells git the conflicts have been fixed 19:00 < Istrebitel> E:\Projects\GitHub\OpenApoc [battlescape ¦ +5 ~19 -0 !]> git cherry-pick 3b0df66 19:00 < Istrebitel> b57971ce9067bd5edd0ebe607f8853635 19:00 < Istrebitel> error: Your local changes to the following files would be overwritten by merge: 19:00 < Istrebitel> game/state/gamestate.h 19:00 < Istrebitel> game/state/gamestate.vcxproj 19:00 < Istrebitel> game/state/gamestate.vcxproj.filters 19:00 < Istrebitel> tools/extractor.vcxproj 19:00 < Istrebitel> tools/extractor.vcxproj.filters 19:00 < Istrebitel> tools/extractors/extractors.cpp 19:00 < Istrebitel> tools/extractors/extractors.h 19:00 < Istrebitel> Please commit your changes or stash them before you can merge. 19:00 < Istrebitel> error: The following untracked working tree files would be overwritten by merge: 19:00 < JonnyH`Work> 'git checkout ' 19:00 < JonnyH`Work> ...git checkout '*' 19:01 < Istrebitel> ok 19:01 < JonnyH`Work> that is because 'git reset' only changes the 'internal git state' 19:01 < JonnyH`Work> not the copy of the files in the actual directory 19:02 < Istrebitel> and now cherrypick? 19:02 < JonnyH`Work> yup 19:02 < JonnyH`Work> try to cherry-pick the first one 19:02 < Istrebitel> E:\Projects\GitHub\OpenApoc [battlescape ¦ +5 ~0 -0 !]> git cherry-pick 3b0df66b 19:02 < Istrebitel> 57971ce9067bd5edd0ebe607f8853635 19:02 < Istrebitel> error: The following untracked working tree files would be overwritten by merge: 19:02 < Istrebitel> game/state/battle.cpp 19:02 < Istrebitel> game/state/battle.h 19:02 < Istrebitel> tools/extract_battlescape_map.cpp 19:02 < Istrebitel> Please move or remove them before you can merge. 19:02 < Istrebitel> Aborting 19:02 < Istrebitel> E:\Projects\GitHub\OpenApoc [battlescape ¦ +5 ~0 -0 !]> 19:02 < Istrebitel> delete them? 19:02 < JonnyH`Work> oh, remove those files 19:02 < JonnyH`Work> yup, just delete them 19:03 < JonnyH`Work> they files will end up being 'exactly' the same 19:03 < JonnyH`Work> but git doesn't know that, and tries to play it safe by just aborting 19:03 < Istrebitel> oklay first cherrypick worked 19:03 < JonnyH`Work> right, try the second 19:04 < Istrebitel> second again wants me to delete stuff 19:04 < JonnyH`Work> same reason 19:04 < JonnyH`Work> if you added files 19:04 < JonnyH`Work> the 'git reset' won't delete them automatically 19:04 < Istrebitel> okay worked 19:04 < Istrebitel> that's it? 19:04 < JonnyH`Work> right 19:04 < JonnyH`Work> check 'git log' 19:04 < JonnyH`Work> make sure you're not missing any commits 19:04 < Istrebitel> git log 19:04 < JonnyH`Work> and then 'git push -f' 19:04 < Istrebitel> oops 19:04 -!- Solarius [~Solar@91.202.195.196] has joined #OpenApoc 19:04 < JonnyH`Work> ..oops? 19:05 < Istrebitel> it has 2 commits followed by 265e4.... 19:05 < Istrebitel> i typed here instead of git window 19:05 < Istrebitel> I think it's correct right? 19:05 < JonnyH`Work> I guess so? 19:05 < JonnyH`Work> the sha will change when you cherry-pick 19:05 < JonnyH`Work> as the 'parent' is part of the hash 19:06 < JonnyH`Work> so a different parent causes a different hash value 19:06 < Istrebitel> phew 19:06 < Istrebitel> I guess it's done 19:06 < Istrebitel> wonderful 19:06 < JonnyH`Work> so 'git push -f' 19:06 < Istrebitel> Yep, worked 19:06 < JonnyH`Work> and again, that should merge cleaning into pmprog/master 19:06 < JonnyH`Work> or from pmprog/master if we make more changes to that 19:06 < Istrebitel> Now, proper question, do we know where voxelmaps or anything of that sort is located for battlescape? 19:07 < Istrebitel> like scenery tiles for cityscape? 19:07 < JonnyH`Work> I believe it'll be in the mapunits/floor.day for floor tiles 19:07 < JonnyH`Work> left/right/ground.dat for their tiles too 19:08 < Istrebitel> like, we know where the indexes to sprites are located, (ground wall scenery) but where is the info about how tough the wall is, or how tall the scenery is 19:08 < Istrebitel> do we know the format? 19:08 < JonnyH`Work> but I haven't looked in them to figure out the firmat 19:08 < JonnyH`Work> sorry, it's not ground.dat 19:08 < JonnyH`Work> but grounmap.dat 19:08 < JonnyH`Work> and leftmap etc. 19:09 < Istrebitel> any ideas how to decode the format? 19:09 < Istrebitel> I mean, is there any reversed code, or maybe something of sorts? 19:10 < JonnyH`Work> not that I know of? 19:10 < JonnyH`Work> Maybe some map editors/jordos' tools have something? 19:10 < JonnyH`Work> I can have a look this evening 19:10 < JonnyH`Work> but it's kinda hard to describe reverse-engineering flow 19:10 < Istrebitel> thanks! 19:10 < JonnyH`Work> as if often relies on some magic insight :P 19:10 < Istrebitel> and thanks alot for help with git... 19:10 < JonnyH`Work> brb lunch :) 19:37 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 20:10 < JonnyH`Work> git is fun isn't it :P 20:10 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has quit [Quit: Going offline, see ya! (www.adiirc.com)] 20:28 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:49 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 20:49 < openapoc-git> [OpenApoc] JonnyH pushed 4 new commits to master: https://git.io/v6SPK 20:49 < openapoc-git> OpenApoc/master 554e3f4 IstrebiteI: Manufacturing finished, ordered ResearchTopics, links to Ufopaedia articles... 20:49 < openapoc-git> OpenApoc/master ea2da11 IstrebiteI: Right-clicking facilities in basescape shows proper ufopaedia entry 20:49 < openapoc-git> OpenApoc/master 265e496 IstrebiteI: Proper requirements for adv quantum phys lab... 20:49 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 21:06 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 21:20 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 21:20 < openapoc-git> [OpenApoc] JonnyH pushed 5 new commits to master: https://git.io/v6S96 21:20 < openapoc-git> OpenApoc/master 6ef7346 Jonathan Hamilton: Remove deprecated renderers... 21:20 < openapoc-git> OpenApoc/master 2ca4fc2 Jonathan Hamilton: Remove some 'old' OPENAPOC_GLES code... 21:20 < openapoc-git> OpenApoc/master aec0ab8 Jonathan Hamilton: Remove deprecated renderers from msvc build 21:20 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 22:16 < Think> Congrats on making a lot of awesome progress guys! 22:18 < JonnyH`Work> :D 22:18 < JonnyH`Work> Thanks Istrebitel for doing a lot of the real work :) 22:21 < Think> Well, you two have been doing a lot these last few days 22:21 < Think> Any updates? 22:22 < JonnyH`Work> manufacturing works now? 22:22 < Think> Awesome, that sounds wonderful! 22:22 < JonnyH`Work> the ticker at the bottom of the city now can scroll text? 22:23 < JonnyH`Work> You can now have more than one module of each type in the initial base layout 22:24 < JonnyH`Work> UFOs now spawn and wobble around beaming into buildings every now and then 22:24 < Think> This code is a very hard nut to crack, huh? 22:24 < JonnyH`Work> we have a proper save/load screen 22:24 < Think> Apocalypse always had so many unknown numbers and unknown stuff whenever I was sifting through it 22:24 < Think> Great! 22:24 < SupSuper> apocalypse certainly hasn't drawn as many obsessive fanboys as ufo did :p 22:24 < JonnyH`Work> it also had a lot of unknown numbers that weren't actually used for anything too :P 22:25 < JonnyH`Work> like half-implemented building income/purchasing companies 22:25 < Think> Yeah, well that's what happens when you run out of money to produce the game 22:25 < Think> I only hope that one day I could mod it to bring back all those half-baked features 22:26 < Think> Like VIP capturing, assassination 22:26 < Think> Or diplomacy 22:26 < JonnyH`Work> Assuming these half-baked features actually add to the game :P 22:26 < Think> True 22:26 < Think> But I think they would 22:26 < JonnyH`Work> more features != better game 22:26 < Think> Diplomacy in its small scope already adds onto the game in a great many ways 22:26 < Think> I agree entirely 22:26 < JonnyH`Work> but then again adding the flexibility to re-enable stuff like that for use in mods would be damned useful 22:26 < Think> Sometimes simplicity is key. 22:27 < Think> Sure would. 22:27 < Think> But that would be a tricky thing to pull off 22:27 < JonnyH`Work> DOOM should totally have base management and a macro economics game 22:27 < JonnyH`Work> /s 22:28 < SupSuper> JonnyH`Work: if there's anything that XPiratez has proven is that people only care about more and more features even if they're a nonsensical clusterfuck :p 22:28 < JonnyH`Work> oh, and blimp-titted anime girls 22:28 < SupSuper> well i think the internet figured that out first 22:28 < Think> True 22:29 < SupSuper> https://en.wikipedia.org/wiki/UFO:_Enemy_Unknown#/media/File:OpenXcom_XPiratez_097D.jpg thanks wikipedia 22:30 < Think> X-Piratez does have its strengths though. 22:30 < Think> It allows for a lot of customization for the user 22:30 < Think> And I think Apocalypse would benefit from some more depth on certain aspects 22:30 < Think> Such as diplomacy. 22:31 < JonnyH`Work> I don't really like it when 'sexy posed nekkid girlz' appear for literally no reason 22:31 < JonnyH`Work> it doesn't really mesh, and seems at best pandering to a specific audience 22:31 < Think> I agree with that, I would at the very least feel like there is some context there 22:31 < Think> like* 22:32 < SupSuper> well when you're sourcing from the internet you're not gonna get a lot of "context-appropriate imagery" 22:32 < Think> The gameplay, both strategic and tactical is very enjoyable, but the research screens can be cringey. 22:32 < JonnyH`Work> Yeah, it adds nothing 22:32 < Think> True, but at the very least create some context for the exaggerated images 22:32 < SupSuper> i'm more shocked 256 colors don't completely destroy them :p 22:32 < JonnyH`Work> not even a 'Their Culture Is Different' thingie 22:33 < Think> Context like maybe "Oh they are scavengers and cannot afford clothes" 22:33 < Think> or something 22:33 < JonnyH`Work> It's literally just "Here's some titties. No reason. No context" 22:33 < Think> Just something would help a little, and toning down the amount of it too 22:33 < JonnyH`Work> And do you really think all post-apocalyptic wasteland livers would be playboy centerfold lookalikes? 22:33 < JonnyH`Work> They could have rubbed it into the player's face it's not a great time to be alive 22:34 < Think> I am almost tempted to try my hand at a less absurd graphical mod 22:34 < Think> Just replacing all of those out of place research screens with something more fitting 22:34 < Think> Wouldn't be too hard 22:34 < JonnyH`Work> Badly mspaint-ed cloathes 22:35 < JonnyH`Work> SFWPorn style 22:35 < Think> Just tedious 22:35 < Think> I am actually fine with the character outfits for the most part, but that is all relative 22:37 < Think> Nothing against the creator though, I think X-Piratez minus some of the graphical assets is a wonderful expansion to the original game 22:38 -!- pagurus` [~user@pD950EBE6.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 22:38 < JonnyH`Work> NEver really played it... 22:38 < JonnyH`Work> I should probably finish the original ufo first 22:38 < SupSuper> probably 22:39 < SupSuper> and tftd just in case :p 22:40 < Think> X-Piratez is dangerously addictive once you get into it, but it also suffers from some long periods of time between researchable objects (sometimes you have too much, sometimes too little) 22:40 < JonnyH`Work> like apoc then :P 22:40 < JonnyH`Work> If you want to speed-run it it's worth it to not clean all aliens at the game start until you have a bio-trans module 22:41 < JonnyH`Work> to get the toxiguns a couple of days earlier 22:41 < JonnyH`Work> and your physics guts just sit in their thumbs until week2 22:41 < JonnyH`Work> then it's a mad rush as ufos/disruptors spawn 22:42 -!- Solarius [~Solar@91.202.195.196] has quit [Quit: Leaving] 22:42 < SupSuper> either way you spend a really slow early game 22:42 < SupSuper> until finally you're allowed to have all the fun stuff 22:42 < JonnyH`Work> week1 is probably like the tutorial :P 22:43 < SupSuper> i guess they didn't want the ufo "just research heavy plasma" strat 22:43 < SupSuper> so instead there's 999 useless human weapons and a few really good alien ones 22:43 < JonnyH`Work> and silly things like dual pistols being one of the best weapons in the game 22:44 < JonnyH`Work> and of course toxiguns :) 22:44 < SupSuper> the more you can spam it the better it is 22:44 < SupSuper> ~~real-time bitch~~ 22:44 < JonnyH`Work> pistols are more accurate, better range, more power, better dps 22:44 < JonnyH`Work> than machine guns 22:44 < JonnyH`Work> and you can dual-wield them for spam 22:44 < JonnyH`Work> literally the only limiting factor is the way there's 4 clips in the whole city 22:45 < JonnyH`Work> It's like the joke of soviet russia 22:45 < JonnyH`Work> more rifles than clips 22:45 < SupSuper> do you start with any ammoless weapons? i forget 22:45 < SupSuper> besides the vehicle stuff. hoverbike laser swarms for life 22:45 < JonnyH`Work> just the stun grapple IIRC 22:46 < JonnyH`Work> which is pretty useful anyway :) 22:46 < JonnyH`Work> stun grapple + pistol = early game win 22:46 < JonnyH`Work> as the only things that can really do any damage are close range 22:46 < JonnyH`Work> and then you get toxiguns... 22:46 < SupSuper> too bad the starting equipment is all randomized human weapons and there's no auto-equip 22:46 < SupSuper> well, that and grenade spam. grenade spam never changes :p 22:47 < JonnyH`Work> ko-grenade spam 22:47 < JonnyH`Work> useful for displacing smoke, putting out fires 22:47 < JonnyH`Work> not destroying the city... 22:47 < SupSuper> specially since it's a lot less research-dangerous in apoc 22:47 < Think> I always felt the Machine gun in Apocalypse was always really fun 22:47 < SupSuper> hey destroying the city is the whole point :p 22:47 < JonnyH`Work> dual pistols > machine gun in every way 22:47 < JonnyH`Work> except limited ammo on the market :P 22:47 < Think> Oh! And I also made a mod in Apocalypse the changed the 40mm Gatling gun, remember that guy? 22:47 < SupSuper> ah yes the gatling gun, world's least accurate thing 22:48 < Think> Dual pistols are actually less accurate, and still aren't as good for suppression IMO 22:48 < SupSuper> spray and pray 22:48 < Think> The mod made the Gatling gun have 30% accuracy, but 1 ROF which made it fire about 20 rounds a second 22:48 < Think> So it would just spray the entire UFO 22:48 < Think> usually it ran out of ammo before it could kill larger ships 22:48 < JonnyH`Work> 18 rps 22:49 < JonnyH`Work> the lawpistol actually has a higher accuracy stat 22:49 < Think> It does, but not when dual wielded 22:49 < SupSuper> judge dredd style 22:49 < Think> Accuracy drops significantly 22:49 < JonnyH`Work> IIRC not much as it's marked one-handed 22:49 < Think> *BOOM* 22:53 < Think> Not as much 22:53 < Think> But still it drops a good amountr 22:53 < Think> Amount* 22:53 < Think> I changed the Lawpistol into a different weapon in my mod 22:54 < Think> I changed most guns actually 22:54 < Think> the Machine Gun fired faster, the Sniper was more powerful but took longer to aim 22:54 < Think> the Lawpistol got a new model and was made into a Sub-Machine gun (less ROF, but lighter, more powerful and more accurate) 22:55 < Think> the Stun gun was made into a Stun Gas Grenade launcher 22:55 < JonnyH`Work> and hopefully replacing/adding weapons is easier if it's just an xml file that's loaded at runtime 22:55 < Think> And some other neat things that I cannot remember. 22:55 < JonnyH`Work> instead of hacking random binary files 22:55 < Think> Yeah, it wasn't very user friendly doing all that stuff 22:55 < Think> Hopefully modding will be easier, as that is what will help keep OpenApocalypse alive. 22:56 < Think> Or at least, it is what's keeping OpenXcom alive. 22:56 < SupSuper> it is? i thought it was anime titties 22:56 < JonnyH`Work> SupSuper: Exactly, modding in amime boobs 22:56 < SupSuper> we should just make it built-in 22:57 < Think> Yeah, a default mod 22:57 < JonnyH`Work> 'Bewb-mode' 22:57 < SupSuper> options > advanced > anime ON 22:57 < JonnyH`Work> as a default mod 22:57 < Think> Like those "Skyranger can have a gun" mods 22:57 < Think> Precisely 22:57 < SupSuper> either way let's never forget the proest of strats: http://i.imgur.com/x0BNqcC.gif 22:57 < JonnyH`Work> Doubles eye-size 22:57 < JonnyH`Work> and gives everything tits 22:57 < Think> And all of the death and sound noises need to come from Anime 22:57 < JonnyH`Work> Even reapers 22:57 < JonnyH`Work> somehow... 22:58 < Think> Disruptors for days 22:59 < SupSuper> this is also good: https://www.reddit.com/r/Xcom/comments/25uftw/my_girlfriend_explains_xcom_apocalypse_in_one/ 23:00 < JonnyH`Work> I'm still surprised by all the people whining about how 'you have to restock ammo by hand!' 23:01 < SupSuper> well even ufo did it automatically... 23:01 < JonnyH`Work> so does apoc 23:01 < JonnyH`Work> Just takes 5 mins :P 23:01 < Think> True, that could have been implemented but it is fine for the most part 23:01 < SupSuper> everyone starts off empty though which blows 23:01 < SupSuper> "you can select multiple soldiers by using control I believe. This duplicates what items you give them, providing you have the inventory of course." sweet mother of god 23:01 < JonnyH`Work> everyone starts out with a crappy 'default' 23:02 < JonnyH`Work> If they started empty it's be easier with the ctrl-select 23:02 < SupSuper> new hires start empty. not even armor. gotta draw all those individual pieces every time 23:02 < SupSuper> *draw = drag 23:05 < JonnyH`Work> so.. what *should* I be doing, openapoc wise? 23:05 < JonnyH`Work> Start digging through the battlescape tile data? 23:06 < SupSuper> agent stuff? 23:07 < SupSuper> uhhhh... ground vehicles? :p 23:09 < SupSuper> maybe i should poke at those at some point so i can actually claim credit for working on something actually gameplayish 23:10 < SupSuper> they're just air vehicles on rails right??? 23:10 < JonnyH`Work> I guess? 23:10 < JonnyH`Work> Can't go up? 23:10 < JonnyH`Work> Can't turnaround unless the junction flag is set? 23:10 < JonnyH`Work> Must be on the 'correct' side of the road? 23:10 < JonnyH`Work> Adding a 'canEnterTile' helper that encodes that would probably mean you can re-use the current pathing 23:10 < SupSuper> all that and the essential function: if (sneeze) vehicle->selfDestruct() 23:11 < JonnyH`Work> if (wet fart) bridge->collapse() 23:11 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 23:11 < JonnyH`Work> while (true) vehicle->shootAtGroundHittingOwnRoad() 23:12 < JonnyH`Work> the road-side stuff might be intrresting 23:12 < JonnyH`Work> as the 'target' position of the vehicle depends on the direction 23:12 < SupSuper> isn't it just a sprite offset? :p 23:13 < JonnyH`Work> Probably 23:13 < JonnyH`Work> but the origin for bullets/selection/voxel hitmask are offset too 23:13 < JonnyH`Work> And you can't driver over a vehicle on the same road direciton 23:13 < JonnyH`Work> but you can pass going the other way on the same tile 23:14 < SupSuper> do traffic jams ever occur? 23:14 < JonnyH`Work> Yup :P 23:14 < SupSuper> interesting 23:14 < JonnyH`Work> Normally due to damaged roads screwing with pathing 23:14 < JonnyH`Work> or a t-junction when there are enough things going past and they can't get a chance to turn 23:15 < JonnyH`Work> normally there aren't enough vehicles around to really do much though 23:15 < Think> Can you imagine how much hype people would generate if they saw actual combat in OpenApoc? It would cause some heart attacks 23:15 < JonnyH`Work> what do you mean actual combat? 23:16 < Think> Well, are you able to engage in gameplay tactical combat? 23:16 < JonnyH`Work> Maybe I should make it so aircraft can actually hit stuff :P 23:16 < JonnyH`Work> the battlescape? YEAh :P 23:16 < Think> Oh 23:16 < Think> then I retract my previous comment --- Day changed Tue Aug 23 2016 00:29 -!- You're now known as JonnyH`Away 00:37 -!- pagurus [~user@pD950EBE6.dip0.t-ipconnect.de] has joined #OpenApoc 04:42 -!- pagurus [~user@pD950EBE6.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:42 -!- pagurus [~user@p4FD6CE0A.dip0.t-ipconnect.de] has joined #OpenApoc 05:34 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 06:43 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Read error: Connection reset by peer] 07:56 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has joined #OpenApoc 08:39 -!- Pawlac_1 [~Pawlac@p5B02DAC0.dip0.t-ipconnect.de] has joined #OpenApoc 08:43 -!- Pawlac [~Pawlac@p4FDCE3F1.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:22 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:51 -!- pagurus [~user@p4FD6CE0A.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 11:52 -!- pagurus [~user@p4FD6CE0A.dip0.t-ipconnect.de] has joined #OpenApoc 11:56 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 16:32 -!- You're now known as JonnyH`Work 16:46 -!- Skin36 [~Skin36000@77.39.24.63] has joined #OpenApoc 17:09 < JonnyH`Work> BTW this is what I know about the tactical map so far? 17:09 < JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/WIP/extract-battlemap/tools/extractors/common/mapunits.h 17:09 < JonnyH`Work> those 40 'mapunits' indices look about right 17:10 < JonnyH`Work> for example the senate 'right' tile '1' - image http://s2.jonnyh.net/pub/list/extracted/maps/01senate/mapunits/right.pck/tactical.pal/1.png 17:10 < JonnyH`Work> has 0x10 in those 40 values 17:11 < JonnyH`Work> which corresponds to this loftemps: http://s2.jonnyh.net/pub/list/extracted/tacdata/loftemps/tacdata-loftemps/16.png 17:11 < JonnyH`Work> which looks right for a wall like that :) 17:22 -!- Pawlac_1 [~Pawlac@p5B02DAC0.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 17:26 < Skin36> tactical map ? Why such a hurry? 17:27 < JonnyH`Work> Not really a rush 17:27 < JonnyH`Work> but now we have more people helping 17:28 < JonnyH`Work> it makes sense to spread ourselves wider 17:57 -!- Pawlac [~Pawlac@p5B02DAC0.dip0.t-ipconnect.de] has joined #OpenApoc 17:58 -!- Pawlac [~Pawlac@p5B02DAC0.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:16 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:18 < JonnyH`Work> hey SupSuper 18:18 < SupSuper> hey 18:21 < JonnyH`Work> do you know how tall the loftemps stacks are for the battlescape in openxcom? 18:21 < JonnyH`Work> I think the ones in apoc are 40 18:22 < JonnyH`Work> compared to 16 in the city? 18:23 < SupSuper> 24 iirc 18:47 -!- Pawlac [~Pawlac@p5B02DAC0.dip0.t-ipconnect.de] has joined #OpenApoc 18:52 -!- Pawlac [~Pawlac@p5B02DAC0.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:52 -!- Skin36 [~Skin36000@77.39.24.63] has quit [Ping timeout: 244 seconds] 19:09 -!- Pawlac [~Pawlac@p5B02DAC0.dip0.t-ipconnect.de] has joined #OpenApoc 19:34 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 20:28 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 21:05 -!- Keise [~Keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 21:47 -!- Pawlac [~Pawlac@p5B02DAC0.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 22:34 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:13 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 23:16 -!- You're now known as JonnyH`Away 23:30 < Think> There is activity in here! --- Day changed Wed Aug 24 2016 00:38 -!- Keise [~Keise@69-196-139-43.dsl.teksavvy.com] has quit [Ping timeout: 276 seconds] 04:25 -!- Think [617e612f@gateway/web/freenode/ip.97.126.97.47] has quit [Ping timeout: 264 seconds] 04:41 -!- pagurus [~user@p4FD6CE0A.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:42 -!- pagurus [~user@pD950FEAC.dip0.t-ipconnect.de] has joined #OpenApoc 05:37 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 05:38 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:17 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 14:14 -!- nadir [uid134094@gateway/web/irccloud.com/x-zkutrzgycbxuuyyi] has quit [Ping timeout: 258 seconds] 14:15 -!- nadir [uid134094@gateway/web/irccloud.com/x-noyvfqwidmqdzasf] has joined #OpenApoc 15:23 -!- You're now known as JonnyH 15:45 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 15:45 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/v650a 15:45 < openapoc-git> OpenApoc/master e42215d Jonathan Hamilton: Screenshot.png got added again.... 15:45 < openapoc-git> OpenApoc/master 63463e8 Jonathan Hamilton: Fix clang-format typo... 15:45 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 15:50 < Kaljakoppa> Progress video!! 15:50 < JonnyH> where? :O 15:50 < Kaljakoppa> Even Bannerlord updated their progress 15:51 < Kaljakoppa> That was a demand :) 15:51 < JonnyH> I know :P 15:51 < JonnyH> One can hope... 15:53 -!- You're now known as JonnyH`Work 15:54 < Kaljakoppa> I looked in GIT that you have gained millions of LOC 15:54 < Kaljakoppa> That has to mean a feature or two 15:54 < JonnyH`Work> I doubt it's millions of Loc 15:54 < JonnyH`Work> Maybe millions of lines of autogenerated xml files :P 15:55 < Kaljakoppa> That yeah, UI code? 15:55 < JonnyH`Work> But yeah, we probably have plenty to be worth another 'progress video' or two 15:55 < JonnyH`Work> All the 'game state' is there too (like the city layout, definitions of vehicles and weapons etc.) 15:55 < JonnyH`Work> As it's easier to mod an xml instead of a hexeeditor on the .exe :P 15:56 < Kaljakoppa> Ah ok, clever 15:58 < JonnyH`Work> but xml isn't very... efficient :) 16:10 < Kaljakoppa> Yeah, takes "forever" to load 16:11 < JonnyH`Work> Only in debug? 16:11 < JonnyH`Work> on msvc? 16:11 < JonnyH`Work> It hits some bad behaviour there 16:11 < JonnyH`Work> <1 second on release/linux 16:11 < Kaljakoppa> In general, and actually I was referring more on what we have in OpenKeeper 16:11 < Kaljakoppa> We have GUI definitions in XML 16:12 < JonnyH`Work> We have UI in xml too 16:12 < JonnyH`Work> but it's loaded with a different system to the gamestate 16:12 < JonnyH`Work> as you need the ui to select which 'mods' etc. :) 16:12 < Kaljakoppa> And it takes awhile to parse it, while anything else takes no time at all 16:13 < JonnyH`Work> ~200k of xml ui is pretty much instant here 16:13 < JonnyH`Work> ~13mb of gamestate xml however? Takes a fair bit longer 16:13 < JonnyH`Work> Especially as the xml parser (pugixml) is built from source in the windows release 16:13 < JonnyH`Work> so debug mode == debug mode for the xml parser too :) 16:14 < Kaljakoppa> Ouch :) 16:21 < JonnyH`Work> It's interesting, as gcc/clang even with optimistaions disabled and UBER_DEBUG mode are quite a bit faster 16:22 < JonnyH`Work> same with the stl iterator stuff (which is used all the time for the per-frame update and city draw code :( 16:22 < Kaljakoppa> There is plenty of time to optimize it all later 16:23 < Kaljakoppa> Premature optimization is a curse 16:23 < JonnyH`Work> I don't know if we should 16:23 < JonnyH`Work> as it seems intrinsic to all iterators 16:23 < JonnyH`Work> and I don't want to make that less clean 16:23 < JonnyH`Work> and 'release' mode is fine anyway :) 16:24 < JonnyH`Work> But it's probably annoying if you're developing on windows... 16:43 -!- Skin36 [~Skin36000@212.96.109.66] has joined #OpenApoc 18:50 -!- pmprog [~quassel@2a02:c7f:6414:d400:1c69:dd05:98bd:f978] has joined #OpenApoc 18:50 -!- mode/#OpenApoc [+o pmprog] by ChanServ 18:50 -!- mode/#OpenApoc [+o JonnyH`Work] by pmprog 18:54 <@JonnyH`Work> hey pmprog 18:55 <@JonnyH`Work> Yeah, my script doesn't automatically +o me via chanserv if it automatically reconnects when away :( 19:05 <@pmprog> Hey JonnyH`Work. I don't have a script for it, it just happens when I log in (after I identify) 19:05 <@pmprog> I'd set you up, but I don't think I have permissions, and I don't actually know who created the channel now 19:06 <@pmprog> How's things anyway? I've seen a lot of activity on OpenApoc (but not looked enough into what's changed) 19:08 <@pmprog> Also, am I going nuts? We have two contributors with the same name - even looks like the same URL, but has two different profiles 19:08 <@JonnyH`Work> ..who? 19:08 <@pmprog> https://github.com/IstrebiteI 19:08 <@pmprog> https://github.com/Istrebitel 19:08 <@pmprog> ah, ones an "I" and the other's an "L" 19:10 <@JonnyH`Work> heh, looks like his local git config uses the email associalyed with the 'I' one, but the repository is owned by an email associated with the 'l' one 19:10 <@JonnyH`Work> You can see stuff in the history where I kinda did something similar, where I had my work email as my ID for a few commits :) 19:11 <@JonnyH`Work> Github then tries to be 'clever' and associate the email with a github account if it can 19:11 <@JonnyH`Work> which I presume uses the login email? 19:11 <@JonnyH`Work> so he likely had a different github login email to the one in his git tag 19:12 <@JonnyH`Work> I'll run on assuming it's the same person, rather than some crazy way of putting backdoors in openapoc or something :P 19:21 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/commit/846e6d053114d03846177f1a0b58596b2a75824e 19:22 <@JonnyH`Work> for example links to your github account 19:22 <@JonnyH`Work> as the Author: tag matched your github account 19:26 <@pmprog> hehe, never thought it was for backdooring OpenApoc... but now you mentioned it, we better audit the code :D 19:27 <@pmprog> I didn't write that commit 19:30 <@JonnyH`Work> But if says you did? 19:30 <@JonnyH`Work> And it was committed by you 19:30 <@JonnyH`Work> So must have been :P 19:30 <@JonnyH`Work> I dunno what happens if you have 2 accoutns with the same email 19:30 <@JonnyH`Work> Does github allow that? 19:34 <@pmprog> no idea 19:34 <@pmprog> did I really do that commit? 19:34 <@JonnyH`Work> No, I did 19:34 <@pmprog> I was going to say 19:34 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 19:35 <@pmprog> So you can totally forge commits?! 19:35 <@JonnyH`Work> I just changed the 'author' to "Marq Watkin " 19:35 <@JonnyH`Work> Yeah, it's just a bit of text 19:35 < Istrebitel> oh 19:35 <@JonnyH`Work> like the commit message 19:35 < Istrebitel> I will try to figure it out tomorrow 19:35 < Istrebitel> why I have two accounts 19:35 < Istrebitel> I also thought I saw the last letter being too close to an "I" 19:35 <@JonnyH`Work> git allows you to sign things properly with gpg keys if you actually want authentication :P 19:35 <@pmprog> That's shocking 19:35 <@JonnyH`Work> It's the way it worked 19:36 < SupSuper> pmprog: also there is a different "commited by" field you can't change :p 19:36 < Istrebitel> btw, I managed to get first attempt at battlescape to display 19:36 <@JonnyH`Work> It's distributed 19:36 < Istrebitel> results are... far from satisfactory 19:36 <@pmprog> SupSuper: Hi, ah, that makes a bit more sense 19:36 <@JonnyH`Work> any authentication either needs challenge-response from a trusted source 19:36 <@pmprog> But still, reporting the wrong person is a bit scary 19:36 <@JonnyH`Work> Or you're keeping secrets from yourself :P 19:37 <@JonnyH`Work> SupSuper: if the 'committed by' 19:37 < SupSuper> if you're getting different commit authors, remember that stuff done through github will use your github details while stuff done through git will use your local .gitconfig details 19:37 <@JonnyH`Work> thing isn't internally managed by github 19:37 <@JonnyH`Work> it doesn't provide authentiication either 19:38 <@JonnyH`Work> I could set my .git config to call myself supsuper for all it cares 19:38 <@pmprog> Ah, as long as your SSH key lets you access the repo 19:38 <@pmprog> okay, think I understand it now 19:38 < Istrebitel> http://imgur.com/a/jB7yX 19:38 <@JonnyH`Work> the 'can I access a repository?' is completely different system to 'What is my name?' 19:38 <@pmprog> Yep 19:38 < Istrebitel> Tomorrow I'll figure out what went wrong 19:39 < SupSuper> Istrebitel: well it's something 19:39 <@JonnyH`Work> Istrebitel: Probably 'caus the tile size is setup wrong in the CityView 19:39 <@pmprog> Looks interesting Istrebitel :) 19:39 < SupSuper> given everything is off by two, probably a wrong size somewhere 19:39 <@JonnyH`Work> And I'm not sure if it actually does x/y/z chunk1 then x/y/z chunk2 etc. 19:40 <@JonnyH`Work> I also need to allow the VoxelMap size to be changed 19:40 <@pmprog> Okay, I gotta go, hopefully catch up again soon, as it looks like there's quite a bit of activity :) 19:40 <@pmprog> Have fun 19:40 <@JonnyH`Work> currently the collision stuff expected it to be 32x32x16 19:40 -!- pmprog [~quassel@2a02:c7f:6414:d400:1c69:dd05:98bd:f978] has quit [Remote host closed the connection] 19:40 <@JonnyH`Work> which is wrong for the attle 19:40 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 19:44 <@JonnyH`Work> Istrebitel: Did you see my https://github.com/JonnyH/OpenApoc/blob/WIP/extract-battlemap/tools/extractors/common/mapunits.h 19:44 <@JonnyH`Work> ? 19:44 <@JonnyH`Work> I think that's the loftems 19:45 <@JonnyH`Work> also, generally 19:46 <@JonnyH`Work> do we want each 'map' self-contained? 19:46 <@JonnyH`Work> Like have all the mapunits it uses? 19:46 <@JonnyH`Work> I like the idea of the maps being 'self contained' 19:46 <@JonnyH`Work> but that'll have the cost of a fair bit of duplication... 19:47 < SupSuper> what do you mean? 19:47 <@JonnyH`Work> I mean currently each building has multiple maps 19:47 <@JonnyH`Work> but share the mapunits tile definitions 19:48 <@JonnyH`Work> maps/01senate/01sec* maps all use the same maps/01senate/mapunits/featmap.dat 19:49 <@JonnyH`Work> (for the features, for example) 19:50 <@JonnyH`Work> I think 'maps' is something where it should be easy to add new ones for mods etc. 19:50 <@JonnyH`Work> Maybe something different, each map 'can' have it's local tile types 19:50 <@JonnyH`Work> but all the extracted ones go into a global pool... 19:50 <@JonnyH`Work> Meh, still thinking about how this should be laid out :) 19:53 < SupSuper> well i'd imagine tilesets will be very reused 19:53 -!- Solarius [~Solar@91.202.195.196] has joined #OpenApoc 19:54 <@JonnyH`Work> I think maybe add 'all' the extracted tile types to the base state 19:54 <@JonnyH`Work> then if someone wants to create a new map 19:54 <@JonnyH`Work> they can use anything from that 19:54 <@JonnyH`Work> while still allowing new tiles to be added 'locally' 19:54 <@JonnyH`Work> Should be do-able with the current Serialize stuff 19:54 <@JonnyH`Work> if I add anew 'base' class for the battleScapeMap 19:54 <@JonnyH`Work> or whatever it'll be called :) 20:04 < SupSuper> i'm sure the maps will not be huge at all in xml :p 20:04 <@JonnyH`Work> But we'll only load one at a time... right? 20:05 <@JonnyH`Work> The set of 'all' tile data might be worse... 20:07 < SupSuper> until people want procedural maps back :p 20:07 <@JonnyH`Work> It was designed to be able to stick together the 'chunks' 20:08 <@JonnyH`Work> that's why each has set entry/exit points in the same places 20:08 <@JonnyH`Work> so they would hook up 20:08 < SupSuper> wouldn't that make for a ridiculously big map? 20:08 <@JonnyH`Work> Yup 20:08 <@JonnyH`Work> Like late game it's common to get 2 of the 'slums' maps just stuck together 20:09 <@JonnyH`Work> but the aliens ever only spawn in 1 place 20:09 <@JonnyH`Work> so you only ever end up fighting on half the map anyway :) 20:10 <@JonnyH`Work> stuff like generating/modifying maps in a script is well beyond my thoughts right now 20:10 <@JonnyH`Work> I'll let you guys figure it out over in #openxcom first :) 20:10 -!- Shadow [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has joined #OpenApoc 20:14 < SupSuper> well our scripts are just "how many different ways can you shuffle blocks" :p 20:15 <@JonnyH`Work> Don't they also do destructive geometry? 20:15 <@JonnyH`Work> Like carving out corridors? 20:19 < SupSuper> that's more of a "hack" than a "feature" 20:19 < SupSuper> because of bad non-inter-connecting map design :p 20:20 <@JonnyH`Work> Just adding a few more user-creates maps for each building would probably significantly increase the replay 20:20 <@JonnyH`Work> each having, what, 3-4 maps that are constantly repeated now? 20:20 < SupSuper> either way it's less scripting more "set of features you can kinda call via yaml because actual scripting would kill me" 20:20 <@JonnyH`Work> BadScripting then :) 20:21 <@JonnyH`Work> Like those predicates... *shudder* 20:21 <@JonnyH`Work> Though if it's bad in yaml 20:21 <@JonnyH`Work> it'll be worse in xml... 20:21 < SupSuper> hey if *you* wanna expose our lovely mess of an api via lua, be my guest :p 20:22 <@JonnyH`Work> a cut-down addTile/removeTile/queryTile :P 20:23 < SupSuper> sure and carry the whole state with it 20:23 < SupSuper> specially c++ state *shudders* 20:23 < Solarius> pirat 20:24 < Solarius> Sorry, was trying to log in to x-piratez :P 20:24 * JonnyH`Work quickly tries to guess Solarius' username 20:27 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:27 < Solarius> Same? 20:27 < Solarius> Right user, wrong channel :P 20:28 < SupSuper> there's a pirates channel? 20:28 < Solarius> #x-piratez 20:29 < Solarius> It's like, a year old 20:29 <@JonnyH`Work> Whelp, I know what I'm not joining :P 20:30 < Solarius> It's mostly Ivan, Bloax and Nadir, doing nothing 20:30 < Solarius> It's pretty lively tonight though. 20:31 < Solarius> Dioxine is there, and Oheartstein, and some people I didn't know a moment ago. 20:32 < SupSuper> to think you used to need to fill out a signed form just to get a channel on freenode 20:33 <@JonnyH`Work> good times... 20:33 * JonnyH`Work strokes his big unix beard 20:35 < nadir> Now ya just /join 20:35 < nadir> Granted, if you want fancy stuff like an affiliated cloak, there's still some red tape. 20:36 <@JonnyH`Work> I should set that up here... 20:36 <@JonnyH`Work> I feel like I'm missing out :P 20:37 -!- Skin36 [~Skin36000@212.96.109.66] has left #OpenApoc [] 20:39 < SupSuper> at least *i* get a fancy whois mask :p 20:39 <@JonnyH`Work> grumble grumble showoff 20:39 <@JonnyH`Work> With your 'proven' project 20:40 <@JonnyH`Work> instead of a collection of hacks pretending to be a game 20:56 < Solarius> Sorry, does anyone know if it's possible to save guides in Photoshop? I'd like to make a grid for a spritesheet, separating the frames. 20:57 <@JonnyH`Work> Sorry, I've never used PS 21:11 < SupSuper> photoshop grids aren't great for spritesheets as they have to be square 21:12 < Solarius> It's OK, I already found a way 21:12 <@JonnyH`Work> can't you have a layer that's not exported containing the grid or something? 21:12 < Solarius> Actually, if you save as .psd, the grids stay. 21:12 < Solarius> So it's a non-issue 21:12 < Solarius> *guides, not grids 21:13 < Solarius> thanks anyway 21:27 -!- Shadow [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has quit [Ping timeout: 240 seconds] 21:57 -!- Pawlac [~Pawlac@p4FDCE387.dip0.t-ipconnect.de] has joined #OpenApoc 22:11 < SupSuper> oh no i got a null pointer :< 22:12 <@JonnyH`Work> put it back 22:12 <@JonnyH`Work> get a real pointer instead 22:12 < SupSuper> OpenApoc.exe!OpenApoc::Vehicle::handleCollision(OpenApoc::GameState & state, OpenApoc::Collision & c) Line 356 C++ 22:13 < SupSuper> auto vehicle = std::static_pointer_cast(c.obj)->getVehicle(); -- shared_ptr expired 22:13 <@JonnyH`Work> line 356? 22:13 <@JonnyH`Work> *this == nullptr? 22:13 < SupSuper> line 356 is where the method is :p 22:14 <@JonnyH`Work> That's why I guessed *this is bad 22:14 < SupSuper> sorry, where the top of the stack is 22:14 < SupSuper> yeah the actual problem line is at OpenApoc.exe!OpenApoc::City::update(OpenApoc::GameState & state, unsigned int ticks) Line 200 C++ 22:14 < SupSuper> i guess a nullcheck is needed if TileObjectVehicles expire? what the hell is a TileObjectVehicle 22:15 <@JonnyH`Work> a TileObjectVehicle should never exist without a valid Vehicle? 22:16 < SupSuper> shenanigans! 22:17 <@JonnyH`Work> Vehicles still don't get destryoed, right? 22:17 <@JonnyH`Work> That *could* happen if 2 bullets hit the same vehicle in the same frame 22:17 <@JonnyH`Work> and the first causes the vehicle to die? 22:17 <@JonnyH`Work> but that can't happen in the current codebase as vehicles are invincible? 22:17 <@JonnyH`Work> But we probably need to handle that case anyway 22:18 < SupSuper> well i can't get it to happen again. wasn't our RNG deterministic? :p 22:18 <@JonnyH`Work> Yeah 22:18 <@JonnyH`Work> but if it's an order of the std::future returns it might not be deterministic in the order of processing... 22:23 <@JonnyH`Work> huh, my head actually instantly dies in UI::applyAliases at startup? 22:24 < SupSuper> oh no, memory corruption is afoot 22:24 <@JonnyH`Work> might be a partial build :P 22:25 <@JonnyH`Work> My system tinyxml2 library got updated today... 22:25 < SupSuper> i'm not running in debug anyways so not like i'll get much useful info 22:25 <@JonnyH`Work> I didn't clean, so maybe some code uses old headers & new library 22:25 <@JonnyH`Work> I'll try again... 22:27 < SupSuper> also to whoever enabled the multiprocessor flag: 3>cl : Command line warning D9030: '/Gm' is incompatible with multiprocessing; ignoring /MP switch 22:27 <@JonnyH`Work> ...I don't know what they do 22:27 < SupSuper> /Gm (Enable Minimal Rebuild) /MP (Build with Multiple Processes) 22:28 <@JonnyH`Work> I enbabled the multi-processor compilation in the UI, and it definitely caused more processes to appear per build? 22:28 <@JonnyH`Work> is there another option that magically gets disabled due to that? 22:28 <@JonnyH`Work> ...Minimal rebuild? Is that 'only rebuild files where the .cpp has changed"? 22:29 <@JonnyH`Work> Or something fancier? 22:29 < SupSuper> the minimal rebuild is the fancy thing where it tries to calculate what has actually changed rather than recompiling all changes 22:29 <@JonnyH`Work> there may also be a data race between the threads and their sp<> copying? 22:30 < SupSuper> so i assume the multiprocessor build only works if it's a fresh build? 22:30 <@JonnyH`Work> ...Why would that stop support for multiprocessor builds? 22:30 <@JonnyH`Work> Can't you just use the modified time of the .cpp and the .obj? 22:30 <@JonnyH`Work> meh, I don't know? 22:30 <@JonnyH`Work> See which one is better, /MP or /Gm? 22:31 < SupSuper> https://msdn.microsoft.com/en-us/library/kfz8ad09.aspx 22:31 < SupSuper> it's mostly for dealing with include cascades 22:32 <@JonnyH`Work> Oh, so it is 'more magic' 22:32 <@JonnyH`Work> as it won't rebuild if you modify the .h 22:32 <@JonnyH`Work> if you happen to modify it in a way that doesn't change this file's codegen? 22:32 < SupSuper> apparently all forms of magic aren't multithreaded :p 22:33 <@JonnyH`Work> cmake / gcc's -MD stuff will rebuild everything if they all #include a modified header 22:33 <@JonnyH`Work> I've not really noticed that being a big issue? So we can disable it? 22:33 < SupSuper> i guess because you need to figure out in advance what you need to rebuild so multithreading wouldn't really work 22:34 <@JonnyH`Work> /MP sounds 'better' than /Gm then 22:34 <@JonnyH`Work> yeah, that ui crash was due to tinyxml changing versions 22:34 <@JonnyH`Work> a clean rebuild - no issues 22:37 < SupSuper> oh minimal rebuild is only enabled for Debug builds 22:37 < SupSuper> good thing nobody uses that :p 22:37 <@JonnyH`Work> MAybe we can be more 'clever' with our debug builds 22:37 <@JonnyH`Work> Like build tinyxml/pugixml/physfs as release anyway? 22:38 <@JonnyH`Work> as we're probably not debuggingthose internals? 22:38 < SupSuper> well you never know 22:39 < SupSuper> but if you want you can configure that at the solution level 22:39 <@JonnyH`Work> You're the one constaltly whining about debug performance :P 22:42 < SupSuper> not during *compiling* :p 22:42 < SupSuper> i doubt a release tinyxml will have that much runtime impact 22:42 <@JonnyH`Work> Not sure, but loading is a pain 22:42 <@JonnyH`Work> and a lot of that is xml stuff 22:43 < SupSuper> i guess. openxcom also has sluggish loading in debug because node-based / stl-based libraries tend to be fairly slow in debug 22:43 < SupSuper> guess i could try it and see what impact it has on loading 22:43 <@JonnyH`Work> The GameState seralize stuff does really rely on inlining, true :) 22:43 < SupSuper> also here's an interesting blog on vc parallel compiling: https://randomascii.wordpress.com/2014/03/22/make-vc-compiles-fast-through-parallel-compilation/ 22:44 < SupSuper> the main takeaway is "everything has to be on the same settings to really take advantage of it" :p 22:45 <@JonnyH`Work> it can't parallelise stuff with different _cmdline_ options? 22:45 <@JonnyH`Work> ...Why does it care? 22:45 <@JonnyH`Work> Just run cl.exe multiple times? 22:46 < SupSuper> because it doesn't run one cl.exe per file, that'd be gross :p 22:46 <@JonnyH`Work> why? 22:46 <@JonnyH`Work> It's lost in the noise to fork a new process on linux :P 22:48 < SupSuper> well you probably have more files than cores 22:48 <@JonnyH`Work> yeah? I just run -j and let the scheduler sort it out 22:48 < SupSuper> :p 22:50 <@JonnyH`Work> what make when you give it a limit is spawn(N) 22:50 <@JonnyH`Work> when one finishes, it pops the next file off the todo list and spawns a process for that 22:50 <@JonnyH`Work> Nothing fancy 22:50 <@JonnyH`Work> but it works 22:50 <@JonnyH`Work> You don't need a scheduler or cooperative anything 22:54 < SupSuper> i'm sure they have a perfectly good reason based on win16 or something 22:55 <@JonnyH`Work> as far as I can tell, technically I'm meant to lock around any sp<> inc/decref 22:55 <@JonnyH`Work> In c++14 you can use std::atomic<> stuff around shared_ptrs 22:55 < SupSuper> so shared_ptrs aren't thread-safe? 22:55 <@JonnyH`Work> But gcc uses atomics 'by default' in it's implementaiton of shared_ptrs 22:55 <@JonnyH`Work> so it seems safe on gcc 22:55 <@JonnyH`Work> MAybe msvc went for 'bear minimum technically according to the spec' and didn't bother with atomics? 22:57 < SupSuper> apparently shared pointer *references* are atomic, but shared pointer *accesses* aren't? 22:57 <@JonnyH`Work> 'accesses' aren't in the way the underlying object may require locking 22:58 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 22:58 <@JonnyH`Work> But I'm talking about the copy constructor doing a reference++ 22:58 <@JonnyH`Work> and destrtructor doing a if((reference--) == 0 ) destroy() 22:58 < SupSuper> right 22:59 < SupSuper> well everything i see says the standard dictates those must be atomic 22:59 < SupSuper> unless you're manually doing it yourself? 22:59 < SupSuper> how does the StateRef wrapper work? 23:05 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has quit [Ping timeout: 265 seconds] 23:05 -!- Solarius [~Solar@91.202.195.196] has quit [Quit: Leaving] 23:05 < SupSuper> there is this :p http://en.cppreference.com/w/cpp/experimental/atomic_shared_ptr 23:08 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has joined #OpenApoc 23:09 <@JonnyH`Work> http://en.cppreference.com/w/cpp/memory/shared_ptr/atomic 23:09 <@JonnyH`Work> states non-const memer calls on sp<> is bad 23:10 <@JonnyH`Work> Like, for example, the copy constructor? Or destructor? :P 23:11 < SupSuper> apparently they are in c++11 though, not c++14 23:12 <@JonnyH`Work> yeah, the non-member std::atomic stuff is c++11 23:12 <@JonnyH`Work> but the atomic_shared_ptr<> is c++14 23:13 <@JonnyH`Work> AFAICT they do the same thing at the end ofthe day 23:18 <@JonnyH`Work> does msvc2015 provide the atomic_shared_ptr<> header? 23:22 < SupSuper> doesn't look like it 23:30 <@JonnyH`Work> I might be able to make sp<> a wrapper class instead of just an alias? 23:30 <@JonnyH`Work> Or disable multithreaded collision detection :P 23:30 <@JonnyH`Work> as it does give some non-determinisn 23:33 < SupSuper> ughhhhhhhhhhhhhh i hate it everytime i try to use "this" as a sp 23:34 < SupSuper> can i just turn a "this" into a reference? 23:34 <@JonnyH`Work> auto &reference = *this; 23:34 <@JonnyH`Work> ? 23:39 < SupSuper> now it's bitching about const 23:39 < SupSuper> fuckit i'm doing this, i'm passing a raw pointer 23:40 <@JonnyH`Work> const auto &reference = *this? 23:40 < SupSuper> living on the eeeeeeeeeeeeedge 23:42 < SupSuper> oh it was the lambda 23:42 < SupSuper> crisis averted 23:42 <@JonnyH`Work> :( 23:43 < SupSuper> i guess if you pass a ref to a lambda without qualifying it it becomes weird? 23:44 < SupSuper> well you're safe from raw pointers... for now 23:46 < SupSuper> http://puu.sh/qNhIq/c53a7eaf33.jpg now it looks apoc authentic :p 23:49 -!- openapoc-git [~openapoc-@192.30.252.41] has joined #OpenApoc 23:49 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/v6dXW 23:49 < openapoc-git> OpenApoc/master b099744 SupSuper: Add event notifications 23:49 -!- openapoc-git [~openapoc-@192.30.252.41] has left #OpenApoc [] 23:51 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 23:51 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/v6dXr 23:51 < openapoc-git> OpenApoc/master bb64d03 SupSuper: Obsolete TODO.md 23:51 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 23:53 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 23:57 <@JonnyH`Work> Maybe add that as a 'bug' on github 23:57 <@JonnyH`Work> or trello or something? 23:57 <@JonnyH`Work> Anyway, I'm off 23:57 <@JonnyH`Work> have a good evening 23:58 <@JonnyH`Work> If I don't get any time to do stuff later, that is :) 23:58 -!- You're now known as JonnyH`Away --- Day changed Thu Aug 25 2016 00:14 -!- Keise [~keise@69-196-139-43.dsl.teksavvy.com] has quit [Ping timeout: 244 seconds] 00:27 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:03 -!- Pawlac [~Pawlac@p4FDCE387.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 01:56 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 02:01 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 04:42 -!- pagurus` [~user@pD950E430.dip0.t-ipconnect.de] has joined #OpenApoc 04:42 -!- pagurus [~user@pD950FEAC.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 06:08 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 08:13 < Istrebitel> Okay, tactical is actually loading in proper order... now to display it correctly 08:13 < Istrebitel> for some reason, "chunks" mean nothing. You just read sequentually x then y then z 08:13 < Istrebitel> the whole map 08:13 < Istrebitel> regardless of the number of chunks. they're just multipliers to the size 08:15 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 08:26 < Istrebitel> Okay here's how it looks now 08:26 < Istrebitel> http://imgur.com/a/dHh1Z 08:27 < Istrebitel> there are.... seams, for some reason? What can I be doing wrong? 11:02 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 11:23 -!- Pawlac [~Pawlac@p5B02D987.dip0.t-ipconnect.de] has joined #OpenApoc 11:33 -!- scionga [~scionga@81.253.76.188.dynamic.jazztel.es] has quit [Ping timeout: 252 seconds] 11:36 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 12:23 -!- nadir [uid134094@gateway/web/irccloud.com/x-noyvfqwidmqdzasf] has quit [Ping timeout: 250 seconds] 12:25 -!- nadir [uid134094@gateway/web/irccloud.com/x-mszyddoqwxhuqmgd] has joined #OpenApoc 12:45 -!- scionga [~scionga@12.51.222.87.dynamic.jazztel.es] has joined #OpenApoc 16:14 -!- Skin36 [~Skin36000@31.180.213.110] has joined #OpenApoc 16:40 -!- You're now known as JonnyH`Work 16:49 < Istrebitel> Okay, first pass battlescape is done 16:49 <@JonnyH`Work> cool :D 16:49 < Istrebitel> map is displayed 99% correctly, you can chose active layer and change the way layers are displayed (up to current one, all layers, only current layer) 16:49 <@JonnyH`Work> Did you fix the 'seams'? 16:49 < Istrebitel> yes 16:49 <@JonnyH`Work> Is this using TileView? 16:50 < Istrebitel> only small differences remain to vanilla in insignificant places, like, derelict houses's broken walls are displayed a bit differently in several pixels (may be the original game is the one that's displaying incorrectly btw) 16:50 < Istrebitel> no, I made my own tileview 16:50 < Istrebitel> copying code from TileView 16:50 < Istrebitel> I saw no easy way to use TileView for battlescape 16:51 < Istrebitel> Should I commit it to pmprog/master now, or should I wait until it's more developed? 16:53 <@JonnyH`Work> "no easy way" - we should probably fix that :) 16:53 <@JonnyH`Work> If it works and doesn't regress anything, feel free to push to pmprog 17:16 < Istrebitel> Well, to fix that 17:17 < Istrebitel> we would need to change TileView 17:17 < Istrebitel> to use some classes that Tile and battle objects inherit 17:17 <@JonnyH`Work> TileObjects? 17:17 <@JonnyH`Work> I know we need to de-hardcode the tile size & voxelmap size 17:18 <@JonnyH`Work> then we can re-use the collision detection 17:18 <@JonnyH`Work> Is your battlescape branch up to date on github? 17:18 <@JonnyH`Work> I might have a look myself :) 17:18 < Istrebitel> almost 17:19 < Istrebitel> only added some minor stuff 17:19 < Istrebitel> I just copied and renamed everything 17:20 < Istrebitel> tile size is not hardcoded, you just use constants in constructor, they can be replaced with anything 17:20 < Istrebitel> what we need to do is to change TileView, Tile, TileObject 17:21 < Istrebitel> so that CityTileView and BattleTileView inherit those 17:21 < Istrebitel> and CityTile and BattleTile, etc, do too 17:22 < Istrebitel> also, I am not entirely sure I need different objects for ground, walls and scenery, maybe they're not really different at all? 17:22 < Istrebitel> like, all of them have voxelmap, all of them can get destroyed, all of them can fall etc. 17:26 <@JonnyH`Work> Yeah, I think 'scenery', 'object(dropped objects/flying grenades?)', 'bullet', 'agent (including alien/civs?)' would be sufficient 17:26 <@JonnyH`Work> Oh, maybe an object for gas/fire/smoke 17:26 <@JonnyH`Work> All scenery objects would have a voxel, a set of 'support' flags 17:27 <@JonnyH`Work> if they can be passed in x/y/z, if they can be walked 'on' (and if so the slowdown) 17:27 <@JonnyH`Work> health/armour, if they explode when destroyed, if they have a 'damaged' object that replaces it when destroyed... 17:28 <@JonnyH`Work> Oh, doors and lift flags too 17:29 <@JonnyH`Work> I think windows also have a flag so you can see through them but they block bullets 17:29 <@JonnyH`Work> At least the first one before they get destroyed and drop the farm on your agent's heads ;) 17:59 < Skin36> omg GitHub banned me 17:59 <@JonnyH`Work> what? 17:59 < Skin36> One of our mostly harmless robots seems to think you are not a human. 17:59 < Skin36> Because of that, it’s hidden your profile from the public. If you really are human, please contact support to have your profile reinstated. We promise we won’t require DNA proof of your humanity. 17:59 <@JonnyH`Work> Send them an email full of adverts for viagra 17:59 <@JonnyH`Work> that'll solve the issue :) 18:00 < Skin36> :) 18:16 -!- Skin36 [~Skin36000@31.180.213.110] has quit [Ping timeout: 265 seconds] 18:19 -!- Skin36 [~Skin36000@185.3.34.211] has joined #OpenApoc 18:23 < Istrebitel> Oh wait, there is a difference 18:23 < Istrebitel> right wall must be drawn after left wall 18:23 < Istrebitel> otherwise, graphics glitch 18:23 < Istrebitel> they're made that way, so that right wall goes on top of left one 18:24 < Istrebitel> also, obviously, both go on top of the ground, and scenery goes on top of both 18:24 <@JonnyH`Work> so it's {floor, left, right, feature}? 18:24 <@JonnyH`Work> in order? 18:24 < Istrebitel> yes 18:24 < Istrebitel> so they all have same Z but need different drawing order 18:24 < Istrebitel> still, that could be done somehow otherwise, without creating multiple classes 18:24 <@JonnyH`Work> I enabled 'layer sets' to do that in TileView :) 18:25 < Istrebitel> layersets take different class types, as I understand 18:25 <@JonnyH`Work> Yeah, but we could change that so the enum is just a member of the 'same' class 18:25 < Istrebitel> yes 18:25 < Istrebitel> so, is the wall really no different to ground or scenery? 18:25 <@JonnyH`Work> I expect this to change to fit the battlescape stuff as well as city 18:25 <@JonnyH`Work> Not that I can tell? 18:25 < Istrebitel> btw, could you tell me what is loftemp? 18:26 < Istrebitel> I undetstand what voxelmap is (bits that signify which small cubes are present and which are not in a 3d simplified image of an object) 18:26 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/WIP/extract-battlemap/tools/extractors/common/mapunits.h#L12 18:26 <@JonnyH`Work> Looks like it starts at offset 15 in each *map.dat file 18:27 < Istrebitel> also, I can't seem to open buttons for tactical 18:27 < Istrebitel> there's a pck just like city 18:27 < Istrebitel> but it doesnt' open in XED and openapoc throws too 18:27 <@JonnyH`Work> what's the name? 18:27 < Istrebitel> xcom3/tacdata/icon_m.pck 18:28 < Istrebitel> and about loftemps - i know it's in those bytes, I mean, what actually does "loftemp" mean? 18:28 <@JonnyH`Work> Line Of Fire (maybe Templates?) 18:28 < Istrebitel> ah, I see 18:29 < Istrebitel> so, for cityscape, values in the dat files are adresses into some loftemp files 18:29 <@JonnyH`Work> not sure on the 'temp' part, that's a guess :P 18:29 < Istrebitel> it's the same here? 18:29 <@JonnyH`Work> yeah, it's the same format as the city, but into tacdata/loftemps 18:29 <@JonnyH`Work> it seems to load fine 18:29 <@JonnyH`Work> I converted them to images here: 18:29 <@JonnyH`Work> http://s2.jonnyh.net/pub/list/extracted/tacdata/loftemps/tacdata-loftemps/ 18:29 <@JonnyH`Work> so you can visually see the layers 18:30 < Istrebitel> okay, so, should I code this transition to a single tileview/map/tile/tileobject? 18:30 < Istrebitel> or would you do it? 18:31 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:33 <@JonnyH`Work> I might do it? 18:34 <@JonnyH`Work> It probably will involve some work to get that serialized out to keep a live Battle state too 18:34 <@JonnyH`Work> And I might tweak how some of that works... 18:34 < SupSuper> hello 18:34 < Istrebitel> hello 18:34 <@JonnyH`Work> And it might end up that the battle/city tile engines are too different to realistically share, but I'll give it a go 18:34 < Skin36> hi 18:34 <@JonnyH`Work> hey sup :) 18:36 <@JonnyH`Work> It's clear the two .exes don't quite share exactly the same codebase from the disasm 18:36 <@JonnyH`Work> but where possible it makes sense to share, as they appear similar at a high level 18:36 <@JonnyH`Work> But if every function turns into 2 just wrapped in if (battle) {} else if (city) {} 18:38 < Istrebitel> Well, the point of merging them together is to utilise shared code 18:38 < Istrebitel> written once, that fits both 18:41 < Istrebitel> I see a lot of code will be shared: 18:41 < Istrebitel> - drawing basic objects (scenery) is the same 18:41 < Istrebitel> - strategic/isometric separation is the same 18:41 < Istrebitel> - projectiles work the same 18:41 < Istrebitel> - collision I think is the same too (may be wrong) 18:41 <@JonnyH`Work> collision seems the same,but different voxelmap size 18:41 <@JonnyH`Work> (Just a hardcoded Vec3<>->parameter, should be easy enough) 18:43 < Istrebitel> What will not be shared? 18:43 < Istrebitel> - All the unit logic (vehicles, troops - pathfinding, movement, actions) 18:43 < Istrebitel> - Unit selection logic (in tactical you select via a tile-snapping cursor, in cityscape via collision with a finger) 18:43 < Istrebitel> - Items laying around, items moving according to their impulse vector and gravity 18:43 < Istrebitel> I think that can be coded in the classes that inherit the base ones 18:45 < Istrebitel> So, should I just commit it as it is (you might have noticed I have most stuff dumped into single files, battle.h and battle.cpp, as I didn't knew what classes exactly I'd end with)? Or should I separate them into proper files first (and also merge scenery/ground/walls into single class with type)? 19:00 < Istrebitel> Also, what's image offset? It seems to matter not what I type there 19:00 < Istrebitel> even though some right walls have different sizes, visually it seems fine 19:01 <@JonnyH`Work> It's where the image is relative to the voxel map IIRC 19:02 <@JonnyH`Work> so you need to do that to 'align' the hit map against what it appears they hit 19:02 < Istrebitel> I see 19:02 < Istrebitel> Will have to do in the future then 19:20 -!- Shadow [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has joined #OpenApoc 19:36 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 19:39 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Read error: Connection reset by peer] 19:46 -!- Pawlac [~Pawlac@p5B02D987.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:29 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:42 -!- Skin36 [~Skin36000@185.3.34.211] has left #OpenApoc [] 21:27 -!- Keise [~Keise@69-196-129-7.dsl.teksavvy.com] has joined #OpenApoc 21:36 -!- Shadow [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has quit [Ping timeout: 240 seconds] 21:55 -!- Pawlac [~Pawlac@p5B02D987.dip0.t-ipconnect.de] has joined #OpenApoc 22:05 < SupSuper> JonnyH`Work: is there any point in having a whole class defined in an .h instead of .h/.cpp? 22:05 <@JonnyH`Work> not really? 22:06 <@JonnyH`Work> in the 'good old days' you could claim inlining 22:06 <@JonnyH`Work> but you can enable lto if you want that these days :) 22:06 < SupSuper> lto? 22:06 <@JonnyH`Work> link time optimisation 22:06 <@JonnyH`Work> LTCG in msvc terms? 22:06 <@JonnyH`Work> Link Time Code generation? 22:06 < SupSuper> ah 22:07 <@JonnyH`Work> sometimes if it's a single like I'm lazy and leave the implementaiton inline :P 22:13 -!- Keise [~Keise@69-196-129-7.dsl.teksavvy.com] has quit [Ping timeout: 258 seconds] 22:28 < SupSuper> what does the serialize handle, lists or vectors? 22:32 <@JonnyH`Work> yes 22:33 <@JonnyH`Work> std::vector std::list and std::map all decompose to the corresponding types 22:40 < SupSuper> i always think a std::list would be more efficient but end up needing the indexing :p 22:41 <@JonnyH`Work> For small objects vectors tend to be more effecient 22:41 <@JonnyH`Work> due to pointer chasing as lists aren't using contiguous memory 22:41 <@JonnyH`Work> or extremely large lists where you want to add something at a specific place 22:59 < SupSuper> i wonder if the fact we just make everything public will eventually bite us back :p 23:42 < SupSuper> there are no negative map coordinates right? 23:42 <@JonnyH`Work> no 23:43 <@JonnyH`Work> we moved everything to +20,20 for that reason 23:46 -!- scionga [~scionga@12.51.222.87.dynamic.jazztel.es] has quit [Read error: Connection reset by peer] 23:46 -!- scionga [~scionga@12.51.222.87.dynamic.jazztel.es] has joined #OpenApoc 23:46 <@JonnyH`Work> Maybe a video this weekend? 23:47 <@JonnyH`Work> Istrebitel's battle stuff will look shiny, even if it's not interactive :P 23:47 <@JonnyH`Work> Anyway, have a good evening 23:47 -!- You're now known as JonnyH`Away --- Day changed Fri Aug 26 2016 00:03 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 00:03 < openapoc-git> [OpenApoc] SupSuper pushed 2 new commits to master: https://git.io/v6Nzx 00:03 < openapoc-git> OpenApoc/master 81716ba SupSuper: Log event messages in the game state 00:03 < openapoc-git> OpenApoc/master d3669b9 SupSuper: Add zooming to last game event 00:03 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 01:56 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 04:42 -!- pagurus [~user@pD950D9D3.dip0.t-ipconnect.de] has joined #OpenApoc 04:44 -!- pagurus` [~user@pD950E430.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 05:01 -!- Skin36_ [~Skin36000@37.29.120.170] has left #OpenApoc [] 05:35 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 06:59 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 07:12 -!- Skin36_ [~Skin36000@37.29.120.170] has joined #OpenApoc 08:35 -!- Pawlac_1 [~Pawlac@p4FDCC18B.dip0.t-ipconnect.de] has joined #OpenApoc 08:39 -!- Pawlac [~Pawlac@p5B02D987.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 08:39 -!- nadir [uid134094@gateway/web/irccloud.com/x-mszyddoqwxhuqmgd] has quit [Quit: Connection closed for inactivity] 11:35 -!- Pawlac [~Pawlac@p4FDCD5A1.dip0.t-ipconnect.de] has joined #OpenApoc 11:36 -!- Pawlac_1 [~Pawlac@p4FDCC18B.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 11:37 -!- nadir [uid134094@gateway/web/irccloud.com/x-hgviuofivgrqugrr] has joined #OpenApoc 13:07 -!- Skin36_ [~Skin36000@37.29.120.170] has left #OpenApoc [] 13:09 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 15:34 -!- You're now known as JonnyH`Work 15:53 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 15:53 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/v6Axl 15:53 < openapoc-git> OpenApoc/master 1c0c095 Jonathan Hamilton: Fix linux build... 15:53 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 16:08 < Istrebitel> JonnyH, are you here? 16:08 <@JonnyH`Work> hey 16:09 < Istrebitel> Hello. I've finished bringing battlescape classes into proper form and files 16:09 < Istrebitel> and merged the branch back into my master. I can now remove the battlescape branch, right? 16:09 <@JonnyH`Work> Sure, if you want 16:09 <@JonnyH`Work> You know you can do a pull request directly from a branch? 16:09 < Istrebitel> now, should I rebase before I do a pull request? 16:09 <@JonnyH`Work> I tend to keep my 'master' the same as pmprog's master 16:09 <@JonnyH`Work> If it merges cleanly, no need for a rebase 16:10 < Istrebitel> yes, I just don't see a point keeping battlescape as experimental development that could break something else is over, I'm going to work in master now 16:10 < Istrebitel> so I just send a pull request with 14 commits? 16:11 <@JonnyH`Work> Sure 16:12 <@JonnyH`Work> I can rebase/squash commits as necessary if I desperately think it needs cleaning up :) 16:13 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 16:13 < openapoc-git> [OpenApoc] Istrebitel opened pull request #82: Battlescape initial work, a display of a static map (58UFO8) (master...master) https://git.io/v6xen 16:13 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 16:13 < Istrebitel> there's a lot of merges 16:13 < Istrebitel> and really it's just one commit 16:13 <@JonnyH`Work> If I do squash/rebase 16:13 <@JonnyH`Work> you will need to reset your master to whatever I end up deciding 16:13 <@JonnyH`Work> but I can talk you through that as necessary 16:14 <@JonnyH`Work> if you 'merge' it you'll get _yet another_ merge commit :) 16:15 < Istrebitel> well general situation is that by the time pull request is accepted, somethign else has been done 16:15 < Istrebitel> so I can't rely on reset 16:15 < Istrebitel> so I'll just merge 16:16 <@JonnyH`Work> Yeah, merging is the simplist way of 'not accidently losing work' 16:16 < Istrebitel> I think I got a handle of how git works. I just have to click sync constantly after every action, otherwise it bugs out (after I started syncing after every action I had zero problems) 16:16 <@JonnyH`Work> I just like rebase before I push to my own github 16:18 < Istrebitel> so, I can merge after you squash/rebase? 16:29 <@JonnyH`Work> sure 16:30 <@JonnyH`Work> It'll merge it in, realise 'nothing has changed', and continue fine 16:30 <@JonnyH`Work> but still add the history, so it knows any future merges don't need any more work on the older commits 16:50 -!- Treonin [2e8bc8b1@gateway/web/freenode/ip.46.139.200.177] has joined #OpenApoc 16:50 < Treonin> hey 16:50 <@JonnyH`Work> hey 16:51 < Treonin> Bit late but figured out Istrebitels post 16:51 < Treonin> but I suppose he/she already over it:I 16:52 <@JonnyH`Work> Not read them yet :P 16:52 <@JonnyH`Work> sorry Istrebitel if you were asking for help on the forum... 16:54 <@JonnyH`Work> BTW you can't use operator[] on const maps 16:55 <@JonnyH`Work> as if it doesn't exist, operator[] creates a new one 16:55 <@JonnyH`Work> which modifies the map 16:55 <@JonnyH`Work> which is banned by it being const 16:55 <@JonnyH`Work> ...exactly as Treonin said :P 16:55 < Treonin> xD 16:57 < Treonin> wisdom twice is wisdom that remains 16:57 <@JonnyH`Work> It's not the most useful error msvc could give though 16:58 <@JonnyH`Work> gcc isn't much better though: 16:58 <@JonnyH`Work> error: passing 'const std::map' as 'this' argument discards qualifiers 17:00 < Treonin> ye just generic does not exist errors 17:01 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has quit [Quit: Going offline, see ya! (www.adiirc.com)] 17:02 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has joined #OpenApoc 17:21 <@JonnyH`Work> oh no: 17:22 <@JonnyH`Work> ==4530==ERROR: AddressSanitizer: heap-buffer-overflow on address 0x6030034c9bc0 at pc 0x000000870e73 bp 0x7f7877e0f9b0 sp 0x7f7877e0f9a0 17:22 <@JonnyH`Work> READ of size 1 at 0x6030034c9bc0 thread T3 (ThreadPool 1) 17:22 <@JonnyH`Work> #0 0x870e72 in loadVersion1Format /home/jonny/code/projects/OpenApoc/framework/apocresources/pck.cpp:205 17:22 <@JonnyH`Work> #1 0x870e72 in processFile /home/jonny/code/projects/OpenApoc/framework/apocresources/pck.cpp:79 17:22 <@JonnyH`Work> #2 0x870e72 in PCK /home/jonny/code/projects/OpenApoc/framework/apocresources/pck.cpp:49 17:22 <@JonnyH`Work> #3 0x870e72 in OpenApoc::PCKLoader::load(OpenApoc::Data&, OpenApoc::UString, OpenApoc::UString) /home/jonny/code/projects/OpenApoc/framework/apocresources/pck.cpp:370 17:22 <@JonnyH`Work> #4 0x6c0e9b in OpenApoc::Data::loadImageSet(OpenApoc::UString const&) /home/jonny/code/projects/OpenApoc/framework/data.cpp:180 17:22 <@JonnyH`Work> #5 0x6eb2cf in OpenApoc::Data::loadImage(OpenApoc::UString const&, bool) /home/jonny/code/projects/OpenApoc/framework/data.cpp:351 17:22 <@JonnyH`Work> #6 0x5665c8 in OpenApoc::InitialGameStateExtractor::extractBattlescapeStuff(OpenApoc::GameState&, OpenApoc::UString, OpenApoc::UString) /home/jonny/code/projects/OpenApoc/tools/extractors/extract_battlescape_stuff.cpp:81 17:22 <@JonnyH`Work> I guess our pck loader needs some work :) 17:25 < Treonin> did you ctrl c ctrl v that one by one? :D 17:25 <@JonnyH`Work> no? 17:25 < Treonin> is this automatic error output? 17:25 <@JonnyH`Work> this is building with -fsanitize=address 17:25 <@JonnyH`Work> I could add it to travis 17:26 <@JonnyH`Work> so it runs the tests/DataExtractor with sanitizers... 17:26 <@JonnyH`Work> That's probably a good idea actually... 17:26 < Treonin> ah I see 18:11 < Istrebitel> erm... ot dodm 18:11 < Istrebitel> it didn't throw error for me on that line 18:12 < Istrebitel> and yeah I made a topic for battlescape discussion and one for coding questions on the forum, because I seem to be online mostly when noone else is 18:12 <@JonnyH`Work> :) Yeah, I'm US west coast timezone 18:19 < Treonin> why does the earth have to be round ... 18:20 <@JonnyH`Work> Right, that pck issue is nothing to do with you 18:20 <@JonnyH`Work> It doesn't repro with 'my' xcapoc-resource pck extractor 18:20 <@JonnyH`Work> Which I might just replace the current pck stuff with, as IMHO it's cleaner :) 18:25 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:27 <@JonnyH`Work> I'll probably just merge it anyway 18:27 <@JonnyH`Work> and try to fix that this afternoon 18:28 < SupSuper> hey JonnyH`Work 18:28 <@JonnyH`Work> hola sup 18:28 < SupSuper> apparently i broke the build? but it worked on msvc :p 18:29 <@JonnyH`Work> I guess msvc doesn't differentiate between template<>function() and function() 18:29 <@JonnyH`Work> As you define the function 'after' it's use 18:29 <@JonnyH`Work> gcc picks up the generic template one 18:29 <@JonnyH`Work> not the overloaded non-template one 18:29 < SupSuper> ah. yeah i saw some functions with template<> and some without so i just shrugged 18:30 <@JonnyH`Work> They probly all should be template<> 18:30 < SupSuper> i'm sure that file is going for the code-line olympics :p 18:30 <@JonnyH`Work> except the ones that take more args (the TypeMap ones?) 18:30 <@JonnyH`Work> It's takes like 20 seconds to build that file along :) 18:30 <@JonnyH`Work> make -j is pretty much limited on that single file 18:30 <@JonnyH`Work> We could move serializeIn/serializeOut to different files 18:30 <@JonnyH`Work> if that's better 18:33 < SupSuper> well the dependency on order is annoying, though having a .h *and* a .cpp would just make it worse 18:33 < SupSuper> normally i would just have each class handle its own serialization, but i don't know how your system is set up so 18:34 <@JonnyH`Work> We could add a static function to each class 18:34 <@JonnyH`Work> but I didn't wnat the generated template mess to be pulled into 'every cpp file' 18:34 <@JonnyH`Work> Really, that should be 'temporary' until it's autogenerated :P 18:35 <@JonnyH`Work> But I keep falling into the trap of there's 50 different ways of doing it 18:35 <@JonnyH`Work> none 'perfect'... so I keep changing my mind as to how it should be done 18:35 <@JonnyH`Work> and end up doing nothing 18:36 < SupSuper> add it to the trello? :p 18:36 -!- Skin36 [~Skin36000@85.26.183.66] has joined #OpenApoc 18:36 <@JonnyH`Work> oh, the trello background actually loads now :) 18:39 < SupSuper> enjoy it while it lasts, i don't know if it stays on after my premium expires 18:40 < SupSuper> i don't know why anyone would pay for that when all you get are custom backgrounds, emojis and powerups :p 18:40 <@JonnyH`Work> private boards too? 18:40 <@JonnyH`Work> Like corporate stuff? 18:42 < SupSuper> i think that's a free feature 18:42 < SupSuper> there is a separate trello *business* though: https://trello.com/business-class 18:43 < SupSuper> i guess trello gold is less premium more just being generous 18:46 < SupSuper> oh and there's this now: http://blog.trello.com/trello-power-ups-for-all/ 18:53 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 18:53 < openapoc-git> [OpenApoc] JonnyH pushed 24 new commits to master: https://git.io/v6xBW 18:53 < openapoc-git> OpenApoc/master ec29c8e IstrebiteI: Test Battlescape In progress 18:53 < openapoc-git> OpenApoc/master d846799 IstrebiteI: Battlescape progress 18:53 < openapoc-git> OpenApoc/master ee2fdea IstrebiteI: Merge remote-tracking branch 'refs/remotes/pmprog/master' 18:53 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 19:01 -!- Shadow [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has joined #OpenApoc 19:03 < Istrebitel> erm 19:03 < Istrebitel> how do I close an IFile? 19:04 <@JonnyH`Work> destructor 19:04 < Istrebitel> erm.... 19:05 < Istrebitel> how? :p 19:05 <@JonnyH`Work> Let it go out of scope? 19:05 <@JonnyH`Work> Reassign it to an empty object? 19:05 < Istrebitel> nah, I need to close it before it goes out of scope 19:05 <@JonnyH`Work> Just not care about closing it? 19:05 <@JonnyH`Work> Why? 19:05 <@JonnyH`Work> why do you 'need' to close a file? 19:05 < Istrebitel> I need to open a file, read its size, and then it will be opened again by a code I will call 19:05 <@JonnyH`Work> Open it again then :P 19:05 < Istrebitel> it won't be in use? 19:06 <@JonnyH`Work> ...by a reader? 19:06 < Istrebitel> usualy you can't open twice 19:06 < Istrebitel> but okay 19:06 <@JonnyH`Work> ..Is this the completely brain dead windows file locking stuff again? 19:06 <@JonnyH`Work> try it 19:06 <@JonnyH`Work> if it doesn't work we'll figure something out... 19:07 <@JonnyH`Work> BTW there are a fair few warnings in the battle stuff: 19:07 <@JonnyH`Work> https://travis-ci.org/JonnyH/OpenApoc/jobs/155428359 19:07 <@JonnyH`Work> Ignore the gl20 stuff :) 19:10 < SupSuper> Istrebitel: just use a block? 19:10 < Istrebitel> will it GC it immediately? 19:10 <@JonnyH`Work> c++ doesn't gcc 19:10 <@JonnyH`Work> Destructs are always run at scope 19:10 < SupSuper> yes, there's no GC in c++, once the block goes, everything in its stack goes 19:10 < Istrebitel> I mean, when it leaves scope, something does close it right? 19:10 <@JonnyH`Work> in reverse order of declaration 19:10 < Istrebitel> so it does it immediately at the end of scope? 19:10 <@JonnyH`Work> Yes 19:11 <@JonnyH`Work> It's well defined when c++ destructors run 19:11 < Istrebitel> okay, so I have to make sure there's no warnings in my code? 19:11 <@JonnyH`Work> With the exception of some buggy versions of msvc2013 I found :) 19:11 <@JonnyH`Work> Istrebitel: I like to keep the linux builds clean 19:12 <@JonnyH`Work> I've gone through and made sure only the more useful warnings are enabled 19:12 <@JonnyH`Work> I haven't done -Weverything 19:12 <@JonnyH`Work> so most of them are acutal issues, or at least could hide future issues is you start ignoring those warnings again 19:13 < SupSuper> good luck getting rid of msvc's casting warnings though :p 19:13 < Istrebitel> erm.... 19:13 <@JonnyH`Work> We could reduce it to /W2 from /W3 or something? 19:13 < Istrebitel> what does this mean home/travis/build/JonnyH/OpenApoc/game/ui/battle/battleview.cpp:33:41: warning: field 'selectionState' will be initialized after field 'palette' [clang-diagnostic-reorder] 19:13 < Istrebitel> state(state), followAgent(false), selectionState(BattleSelectionState::Normal), 19:13 < Istrebitel> will be iniailised after... so what? 19:13 <@JonnyH`Work> Oh, it's considered bad form 19:14 < Istrebitel> erm... what is? 19:14 <@JonnyH`Work> as it's relatively common for people to use previously-initialised members for later members 19:14 <@JonnyH`Work> and it can stop the constructor decomposing to just a memset() 19:14 < SupSuper> Istrebitel: you should initialize members in the same order you defined them 19:14 < Istrebitel> ah 19:14 < Istrebitel> I see 19:14 < Istrebitel> interesting 19:15 <@JonnyH`Work> I generaally want to start moving to in-class-definition initialisers anyway 19:15 <@JonnyH`Work> But not much code uses that right now :) 19:16 < Istrebitel> how do I fix this? /home/travis/build/JonnyH/OpenApoc/game/ui/battle/battleview.cpp:317:11: warning: Access to field 'type' results in a dereference of a null pointer (loaded from variable 'gameEvent') [clang-analyzer-core.NullDereference] 19:16 < Istrebitel> switch (gameEvent->type) 19:16 < SupSuper> did you initialize gameEvent? 19:17 < Istrebitel> I copied the code from cityview 19:17 < Istrebitel> it looks like this 19:17 < Istrebitel> auto gameEvent = dynamic_cast(e); 19:17 < Istrebitel> if (!gameEvent) 19:17 < Istrebitel> { 19:17 < Istrebitel> LogError("Invalid game state event"); 19:17 < Istrebitel> } 19:17 < Istrebitel> switch (gameEvent->type) 19:17 < Istrebitel> { 19:17 < Istrebitel> default: 19:17 < Istrebitel> break; 19:17 < Istrebitel> } 19:17 <@JonnyH`Work> The LogError() doesn't always stop the game 19:17 <@JonnyH`Work> so you could return after it 19:17 <@JonnyH`Work> or put the switch in the else 19:17 < Istrebitel> the code in cityview has 19:17 < Istrebitel> auto gameEvent = dynamic_cast(e); 19:17 < Istrebitel> if (!gameEvent) 19:17 < Istrebitel> { 19:17 < Istrebitel> LogError("Invalid game state event"); 19:17 < Istrebitel> } 19:17 < Istrebitel> if (!gameEvent->message().empty()) 19:17 < Istrebitel> { 19:17 < Istrebitel> state->logEvent(gameEvent); 19:17 < Istrebitel> baseForm->findControlTyped("NEWS_TICKER")->addMessage(gameEvent->message()); 19:17 < Istrebitel> auto notification = mksp(state, *this, gameEvent->message()); 19:17 < Istrebitel> stageCmd.cmd = StageCmd::Command::PUSH; 19:17 < Istrebitel> stageCmd.nextStage = notification; 19:17 < Istrebitel> } 19:18 < Istrebitel> I don't see the difference? 19:18 <@JonnyH`Work> then the cityview has the same issue :) 19:18 < Istrebitel> but i doesn't say so in the page you showed me 19:18 < Istrebitel> or did you only test my files? 19:18 < SupSuper> could make it an if-else 19:18 <@JonnyH`Work> There's a limit to the patterns clang-tidy can match 19:18 <@JonnyH`Work> So it might not notice it even if the same issue exists 19:19 < Istrebitel> ah, I see 19:29 < SupSuper> it would probably be simpler to have a "if dynamic_cast else fail" shortcut 19:29 <@JonnyH`Work> Or make LogError() noreturn... 19:29 <@JonnyH`Work> And disable the 'limp along' button :) 19:30 < SupSuper> but what if i like limping??? 19:30 < SupSuper> actually that button's always bugged me because the text doesn't fit in the button :p 19:30 <@JonnyH`Work> ...does it not? 19:31 < SupSuper> well it looks off on windows 19:31 <@JonnyH`Work> looks fine in linux :) 19:31 <@JonnyH`Work> IT's like the crappiest dialog box ever though 19:31 <@JonnyH`Work> 'raw' X :P 19:31 <@JonnyH`Work> from the 1080s 19:31 <@JonnyH`Work> 1980s... 1080s would be impressive for any software :) 19:32 < SupSuper> it's also the crappiest win32 dialog so it matches :P 19:34 <@JonnyH`Work> http://s2.jonnyh.net/pub/dialog.png 19:34 <@JonnyH`Work> look at that beauty and weep 19:34 < SupSuper> wooooooow 19:35 <@JonnyH`Work> Right, my plan for this afternoon: 19:35 < SupSuper> ok i was wrong, this is the crappiest win32 dialog: http://puu.sh/qPpDQ/76d0e3eefe.png 19:35 <@JonnyH`Work> - fix PCK 19:37 < SupSuper> Istrebitel: battlescape looks really cool :) 19:37 < SupSuper> but damn that map is big, if i go to the top level it lags like hell :p 19:40 <@JonnyH`Work> ..anything else on my 'immediate' list (IE blocking someone else?) 19:41 < SupSuper> not afaik. i'll probably finish up the message stuff 19:41 < SupSuper> multiple push/pop would be nice but probably not an afternoon thing? 19:42 <@JonnyH`Work> Depends if we just add stuff to the event queue... 19:43 <@JonnyH`Work> proably not an afternoon thing to make 'everything' use the event for push/pop state though 19:43 <@JonnyH`Work> and I don't want to have 2 things doing the 'same' thing 19:45 < SupSuper> right, we don't want more temporary workarounds :p 19:52 <@JonnyH`Work> SupSuper: At least on my machine, there isn't really any 'nasty' cpu use when drawing all the tiles at 1080p 19:52 <@JonnyH`Work> Maybe we're hitting the limits of your gpu driver/gpu card? 19:53 <@JonnyH`Work> It seems batched optimally here... 19:55 < SupSuper> possibly? at the top level, i get 40fps at the center of the map, and the normal 120fps at the top-left corner 19:55 < SupSuper> it's certainly not bad but it is noticably different when scrolling around 19:56 <@JonnyH`Work> 7ms draw here 19:56 < SupSuper> there's probably a fair amount of optimization once you can detect occluded tiles anyways 19:57 <@JonnyH`Work> We can't detect occlusion without effectively doing a raster due to the 'transparent' pixels 19:59 < SupSuper> really? wouldn't that horribly bog down the original? 20:00 < SupSuper> that would explain the lackluster performance in big maps though... 20:07 <@JonnyH`Work> It gets a bit laggy, maybe ~20 fps 20:07 <@JonnyH`Work> at 720p on my laptop i5 3320m integrated gpu :) 20:08 <@JonnyH`Work> No issues at 2k with my radeon 7730 20:08 <@JonnyH`Work> which is probably the lowest-end discrete gpu I have avilable... 20:08 <@JonnyH`Work> ~4ms render 20:09 <@JonnyH`Work> that's ~240fps :) 20:09 <@JonnyH`Work> Anything less than vsync isn't often useful to benchmark 20:10 <@JonnyH`Work> as you get stuck in the quagmire of latency and scheduling more than actual performance above that 20:11 <@JonnyH`Work> unless it's some win/linux issue 20:11 <@JonnyH`Work> my laptop 3320m bieng windows 20:11 <@JonnyH`Work> and that radeon linux 20:12 < SupSuper> you just don't like nvidia :p 20:12 <@JonnyH`Work> I no longer have an nvidia card to test 20:12 <@JonnyH`Work> As it melted... 20:12 < SupSuper> i don't know how you would do proper gpu profiling though 20:12 <@JonnyH`Work> if you install apitrace 20:12 <@JonnyH`Work> you can run a trace with the timers enabled 20:14 < SupSuper> i don't wanna use the "i have a 2gb card therefore your argument is invalid" :p 20:14 <@JonnyH`Work> 2gb being large, or small? 20:15 <@JonnyH`Work> 'caus my home desktop now has an 8gb gpu :P 20:15 <@JonnyH`Work> I use the intel integrated 'gpu' normally to test 20:15 <@JonnyH`Work> as I /want/ it to be fast 20:15 <@JonnyH`Work> Oh, and the mobile gpu in a nexus player too 20:15 <@JonnyH`Work> If you have a gpu slower than that? 20:15 <@JonnyH`Work> Meh 20:20 < SupSuper> i was wondering why apitrace for windows was 80mb, and then i saw it 20:20 <@JonnyH`Work> qt.dll? 20:20 < SupSuper> qt *shudders* 20:21 <@JonnyH`Work> ..then why is the mingw build only 7.6mb? 20:22 < SupSuper> presumably they let your package manager deal with it 20:22 <@JonnyH`Work> ooh, .pdb 20:22 < SupSuper> wait nevermind 20:23 <@JonnyH`Work> I have 100 frames at 20:23 <@JonnyH`Work> http://s2.jonnyh.net/pub/OpenApoc.trace 20:25 < SupSuper> how do i make a trace 20:26 <@JonnyH`Work> open mine if you want 20:26 <@JonnyH`Work> Or run the application under 'new' 20:26 <@JonnyH`Work> you'll need the current workig directory set right though 20:27 <@JonnyH`Work> I use the cmdline for that 20:27 <@JonnyH`Work> from a console in the OpenApoc checkout root: 20:28 <@JonnyH`Work> c:\path\to\apitrace.exe trace bin\path\to\openapoc.exe 20:28 <@JonnyH`Work> should work under windows? 20:28 < SupSuper> oh they have a gui client nevermind 20:28 <@JonnyH`Work> Or just open mine 20:28 < SupSuper> ok i opened yours, now what 20:28 <@JonnyH`Work> and trace->profile 20:29 < SupSuper> http://puu.sh/qPtih/e302f783d0.png 20:29 <@JonnyH`Work> "total gpu time" for all programs is ~1.2 seconds 20:30 <@JonnyH`Work> that means if the gpu was 100% efficiently used by the driver you'd get ~83 fps 20:31 <@JonnyH`Work> though the gaps in the red graph are placeds where the gpu is idle 20:31 <@JonnyH`Work> so we could possibly benefit from some work there 20:31 < SupSuper> seems the big red blocks are glDrawArraysInstanced? 20:31 <@JonnyH`Work> yup, that makes sense 20:32 <@JonnyH`Work> as that's the think that does "Draw 1000 sprites" 20:32 <@JonnyH`Work> so there should be maybe ~2 big ones per frame 20:32 <@JonnyH`Work> doing all the tile view 20:32 <@JonnyH`Work> then some smaller draws after that putting together the ui 20:32 <@JonnyH`Work> (you can zoom with mousewheel into a frame) 20:34 < SupSuper> http://puu.sh/qPtBf/12164c96b5.png 20:34 <@JonnyH`Work> http://s2.jonnyh.net/pub/profile.png 20:34 <@JonnyH`Work> here is mine 20:35 <@JonnyH`Work> you can see that we're vsync limited (as it's waiting in the fist glClear() for the buffer to be free) 20:35 < SupSuper> yeah my frames are hogged by the glDraw compared to yours 20:35 <@JonnyH`Work> the cpu time is a lot higher than the gpu time 20:35 <@JonnyH`Work> You can just ignore the glClear time on mine 20:35 <@JonnyH`Work> That's just a wait 20:36 <@JonnyH`Work> It seems my gpu is relatively faster than my gpu 20:36 <@JonnyH`Work> compared to yours :P 20:37 < SupSuper> can you get a trace at the bottom level to compare? 20:37 <@JonnyH`Work> 'trace at the bottom'? 20:37 < SupSuper> bottom map level 20:37 < SupSuper> to compare fastest-slowest performance 20:39 <@JonnyH`Work> http://s2.jonnyh.net/pub/OpenApoc.level1.trace 20:40 < SupSuper> yeah very different: http://puu.sh/qPtXr/8236b037dd.png 20:40 <@JonnyH`Work> ok, so that's clearly cpu limited 20:41 <@JonnyH`Work> Zooming in to the blue shows it's lots of tiny 'glBindFramebuffer(); glViewport(); glClear(); glDrawArrays();' loops 20:41 <@JonnyH`Work> which means it's likely UI stuff 20:41 <@JonnyH`Work> not the tileview itself 20:41 < SupSuper> time to get a new pc just for openapoc :p 20:41 <@JonnyH`Work> I'll capture another trace at the top level 20:41 <@JonnyH`Work> but with the UI disabled... 20:43 <@JonnyH`Work> http://s2.jonnyh.net/pub/OpenApoc.noui.trace 20:44 <@JonnyH`Work> On mine there's a big decrease in the (cpu) blue 20:44 <@JonnyH`Work> but the red stuff is about the same 20:45 <@JonnyH`Work> so it takes the driver a bit of time to sort stuff out 20:45 <@JonnyH`Work> but there's not much more work for the gpu 20:45 <@JonnyH`Work> as it seems to batch everything up internally anyway 20:46 < SupSuper> so you're worrying about the gaps instead of the thickness? 20:46 <@JonnyH`Work> I'm worried about the proportion of each frame actually filled 20:46 <@JonnyH`Work> as that's probably closest to 'utilisation' we have 20:47 < SupSuper> yeah cpu is lighter now: http://puu.sh/qPupp/6a846069a8.png 20:47 <@JonnyH`Work> http://s2.jonnyh.net/pub/profile.noui.png 20:47 <@JonnyH`Work> is mine 20:48 < SupSuper> it seems gpu times also went down? the spikes are smaller 20:48 <@JonnyH`Work> And the GPU red bar is much more sparse.. 20:48 <@JonnyH`Work> The couple of spikes in the middle might be outliers, we can ignore them 20:49 <@JonnyH`Work> it's the average/total we care about 20:49 <@JonnyH`Work> It went from ~193ms to 500ms total gpu time.. 20:49 <@JonnyH`Work> That doesn't make sense 20:50 <@JonnyH`Work> Oh, no, I was comparing against level 0 20:50 <@JonnyH`Work> 1.185s + 169ms to 515ms 20:50 <@JonnyH`Work> so for whatever reason disabling the UI doubles your fps... 20:51 <@JonnyH`Work> I guess your gpu _really_ doesn't like changing render targets... 20:51 <@JonnyH`Work> I can deal with that 21:04 < SupSuper> add to trello: "optimize the hell out of this 90s game!!!!!" 21:05 < SupSuper> so was "program 6" the ui thread? 21:06 < SupSuper> i can see how it impacts with its ~5000 calls 21:09 <@JonnyH`Work> the programs are shared for all ui/tile rendering 21:09 <@JonnyH`Work> they're split more on if it's Palette/RGBImages 21:10 <@JonnyH`Work> or size of image (e.g. 'large' images don't get batched, and so have a different shader) 21:34 < SupSuper> how do i remove frames from a trace? 21:38 <@JonnyH`Work> Not easily 21:38 <@JonnyH`Work> theres a 'trim' function 21:38 <@JonnyH`Work> but that's more "Remove everything that isn't required for a single frame" 21:38 <@JonnyH`Work> but as opengl is a state machine 21:38 <@JonnyH`Work> it involved some horrendous dependency analysis 21:38 <@JonnyH`Work> and often gets stuff wrong 21:39 <@JonnyH`Work> as it doesn't really 'know' what buffers/state is needed for the next frame, and what is just going to be overwritten 21:39 < SupSuper> ah right 21:39 <@JonnyH`Work> Istrebitel: Question: why are there two extract_battlescape_map.cpp files? 21:40 < Istrebitel> erm? 21:40 < Istrebitel> where? 21:40 <@JonnyH`Work> tools/extract_battlescape_map.cpp 21:40 <@JonnyH`Work> and tools/extractors/extract_battlescape_map.cpp 21:40 <@JonnyH`Work> I assume the tools/extractors one is the one we actually want to use? 21:40 <@JonnyH`Work> as the other isn't added to the build? 21:41 < Istrebitel> yeah that's a bug on my part 21:41 <@JonnyH`Work> and the pck issue 21:41 < Istrebitel> that one in tools is unused 21:41 -!- Treonin [2e8bc8b1@gateway/web/freenode/ip.46.139.200.177] has quit [Quit: Page closed] 21:41 <@JonnyH`Work> is you're loading a 'strategy' format pck as a 'normal' pck 21:41 <@JonnyH`Work> and the current pck code, instead of retporting an error, just crashes :) 21:42 < Istrebitel> erm? 21:42 < Istrebitel> strategy format? 21:42 <@JonnyH`Work> yeah, it uses a different file format for the strategy map images 21:42 < Istrebitel> but I read and displayed strategy map just fine? 21:42 <@JonnyH`Work> Really? 21:42 < Istrebitel> Iyes 21:43 < Istrebitel> there's another problem, I fixed it already 21:43 < Istrebitel> in other maps, other than 58 and some others 21:43 < SupSuper> out of curiosity i decided to profile openxcom, it's hardly surprising :p http://puu.sh/qPxVe/4fa482d761.png 21:43 < SupSuper> the gpu is basically snoozing 21:43 < Istrebitel> there's not enough strategy images 21:43 < Istrebitel> for all the tiles. I assume not all tiles need strategy maps. 21:43 <@JonnyH`Work> well, you use sw rendering right? 21:43 <@JonnyH`Work> there's just the scale at the end done using opengl? 21:44 < Istrebitel> that's why I read .TAB file to see how many sprites are there in strategy PCKs 21:44 < Istrebitel> and then I only assign strategy sprite if there's one in the PCK 21:45 < SupSuper> JonnyH`Work: pretty much 21:45 < Istrebitel> but for 58UFO8 it should work just fine, that one has enough strategy sprites for all objects 21:49 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc 21:50 < Istrebitel> I can make another pull request with a fix for that (strategy sprite count checking) 21:50 < Istrebitel> so that yopu can open any map 21:50 <@JonnyH`Work> TBH we should proably fix trying to load an invalid pck offset 21:50 <@JonnyH`Work> returning 'empty images' is much better than crashing :) 21:52 < Istrebitel> okay, 1 min 21:53 < Istrebitel> rrright 21:53 < Istrebitel> it's working, and you can load any map 21:59 < Istrebitel> okay, making pull request 22:00 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 22:00 < openapoc-git> [OpenApoc] Istrebitel opened pull request #83: Battlescape now can load any map, fixed tiles trying to load nonexistant strategy images (master...master) https://git.io/v6x7N 22:00 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 22:02 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/tree/WIP/battlescape-strategy-sprites 22:02 <@JonnyH`Work> how that is apparently showing the same results is blowing my mind 22:10 < Istrebitel> well, on my machine my code works 22:10 < Istrebitel> strategy map is shown 22:10 <@JonnyH`Work> the loadVersion1Format stuff is going over the end of the arrays 22:10 <@JonnyH`Work> It that's a'' '0' and unused 22:11 <@JonnyH`Work> it actually ends up with the same result... 22:11 <@JonnyH`Work> I guess pmprog's 'Version1Format' is functionally equivalent to the 'stratmap pck' for some widths :) 22:11 -!- Shadow [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has quit [Ping timeout: 240 seconds] 22:11 <@JonnyH`Work> they both use a similar rle system 22:12 < Istrebitel> http://imgur.com/a/8Nn8s 22:12 < Istrebitel> I have to run to bed now, I'll read everything you reply tomorrow 22:12 <@JonnyH`Work> but it breaks if the stratmap doesn't 'fill' the whole tile 22:12 < Istrebitel> here's a screen of it working on my machine 22:12 < Istrebitel> right now 22:12 <@JonnyH`Work> e.g. if the start pixel isn't at the x=0 column 22:12 <@JonnyH`Work> night Istrebitel 22:13 < SupSuper> those ufo tiles don't look right 22:13 < Skin36> hi 22:17 <@JonnyH`Work> the bushes look wrong too 22:17 <@JonnyH`Work> and the pink 'flashes' on some grass tiles shouldn't be there 22:19 < Skin36> I think I figured out the accuracy 22:19 < Skin36> http://pastebin.com/XQ48xN5p 22:20 < SupSuper> "while true" is always a good sign ;) 22:20 < Skin36> :) 22:20 <@JonnyH`Work> sounds like xcom code 22:25 -!- Skin36 [~Skin36000@85.26.183.66] has left #OpenApoc [] 22:25 < SupSuper> http://puu.sh/qPAr3/e18529c1af.png woo? 22:27 < SupSuper> proudly continuning world's most boring features 22:27 <@JonnyH`Work> that's what you're good at, right? 22:27 <@JonnyH`Work> The boring stuff? 22:27 <@JonnyH`Work> :P 22:29 < SupSuper> that explains why i suck at interviews :P 23:27 -!- You're now known as JonnyH`Away --- Day changed Sat Aug 27 2016 01:30 -!- You're now known as JonnyH 03:52 -!- openapoc-git [~openapoc-@192.30.252.45] has joined #OpenApoc 03:52 < openapoc-git> [OpenApoc] JonnyH closed pull request #83: Battlescape now can load any map, fixed tiles trying to load nonexistant strategy images (master...master) https://git.io/v6x7N 03:52 -!- openapoc-git [~openapoc-@192.30.252.45] has left #OpenApoc [] 03:56 -!- You're now known as JonnyH`Away 04:42 -!- pagurus` [~user@pD950C7A7.dip0.t-ipconnect.de] has joined #OpenApoc 04:44 -!- pagurus [~user@pD950D9D3.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 06:49 -!- Shadow [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has joined #OpenApoc 07:09 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has joined #OpenApoc 07:12 -!- Shadow [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has quit [Read error: Connection reset by peer] 07:16 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Ping timeout: 240 seconds] 07:31 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 08:03 -!- Pawlac_1 [~Pawlac@p4FDCE369.dip0.t-ipconnect.de] has joined #OpenApoc 08:07 -!- Pawlac [~Pawlac@p4FDCD5A1.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:05 -!- Treonin [2e8bc8b1@gateway/web/freenode/ip.46.139.200.177] has joined #OpenApoc 09:05 -!- Treonin [2e8bc8b1@gateway/web/freenode/ip.46.139.200.177] has quit [Client Quit] 12:32 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Ping timeout: 258 seconds] 12:57 -!- Colombo1 [~colombo@119.224.94.65] has quit [Remote host closed the connection] 13:49 -!- SupSuper_ [~SupSuper@a85-139-230-108.cpe.netcabo.pt] has quit [Quit: Rip] 13:54 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 13:54 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 13:54 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/v6pHJ 13:54 < openapoc-git> OpenApoc/master 343d654 SupSuper: Add messages to Log screen. 13:54 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 14:52 -!- You're now known as JonnyH 15:05 <@JonnyH> hi SupSuper 15:05 <@JonnyH> Do you still have that slow gpu around? 15:06 <@JonnyH> Could you try increasing the buffer count in the ogles_3_0_renderer_v2.cpp 15:06 <@JonnyH> OGLES3Renderer::spriteBufferCount, texturedBufferCount and quadBufferCount? 15:06 <@JonnyH> To something like '50' fo each and see if that helps? 15:08 < SupSuper> "that slow gpu around"? you're talking about my main pc :p 15:08 <@JonnyH> Whichever one is slower than my intel integrated laptop 15:08 <@JonnyH> that one :P 15:08 <@JonnyH> i think what might be happening is it's ending up waiting for the previous draw to complete before it can start the next 15:08 <@JonnyH> I enabled round-robin buffers 15:09 <@JonnyH> then set most of them to a count of '1' for some reason... 15:09 <@JonnyH> which doesn't really make sense 15:09 <@JonnyH> that's nearly... 4k we've saves! 15:09 <@JonnyH> A quick test here shows I get much better cpu/gpu overlap 15:09 <@JonnyH> so I wondered if it would help for you too 15:47 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 15:47 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/v6pdW 15:47 < openapoc-git> OpenApoc/master 7cf6ee5 Jonathan Hamilton: Increase buffer sizes in gles3 renderer... 15:47 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 15:51 -!- You're now known as JonnyH`Away 16:46 < SupSuper> JonnyH`Away: i still have the same performance issues but i didn't do a detailed profile 18:52 -!- Skin36 [~Skin36000@85.26.183.66] has joined #OpenApoc 20:16 -!- Skin36 [~Skin36000@85.26.183.66] has left #OpenApoc [] 21:01 < Istrebitel> I'm hacking battlescape .dat files right now 21:01 < Istrebitel> I hope to get it fully decoded by tomorrow 21:01 < Istrebitel> playing with explosives is fun :P 21:43 < SupSuper> can't wait until we have collapsible physics :D 22:33 -!- Colombo1 [~colombo@119.224.94.65] has joined #OpenApoc --- Day changed Sun Aug 28 2016 00:09 -!- You're now known as JonnyH 01:23 -!- You're now known as JonnyH`Away 01:59 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 03:23 -!- TheSnide_ [~snide@91.220.127.154] has joined #OpenApoc 03:25 -!- TheSnide [~snide@91.220.127.154] has quit [Ping timeout: 258 seconds] 04:10 -!- Colombo1 [~colombo@119.224.94.65] has quit [Ping timeout: 265 seconds] 04:23 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 04:31 -!- Colombo [~colombo@119.224.94.65] has quit [Ping timeout: 240 seconds] 04:42 -!- pagurus [~user@pD950E619.dip0.t-ipconnect.de] has joined #OpenApoc 04:44 -!- pagurus` [~user@pD950C7A7.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:46 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 04:52 -!- Colombo [~colombo@119.224.94.65] has quit [Ping timeout: 260 seconds] 04:53 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 08:03 -!- Pawlac [~Pawlac@p4FDCEFBC.dip0.t-ipconnect.de] has joined #OpenApoc 08:06 -!- Pawlac_1 [~Pawlac@p4FDCE369.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:26 -!- Meridian [d40455b1@gateway/web/freenode/ip.212.4.85.177] has joined #OpenApoc 10:00 -!- Meridian [d40455b1@gateway/web/freenode/ip.212.4.85.177] has quit [] 11:27 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:05 -!- Colombo [~colombo@119.224.94.65] has quit [Remote host closed the connection] 13:02 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 13:02 < openapoc-git> [OpenApoc] Istrebitel opened pull request #84: Minor fixes to battlescape data extraction and xmls, plus fixed some warnings (master...master) https://git.io/v6hwX 13:02 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 13:43 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 15:40 < SupSuper> JonnyH`Away: is it me or is the Vehicle class not very well suited for ground/air stuff? :v 15:58 -!- You're now known as JonnyH 15:59 <@JonnyH> SupSuper: Probably not? 15:59 < SupSuper> you wrote a Mover class which was smart but then the rest of Vehicle is littered with land/takeoff/etc. 16:03 <@JonnyH> That's mission stuff.... 16:03 <@JonnyH> Maybe generic-ify them into 'leave building'/'enter building'? 16:04 <@JonnyH> Or just say 'ground vehicles may not be given 'takeoff' missions, but instead the new 'leaveGarage'' or whatever 16:27 < SupSuper> just having generic "enter/leave" might make more sense 16:28 -!- Skin36 [~Skin36000@178.34.161.61] has joined #OpenApoc 16:28 < SupSuper> i've never actually used a ground vehicle before so this is gonna require a lot of testing :p 16:28 <@JonnyH> Neither has anyone else 16:30 < Skin36> Hello, you saw my script? there is something clear? 16:34 <@JonnyH> For the accuracy? 16:35 < Skin36> yes 16:35 <@JonnyH> Looks good to me 16:36 <@JonnyH> Shouldn't to hard to convert to c++ 16:37 < Skin36> can have the article on the calculation accuracy by using the unit unit of the vector? 16:38 < Skin36> ort vector * 16:39 < Skin36> I do not quite understand why the z coordinate in one case = 0, and then another, divisible by 3 16:40 <@JonnyH> No sure either 16:40 <@JonnyH> Maybe having z with a 'smaller' variance makes it play better? 16:41 <@JonnyH> SupSuper: does that stuff look similar to openxcom BTW? 16:43 < SupSuper> you'd have to ask Warboy :p 16:43 < SupSuper> if i had to guess the z stuff is because shots normally don't have vertical deviation 16:44 <@JonnyH> It's probably something where they coder implemented x/y/z the same 16:44 <@JonnyH> then playtesters said it sucks, so they tweaked values 16:44 <@JonnyH> hence the constant '0' being added :P 16:45 < Skin36> constant '0' ? 16:45 < Skin36> wtf 16:47 <@JonnyH> z2=0 16:47 <@JonnyH> (z1+z2) 16:47 < Skin36> http://shot.qip.ru/00knEU-3tfn6TNpR/ 16:48 < Skin36> as a function of a few useless multiplication by 0 16:48 <@JonnyH> I assume that's what their C code looked like 16:48 <@JonnyH> 'useless' multiply/add zero 16:49 <@JonnyH> and the compiler was't smart enough to remove it 16:50 < SupSuper> here's the x-com version: http://pastebin.com/MiKaUiQ0 16:51 <@JonnyH> warboy just sent me that :P 16:51 <@JonnyH> So he's spying on us... 16:52 < SupSuper> uhhhhh... sure :P 16:53 <@JonnyH> or we have traitors in ths channel... :P 16:54 < Skin36> This formula is not like 16:55 <@JonnyH> apoc requied an fpu 16:55 <@JonnyH> so I guess previous xcoms had to stick to integer 16:56 < SupSuper> yeah xcom didn't have floats, practically speaking 16:56 <@JonnyH> well, if it had to run on a vanilla 386/486sx you had no fpu unit 16:56 <@JonnyH> and emulation as _slow_ 16:57 <@JonnyH> So this at least looks like something rewritten for apoc 16:57 <@JonnyH> The same idea (offsetting the voxel by something derived from distance/accuracy) 16:58 <@JonnyH> but rather different implementation 16:59 < Skin36> at least in the apoc used the normal distribution 17:01 < SupSuper> yeah the "offset voxel" approach is more natural because it leads to hits that might miss and misses that might hit 17:02 < SupSuper> as opposed to the modern approach of "first check if it's a hit/miss, and then trace the shot" 17:06 <@JonnyH> Game vs Simulation I guess :P 17:13 <@JonnyH> Talking w/warboy suggests that the bullet 'ray' drawing is the same between apoc and xcom 17:14 <@JonnyH> Interesting they split out the XZ and Z as 2 different loops 17:14 <@JonnyH> so they can handle arcs (e.g. thrown grenades) 17:14 <@JonnyH> Might have to think about that 17:18 < TheSnide_> JonnyH: how are bounced hnadled ? 17:18 -!- TheSnide_ is now known as TheSnide 17:19 <@JonnyH> no bounces in apoc 17:34 <@JonnyH> I'm of for a bit, might see you later 17:34 -!- You're now known as JonnyH`Away 17:37 -!- ok [4e992ceb@gateway/web/freenode/ip.78.153.44.235] has joined #OpenApoc 17:37 -!- ok is now known as Guest5770 17:37 -!- Guest5770 [4e992ceb@gateway/web/freenode/ip.78.153.44.235] has quit [Client Quit] 19:08 -!- Skin36 [~Skin36000@178.34.161.61] has quit [Ping timeout: 264 seconds] 19:14 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 20:22 < TheSnide> didn't the grenades bounce off walls ? 20:22 * TheSnide isn't so sure anymore 20:26 < SupSuper> i remember boomerangs bounce around but i think that's part of the grenade rather than physics 20:27 -!- You're now known as JonnyH 20:28 < TheSnide> boomerangs ? in apoc ? 20:28 <@JonnyH> TheSnide: Now you mention it, they do 'fall to the floor' if they hit something 20:28 <@JonnyH> maybe backwards a bit 20:28 * TheSnide missed something 20:28 <@JonnyH> Boomeroids, the aliens 'homing' proximity grenades 20:28 <@JonnyH> Annoying things, keep destroying all the cool loot :) 20:29 < TheSnide> oh. right. 20:29 < TheSnide> i remember being diffivult tontrow around corner 20:29 < TheSnide> to throw 20:32 -!- Colombo [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:39 < SupSuper> JonnyH: how do the flying vehicles pathfind? just a* across the tilemap? 20:43 <@JonnyH> Yeah, a* 20:43 <@JonnyH> with a 'canEnterTileHelper' that decides if a tile is inter-able or not 20:44 <@JonnyH> If that has the 'origin' tile from each you should be able to use that interface for ground vehicles too, right? 20:45 < SupSuper> yeah i'm thinking using a* on road tiles with the intersections as the "nodes" so they don't turn around on a dime 20:46 <@JonnyH> hmm.. I guess you need the direction as well for that... 20:46 < SupSuper> well i guess you could just have a heuristic that disallows turning around unless the tile is an intersection 20:47 <@JonnyH> I think that's banned, not just avoided 20:47 <@JonnyH> canEnterTileHelper could return false for entries like that? Maybe? 20:48 < SupSuper> and i guess now every building needs a "list of hangars" *and* "list of garages". even though i think they only ever use one 20:48 <@JonnyH> If you blow up a road in original apoc, if it's not a juction I think the cars just sit there 20:48 <@JonnyH> can't do u-turns 20:48 <@JonnyH> IIRC there is only ever one 20:48 < SupSuper> well buildings sometimes look up they have multiple but i guess they're decoys 20:50 <@JonnyH> I think they only have a single garage tile 20:50 <@JonnyH> But that might split into a couple of exits still underground 21:02 < SupSuper> i guess i'll just do basic pathfinding first and go from there :p 21:03 < SupSuper> just getting them on the map will be interesting 21:03 <@JonnyH> getting them in the right place might be interest 21:03 <@JonnyH> ing, as for flying stuff I just went for tile center 21:04 < SupSuper> at least they don't tilt 21:04 <@JonnyH> but side of the road depends on directions... 21:04 <@JonnyH> You get sloped roads? 21:04 <@JonnyH> But not diagonal connections 21:04 < SupSuper> yeah but that's just "use whatever the tile says" 21:05 <@JonnyH> plus they can pass if they're on different sides of the road... 21:06 < SupSuper> hopefully ground vehicle combat is the same as air vehicle combat, there's just a lot less in range :p 21:06 <@JonnyH> I think so... 21:07 < SupSuper> just have to make sure the pathfinder is happy just getting "close to destination" and not "actually there" 21:56 -!- Think_ [617e612f@gateway/web/freenode/ip.97.126.97.47] has joined #OpenApoc 21:58 -!- You're now known as JonnyH`Away 23:56 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] --- Day changed Mon Aug 29 2016 00:01 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Read error: Connection reset by peer] 00:19 -!- Keise [~keise@CPEf0f2495cbbf3-CMf0f2495cbbf0.cpe.net.cable.rogers.com] has joined #OpenApoc 01:37 -!- Iamasandwich [~noIamnoty@72-238-46-102.res.bhn.net] has joined #OpenApoc 01:37 < Iamasandwich> hi 01:40 -!- Keise2 [~keise@CPEf0f2495cbbf3-CMf0f2495cbbf0.cpe.net.cable.rogers.com] has joined #OpenApoc 01:40 -!- Keise [~keise@CPEf0f2495cbbf3-CMf0f2495cbbf0.cpe.net.cable.rogers.com] has quit [Ping timeout: 255 seconds] 01:45 -!- Keise [~keise@CPEf0f2495cbbf3-CMf0f2495cbbf0.cpe.net.cable.rogers.com] has joined #OpenApoc 01:46 -!- Keise2 [~keise@CPEf0f2495cbbf3-CMf0f2495cbbf0.cpe.net.cable.rogers.com] has quit [Ping timeout: 244 seconds] 01:50 < Iamasandwich> i really like all the progress i’m seeing 01:50 < Iamasandwich> just watching github 01:51 -!- Keise2 [~keise@CPEf0f2495cbbf3-CMf0f2495cbbf0.cpe.net.cable.rogers.com] has joined #OpenApoc 01:53 -!- Keise [~keise@CPEf0f2495cbbf3-CMf0f2495cbbf0.cpe.net.cable.rogers.com] has quit [Ping timeout: 276 seconds] 03:35 -!- Keise2 [~keise@CPEf0f2495cbbf3-CMf0f2495cbbf0.cpe.net.cable.rogers.com] has quit [Ping timeout: 265 seconds] 04:37 -!- Iamasandwich [~noIamnoty@72-238-46-102.res.bhn.net] has quit [Quit: Iamasandwich] 04:42 -!- pagurus` [~user@pD950F0C0.dip0.t-ipconnect.de] has joined #OpenApoc 04:44 -!- pagurus [~user@pD950E619.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 05:37 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 06:04 -!- Pawlac [~Pawlac@p4FDCEFBC.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 07:24 -!- Skin36_ [~Skin36000@37.29.120.170] has joined #OpenApoc 10:49 -!- Pawlac [~Pawlac@p5B02DE61.dip0.t-ipconnect.de] has joined #OpenApoc 11:35 -!- Colombo [~colombo@119.224.94.65] has quit [Remote host closed the connection] 14:40 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 14:51 -!- You're now known as JonnyH`Work 16:34 -!- Think_ [617e612f@gateway/web/freenode/ip.97.126.97.47] has quit [Ping timeout: 264 seconds] 17:00 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has quit [Quit: Going offline, see ya! (www.adiirc.com)] 17:05 -!- Think_ [4bac38c0@gateway/web/freenode/ip.75.172.56.192] has joined #OpenApoc 17:06 < Think_> Yeah, just going to say, loving all this progress! Keep up the amazing work y'all. 17:13 <@JonnyH`Work> I would love to take the praise 17:13 <@JonnyH`Work> But mostly it's a couple of new guys helping out :) 17:13 <@JonnyH`Work> Which is great! 17:48 < Think_> Awesome! 17:48 < Think_> Your wish seems to be coming true 17:48 < Think_> New guys do speed up the process. 17:49 < Think_> So soon I should be able to me more involved here, hopefully I can take some of the community tasks off your mind and have you focus on the all-important coding! 17:49 <@JonnyH`Work> Would be nice :) 17:49 <@JonnyH`Work> I've been meaning to do another video for a while 17:50 <@JonnyH`Work> But recently I've been waiting for $ONE_MORE_FEATURE to show off 17:50 <@JonnyH`Work> but that means I'll never do anything, as there's always one more on the way after that :) 17:57 < Think_> Maybe we just do a "What's done" and "What's WIP" portions of the video 17:57 -!- Skin36 [~Skin36000@178.34.160.31] has joined #OpenApoc 17:57 < Think_> So people can actually hear where we are progressing 17:59 -!- nadir [uid134094@gateway/web/irccloud.com/x-hgviuofivgrqugrr] has quit [Quit: Connection closed for inactivity] 18:07 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 18:11 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:49 -!- pagurus` [~user@pD950F0C0.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:50 <@JonnyH`Work> Heh, Istremitel has done well with figuring out the battlescape map stuff 18:51 <@JonnyH`Work> Might end up having the battlescape usable sooner rather than later :) 19:10 < Skin36> cool 19:11 < SupSuper> but does it collapse!!! this is important 19:11 <@JonnyH`Work> nope 19:11 <@JonnyH`Work> I still haven't pulled out the support flags for the city yet... 19:23 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 19:28 -!- Skin36 [~Skin36000@178.34.160.31] has quit [Ping timeout: 240 seconds] 19:47 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has joined #OpenApoc 20:22 -!- Colombo [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:25 -!- nadir [uid134094@gateway/web/irccloud.com/x-fscawnpxjecthnyy] has joined #OpenApoc 20:37 < SupSuper> JonnyH`Work: is there any way to assign a vehicle a specific tilehelper? 20:47 <@JonnyH`Work> not right now? 20:47 <@JonnyH`Work> as FlyingVEhicleTileHelper is constructed in VehicleMission directly 21:03 < SupSuper> maybe i should just go back to ui :p 21:03 <@JonnyH`Work> It does seem easier 21:06 < SupSuper> but will i ever grow as a programmer this way!! 21:06 <@JonnyH`Work> and 'fixing my poorly designed hack job' helps you grow? 21:07 < SupSuper> isn't that every programmer's job description? :p 21:07 <@JonnyH`Work> 'Must have experience in: Fixing JonnyH's poorly designed hack jobs' 21:18 < SupSuper> i guess the same could be said of your ui :p 21:18 <@JonnyH`Work> Me working on UI code: 21:18 <@JonnyH`Work> https://cdn-images-1.medium.com/max/455/1*snTXFElFuQLSFDnvZKJ6IA.png 21:20 < SupSuper> i still need to fix that research screen agent list... 21:21 <@JonnyH`Work> the one where it only first 4 before the scrollbar appears? 21:24 < SupSuper> right 21:38 -!- pagurus [~user@pD950F0C0.dip0.t-ipconnect.de] has joined #OpenApoc 22:30 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Read error: Connection reset by peer] 22:49 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 23:41 < Think_> That picture signifies my programming experience 23:42 <@JonnyH`Work> Think_: but that won't stop me doing _something_ 23:42 <@JonnyH`Work> Which is probably worse :) 23:42 < SupSuper> next up: a procedurally generated codebase 23:43 <@JonnyH`Work> Write a program that creates XCom: Apocalypse implementations... 23:44 < SupSuper> eventually one of them will be correct 23:44 <@JonnyH`Work> cat /dev/random > openapoc.cpp 23:44 <@JonnyH`Work> Can't be much worse than what we have 23:52 < SupSuper> less TODOs probably 23:52 <@JonnyH`Work> ahem... 'fewer' --- Day changed Tue Aug 30 2016 00:25 -!- You're now known as JonnyH`Away 00:34 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:37 -!- Think_ [4bac38c0@gateway/web/freenode/ip.75.172.56.192] has quit [Ping timeout: 264 seconds] 02:43 -!- scionga [~scionga@12.51.222.87.dynamic.jazztel.es] has quit [Quit: Nettalk6 - www.ntalk.de] 03:12 -!- scionga [~scionga@12.51.222.87.dynamic.jazztel.es] has joined #OpenApoc 04:43 -!- pagurus` [~user@p4FD6DB33.dip0.t-ipconnect.de] has joined #OpenApoc 04:45 -!- pagurus [~user@pD950F0C0.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 05:49 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 06:25 -!- Skin36_ [~Skin36000@37.29.120.170] has left #OpenApoc [] 06:28 -!- Skin36_ [~Skin36000@37.29.120.170] has joined #OpenApoc 08:01 -!- Pawlac_1 [~Pawlac@p4FDCF11C.dip0.t-ipconnect.de] has joined #OpenApoc 08:04 -!- Pawlac [~Pawlac@p5B02DE61.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 09:00 -!- Pawlac [~Pawlac@p4FDCF9CA.dip0.t-ipconnect.de] has joined #OpenApoc 09:03 -!- Pawlac_1 [~Pawlac@p4FDCF11C.dip0.t-ipconnect.de] has quit [Ping timeout: 244 seconds] 10:07 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 10:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-fscawnpxjecthnyy] has quit [Quit: Connection closed for inactivity] 10:30 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:02 -!- Colombo [~colombo@119.224.94.65] has quit [Remote host closed the connection] 12:09 -!- nadir [uid134094@gateway/web/irccloud.com/x-wqxufgzgiduxdpus] has joined #OpenApoc 15:20 -!- You're now known as JonnyH 16:27 -!- Skin36 [~Skin36000@109.168.231.127] has joined #OpenApoc 18:05 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Quit: ID 10T User Error] 18:20 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:34 < Istrebitel> hello JonnyH 18:35 < Istrebitel> Just a small question, have you seen what I posted on forums about .DAT file format (and other things battlescape)? 18:37 < Istrebitel> In particular, right now I'm worried about loftemps. I believe we're reading them wrong. 18:42 <@JonnyH> oh? 18:42 <@JonnyH> my 'lof stack' indexes are wrong in the mapunits .dat? 18:43 <@JonnyH> Or we're reading the loftemps.dat file itself wrong? 18:44 <@JonnyH> so you think it's not really sa stack of 40 18:44 <@JonnyH> but 2x20 somehow? 18:45 <@JonnyH> Maybe one is for line of sight 18:45 <@JonnyH> One is bullet line of fire 18:45 <@JonnyH> Like glass is transparent, but blocks bullets 18:45 <@JonnyH> Maybe find a fullheight glass tile and see if that's different? 18:48 <@JonnyH> Yeah, that's exactly it 18:48 <@JonnyH> 20 lof 'line of fire' 20 lof 'line of sight' 18:48 <@JonnyH> check 01senate 'left' index 71 18:49 <@JonnyH> http://s2.jonnyh.net/pub/list/extracted/maps/01senate/mapunits/left.pck/tactical.pal/71.png 18:49 <@JonnyH> looks like glass 18:49 <@JonnyH> it has 20x '0x07' then 20x '0x00' 18:50 -!- Skin36_ [~Skin36000@37.29.120.170] has quit [Ping timeout: 264 seconds] 18:52 < SupSuper> i guess it is the first game with glass :p 18:53 <@JonnyH> so each voxel is actually 20 high 18:53 <@JonnyH> I thought 40 was a bit unbalanced 18:53 <@JonnyH> lots of z resolution 19:05 -!- You're now known as JonnyH`Work 19:09 < SupSuper> you mean 2 high? 19:12 <@JonnyH`Work> 16x16x40 seems a bit unbalanced 19:12 <@JonnyH`Work> Considering the relative 'visual' height of the tiles 19:12 < SupSuper> yeah original x-com lofs weren't uniform either. i think each counted double 19:15 -!- Skin36 [~Skin36000@109.168.231.127] has quit [Ping timeout: 260 seconds] 19:21 -!- Skin36 [~Skin36000@188.170.196.238] has joined #OpenApoc 19:26 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 19:31 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 20:23 <@JonnyH`Work> weirdly, it doesn't seem like you can get cheap old nvidia cards? 20:23 <@JonnyH`Work> they're still around the release RRP for something like a 750... :( 20:25 <@JonnyH`Work> you can get a _new_ radeon 460 for less... 20:26 -!- Colombo [~colombo@119.224.94.65] has quit [Remote host closed the connection] 21:01 < SupSuper> woah check out this wizardry: http://i.imgur.com/lkC7tBZ.gif 21:02 <@JonnyH`Work> nooo, it should be 5x2 21:02 <@JonnyH`Work> for 4x3? 21:02 <@JonnyH`Work> How are you going to fit 10 people in? 21:02 <@JonnyH`Work> I think we need to reduce the gap between name/skill 21:02 <@JonnyH`Work> so they pack 21:02 < SupSuper> well that's your fault 21:03 <@JonnyH`Work> Is that done 'proper'y in Forms? 21:03 < SupSuper> yes, it's magic 21:03 <@JonnyH`Work> Or just changed my 'if (number > 5) useColumn2()' to if (number > 4) 21:03 <@JonnyH`Work> Does it start scrolling if you try to fit more than that? 21:04 < SupSuper> yeah it should start scrolling if you fill all the columns. i can see the modders drooling already... 21:05 <@JonnyH`Work> yay, my 500-person lab idea is possible :) 21:05 <@JonnyH`Work> aka 'cheating' 21:05 < SupSuper> but yeah, now lists have an item direction *and* a scroll direction! does that make sense? who knows! should i have just made a grid control? who cares! 21:05 <@JonnyH`Work> Can you make got after filling the 2 columns, add 1 row at a time for the scrolling? 21:06 < SupSuper> it will just add more columns 21:06 < SupSuper> adding more rows when you want it to have *fixed rows* is kinda confusing 21:06 <@JonnyH`Work> so you can't say 0-5 column1, 6-10 column2, then interleave :P 21:07 <@JonnyH`Work> It's rather specific there... 21:07 <@JonnyH`Work> Assuming scrolling horizontally isn't perfectly fine there 21:07 < SupSuper> i leave that as an exercise to the reader :P 21:07 <@JonnyH`Work> That's a dangerous thing to say to me about UIs 21:07 <@JonnyH`Work> god knows what it'll end up looking like 21:08 < SupSuper> anyways don't break me or i'll never make the tree control when we get there :p 21:09 * JonnyH`Work breaks sup 21:09 <@JonnyH`Work> The agent->vehicle assignment is only 1-deep trees, right? 21:10 < SupSuper> probably 21:10 < SupSuper> i should refactor the scrolling functionality out of the list at some point, or everything's gonna have to go in the list :p 21:11 <@JonnyH`Work> a 'Scrolling' Container wrapper maybe? 21:11 < SupSuper> or do it the win32 way where everything scrolls... 21:12 < SupSuper> also this is how it looks in the original so you'll probably have to do some tweaking: http://puu.sh/qUhiJ/7a34de9230.png 21:13 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 21:13 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/viUkO 21:13 < openapoc-git> OpenApoc/master 0f3e10a SupSuper: Fix research screen assigned list 21:13 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 21:14 <@JonnyH`Work> huh, the skill is below the name when in the 'unassigned' list 21:14 <@JonnyH`Work> but to the right when assigned 21:15 < SupSuper> they thought of everything! 21:16 <@JonnyH`Work> The important thing is you're consistent 21:16 <@JonnyH`Work> conistently 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#OpenApoc 17:27 -!- Istrebitel [~Istrebite@95-24-32-199.broadband.corbina.ru] has quit [Remote host closed the connection] 17:44 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 17:44 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/vikWd 17:44 < openapoc-git> OpenApoc/master fb0dd91 Jonathan Hamilton: Add 'sanitize' CMAKE_BUILD_TYPE to enable 'address,undefined' sanitizers... 17:44 < openapoc-git> OpenApoc/master 96b9a9d Jonathan Hamilton: Make test_serialize output to a tmp file... 17:44 < openapoc-git> OpenApoc/master fdaf4c0 Jonathan Hamilton: Travis: Parallelise ctest 17:44 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 18:07 -!- WSO [uid134094@gateway/web/irccloud.com/x-jxkjsaeiohvgtust] has quit [Ping timeout: 258 seconds] 18:07 -!- Skin36 [~Skin36000@46.63.206.167] has quit [Ping timeout: 258 seconds] 18:12 -!- WSO [uid134094@gateway/web/irccloud.com/x-ssamxhcckpkirplx] has joined #OpenApoc 18:13 -!- SupSuper 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joined #OpenApoc 05:34 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 06:47 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 07:10 -!- Skin36_ [~Skin36000@37.29.120.170] has joined #OpenApoc 10:09 -!- WSO [uid134094@gateway/web/irccloud.com/x-ssamxhcckpkirplx] has quit [Quit: Connection closed for inactivity] 11:11 -!- Pawlac [~Pawlac@p4FDCC189.dip0.t-ipconnect.de] has joined #OpenApoc 11:41 -!- Colombo [~colombo@119.224.94.65] has quit [Remote host closed the connection] 12:01 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:13 -!- WSO [uid134094@gateway/web/irccloud.com/x-dkpfmsbghmvowqdq] has joined #OpenApoc 14:24 -!- Skin36_ [~Skin36000@37.29.120.170] has left #OpenApoc [] 15:27 -!- You're now known as JonnyH 15:52 -!- Skin36 [~Skin36000@46.63.203.125] has joined #OpenApoc 15:52 < Skin36> hi 15:52 <@JonnyH> hey Skin36 15:52 <@JonnyH> Good work on the accuracy stuff :) 15:55 < Skin36> on forum last correct version 15:56 < Skin36> I also found out how the turn rate, but I can not describe this algorithm 15:58 < Skin36> since this is not entirely an angle, and this change in angle of 180 degrees relative to 16:00 < Skin36> I also began work on the tactical part 16:02 < Skin36> it starts up tasp.exe you can change the play mode to "demo", "train", "net", ets 16:03 < Skin36> I think all that remained from the beta version 16:07 <@JonnyH> Never really played the beta... 16:08 < Skin36> but some of these modes work 16:10 < Skin36> you do not know how it works TACTICAL.MAPS? 16:10 <@JonnyH> Does the beta do maps differently then? 16:10 < Skin36> I'm not talking about the beta 16:11 <@JonnyH> Oh, Istrebitel has done a fair bit of work on that 16:11 <@JonnyH> I think most of his thoughts are in his forum threads 16:12 < Skin36> I have not understood anything .... 16:13 < Skin36> but I know that it indexes files in the "mapunits" folder 16:14 <@JonnyH> Yeah, there are 4 indexes per tile in the map 16:14 <@JonnyH> for the floor/left wall/right wall/'feature' 16:14 < Skin36> yes 16:14 < Skin36> im see code 16:14 <@JonnyH> Istrebitel seems to have figued out much of the 'per tile data' 16:22 < Istrebitel> I asked Skin36 for help actually 16:22 < Istrebitel> since he's disassembling 16:22 < Istrebitel> I asked maybe code has some hints 16:22 < Istrebitel> because I decoded most values but not all 16:22 <@JonnyH> :) 16:22 < Istrebitel> and I haven't found several crucial things 16:22 < Istrebitel> like: how does the game know the tile is a smoke/fire spawner? 16:22 <@JonnyH> I also replied on the pull request 16:22 < Istrebitel> how does the game know what to spawn then thing falls 16:22 <@JonnyH> Let me know if there's anything else you want to know 16:22 < Istrebitel> I know 16:22 < Istrebitel> I was waiting for you to come by 16:22 <@JonnyH> I just want to keep the git history 'clean' 16:23 < Istrebitel> of course 16:23 < Istrebitel> I screwed up with that temp file 16:23 <@JonnyH> I use stuff like 'git blame' a lot :) 16:23 < Istrebitel> but I was going to ask, what do I do with debug code 16:23 <@JonnyH> #if 0 16:23 < Istrebitel> ah 16:23 < Istrebitel> I see 16:23 <@JonnyH> is a relatively standard way of disabling it 16:23 < Istrebitel> so if 0 is allowed but comment is not? 16:23 < Istrebitel> in main repo? 16:23 <@JonnyH> Or just remove it 16:24 <@JonnyH> It's likely you'll be able to re-add it quickly enough if tracking down the next issue 16:24 <@JonnyH> It's just a personal distaste thing, not a hard rule 16:24 < Istrebitel> I only leave code that I frequently need 16:24 < Istrebitel> like, that difficulty code 16:25 < Istrebitel> I need it to debug my stuff so there's no 5 threads ran at once but only 1 16:25 <@JonnyH> MAybe make it #ifndef NDEBUG 16:25 <@JonnyH> so 'debug' builds enable it? 16:25 < Istrebitel> erm, no, we both know debug aint working 16:25 < Istrebitel> I mean, is slow 16:25 <@JonnyH> It's fine on linux :P 16:25 < Istrebitel> well.... 16:25 < Istrebitel> anyways 16:25 <@JonnyH> NDEBUG being defined for 'release' might be linux only too... 16:25 <@JonnyH> Not sure if msvc does that 16:26 < Istrebitel> so, when leaving debug code I'm frequently using, should I use if0? 16:26 <@JonnyH> TBH cleanup the xml and the temp files 16:26 < Istrebitel> or should I never leave debug code I'm frequently using? 16:26 <@JonnyH> and I would merge it with the commented out code 16:26 < Istrebitel> ok 16:26 <@JonnyH> Well, if it's frequency used it might be useful as a build option or something 16:26 < Istrebitel> I think commented makes more sense since it's less amount of lines 16:27 < Istrebitel> okay should I revert changes? 16:27 < Istrebitel> or just commit without this temp file? 16:27 <@JonnyH> Remove the tmp file ina new commit 16:27 <@JonnyH> and if you regenerate all the xml with extractor.exe 16:27 <@JonnyH> it *should* change all the xml LOFTEMPS back? 16:27 <@JonnyH> I think? 16:27 <@JonnyH> And that can be yet another commit 16:28 <@JonnyH> IF I do a dquash merge it'll ignore any intermediate states in your branch 16:28 <@JonnyH> so if you change something and change it back, it'll be like it was never changed at all 16:28 <@JonnyH> dquash == squash :) 16:28 < Istrebitel> okay.... 16:29 < Istrebitel> I will re-run extractor now 16:29 < Istrebitel> also, how do I not get those temp files commited? 16:29 <@JonnyH> If you scan over the file list for added files in github 16:29 <@JonnyH> for things that don't really belong 16:29 <@JonnyH> you can deselect them 16:29 <@JonnyH> Or add *.TMP to the .gitignore would also work? 16:30 <@JonnyH> Until we try to add a file properly that ends in .TMP (Though that's probably unlikely) 16:31 < Istrebitel> so I should manually look for tmp files and delted them 16:31 < Istrebitel> after running clang? 16:31 <@JonnyH> Sure 16:31 <@JonnyH> Every time when I add things to git 16:31 <@JonnyH> I have a quick scan over the files it wants to add/change 16:31 < Istrebitel> can't it... be autmoated somehow? 16:31 <@JonnyH> Probably? I've never seen any .TMP files appear when running clang-format myself 16:32 <@JonnyH> the .gitignore change will mean no .TMP files will show up in the github client at all 16:32 < Istrebitel> Okay, next question :P 16:32 <@JonnyH> which might be good enough 16:32 < Istrebitel> // scenery (seems related to strat imgs) 16:32 < Istrebitel> oops 16:32 < Istrebitel> // scenery (seems related to strat imgs) 16:32 <@JonnyH> oops 16:32 < Istrebitel> hmm, won't copypase 16:32 < Istrebitel> anyway 16:32 < Istrebitel> several maps will throw when trying to read their strat images 16:32 < Istrebitel> namely // "07CORPHQ", "15ACPOSH", "18HYDRO", "48GATE" 16:32 < Istrebitel> but also others 16:32 <@JonnyH> after my change to PCKSTRAT? 16:33 < Istrebitel> well I never tried todo it before your change 16:33 <@JonnyH> Yeah, the PCK 'happened' to work 16:33 <@JonnyH> it wasn't correct 16:33 < Istrebitel> but now I've loaded every map and several maps (like 1/3 of them) don't load stratmaps for scenery 16:33 < Istrebitel> (they do load for left, right and ground) 16:33 <@JonnyH> It just happened to be equivalent if every image starts at x=0 for every line 16:33 <@JonnyH> which is true for many strat tiles, but not all 16:33 <@JonnyH> Light be why feature fails, as they tend to be the 'middle' of the tile 16:34 <@JonnyH> so more likely to have skipped columns the beginning of the pck format... 16:34 < Istrebitel> okay, so we can't read them for now? 16:34 < Istrebitel> until we update our pck reader? 16:34 <@JonnyH> PCKSTRAT: seems to wrok for me 16:34 < Istrebitel> try to load any of these maps 16:34 <@JonnyH> I'll try those maps you mentioned to double-check 16:34 < Istrebitel> also I know for sure BASE won't load 16:35 <@JonnyH> BASE is a little different 16:35 <@JonnyH> as that is generated from your baselayout 16:35 < Istrebitel> I mean, base map's strat for scenery, I don't remember name 16:35 <@JonnyH> So might need some special handing 16:35 < Istrebitel> 36BASE or 37BASE 16:35 < Istrebitel> yeah I just meant it won't load strat images like others 16:36 <@JonnyH> E 7983882283 OpenApoc::sp OpenApoc::loadStrategy(OpenApoc::IFile&): Writing to {636,1} in 8x8 stratmap image 16:36 <@JonnyH> Yeah, that's not right... 16:36 <@JonnyH> I'll look into that in a bit 16:36 <@JonnyH> I've gotta run for a meeting, I'll be back in a bit 16:36 < Istrebitel> ok 16:37 <@JonnyH> well, 'working' in a bit, but still online ;) 16:37 -!- You're now known as JonnyH`Work 16:50 < Istrebitel> okay, are you here? 17:01 <@JonnyH`Work> hey 17:02 <@JonnyH`Work> I might just reduce that error to a warning for now 17:02 <@JonnyH`Work> It looks like the stratmap sprites end up drawing outside the 8x8 box normally used for those tiles 17:02 <@JonnyH`Work> Not sure if it's intentional or not... 17:05 <@JonnyH`Work> I reduced that error to a warning 17:05 <@JonnyH`Work> It'll just ignore any pixels outside the 8x8 box now 17:05 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 17:05 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vitTQ 17:05 < openapoc-git> OpenApoc/master e2dfb7e Jonathan Hamilton: Just warn if a PCKSTRAT file has pixels outsize the 8x8 box... 17:05 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 17:05 <@JonnyH`Work> It would be interesting to visually inspect the output of those tiles 17:05 <@JonnyH`Work> and compare against the original in dos 17:05 <@JonnyH`Work> and see if there are any differences 17:06 <@JonnyH`Work> It might be that it ends up writing pixels 'before' the normal 8x8 tile... 17:06 <@JonnyH`Work> It might even be intentional 17:07 < Skin36> skin36 [19:55] 17:07 < Skin36> "DEMO" 2CA2a9 17:07 < Skin36> "TRAIN" 13680A 17:07 < Skin36> for tacp.exe 17:08 < Skin36> set 0 to 1 for active this mods 17:11 <@JonnyH`Work> Istrebitel: did you intend to remove all the contents of common_patch/gamestate/agent_equipment.xml? 17:11 < Istrebitel> yeah I'm going to be reading it soon 17:12 <@JonnyH`Work> you removed it from the patch, but not from the generated patched versions? 17:12 < Istrebitel> erm... 17:12 < Istrebitel> thing is, generated ones are already coming from ufo2.exe 17:12 < Istrebitel> I just haven't commited the code yet 17:12 <@JonnyH`Work> Oh, maybe split that out into a different commit then 17:12 < Istrebitel> It has a lot of comments since I'm still figuring out 17:12 <@JonnyH`Work> Leav ethe agent_equipment stuff for this version 17:13 < Istrebitel> well, if it's okay that agent equipment reading code has a lot of comments right now I can commit it 17:13 <@JonnyH`Work> as if I rerun the extractor locally with that git commit it changes all the generated agent_equipment xml files 17:13 < Istrebitel> I'm in process of figuring out all the ofsets 17:13 < Istrebitel> oh 17:13 < Istrebitel> yes that's my bad 17:13 <@JonnyH`Work> So i guess you didn't mean to remove it from the common_patch in this commit 17:14 < Istrebitel> so, can I commit a WIP agent equipment extraction code? 17:14 <@JonnyH`Work> instead that removal should wait until your next one that does equipment extraction? 17:14 < Istrebitel> well, it can't really wait because locally the code already takes those values from exe and thus the xmls in diff folders will differ 17:14 <@JonnyH`Work> I'll merge it without the common_patch changes 17:14 < Istrebitel> so I'll upload different xmls rather than what you get locally 17:14 <@JonnyH`Work> It should merge cleanly back into your branch anyway 17:14 <@JonnyH`Work> if you've already made the same change 17:15 < Istrebitel> ok 17:16 <@JonnyH`Work> all the LOS voxel maps seem to be empty too 17:16 <@JonnyH`Work> I assume that's still a work in progress :) 17:16 <@JonnyH`Work> merged :) 17:17 <@JonnyH`Work> thanks again 17:17 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 17:17 < openapoc-git> [OpenApoc] JonnyH pushed 1 new commit to master: https://git.io/vitIN 17:17 < openapoc-git> OpenApoc/master 8301b96 Jonathan Hamilton: Squashed commit of the following:... 17:17 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 17:17 <@JonnyH`Work> You're really powering ahead 17:18 <@JonnyH`Work> BTW I'm changing a bit of the GameState_Serialize stuff 17:18 <@JonnyH`Work> so instead of the big mess in gamestate_serialize.cpp and hoping you get it right 17:18 <@JonnyH`Work> you instead add any new GameState members to an xml file instead 17:18 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/WIP/gamestate_serialize_generated/game/state/gamestate_serialize.xml 17:18 <@JonnyH`Work> Hopefully cleaner 17:19 <@JonnyH`Work> and allows us to autogenerate patches 17:19 <@JonnyH`Work> and I'll resurrect my gui editor :) 17:19 <@JonnyH`Work> It works for serializeIn now 17:19 <@JonnyH`Work> Some small tweaks needed for serailizeOut, but hopefully it should be transparent to your stuff 17:20 <@JonnyH`Work> I'll update the xml myself to match whatever's in gamestate_serialize when it's ready to merge 17:20 <@JonnyH`Work> so just continue on using that for now 17:24 < Istrebitel> Yeah I have planned most of battlescape work right now 17:25 < Istrebitel> I approximated about... 272 work hours until we have a working (real time) battlescape (with no ai and only a single map, but everything working - units moving, shooting automatically, destruction, damage etc.) 17:26 < Istrebitel> So I hope to get it done in two months ) 17:26 <@JonnyH`Work> cool :) 17:26 < Skin36> yep 17:26 <@JonnyH`Work> The number of hours I can actually spend on openapoc varies significantly and unexpectedly 17:26 <@JonnyH`Work> So I have no idea when I'll finish anything I start... :( 17:27 <@JonnyH`Work> but from a personal motivation point of view, having progress elsewhere can only help :) 18:25 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:59 < Istrebitel> Anyone has any idea where to look for sounds, projectile images and "unit" types (that is, ones that have different damage resistance - human, hybrid, android, gun emplacement, etc) 19:03 < SupSuper> i think you can find some of those in j'ordos apoc tool 19:15 < Skin36> sounds in RAWSOUND folder 19:16 < Istrebitel> erm, where can I get the tool? 19:16 < Istrebitel> I only have XED 19:17 < Skin36> projectile images in ufo2 hardcoded 19:18 < Skin36> ufo2p.exe 19:19 < Skin36> http://www.strategycore.co.uk/files/apocd/ 19:29 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 19:49 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:6c16:c1ea:42c8:faba] has joined #OpenApoc 19:50 < pmprog_laptop> Hey kids 19:51 <@JonnyH`Work> hello old man 19:51 <@JonnyH`Work> :P 19:51 < pmprog_laptop> Hiya JonnyH`Work. How's things? 19:52 <@JonnyH`Work> Good I guess 19:52 <@JonnyH`Work> Istrebitel's charging through styff 19:52 <@JonnyH`Work> making me look lazy 19:52 < pmprog_laptop> Well, hate to think what he makes me look like then ;-) 19:53 < pmprog_laptop> Glad to hear there's still progress though 19:54 <@JonnyH`Work> You can now look around the battlescape :D 19:54 < pmprog_laptop> That's amazing 19:55 < pmprog_laptop> Going to make a post on Facebook. Any other interesting notes? 19:56 <@JonnyH`Work> maybe a screenshot? 19:56 <@JonnyH`Work> If you can built it yourself it's a temporary button in the ingameoptions menu 19:56 <@JonnyH`Work> I'm working on geneating the serialization stuff 19:56 <@JonnyH`Work> then I'll resurrect my editor 19:57 < SupSuper> hey pmprog_laptop 19:57 < pmprog_laptop> Hiya SupSuper. How's things? 19:58 < pmprog_laptop> JonnyH`Work: 19:58 < pmprog_laptop> Entering 'dependencies/miniz' 19:58 < pmprog_laptop> Username for 'https://github.com': 19:58 < pmprog_laptop> Password for 'https://github.com': 19:58 < pmprog_laptop> remote: Repository not found. 19:58 <@JonnyH`Work> Oh this old chestnut... 19:58 <@JonnyH`Work> The minizin github I used was removed 19:58 <@JonnyH`Work> and git submodules _really_ don't like being changed 19:58 <@JonnyH`Work> 'git submodule deinit dependencies/miniz' 19:59 <@JonnyH`Work> 'rm -r .git/modules/dependencies/miniz' 19:59 <@JonnyH`Work> 'git submodule init' 19:59 <@JonnyH`Work> 'git submodule update' 19:59 <@JonnyH`Work> should hopefully remove it and reset it to the new location 19:59 <@JonnyH`Work> a massive PITA 20:01 < pmprog_laptop> Still wants a username/password for the https:// 20:01 <@JonnyH`Work> ...you might need a 'git pull' fater the rm 20:01 <@JonnyH`Work> otherwise it won't point to the new place (as the first pull 'failed') 20:02 <@JonnyH`Work> http://s2.jonnyh.net/pub/ufo-battlescape.png 20:02 <@JonnyH`Work> is a screenshot anyway 20:02 <@JonnyH`Work> 1080p goodness 20:02 <@JonnyH`Work> If you don't have anything locally changes 20:03 <@JonnyH`Work> It could be easier to delete the whole openapoc checkout 20:03 <@JonnyH`Work> and re-clone... :( 20:04 < pmprog_laptop> Yeah, I'm just going to reclone 20:06 < pmprog_laptop> Something has gone nuts on this laptop. One url tried to open in Spriter, and another in Aesprite, rather than just using Firefox 20:06 <@JonnyH`Work> ..oh 20:06 <@JonnyH`Work> messed up your xdg mime types or something? 20:08 < pmprog_laptop> no idea. I don't understand how associations work on Linux 20:08 <@JonnyH`Work> the problem is each desktop environment used to di it their own way 20:08 <@JonnyH`Work> and some still kinda do 20:08 < SupSuper> i didn't even know linux had file associations 20:08 < SupSuper> pmprog_laptop: work driving me nuts, i'd rather work on openxcom and openapoc all day :p 20:08 <@JonnyH`Work> it has mimetype associations 20:09 <@JonnyH`Work> so no hiding your porn by renaming .jpg to .dat :P 20:09 <@JonnyH`Work> that was an embarressing usb stick auto-preview... 20:09 < pmprog_laptop> SupSuper: My work is so mind numbing, I don't *want* to work on anything :-( 20:09 < SupSuper> so it has to decipher every file? 20:10 <@JonnyH`Work> libmagic on every file, yeah 20:10 < SupSuper> that sounds awful 20:10 < pmprog_laptop> Surely there'd still be a protocol handler first (ie, checks http: over file:) 20:10 <@JonnyH`Work> It's still faster than windows preview on the same laptop :P 20:10 <@JonnyH`Work> if you do 'xdg-open http://google.com' 20:11 <@JonnyH`Work> that's pretty much what the opening thing should do internally 20:11 < SupSuper> pmprog_laptop: well i just do things i wouldn't classify as work :p 20:11 < SupSuper> like i managed to add a whole news ticker to openapoc: http://puu.sh/qWB7G/e459883be8.gif 20:11 <@JonnyH`Work> I'm here.... 20:11 <@JonnyH`Work> and it no longer crashes sup! 20:11 < SupSuper> ? 20:12 <@JonnyH`Work> The first time I tried it when you checked-in it insta-segfaulted :P 20:12 < SupSuper> oh 20:12 < pmprog_laptop> Awesome! Nice job on the ticker! 20:12 <@JonnyH`Work> the 'last line doesn't check if there's actually another string before it starts scrolling' thingie :) 20:13 <@JonnyH`Work> I also finally pushed a CODE_STYLE.md too 20:13 <@JonnyH`Work> so hopefully things are more consistent now 20:13 < pmprog_laptop> Nice one 20:14 <@JonnyH`Work> brb 20:16 -!- Skin36 [~Skin36000@46.63.203.125] has quit [Ping timeout: 252 seconds] 20:17 < pmprog_laptop> Missed another Ludum Dare - Saw this on Itch, which looked quite good -- https://asmb.itch.io/no-marios-sky 20:22 < Pawlac> "you should buy their games" 20:22 < Pawlac> how about no 20:24 < pmprog_laptop> "Any likeness is coincidence" -- Bollocks 20:25 < pmprog_laptop> That's why Mario's name is in the title 20:25 < pmprog_laptop> Don't understand why people aren't just honest about things 20:26 < Pawlac> Nintendont law suit coming in 3...2.. 20:26 < pmprog_laptop> Nar, they won't be bothered for something like that (though I could be wrong) 20:28 < Pawlac> Nintendont likes to fill alot of law suits 20:28 <@JonnyH`Work> they're obliged to 20:28 <@JonnyH`Work> Trademarks are lost if you don't 'defend' them 20:28 -!- Colombo [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:29 < pmprog_laptop> True 20:30 < pmprog_laptop> Wasn't sure if that was only related to "commecial" infringements 20:30 < pmprog_laptop> https://www.youtube.com/watch?v=U0RiMrfnjCY 20:30 < pmprog_laptop> This is an interesting vid on StarWars 20:37 < pmprog_laptop> Right, well, I'm off to bed. G'night everyone :) 20:38 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:6c16:c1ea:42c8:faba] has quit [Quit: Konversation terminated!] 20:40 -!- WSO [uid134094@gateway/web/irccloud.com/x-dkpfmsbghmvowqdq] has quit [Quit: Connection closed for inactivity] 20:41 < SupSuper> JonnyH`Work: how am i supposed to know if it works in windows ;p 20:41 < SupSuper> i remember i had to add some checks at some points but i guess i missed one 20:42 <@JonnyH`Work> it works now even through valgrind 20:42 <@JonnyH`Work> so that's a pretty safe bet 20:42 < SupSuper> queues are kinda weird 20:43 <@JonnyH`Work> front()returning a pointer is just weird 20:43 <@JonnyH`Work> especially as there might not be anything in the queue 20:44 < SupSuper> well that's STL standard 20:44 <@JonnyH`Work> It's probably so front() and back() can be used as iterators 20:44 <@JonnyH`Work> when front() == back() it's empty 20:44 < SupSuper> isn't that what begin() and end() are for? 20:44 <@JonnyH`Work> *shrug* 20:45 < SupSuper> i looked it up and it returns a reference, not a pointer. so it's even weirder? 20:45 <@JonnyH`Work> so it can't even be NULLPTr 20:46 < SupSuper> c++: when in doubt, it's undefined behavior :p 20:46 <@JonnyH`Work> c++: It's undefined behaviour 20:46 <@JonnyH`Work> -fsanitize is a life saver, honestly 20:46 <@JonnyH`Work> I wonder if the new msvc-with-clang supports that? 20:58 -!- Shadow [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has joined #OpenApoc 21:14 <@JonnyH`Work> heh, pmprog just put the link to my server on facebook 21:14 <@JonnyH`Work> not uploaded the image itself 21:14 <@JonnyH`Work> wondered where those funny connections were coming from 21:38 -!- Pawlac [~Pawlac@p4FDCC189.dip0.t-ipconnect.de] has quit [Quit: ---] 21:39 -!- Solarius [~Solar@91.202.195.196] has joined #OpenApoc 21:50 -!- WSO [uid134094@gateway/web/irccloud.com/x-gxhwqahkeqfgmbnx] has joined #OpenApoc 22:39 -!- Shadow [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has quit [Ping timeout: 244 seconds] 23:35 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 23:36 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/tree/WIP/gamestate_serialize_generated 23:36 <@JonnyH`Work> thoughts anyone? 23:37 <@JonnyH`Work> effectively replacing the game/state/gamestate_serialize.cpp hand written file with game/state/gamestate_serialize.xml 23:37 <@JonnyH`Work> and a generator program 23:37 <@JonnyH`Work> (also replaces the UString->enum maps spread throughtout the codebase 23:37 <@JonnyH`Work> ) 23:41 < SupSuper> but does it blend? :o 23:41 <@JonnyH`Work> do, we use opengl for blending 23:41 <@JonnyH`Work> It's 'functionally' equivalent to the current checked-in master 23:41 <@JonnyH`Work> other than a working operator== for all the gamestate stuff 23:42 <@JonnyH`Work> and next step is at serializeOut time don't bother writing nodes that have 'default' values 23:42 <@JonnyH`Work> (hence all the unused 'ref' values pased around, they're the reference for that :) 23:42 <@JonnyH`Work> TODO: Figure out how to autogenerate source files in msvc :) 23:42 < SupSuper> prebuild step? 23:45 < SupSuper> apparently only issue is getting them added to the project: http://stackoverflow.com/questions/4098103/auto-generated-c-file-in-the-pre-build-not-included-in-the-compilation 23:45 < SupSuper> you either use dummy files or a project wildcard 23:45 < SupSuper> so yeah, tricky :p 23:46 < SupSuper> also i don't see any gamestate_serialize.xml did you add it to git? 23:46 <@JonnyH`Work> TBH we could check in the result 23:47 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/WIP/gamestate_serialize_generated/game/state/gamestate_serialize.xml 23:47 < SupSuper> weird 23:47 < SupSuper> yeah they could be checked in, just add a /// THIS FILE IS AUTOGENERATED DON'T BOTHER EDITING IT at the top ;) 23:48 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/WIP/gamestate_serialize_generated/tools/gamestate_serialize_gen/main.cpp#L161 23:48 <@JonnyH`Work> It's just 'easy' to make a cmake rule that has dependencies on the xml (and the tool .cpp) 23:49 <@JonnyH`Work> I could make it output into ${SOURCE_DIR} instead of ${BUILD_DIR} and it can be checked in 23:49 < SupSuper> reminds me of a codegenerator we use at work: http://www.codesmithtools.com/product/generator 23:50 <@JonnyH`Work> a lot of time my 'code generator' is a couple of grep/seds piped together 23:50 <@JonnyH`Work> and some vim macros :) 23:50 <@JonnyH`Work> Of course, once generated there's not really a 'source' you can use for repeatable generation 23:51 <@JonnyH`Work> $3000for a commercial license? 23:51 <@JonnyH`Work> I'm in the wrong sector... 23:52 < SupSuper> :p 23:52 <@JonnyH`Work> I'll bang something together with a couple of python scripts 23:52 <@JonnyH`Work> Bam 23:52 <@JonnyH`Work> $3000 please 23:53 < SupSuper> well it's not just a code generator, but a code generator generator 23:53 <@JonnyH`Work> you could write a python script that outputs python scripts :P 23:54 < SupSuper> you write templates that get turned into code that your application can run on its own to generate the actual final output code 23:54 <@JonnyH`Work> I'm sure there's a million extra useful things 23:54 < SupSuper> but that's not enterprisey! 23:54 <@JonnyH`Work> but my 'day job' rarely calls for such autogeneration 23:55 < SupSuper> yeah my day job is literally working on tools that turn one code into another 23:55 < SupSuper> so there's many many layers of codegen :p 23:55 < SupSuper> that or clients driving us insane, whichever comes first 23:56 <@JonnyH`Work> Kernel stuff is _really_ simple honestly 23:56 < SupSuper> just look at all the buzzwords, doesn't it sell you on the enterpriseness: https://morphis-tech.com/ 23:56 <@JonnyH`Work> Thats what's difficult about it, leave your fancy abstractions at the door ;) 23:56 <@JonnyH`Work> An idiot can do it fine 23:56 <@JonnyH`Work> (Case in point: I still have a job) 23:57 <@JonnyH`Work> wow, that's enterprise 23:57 < SupSuper> i know! 23:57 < SupSuper> (we're actually tiny shhhhhhhhh don't tell anyone) 23:57 <@JonnyH`Work> the font changed 3 times during loading, probably as different css was randomly overwritten by questionable javascript 23:57 <@JonnyH`Work> delphi? 23:57 <@JonnyH`Work> _COBOL_? 23:57 <@JonnyH`Work> where are you working? The 1980s? 23:58 < SupSuper> no but our clients are :p there's big business in porting ancient history 23:58 <@JonnyH`Work> I guess 23:58 <@JonnyH`Work> It's getting hard to find C programmers... 23:59 < SupSuper> you gotta filter by beards 23:59 * JonnyH`Work doesn't have a beard... 23:59 <@JonnyH`Work> The oldest guy on our team is 33 --- Day changed Fri Sep 02 2016 00:00 <@JonnyH`Work> not sure what that means... 00:00 < SupSuper> how you're gonna get c neckbeards setting that kind of example! 00:00 <@JonnyH`Work> damn, gotta grow out the UNIX beard 00:00 <@JonnyH`Work> You're not a 'guru' unless you can get it caught in your belt 00:00 < SupSuper> https://www.wired.com/wp-content/uploads/blogs/wiredenterprise/wp-content/uploads//2012/06/beard-programmers-final-two.png 00:01 <@JonnyH`Work> you're clean shaven then? 00:01 <@JonnyH`Work> And the only reason the php/ruby guys have stubble is caus they're homeless and can't afford a razor :P 00:01 < SupSuper> depends on the time of day, i switch between java and c# a lot :p 00:01 <@JonnyH`Work> and I wouldn't lump C and Java together 00:02 <@JonnyH`Work> so you have a weird half-beard 00:02 -!- Keise [~Keise@69-196-129-7.dsl.teksavvy.com] has joined #OpenApoc 00:02 <@JonnyH`Work> like twoface 00:02 < SupSuper> i think it's actually derived off the programming language *creators*, thus the weird discrepancy 00:03 < SupSuper> old nerds were very posh 00:03 <@JonnyH`Work> but when C was created it was all 'professional business' guys 00:03 <@JonnyH`Work> just they got older 00:04 < Think> Huh, you learn something new everyday. 00:04 <@JonnyH`Work> I was discussing this with another dev recently 00:05 <@JonnyH`Work> In the bay area certainly, a certain amount of 'unprofessional' cloathing (ragged band t-shirts, faded jeans etc.) 00:05 <@JonnyH`Work> is 'proof' I'm being employed for my skills, not business reasons 00:06 < SupSuper> :p 00:06 <@JonnyH`Work> Anyway, I'm off 00:06 <@JonnyH`Work> I might try to merge in that if I can fix msvc 00:06 <@JonnyH`Work> and rebase against Istrebitel's latest state changes 00:06 <@JonnyH`Work> but meh... have a good evening 00:06 -!- You're now known as JonnyH`Away 00:06 < SupSuper> http://thestudentreview.co.uk/wp-content/uploads/2011/10/Dennis-Ritchie.jpg god the c creator is scary 00:07 < SupSuper> well, was 00:08 < SupSuper> meanwhile linus is distinctively against the norm: http://cdn.arstechnica.net/wp-content/uploads/sites/3/2015/08/LinuxCon_Europe_Linus_Torvalds_05.jpg 00:23 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 01:44 -!- You're now known as JonnyH 02:03 -!- You're now known as JonnyH`Away 03:43 -!- Solarius [~Solar@91.202.195.196] has quit [Quit: Leaving] 04:00 -!- Keise [~Keise@69-196-129-7.dsl.teksavvy.com] has quit [Quit: HydraIRC -> http://www.hydrairc.com <- IRC with a difference] 04:42 -!- Skin36_ [~Skin36000@37.29.120.170] has joined #OpenApoc 04:48 -!- pagurus [~user@pD950FE11.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:48 -!- pagurus` [~user@p4FD6C2F5.dip0.t-ipconnect.de] has joined #OpenApoc 05:37 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 06:33 -!- Skin36_ [~Skin36000@37.29.120.170] has left #OpenApoc [] 07:30 -!- WSO [uid134094@gateway/web/irccloud.com/x-gxhwqahkeqfgmbnx] has quit [Quit: Connection closed for inactivity] 08:52 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 250 seconds] 08:57 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 10:31 -!- Pawlac [~Pawlac@p4FDCE88E.dip0.t-ipconnect.de] has joined #OpenApoc 11:07 -!- Netsplit *.net <-> *.split quits: Pawlac 11:10 -!- Netsplit over, joins: Pawlac 11:29 < kkmic> What is the "Cells" base facility? I don't remember it to be in the original game 11:53 -!- WSO [uid134094@gateway/web/irccloud.com/x-rhegnmsooqrqiqwq] has joined #OpenApoc 12:21 < Istrebitel> It was disabled 12:21 < Istrebitel> Original had many unimplemented things. This is one of them. Advanced Alien Containment. Is another base facility. Then you have dimension destabilisers, forcewebs etc 12:59 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 13:04 -!- Colombo [~colombo@119.224.94.65] has quit [Remote host closed the connection] 14:33 -!- Shadow [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has joined #OpenApoc 14:40 < kkmic> Yeah, I know that there was a grand plan for Apocalypse, way more features than what got implemented in the end were planned 14:41 < kkmic> I've read a list somewhere, though I did not remembered the Cells facility 15:04 -!- You're now known as JonnyH 15:04 <@JonnyH> It's probably part of the 'tracking VIPs' stuff 15:04 <@JonnyH> there's also a disabled 'tracking gun' 15:45 -!- You're now known as JonnyH`Work 16:03 < Istrebitel> Hello JonnyH 16:04 < Istrebitel> Could you possibly help me later? I think I've messed up with image offsets 16:04 < Istrebitel> I've implemented tile selection in the battlescape 16:05 < Istrebitel> and it seems that the image I'm rendering is shifted to the side 16:05 < Istrebitel> because the tile that is supposed to be under mouse is actually not there but shifted to the left and up 16:05 < Istrebitel> Could you take a look, after I finish it and make a pull request? 16:05 < Istrebitel> It's perfectly working otherwise 16:06 < Istrebitel> And I've figured out how to render objects within 1 layer properly (using BattleTileObjectZComparer class I just check for types and order them accordingly ) 16:08 <@JonnyH`Work> Are you doing selection with the voxel maps? 16:09 <@JonnyH`Work> If so, the 'f6' key should output a png of the voxel 'view' 16:10 <@JonnyH`Work> if you compare this with a screenshot ('f5') you should see if they don't like up 16:10 <@JonnyH`Work> line up.. 16:19 < Istrebitel> no, I'm doing selection howthe game does it 16:19 < Istrebitel> the game just checks where the mouse points at, in the current layer 16:19 < Istrebitel> whichever ground tile it points to, that's what's considered selected 16:20 < Istrebitel> that is for tactical only of course 16:20 <@JonnyH`Work> Does it do image bounds with transparent pixels etc.? 16:20 <@JonnyH`Work> Oh, the tacmap is 'easy' :P 16:20 <@JonnyH`Work> actually, no thought you meant 'stratmap' - that would be easy 16:20 <@JonnyH`Work> the isometric stuff might be harder 16:21 <@JonnyH`Work> But I guess as the tacmap selects the 'tile' not individual objects it's a bit different from the city 16:21 < Istrebitel> yes 16:21 < Istrebitel> it's just the tile 16:22 < Istrebitel> who's ground is under mouse 16:22 < Istrebitel> so it's easy to selet all right 16:22 < Istrebitel> you just get tile that's under mouse 16:22 < Istrebitel> okay 16:22 < Istrebitel> voxel view 16:22 < Istrebitel> what are those... sticks? 16:22 <@JonnyH`Work> 'sticks'? 16:23 < Istrebitel> erm 16:24 < Istrebitel> http://imgur.com/a/PbQVO 16:24 < Istrebitel> here 16:25 <@JonnyH`Work> I guess the tileview sees objects there then :P 16:28 <@JonnyH`Work> Looks like the grounds 16:29 <@JonnyH`Work> e.g. tile {0,0,0} has GD_46 16:29 <@JonnyH`Work> which has 2x loftemps:6 16:30 <@JonnyH`Work> then 18 loftemps:0 16:30 <@JonnyH`Work> http://s2.jonnyh.net/pub/list/extracted/tacdata/loftemps/tacdata-loftemps/0.png 16:30 <@JonnyH`Work> which is that 16:30 <@JonnyH`Work> I guess you actually mean 'if loftemps == 0, no loftemps' 16:30 <@JonnyH`Work> not 'loftemps:0' :P 16:30 <@JonnyH`Work> If it's like the city, loftemps:0 isn't actually used 16:31 <@JonnyH`Work> (and it's an exact repeat of loftemps:1 in the tacdata, so probably just 'unused' data :) 16:31 < Istrebitel> you mean I have bug in my code? 16:31 <@JonnyH`Work> yeah, the extractor 16:31 <@JonnyH`Work> extract_battlescape_stuff.cpp 16:32 <@JonnyH`Work> should have 'if(entry.loftemps_lof[slice] == 0) emptystring 16:32 <@JonnyH`Work> as '0' is a magic value to say 'no layer' 16:32 <@JonnyH`Work> not 'loftemps index zero' 16:33 <@JonnyH`Work> See, these debug features are useful :P 16:33 <@JonnyH`Work> Even if they don't tell you the result you expected 16:33 < Istrebitel> erm, I copied your code I think? 16:33 < Istrebitel> tile->voxelMap = mksp(Vec3{32, 32, 16}); 16:33 < Istrebitel> for (unsigned z = 0; z < 16; z++) 16:33 < Istrebitel> { 16:33 < Istrebitel> auto lofString = UString::format("LOFTEMPS:xcom3/UFODATA/" + lofFile + 16:33 < Istrebitel> ".DAT:xcom3/UFODATA/" + lofFile + ".TAB:%d", 16:33 < Istrebitel> (int)entry.voxelIdx[z]); 16:33 < Istrebitel> tile->voxelMap->slices[z] = fw().data->loadVoxelSlice(lofString); 16:33 < Istrebitel> } 16:34 < Istrebitel> object->voxelMapLOF = mksp(Vec3{32, 32, 20}); 16:34 < Istrebitel> for (int slice = 0; slice < 20; slice++) 16:34 < Istrebitel> { 16:34 < Istrebitel> auto lofString = 16:34 < Istrebitel> UString::format("LOFTEMPS:%s:%s:%u", loftempsFile.cStr(), loftempsTab.cStr(), 16:34 < Istrebitel> (unsigned int)entry.loftemps_lof[slice]); 16:34 < Istrebitel> auto loftemp = fw().data->loadVoxelSlice(lofString); 16:34 < Istrebitel> if (!loftemp) 16:34 < Istrebitel> { 16:34 < Istrebitel> LogError("Failed to open voxel slice \"%s\"", lofString.cStr()); 16:34 < Istrebitel> return; 16:34 < Istrebitel> } 16:34 < Istrebitel> object->voxelMapLOF->slices[slice] = loftemp; 16:34 < Istrebitel> } 16:34 <@JonnyH`Work> That happens to work in the city 16:34 <@JonnyH`Work> as ufodata/loftemps:0 is 'empty' 16:34 < Istrebitel> I see 16:34 < Istrebitel> thanks 16:34 <@JonnyH`Work> but it probably should actaully be unused 16:35 < Istrebitel> soo I should loadVoxelSlice("")? 16:35 <@JonnyH`Work> Or just leave that slices[z] empty 16:36 <@JonnyH`Work> a VoxelMap defaults to 'empty' 16:36 <@JonnyH`Work> or it should.. :P 16:38 < Istrebitel> okay, so, are we sure tactical loftemps are 32x32? 16:39 <@JonnyH`Work> the loftemps file format contains the layer size 16:39 < Istrebitel> so we're sure? 16:39 <@JonnyH`Work> there's some things in the city that aren't 16:39 <@JonnyH`Work> Like weirdly the hoverbike is 32x64 16:39 <@JonnyH`Work> I'm not sure at this time how to handle that 16:40 <@JonnyH`Work> but all the tac ones I've looked at are 32x32 16:40 < Istrebitel> you mean, every layer has a size? 16:40 <@JonnyH`Work> yeah, but I don't know how we can handle different sizes in the same 'stack'... 16:41 <@JonnyH`Work> so VoxelMap::setSlices rejects differently sized stacks 16:41 < Istrebitel> okay is the format defined somwhere? 16:41 < Istrebitel> I wanna check the tactical layer sizes 16:41 <@JonnyH`Work> The images in http://s2.jonnyh.net/pub/list/extracted/tacdata/loftemps 16:42 <@JonnyH`Work> are sized using the saves sizes 16:42 <@JonnyH`Work> but otherwise, see framework/apocresources/loftemps.cpp 16:42 <@JonnyH`Work> each layer starts with {uint32_t width, uint32_t height} 16:45 < Istrebitel> oh, they're mostly 24x24 16:45 < Istrebitel> I wonder why did they actually read if I'm using wrong size 16:46 < Istrebitel> i mean, they're ALL 24x24 16:46 < Istrebitel> and I was setting size to 32x32 16:47 < Istrebitel> shouldn't it have resulted inblank loftemps? 16:48 <@JonnyH`Work> Oh, it only rejects in setSlice() 16:48 <@JonnyH`Work> but you just set [z] directly 16:49 < Istrebitel> I see 16:49 < Istrebitel> okay another question 16:49 < Istrebitel> the collision code is definetly not working 16:49 < Istrebitel> because the sizes defined there are incorrect 16:49 < Istrebitel> what should I change to make it work? 16:49 < Istrebitel> could you look at the code and tell? 16:49 < Istrebitel> its in voxel.cpp:53 16:49 < Istrebitel> in game/state/tileview 16:51 <@JonnyH`Work> tileSize should probably be {24,24,20} 16:52 <@JonnyH`Work> that's causing all the tiles to be 1/2 height 16:52 <@JonnyH`Work> and 1/2 the x size tehy should be 16:52 <@JonnyH`Work> hence the 'gaps' in the floor you see in the f6 image 16:52 <@JonnyH`Work> (ignoring the sticks :) 16:52 < Istrebitel> sticks are gone now 16:54 < Istrebitel> okay dumping again 16:54 < Istrebitel> nope, that shrunk the space 16:55 < Istrebitel> let me see 16:55 < Istrebitel> point is in the coordinates of the tiles 16:55 < Istrebitel> so we must divide it by tile size 16:55 < Istrebitel> so tileSize must remain the same 16:55 < Istrebitel> oh 16:56 <@JonnyH`Work> did you change tileSizef too? 16:56 < Istrebitel> the code then uses point to find the voxelPos 16:56 < Istrebitel> erm... no 16:56 < Istrebitel> okay, I'll ty to change both 16:57 < Istrebitel> magic! 16:57 < Istrebitel> it works 16:58 <@JonnyH`Work> the f6 screenshot thing always draws from the top 16:58 <@JonnyH`Work> so should always show the top of the ufo's voxels, even if you're only viewing a lower layer 16:58 <@JonnyH`Work> We could probably change that by altering the start z of each ray 16:58 <@JonnyH`Work> If you wanted :) 16:58 < Istrebitel> yes 16:58 < Istrebitel> I noticed 16:59 < Istrebitel> that's fine for now 16:59 <@JonnyH`Work> BTW I got my 'new' gamestate_serialize stuff working on windows last night 16:59 <@JonnyH`Work> I'll merge that soon 16:59 <@JonnyH`Work> It shouldn't affect you though 16:59 < Istrebitel> erm... how's that? 16:59 <@JonnyH`Work> just if you add new fields to seialize you modify an xml, not the source directly 17:01 < Istrebitel> okay, I'll figure it out before making a pull req 17:02 < Istrebitel> okay so I fixed that 17:02 < Istrebitel> collitison should go properly now 17:02 < Istrebitel> however, I'm still getting a little bit off results 17:03 < Istrebitel> I am using the following code to convert mouse coords into tile 17:03 < Istrebitel> this->screenToTileCoords( 17:03 < Istrebitel> Vec2(e->mouse().X, e->mouse().Y) - screenOffset, currentZLevel - 1) 17:03 < Istrebitel> I suppose this then should be pointing me to the tile that's under the mouse 17:03 < Istrebitel> oh 17:03 < Istrebitel> I see now 17:04 < Istrebitel> why it's happening so 17:04 < Istrebitel> another question then 17:04 < Istrebitel> instead of that one 17:04 < Istrebitel> In XCom, typical ground height is 3, and it seems to be the "default" ground level. Cursor's bottom is drawn on this level. 17:05 < Istrebitel> so, should I just offset the mouse-to-tile coordinates by 3 (and offset selection grid display) to compensate, or should I do it differently? 17:05 <@JonnyH`Work> you mean there are 3 'loftemps' slices before the 'ground' level? 17:05 < Istrebitel> erm no 17:06 < Istrebitel> I mean the cursor is displayed 3 loftemps above 0 17:06 <@JonnyH`Work> not sure 17:06 < Istrebitel> and thus, mouse selection is based on z level of 3/20 not 0/20 17:06 < Istrebitel> and thus the formula above gives a l;ittle bit incorrect results 17:06 <@JonnyH`Work> MAybe ask supsuper if previous xcoms have somethig similar 17:06 < Istrebitel> I could just add 3 there 17:06 <@JonnyH`Work> MAybe adding a tile height 'offset' is the best idea 17:07 < Istrebitel> well, no matter how hight the ground of the tile is 17:07 < Istrebitel> this thing doesn't change 17:07 < Istrebitel> the cursor still displays on that altitude 17:08 < Istrebitel> so it makes sense to just change the code that locates selected tile based on mouse position 17:08 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 17:08 < openapoc-git> [OpenApoc] JonnyH pushed 9 new commits to master: https://git.io/vimwR 17:08 < openapoc-git> OpenApoc/master 2ac50b1 Jonathan Hamilton: Work in progress 'generated' gamestate_Serialize... 17:08 < openapoc-git> OpenApoc/master 1923609 Jonathan Hamilton: More operator== / sp fixes... 17:08 < openapoc-git> OpenApoc/master f3c5d8a Jonathan Hamilton: Remove set> use from City... 17:08 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 17:08 < Istrebitel> is that ok? 17:08 <@JonnyH`Work> sure, go ahead and tweak the battlescape map's tile/screen conversion 17:08 < Istrebitel> oh 17:08 < Istrebitel> that's another way of doing it 17:08 < Istrebitel> which is better? 17:09 <@JonnyH`Work> I thought that was what you meant :P 17:09 <@JonnyH`Work> Go for whatever you feel is best 17:09 < Istrebitel> nope, should not do that 17:09 <@JonnyH`Work> I've not looked deeply enough in the battlescape stuff myself to really suggest which is better 17:09 < Istrebitel> it's used in voxel dumping 17:09 < Istrebitel> and if I change that it means voxels will stop being aligned 17:09 < Istrebitel> I guess only cursor selection is affect3ed 17:10 < Istrebitel> so only cursor selection should be changed 17:10 < Istrebitel> rright 17:10 <@JonnyH`Work> ok, so just adding (3/20) to the z returned for that with the cursor is sufficient? 17:11 < Istrebitel> yes, 4 gives best result with the cursor ofthe game actually (visually I mean) 17:11 < Istrebitel> this->screenToTileCoords( 17:11 < Istrebitel> Vec2(e->mouse().X, e->mouse().Y+4) - screenOffset, currentZLevel - 1) 17:11 < Istrebitel> so that is the formula then to get the selected tile in the event handling 17:11 <@JonnyH`Work> Oh, so that's 4 pixels 17:11 < Istrebitel> well I think it's 3 17:11 <@JonnyH`Work> Not 'magical tile z units' :P 17:11 < Istrebitel> but the cursor of the game is a bit dark on the end 17:11 < Istrebitel> so it's better to have 4 17:12 < Istrebitel> that way it visually suits better 17:12 <@JonnyH`Work> sure, tweak away 17:12 < Istrebitel> ok 17:12 <@JonnyH`Work> Just leave a comment on what that '+4' means 17:12 < Istrebitel> oh 17:12 < Istrebitel> I know why it's 4 17:12 < Istrebitel> its because there';s no "0" in battescape 17:12 < Istrebitel> 0 means height of 1 17:13 <@JonnyH`Work> so it's actually 3 'units' 17:13 < Istrebitel> that's why i need 4 17:13 < Istrebitel> well, height of a battlescape object can be 0 to 39 17:13 < Istrebitel> where 0 means 1 pixel high and 39 means 40 pixels high 17:13 <@JonnyH`Work> Gotta run for a meeting, brb 17:13 < Istrebitel> ok 17:35 < Istrebitel> until I manually built gamestate_serialize_gen, it threw an error at built, because it tried to launch the exe that was not present 17:36 < Istrebitel> I guess build order or something should be changed? 17:36 <@JonnyH`Work> It should have that as a referenced project... 17:37 < Istrebitel> well I treid to buuild OpenApoc 17:37 < Istrebitel> and the error came out 17:37 < Istrebitel> after I manually built that 17:37 < Istrebitel> no error 17:37 <@JonnyH`Work> 'clean' and rebuild? 17:37 <@JonnyH`Work> I quite thoroughtly tested all the subparts 17:37 <@JonnyH`Work> even 'just' building GameSTate 17:37 <@JonnyH`Work> and it seemed ot work 17:37 <@JonnyH`Work> so I'd like to know if it's a real issue 17:38 < Istrebitel> ok 17:38 <@JonnyH`Work> or just something like 'old' build files still being around and confusing things 17:40 < Istrebitel> okay doing it 17:44 < Istrebitel> yes 17:44 < Istrebitel> it worked 17:45 < Istrebitel> well VS is notorious for screwing up 17:45 <@JonnyH`Work> I added it as a refence to the GameSTate project 17:45 < Istrebitel> when I worked on big-big C# project I had to clean before every build manually 17:45 <@JonnyH`Work> I believe 'should 'require it to be built first 17:45 < Istrebitel> even "rebuild" wouldn't help! I had to "clean" manually even though "Rebuild" is supposed to clean! 17:45 <@JonnyH`Work> otherwise what does it mean :P 17:45 <@JonnyH`Work> An I added it as a build step triggered 'before clcompile' 17:46 <@JonnyH`Work> so it should regenerate before any source files are actualyl built 17:47 < Istrebitel> okay, seems legit, merged, evertyihing runs fine 17:48 <@JonnyH`Work> Cool 17:48 <@JonnyH`Work> So, I'm going to go through and remove the UString->enum maps too 17:48 <@JonnyH`Work> as they're replaced by the generated code too 17:48 <@JonnyH`Work> but I've not done that yet, so they're unused but stil around 17:49 <@JonnyH`Work> But if you add a new thing that needs serializing, modify the xml instead 17:49 <@JonnyH`Work> Hopefully it's simple enough to understand :) 17:50 < Istrebitel> okay, made a pull request 17:50 < Istrebitel> or... 17:50 < Istrebitel> actualy it told me to update my old one 17:50 < Istrebitel> I guess? 17:51 < Istrebitel> anyways, pull request #84 is ready 17:51 <@JonnyH`Work> IIRC pull requests are attached to github branches 17:51 <@JonnyH`Work> you update the branch, it 'updates' the pull request 17:52 < Istrebitel> I see 17:52 < Istrebitel> I guess since you haven't merged that yet 17:52 < Istrebitel> it just got updated 18:00 < Istrebitel> anyway, you can take it 18:15 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:16 <@JonnyH`Work> hey sup 18:16 <@JonnyH`Work> I merged in my gamestate stuff 18:16 < SupSuper> hey 18:16 < SupSuper> :o 18:16 <@JonnyH`Work> I added a 'custom build' step in msvc 18:16 <@JonnyH`Work> it seems to work 18:16 <@JonnyH`Work> but Istrebitel had some dependency issues until he did a clean rebuild 18:17 < SupSuper> i'll have a look 18:52 < SupSuper> works fine here, though you forgot to quote your paths again :p 18:52 <@JonnyH`Work> *sigh* 18:53 < SupSuper> this is why i keep every project in a path with spaces and unicode characters 18:54 <@JonnyH`Work> This is why I don't :P 18:54 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 18:54 <@JonnyH`Work> Or do what cmake does 18:54 < openapoc-git> [OpenApoc] SupSuper pushed 1 new commit to master: https://git.io/vimHS 18:54 < openapoc-git> OpenApoc/master ac10f21 SupSuper: Quotes for the quote god 18:54 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 18:54 <@JonnyH`Work> and all expanded paths are quoted by default 18:54 < SupSuper> fine go back to your C:\PROJ~1\OPENAPOC\ 18:55 <@JonnyH`Work> c:\xcom3 18:55 <@JonnyH`Work> more than 1 directory depth isn't supported by msdos 3 18:55 <@JonnyH`Work> so it's a compatibility issue 18:55 < SupSuper> is that why there were so many games that only worked in c:\ 18:55 <@JonnyH`Work> or they were just lazy 18:56 < SupSuper> well that's every game still writing to c:\windows\games, c:\my documents, c:\documents and settings, etc etc 18:57 <@JonnyH`Work> Linux is better and worse 18:57 <@JonnyH`Work> It's never been ok to write outside the user directory, so people don't do c:\windows\stuff equivalent 18:58 <@JonnyH`Work> but in the home directory it seems open season on whatever bs they felt like at the time 18:58 < SupSuper> and every distro still has their own preferred paths without really documenting them 18:59 <@JonnyH`Work> there's 'one' xdg standard though 18:59 <@JonnyH`Work> but that still depends on interpretation 18:59 <@JonnyH`Work> is history a 'setting' or a 'cache'? 18:59 <@JonnyH`Work> Or 'local data'? 19:00 < SupSuper> and most users don't know about it or how to look it up 19:00 < SupSuper> windows has clearly documented and apiable paths... so everyone is free to ignore them because windows will just sigh and do the right thing either way :p 19:01 < SupSuper> the open season is the "documents" directory, since it's the one user folder you can lazily assume every windows has and treat it like garbage 19:01 < SupSuper> i guess the moral here is developers never change? 19:02 < SupSuper> (openxcom also writes to documents by default... because it's the one place users know where it is) 19:02 <@JonnyH`Work> not %APPDATA%/Roaming? 19:02 <@JonnyH`Work> so my saves won't automatically get distributed with my AD profile? 19:03 * JonnyH`Work starts writing bug report 19:03 < SupSuper> the horror :p 19:03 <@JonnyH`Work> You no longer support NT 3.51? 19:04 * JonnyH`Work starts writing bug report 19:04 < SupSuper> i mean there's even an actual SAVED GAMES folder where you can put your GAMES STUFF that developers have completely squandered 19:04 <@JonnyH`Work> wasn't taht introduced with the vista 'game explorer' stuff? 19:04 <@JonnyH`Work> So no wonder nobody wanted to be associated with that 19:05 < SupSuper> yup, and just like it it died a horrible death :p 19:05 < SupSuper> pity the poor interns that went to the trouble of writing up game explorer profiles and exe checks for every single pre-vista windows game 19:40 -!- pagurus` [~user@p4FD6C2F5.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 20:08 <@JonnyH`Work> There are a few places where we don't correctly init all members in constructors 20:08 <@JonnyH`Work> so I might go through and replace constructors with in-class initialisaers 20:08 <@JonnyH`Work> as then its 'really obvious' if you miss something :) 20:08 <@JonnyH`Work> Then I'll enable the serializeOut 'ref' check 20:10 < SupSuper> isn't an in-class initializer still a constructor? 20:11 <@JonnyH`Work> yeah, but it's a magic pre-constructor the compiler has to sort out internally 20:12 < SupSuper> i can have resharper tell you all the occurances if you want 20:13 <@JonnyH`Work> I already have valgrind telling me :) 20:13 <@JonnyH`Work> I could fix them one by one 20:13 < SupSuper> man i never get to use resharper :p 20:13 <@JonnyH`Work> or go through and remove all GAmeState object constructors 20:13 <@JonnyH`Work> If resharper has a mode for that go ahead 20:17 < Shadow> Hello! 20:17 <@JonnyH`Work> Hello! 20:17 < Shadow> How you doing? 20:17 <@JonnyH`Work> Doing 'bad things' to code again 20:17 <@JonnyH`Work> I'm a crime against nature 20:17 < Shadow> so day as usual 20:17 < Shadow> you say? 20:17 < Shadow> :D 20:18 <@JonnyH`Work> Just be glad you don't work with me 20:18 <@JonnyH`Work> I've just checked in something that's "Extemely Clever" 20:18 <@JonnyH`Work> AKA batshit crazy and amazing it even works 20:18 < SupSuper> it's c, isn't it :p 20:19 <@JonnyH`Work> well,yeah :P 20:20 < SupSuper> hmmm i dunno what to work on now 20:20 < Shadow> I see you made lots of things when I was back 20:20 < SupSuper> ground vehicles kinda took my inertia :p 20:25 < Shadow> I'm working on inventory 20:25 < Shadow> just had a beak 20:25 < Shadow> break 20:26 <@JonnyH`Work> Cool 20:26 <@JonnyH`Work> If you had work in progress my serialization change might conflict 20:26 < Shadow> bah 20:26 < Shadow> it was one of most terrible conflicts 20:26 <@JonnyH`Work> the gist being 'no longer modify gamestate_serialize.cpp, there's an xml file instead' 20:26 < Shadow> in my life 20:26 < Shadow> maybe I haven't seen much 20:26 <@JonnyH`Work> So it might just be easier to throw any gamestate_serialize.cpp changes out and do the same to the xml 20:26 < Shadow> but well 20:27 <@JonnyH`Work> it's hopefully pretty simpel... 20:27 < Shadow> haven't touched that yet 20:27 <@JonnyH`Work> Also I'm removing the string->enum maps 20:27 <@JonnyH`Work> as that's now in the xml too 20:27 <@JonnyH`Work> I've just not yet removed all the old code 20:27 < Shadow> uhm 20:28 < Shadow> i've moved em around 20:28 < Shadow> and changed a bit 20:28 < Shadow> hopefuly I'll get over that 20:38 < SupSuper> Shadow: why aren't you in the trello? :p 20:38 < Shadow> ?? 20:38 < SupSuper> https://trello.com/b/lX5Y3DwR/openapoc !! 20:39 < SupSuper> i don't see anyone assigned on inventory 20:39 < Shadow> och no 20:39 < Shadow> trello :() 20:39 < SupSuper> i have the only card with a green checkmark, i win :o 20:40 <@JonnyH`Work> can't have that... 20:40 * JonnyH`Work tries to think of new task in 'messsage histroy' 20:52 < Shadow> btw 20:52 < Shadow> equipment worked perfectly? 20:57 <@JonnyH`Work> you mean vehicle equipment? 20:57 <@JonnyH`Work> as far as I know, placement was working fine 20:57 <@JonnyH`Work> and it would add in effects for general equipment 20:57 <@JonnyH`Work> The origin points for bullets is 'wrong' 20:57 <@JonnyH`Work> as is the speed/damage for the bullets 20:58 <@JonnyH`Work> and homing stuff doesn't home 20:58 <@JonnyH`Work> The accuracy isn't applied correctly (though skin recently figured out how that all worked, just need to implement it) 20:58 <@JonnyH`Work> for engines, mass & acceleration is all calculated 20:58 <@JonnyH`Work> but the 'speed' value likely doesn't correctly relate to the actual velocity of the craft in-map 20:59 <@JonnyH`Work> similarly, there is no acceleration (Everything is instantly up to speed) 20:59 <@JonnyH`Work> so yeah, working perfectly :) 21:02 -!- pagurus [~user@p4FD6C2F5.dip0.t-ipconnect.de] has joined #OpenApoc 21:06 < Shadow> ok thanks 21:07 < Shadow> looks like i've done it 21:07 < Shadow> wohoo 21:08 < Shadow> well except game serialization stuff 21:08 <@JonnyH`Work> :) 21:09 -!- openapoc-git [~openapoc-@192.30.252.42] has joined #OpenApoc 21:09 < openapoc-git> [OpenApoc] JonnyH pushed 2 new commits to master: https://git.io/viYTY 21:09 < openapoc-git> OpenApoc/master e646d78 Jonathan Hamilton: Fix some unset values in default constructed gamestate objects 21:09 < openapoc-git> OpenApoc/master 8790164 Jonathan Hamilton: gamestate_serialize: Enable comparison against ref value at serializeOut... 21:09 -!- openapoc-git [~openapoc-@192.30.252.42] has left #OpenApoc [] 21:12 < SupSuper> btw how is "= default" different from just omitting it? 21:12 <@JonnyH`Work> same unless you have another constructor 21:13 < SupSuper> right so it's just to override the override 21:14 < SupSuper> ie. you took away all my defaults but i wanted to keep some of them 21:14 <@JonnyH`Work> did I? 21:14 <@JonnyH`Work> such as? 21:14 < SupSuper> sorry i meant "you" as the compiler :p 21:14 <@JonnyH`Work> Oh, I was a bit confused there :P 21:15 <@JonnyH`Work> 'Dey took our -jerbs- constructors!' 21:15 < SupSuper> i am terribly third-persony 21:15 <@JonnyH`Work> there's 'me' and 'everything else' 21:15 < SupSuper> i blame english's lack of proper third-person-ness 21:16 <@JonnyH`Work> I blame you 21:16 <@JonnyH`Work> Personally 21:16 < SupSuper> :< 21:48 -!- scionga [~scionga@12.51.222.87.dynamic.jazztel.es] has quit [Quit: Nettalk6 - www.ntalk.de] 22:01 < Shadow> https://github.com/ShadowDancer/OpenApoc/commit/d99b37c1e5b9b9d6bb3aae5f51aea509d4be1039 22:01 < Shadow> I dislike new file names 22:02 < Shadow> and probably stats will need to be reworked for human agents, as they have more variables 22:02 < Shadow> but overall I am happy with it 22:04 < Shadow> Esp VehicleEquipment that is subclass of Inventory, and VEquipment - EquipmentType 22:05 < Shadow> I guess that I'll have to refactor that 22:06 < Shadow> also abstracted away place that something is in, so eqscreen should work seamlessly with agents and vehicles 22:06 < Shadow> just need to put in logic like stores etc 22:12 < Shadow> gn 22:19 -!- Shadow [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has quit [Ping timeout: 260 seconds] 22:24 -!- Shadow_ [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has joined #OpenApoc 22:28 -!- Shadow_ [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has quit [Ping timeout: 240 seconds] 22:48 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 22:59 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 22:59 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 23:03 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 23:03 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Client Quit] 23:29 -!- openapoc-git [~openapoc-@192.30.252.40] has joined #OpenApoc 23:29 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/viYcy 23:29 < openapoc-git> OpenApoc/master 0d2977b Jonathan Hamilton: City tile '0' voxel layers are empty... 23:29 < openapoc-git> OpenApoc/master b36926e Jonathan Hamilton: Unused argument warning fixes 23:29 < openapoc-git> OpenApoc/master e438179 Jonathan Hamilton: Add initial map serialize minimisation... 23:29 -!- openapoc-git [~openapoc-@192.30.252.40] has left #OpenApoc [] 23:41 -!- You're now known as JonnyH`Away --- Day changed Sat Sep 03 2016 02:04 -!- Colombo [~colombo@119.224.94.65] has quit [Quit: Leaving.] 02:19 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 02:23 -!- Colombo [~colombo@119.224.94.65] has quit [Quit: Leaving.] 02:24 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 02:36 -!- Colombo [~colombo@119.224.94.65] has quit [Quit: Leaving.] 02:39 -!- Pawlac [~Pawlac@p4FDCE88E.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 02:40 -!- Colombo 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[~Pawlac@p4FDCE88E.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 08:20 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 08:30 -!- WSO [uid134094@gateway/web/irccloud.com/x-rhegnmsooqrqiqwq] has quit [Quit: Connection closed for inactivity] 08:38 -!- Pawlac [~Pawlac@p4FDCEA48.dip0.t-ipconnect.de] has joined #OpenApoc 08:44 -!- Skin36 [~Skin36000@178.34.162.159] has joined #OpenApoc 09:28 -!- Skin36 [~Skin36000@178.34.162.159] has left #OpenApoc [] 10:47 -!- WSO [uid134094@gateway/web/irccloud.com/x-ngetujpwhigpmqqn] has joined #OpenApoc 10:55 -!- Colombo [~colombo@119.224.94.65] has quit [Quit: Leaving.] 10:55 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 12:58 -!- Colombo [~colombo@119.224.94.65] has quit [Remote host closed the connection] 13:23 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 13:40 -!- Mutter [~Mutter@188.170.193.32] has joined #OpenApoc 13:52 -!- Mutter [~Mutter@188.170.193.32] has quit [Remote host closed the connection] 15:58 -!- Skin36 [~Skin36000@178.34.162.159] has joined #OpenApoc 16:02 -!- Skin36_ [~Skin36000@188.170.193.32] has joined #OpenApoc 16:02 -!- Skin36 [~Skin36000@178.34.162.159] has quit [Ping timeout: 244 seconds] --- Log opened Sat Sep 03 19:08:40 2016 19:08 -!- JonnyH [~jonny@s2.jonnyh.net] has joined #OpenApoc 19:08 -!- Irssi: #OpenApoc: Total of 12 nicks [0 ops, 0 halfops, 0 voices, 12 normal] 19:08 -!- Irssi: Join to #OpenApoc was synced in 19 secs 19:08 < Skin36_> hi 19:09 -!- mode/#OpenApoc [+o JonnyH] by ChanServ 19:09 <@JonnyH> hi there 19:10 < Skin36_> what mean sls,smp,sob,sdt,sec files ? 19:11 -!- Skin36_ is now known as Skin36 19:11 <@JonnyH> I know the sec file has the ize of each map in it 19:12 <@JonnyH> The smp is the map listing the tiles in each map 19:12 <@JonnyH> sorrt, the .sdt has the size 19:12 <@JonnyH> I don't really know much about the others 19:12 <@JonnyH> sob is 'probably' objects 19:13 <@JonnyH> but I don't know the details 19:13 <@JonnyH> https://github.com/JonnyH/OpenApoc/blob/master/tools/extractors/extract_battlescape_map.cpp 19:14 <@JonnyH> I seem to remember someone saying the sls had something to do with line of sight 19:14 <@JonnyH> but again don't know any details, or even if that is correct 19:14 < Skin36> these files formed tactikal.map 19:15 <@JonnyH> Istrebitel has done a fair bit on reading the smp 19:15 < Skin36> in ufo2p.exe 19:34 -!- Skin36 [~Skin36000@188.170.193.32] has left #OpenApoc [] 19:41 -!- pagurus [~user@p4FD6C507.dip0.t-ipconnect.de] has joined #OpenApoc 19:44 -!- You're now known as JonnyH`Away --- Log opened Mon Sep 05 16:23:28 2016 16:23 -!- JonnyH [~jonny@s2.jonnyh.net] has joined #OpenApoc 16:23 -!- Irssi: #OpenApoc: Total of 10 nicks [0 ops, 0 halfops, 0 voices, 10 normal] 16:23 -!- Irssi: Join to #OpenApoc was synced in 19 secs 16:23 -!- mode/#OpenApoc [+o JonnyH] by ChanServ 16:30 -!- Shadow_ [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has joined #OpenApoc 16:33 -!- Skin36 [~Skin36000@94.255.64.131] has joined #OpenApoc 16:34 < Skin36> hi 16:34 <@JonnyH> Hi 16:35 < Skin36> we have som progres ) 16:35 <@JonnyH> Cool :D 16:36 < Skin36> I found the editor tactical maps, and now we know the structure of map objects 16:36 <@JonnyH> excellent! 16:36 < Skin36> http://shot.qip.ru/00knEU-1tfn6TNsQ/ 16:37 <@JonnyH> where did you find that? 16:39 < Skin36> Tacedit, I just forgot about it 16:39 < Pawlac> damn thats a complicated map editor 16:40 <@JonnyH> programmer UI :P 16:41 < Skin36> yes , from MYTHOS 16:41 <@JonnyH> 0-5: dneswu 11-14/21-24: flt/ftr to nesw' 16:41 < Pawlac> speaking of maps, does Apoc even have a random map generator? 16:41 <@JonnyH> I mean clearly not designed by a guy who cares about usability :P 16:41 <@JonnyH> Pawlac: Nope 16:41 < Pawlac> what a shame 16:41 <@JonnyH> It can stick 2 maps together in some situations though 16:42 <@JonnyH> but weas clearly planned to allow arbitray tiling, but not implemented 16:42 <@JonnyH> Or didn't work well and disabled :) 16:43 < Skin36> http://www.terrygreer.com/xcomapocalyse.html 16:43 < Skin36> amout apoc map 16:43 < Skin36> *about 16:46 < Pawlac> "arbitrary tiling" like tiles with different shape such as hexagonal instead of a cuboid? 16:46 <@JonnyH> no, I mean building the maps out of tiles 16:46 <@JonnyH> Like xcom2 does for some missions 16:46 <@JonnyH> Instead there are a number of 'fixed' maps 16:47 <@JonnyH> that are for the most part use straight off 16:47 <@JonnyH> I assume because if you just stuck tiles together randomly you'd end up with pretty crappy maps 16:48 <@JonnyH> Skin36: heh, we know the lof voxels aren't 4x4x4 :P 16:48 <@JonnyH> I guess they misremembered? 16:48 <@JonnyH> Unless there's another line of sight voxel set somewhere... 16:49 < Skin36> :) 16:49 <@JonnyH> each map has a stored 'size', based on how many troops you sent/aliens there were 16:49 <@JonnyH> So some maps you only ever see if you send a small squad 16:50 <@JonnyH> Only if there was no map of sufficient size would it stick 2 together 16:50 <@JonnyH> I think I only ever saw it in slums late-game 16:50 < Skin36> even I wanted to talk about the animation units 16:51 < Skin36> files ad,ua,uf 16:51 <@JonnyH> I don't know much about them 16:53 < Skin36> ad like tab, then in ua*4*36, then offset in uf 16:53 < Skin36> I think that 36 is the number of ticks 16:56 <@JonnyH> makes sense 16:58 < Skin36> http://shot.qip.ru/00knEU-2tfn6TNt1/ 17:04 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 17:04 < openapoc-git> [OpenApoc] JonnyH closed pull request #84: Battlescape collision and voxel data fixed and working, battlescape tile selection, beginning work at agent data extraction (master...master) https://git.io/v6hwX 17:04 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 17:20 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 17:20 < openapoc-git> [OpenApoc] JonnyH pushed 3 new commits to master: https://git.io/visKh 17:20 < openapoc-git> OpenApoc/master bd8824a Jonathan Hamilton: Battlescape collision, voxels, selectable tile... 17:20 < openapoc-git> OpenApoc/master 427f75b Jonathan Hamilton: Add new agent equipment extractor files to cmake 17:20 < openapoc-git> OpenApoc/master 39a6187 Jonathan Hamilton: Regenerate difficulty_5... 17:20 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 17:24 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 17:31 -!- You're now known as JonnyH`Away 17:31 < TheSnide> Skin36: i'd be curious to see a hires version of the sprites 17:31 < TheSnide> at 4x the pixels size 17:32 < TheSnide> 16x more pix 17:37 < Skin36> hm 17:50 < Pawlac> dont "we" need the original models for that or something 18:15 -!- Shadow_ [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has quit [Ping timeout: 264 seconds] 18:24 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:59 -!- Skin36 [~Skin36000@94.255.64.131] has quit [Read error: Connection reset by 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timeout: 265 seconds] 10:40 -!- Pawlac [~Pawlac@p4FDCD865.dip0.t-ipconnect.de] has joined #OpenApoc 11:04 < Istrebitel> Hello! Can someone help me with templates sp<> and StateRef<>? 11:11 < Skin36_> u need JonnyH 11:13 < Istrebitel> yeah I hoped someone else could 11:13 < Istrebitel> ok, I'll wait 11:44 -!- Colombo [~colombo@119.224.94.65] has quit [Remote host closed the connection] 12:08 -!- NoBrain [~NoBrain@213.235.73.73] has joined #OpenApoc 12:46 -!- pmprog_work [~pmprog^wo@62.232.19.34] has joined #OpenApoc 14:42 -!- You're now known as JonnyH 14:42 <@JonnyH> hey all 14:42 <@JonnyH> Istrebitel: Still around? 14:43 < Istrebitel> Yes 14:43 <@JonnyH> having difficulty with shared_ptr<>s? 14:44 < Istrebitel> Well I have numerous questions for you 14:44 < Istrebitel> as you were not here for the weekends and I was busy )) 14:44 <@JonnyH> Sorry, it was holiday over here :) 14:44 < Istrebitel> yeah np 14:44 < Istrebitel> of course 14:45 < Istrebitel> I kinda figured those out I think 14:45 <@JonnyH> Cool 14:45 < Istrebitel> I was not getting what's the difference between sp and stateref 14:45 <@JonnyH> The reason I made a StateRef<> is for the serialization 14:45 < Istrebitel> so stateref, it's a class? 14:45 < Istrebitel> that contains string and gamestate? 14:45 <@JonnyH> So it saves out a STRING_REFERENCE 14:45 <@JonnyH> Yeah, it's just a way of referring to game objects by their STRING_NAME 14:46 <@JonnyH> Which needs a GameState pointer to lookup the name 14:47 <@JonnyH> a shared_ptr<> (aliased as sp<> in openapoc, as I couldn't be bothered typing it all the time) 14:47 <@JonnyH> is a reference counted pointer, so when the last sp<> pointing the same object is destroyed the object is deleted 14:47 < Istrebitel> yeah that i found out 14:47 -!- kkmic [c1694001@gateway/web/freenode/ip.193.105.64.1] has joined #OpenApoc 14:47 <@JonnyH> But that doesn't work well with the serializer, as it would have to match up all the sp<> that actually point to the same object 14:47 <@JonnyH> and somehow encode that info into the serialized out xml file 14:48 < Istrebitel> so, what I don't get yet is how does it interact together 14:48 < Istrebitel> I mean, I think I was able to pass a sp<> object where StateRef is required 14:48 < Istrebitel> is there some auto-conversion? 14:48 < Istrebitel> I think my function required StateRef, and I supplied sp, and there was no error 14:48 <@JonnyH> I have some lookup functions, so you can go from a STateRef<> to an sp<> and back 14:48 <@JonnyH> given a specific GameState 14:49 <@JonnyH> And those constructors should be auto-selected, so it'll be auto-converted from an sp<> to a StateRef<> 14:50 <@JonnyH> when it tries to convert a sp<> to a StateRef 14:50 <@JonnyH> what it does is it scans the tables of STRING->object maps 14:50 < Istrebitel> how does an sp know what gamestate to use? 14:50 <@JonnyH> (the StateRefMap<> objects in GameState)\ 14:51 <@JonnyH> When the stateref is constructed it takes a GameState 14:51 <@JonnyH> Then you can assign a new sp<> to that, it'll assume it's the same GameState 14:51 < Istrebitel> a new sp to a value of type stateref 14:51 < Istrebitel> ? 14:51 < Istrebitel> and it will use gamestate it has? 14:51 <@JonnyH> Yeah, so if I do: 14:52 <@JonnyH> StateRef(myGameState); 14:52 <@JonnyH> ref = sp 14:52 <@JonnyH> (sorry, 'ref=StateRef(myGameState);' for the first :) 14:52 <@JonnyH> 'ref' will store the GameState in the first line, but not yet point at anything 14:53 < Istrebitel> hmm? 14:53 <@JonnyH> wait..no..that doesn't work, as there's no operator=(sp<>) - ignore me... 14:54 < Istrebitel> maybe it was just intellisense not showing error 14:54 < Istrebitel> I didn't actually try to compile it 14:54 <@JonnyH> actually, you shouldn't be able to create a new StateRef<> from just a sp<> 14:54 < Istrebitel> yeah I think so 14:54 <@JonnyH> It *has* to be a (GameStae, sp<>) pair 14:54 < Istrebitel> so you can create stateref from sp? 14:54 <@JonnyH> I've seen intellisense show different errors to the 'real' compiler :) 14:54 < Istrebitel> you don't have to do sp.getid? 14:55 < Istrebitel> you can do {&state, sp}? 14:55 <@JonnyH> Yeah, but with the StateRef(const GameSTate *state, sp ptr) constructor 14:55 <@JonnyH> Yeah, {&state, sp} will choose that constructor 14:55 <@JonnyH> That will call T::getId() internally 14:55 <@JonnyH> to get the STRING name for the object 14:56 <@JonnyH> then store that 14:57 < Istrebitel> ah, I see 14:57 < Istrebitel> so, why when I dereference StateRef I get an object? 14:57 < Istrebitel> where is that logic coded? 14:58 <@JonnyH> I overloaded operator* and operator-> 14:58 < Istrebitel> ah 14:58 < Istrebitel> makes sense now 14:58 < Istrebitel> okay next question :P 14:58 <@JonnyH> Generally, if you ever want to reference the 'same' data more than once in the GameState 14:59 < Istrebitel> do we have any idea about where projectile info and sprites are located in tacp.exe? 14:59 <@JonnyH> you have to use StateRef<>s 14:59 <@JonnyH> tacp? No, sorry 14:59 < Istrebitel> yeah I got it, only use sp when storing the ogbject 14:59 < Istrebitel> otherwise use stateref to reference it 14:59 <@JonnyH> sp<> will create a new 'copy' for each if you save/load the game :) 14:59 < Istrebitel> do we have any idae oftheir length? 14:59 < Istrebitel> how many of them? 14:59 <@JonnyH> So they'll point at 'different' objects 14:59 < Istrebitel> yeah I got that when tryign to serialise 15:00 <@JonnyH> :) 15:00 <@JonnyH> Generally I want to avoid sp<>s at all in the GameState 15:00 <@JonnyH> but we stil have some (like the Map stuff has the initial tiles in a list of sp<>) 15:01 <@JonnyH> Maybe Skin36_ has some idea? 15:01 < Istrebitel> well we have to store somewher? 15:01 <@JonnyH> I've not looked at tacp.exe at all myself 15:01 < Istrebitel> yes I asked him he said he'll look 15:01 < Istrebitel> I almost figured it out 15:01 < Istrebitel> just thought maybe you know 15:01 <@JonnyH> We have to store it somewhere, true 15:01 < Istrebitel> yea, about sp, we have to store 15:01 < Istrebitel> so we store in those maps, right? 15:01 < Istrebitel> and everywhere else we stateref 15:02 <@JonnyH> but if you store it in an sp<> nothing else can reference it ever 15:02 <@JonnyH> Yeah, I created the StateRefMap class to store the objects StateRef<> points to 15:02 <@JonnyH> but that's literally std::map> 15:03 <@JonnyH> just with a different name (so that serialize... function is called in favour of the generic map one) 15:03 < Istrebitel> okay, next question :P 15:03 < Istrebitel> do we know how to open pcks of animated units? 15:03 < Istrebitel> those that XED cannot open 15:03 < Istrebitel> and ptangs? 15:04 <@JonnyH> ptangs are the explosion animations, right? They open fine in the normal PCK reader 15:04 <@JonnyH> It's currently used for doodads 15:04 <@JonnyH> But the animation frame order/time of each etc. is not yet extracted 15:04 <@JonnyH> I just 'manually' added a coupleof explosions to test 15:04 <@JonnyH> IIRC Skin36_ was looking into that (the .ua/whatever files) the other day 15:05 <@JonnyH> but they're just 'normal' pck images I think 15:05 < Istrebitel> yeah those are offsets for what frames to use 15:05 < Istrebitel> I mean pcks themselves 15:05 < Istrebitel> like, XED reads gang members and spitters but not xcom soldiers opr anthropods or skeletoids 15:05 < Istrebitel> can we read those? 15:06 <@JonnyH> not sure... what files are they? 15:07 <@JonnyH> tacdata/alien/*? 15:08 < Istrebitel> tacdata/unit/* 15:08 <@JonnyH> I'll have a look in a bit 15:08 <@JonnyH> I've gotta go to work :) 15:11 < Istrebitel> ok 15:12 < Istrebitel> thanks 15:13 -!- kkmic [c1694001@gateway/web/freenode/ip.193.105.64.1] has quit [Quit: Page closed] 15:15 <@JonnyH> huh, xcom1a at least has a header we've never seen before 15:15 <@JonnyH> so it doesn't read right now... 15:16 <@JonnyH> I'll look if it's actually a structural change, or if we're being too strict in checking the 'compression format' index 15:16 <@JonnyH> back in a bit, meeting ;) 15:16 -!- You're now known as JonnyH`Work 15:18 -!- Shadow_ [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has joined #OpenApoc 15:26 -!- pmprog_work [~pmprog^wo@62.232.19.34] has quit [Quit: Leaving] 15:30 < Istrebitel> found projectiles 16:11 -!- Skin36 [~Skin36000@94.255.21.179] has joined #OpenApoc 16:28 < Istrebitel> btw, gamestate_serialize.h? is it still useD? 16:28 < Istrebitel> it's not icluded in the project 16:43 -!- smoke_fumus [~smoke_fum@188.35.176.90] has joined #OpenApoc 16:49 <@JonnyH`Work> yeah, gamestate_serialize.h is still used 16:49 <@JonnyH`Work> Did I remove it from the msvc project? If so it was an accident :) 16:56 <@JonnyH`Work> BTW xcom1a.pck seems to contain 2 different pck formats 16:56 <@JonnyH`Work> The first time I've ever seen that... 16:56 <@JonnyH`Work> The first ~56 seem to be using xcom.blk lz-style dictionary 16:56 <@JonnyH`Work> then offsetn 56 seems to use RLEA again? 16:56 <@JonnyH`Work> If so I'm going to have to change a fair bit of the pck reader to allow that 16:57 <@JonnyH`Work> plus it doesn't use a 4-byte tab index like the other files do 16:57 <@JonnyH`Work> IE the 'real' byte offset in the pck is 4* the value in the tab in most other files 16:57 <@JonnyH`Work> but in this it's just 1* 16:58 <@JonnyH`Work> So no, we don't currently support the units pck formats 16:58 <@JonnyH`Work> but we know what needs to be done :) 16:58 <@JonnyH`Work> add it to trello and assign me, I'll fix it asap 17:03 <@JonnyH`Work> Even then, my xcom.blk decoder seems to be mostly correct, but shows corrupt lines.. :( 17:03 -!- scionga2 [~scionga@12.51.222.87.dynamic.jazztel.es] has joined #OpenApoc 17:03 <@JonnyH`Work> Maybe it does something slightly differently to the files I tested on... 17:03 <@JonnyH`Work> Probably some silly bug 17:03 <@JonnyH`Work> I'll look at it this evening 17:04 -!- scionga [~scionga@12.51.222.87.dynamic.jazztel.es] has quit [Ping timeout: 252 seconds] 17:05 < Istrebitel> erm 17:05 < Istrebitel> does the version in pmprog/openapoc 's extractor works? 17:07 < Istrebitel> When I try to update from pmprog/master, extractor stops working for me. It fails on UString FileSystem::getCorrectCaseFilename(const UString &path) 17:07 < Istrebitel> on physfs_fs.cpp:303 17:07 < Istrebitel> std::lock_guard l(this->pathCacheLock); 17:07 < Istrebitel> when it tries to load city 17:07 < Istrebitel> file CITYMAP5 17:12 <@JonnyH`Work> ..it should work? 17:13 <@JonnyH`Work> You're saying it blocks on that mutex? 17:13 < Istrebitel> it throws acces violation 0xc5 17:13 < Istrebitel> when trying to open citymap5 file 17:13 < Istrebitel> on that line 17:13 <@JonnyH`Work> weird, I get no issues here... 17:13 < Istrebitel> when trying to change case 17:13 < Istrebitel> well thing is 17:14 <@JonnyH`Work> This on win32? 17:14 < Istrebitel> yes 17:14 < Istrebitel> it's ridiculous 17:14 < Istrebitel> I click update 17:14 < Istrebitel> I get updates 17:14 < Istrebitel> i then discard changes on things that do not need changes 17:14 < Istrebitel> I am left with only UI files 17:14 < Istrebitel> (that obviously do not affect extracting) 17:14 <@JonnyH`Work> huh? 17:14 < Istrebitel> and with cmake txt file 17:14 <@JonnyH`Work> So if you update it starts a merge? 17:14 <@JonnyH`Work> You *have* to cmplete that merge 17:14 <@JonnyH`Work> you can't just revert specific files 17:14 < Istrebitel> erm... I mean update 17:15 < Istrebitel> the button "update from pmprog? 17:15 <@JonnyH`Work> Yeah, that should start a merge 17:15 < Istrebitel> okay 17:15 < Istrebitel> I can't build while merging??? 17:15 <@JonnyH`Work> When merging if it has conflicts it'sl likely it won't build 17:15 < Istrebitel> well 17:15 < Istrebitel> i cleared all conflicts 17:15 <@JonnyH`Work> Ok, then it *should* work? 17:16 < Istrebitel> yes, and it doesn,t in a wierd way 17:16 < Istrebitel> that's why I'm clueless 17:16 < Istrebitel> what to do 17:16 <@JonnyH`Work> If you don't have any local work, your tree should look exactly the same as pmprog/master? 17:16 < Istrebitel> oh 17:16 <@JonnyH`Work> IE 'git diff pmprog/master' returns nothing? 17:16 < Istrebitel> I guess I found out why 17:17 < Istrebitel> For some reason, if there's an invalid XML in common patch 17:17 < Istrebitel> it can happen 17:17 < Istrebitel> dunno why exactly it happens this way, access violation in a lock 17:17 <@JonnyH`Work> I had an issue where your branch had some invalid xml in the difficulty5_patched/ directory... 17:17 <@JonnyH`Work> Maybe the same issue? 17:18 < Istrebitel> well 17:19 < Istrebitel> oh, it was me? 17:19 < Istrebitel> that commited that wierd xml? 17:19 <@JonnyH`Work> I didn't see any in common_patch, just difficulty5 17:19 <@JonnyH`Work> maybe a local change that wasn't in git? 17:19 <@JonnyH`Work> TBH at this point I feel the github client is more trouble than it's worth 17:19 <@JonnyH`Work> Like it or not, merging code is difficult 17:20 <@JonnyH`Work> it trying to hide that just makes it worse when it isn't a trivial merge 17:20 < Istrebitel> well actually I got used to it 17:20 < Istrebitel> understood what to click 17:20 < Istrebitel> and it's easy now 17:21 <@JonnyH`Work> Until a merge fails I guess :P 17:21 <@JonnyH`Work> If you were on the command line, you could just diff against pmprog/master directly 17:21 < Istrebitel> well I got why my merges failed 17:21 < Istrebitel> learned to fix it 17:21 <@JonnyH`Work> and rebase any changes on that 17:21 <@JonnyH`Work> It's a shame rebase doesn't seem to be exposed in the github client 17:21 <@JonnyH`Work> It's really powerful 17:21 <@JonnyH`Work> (But I guess, power == danger in a way, if you do it wrong it can make things worse...) 17:23 < Istrebitel> well, yes, only basic functions are 17:23 < Istrebitel> but at least I got handle of that 17:23 < Istrebitel> It just made no sense, it allows you to select rows in diff window, but it makes no difference 17:23 < Istrebitel> because you have to edit files yourself anyway 17:24 < Istrebitel> I mean why let me select or deselect a row if that makes no difference ? and why not let me edit text in a text edit window? 17:24 -!- Skin36 [~Skin36000@94.255.21.179] has quit [Ping timeout: 265 seconds] 17:24 < Istrebitel> but anyway, now I just do everything with notepad (if there are real conflicts, not just stuff I have to discard) 17:25 < Istrebitel> okay, I've done importing unit types, equipment presets and projectiles 17:25 < Istrebitel> now I'm going to do map generation, so that we can spawn any tactical map, just like the game does (built from blocks) 17:25 < Istrebitel> do we know how the game decides to spawn more sectors? it seems to be related to squad size but are there exact numbers? 17:28 < Istrebitel> --- 17:28 < Istrebitel> and yes, gamestate_serialize.h seems to not be present in a project 17:30 -!- Skin36 [~Skin36000@188.170.196.145] has joined #OpenApoc 17:30 <@JonnyH`Work> I assume the unit size must be stored in the map files somewhere.. 17:35 -!- openapoc-git [~openapoc-@192.30.252.46] has joined #OpenApoc 17:35 < openapoc-git> [OpenApoc] Istrebitel opened pull request #85: Reading tactical bullet sprites, unit types, equipment sets (master...master) https://git.io/viZPc 17:35 -!- openapoc-git [~openapoc-@192.30.252.46] has left #OpenApoc [] 17:35 < Istrebitel> unit size? 17:35 < Istrebitel> ah 17:35 < Istrebitel> no, it's not 17:36 < Istrebitel> thanks to skin36 we figured everything out 17:36 < Istrebitel> all map data is now completely known 17:37 < Istrebitel> and since there's no data bout where to spawn units 17:37 < Istrebitel> I guess there must be some other logic 17:38 < Istrebitel> that spawns units and decided to create another sector (I guess it decides that based onthe fact that there's not enough space to distribute forces? 17:40 <@JonnyH`Work> .sob I guess? 17:40 <@JonnyH`Work> Or have you already decoded that? 17:40 <@JonnyH`Work> Also, in tacedit it shows where it thinks 'exits' for each tile should be, so they can connect 17:41 <@JonnyH`Work> Is that hardcoded the same for all maps? Or is that stored in the map data? 17:41 <@JonnyH`Work> possibly building.dat if it's the same for all maps in a building 17:50 -!- Pawlac [~Pawlac@p4FDCD865.dip0.t-ipconnect.de] has quit [Read error: No route to host] 17:51 -!- Pawlac [~Pawlac@p4FDCD865.dip0.t-ipconnect.de] has joined #OpenApoc 17:58 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 18:18 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:43 < Istrebitel> no, already decoded 18:43 < Istrebitel> sob is for objects to spawn 18:43 < Istrebitel> and exists are defined in building.dat 18:43 <@JonnyH`Work> Maybe it's a count of tiles then? 18:58 < SupSuper> hey JonnyH`Work 18:58 <@JonnyH`Work> hi there sup 19:01 < SupSuper> adding multiple push/pop exposed a lot of places in the code where we were incorrectly running the same code multiple times :p 19:03 <@JonnyH`Work> you mean multiple events triggering the same action? 19:04 < SupSuper> yeah 19:04 < SupSuper> also we kinda need a proper solution to the "faded background" now 19:05 <@JonnyH`Work> I think maybe a Stage that just fades 19:05 <@JonnyH`Work> and the second it Updates it just pops itself? 19:06 < SupSuper> well the thing is where do we put "if we're on cityview and pushing something, put a fade state in between". putting it at the framework level sounds ugly :p 19:07 <@JonnyH`Work> I guess modifying all event handlers in the CityView from "push nextscreen;" to "push fade; push newscreen" isn't too bad? 19:07 <@JonnyH`Work> As it's the cityview that knows it needs fading? 19:07 <@JonnyH`Work> Or we could have the CityView render itself do 19:07 <@JonnyH`Work> if (this != topStage()) fade 19:08 < SupSuper> true, every state still renders itself right? 19:08 <@JonnyH`Work> yup 19:08 <@JonnyH`Work> maybe use the pause()/resume() Stage stuff to say 'enable/disable fade'? 19:08 <@JonnyH`Work> assuming they are still called, they haven't been used yet IIRC 19:08 <@JonnyH`Work> and if they're not tested they don't work :) 19:10 < SupSuper> i think i've used it to refresh base info in the cityview, so they're called at least 19:14 < SupSuper> so is the battlescape done yet? ;p 19:17 < Skin36> SupSuper, whether in the OXC files animation ad /ua/ uf ? 19:19 < SupSuper> can you reword that? 19:22 < Skin36> Have there been in Xcom1 animation files with this extension ? 19:24 <@JonnyH`Work> I don't think so, at least nothing matches .ua/.ad/.uf in my steam copy 19:24 <@JonnyH`Work> How are animations encoded in xcom1? 19:24 < SupSuper> nope, the only animations in xcom1 are the sprites in PCK files or the cutscenes in FLIC format 19:25 <@JonnyH`Work> I mean the sprite animations 19:25 <@JonnyH`Work> what specifys how many images there are in each animation/the timings etc. 19:25 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 19:25 <@JonnyH`Work> Or is it all hardcoded? 19:26 < SupSuper> it's all hardcoded 19:26 < SupSuper> i think everything has the same animation speed to match the tile redraw 19:28 < SupSuper> and tiles just define a list of sprites to animate 19:28 <@JonnyH`Work> but each list is of a fixed size? 19:28 <@JonnyH`Work> Or is there a {first sprite, count} pair or something? 19:28 < SupSuper> yeah 19:28 <@JonnyH`Work> the pair? 19:28 < SupSuper> it's fixed size 19:29 <@JonnyH`Work> ok 19:29 < SupSuper> if you wanna know about tile data: http://ufopaedia.org/index.php/MCD 19:29 <@JonnyH`Work> I wonder why apoc did anything different 19:29 <@JonnyH`Work> as it seems odd to be able to do arbitrary animations 19:29 <@JonnyH`Work> Maybe they wanted to be able to 'repeat' frames to make some parts slower? 19:29 < SupSuper> maybe. fixed-size binary formats can be annoying to work with 19:30 <@JonnyH`Work> I know in 'realtime' the animations are slowed based on the tile 19:31 < SupSuper> and remember in the original everything ran at cpu-speed :p 19:31 <@JonnyH`Work> IE if you walk into a 'slow' tile (with higher ap cost) it slows the animations relatively 19:31 <@JonnyH`Work> ap == tu, of course :P 20:14 -!- Skin36 [~Skin36000@188.170.196.145] has left #OpenApoc [] 20:24 -!- Colombo [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:30 -!- Keise [~keise@69-196-129-7.dsl.teksavvy.com] has joined #OpenApoc 21:02 < SupSuper> so what is there reasonable to do? seems items, agents and battlescape are taken 21:03 <@JonnyH`Work> There's a lot of inter-dependencies that kinda makes separation difficult, I'll give you 21:03 < SupSuper> am i really left with ground vehicles? :P 21:03 <@JonnyH`Work> Stuff like market is a big thing, but that probably depends on 'items' 21:03 <@JonnyH`Work> the agent equipment screen would be nice 21:04 <@JonnyH`Work> Or with Istrebitel's work on agent equipment stats, adding them to the ufopaedia? 21:04 < SupSuper> i think Shadow is doing that? if only he'd use trello :p 21:04 < SupSuper> and the problem with market/organizations is, uh, nobody really knows how they work 21:04 <@JonnyH`Work> *spooky magic* 21:05 <@JonnyH`Work> hexa.txt seems to ahve some info on the market struct formats 21:05 <@JonnyH`Work> might give a clue on how they work 21:05 < SupSuper> just make everything rnd() they'll never notice 21:05 <@JonnyH`Work> NUM_ARMOUR_HELMETS =100000 21:05 <@JonnyH`Work> NUM_ARMOUR_LEGS = 0; //HAHA 21:06 <@JonnyH`Work> Actualyl implementign skin's reversed accuracy stuff could be done too 21:06 <@JonnyH`Work> along with the accuracy stat calculation 21:06 < SupSuper> do vehicles still fire? 21:06 <@JonnyH`Work> IE (sort modifiers, totoal = modifier1/1 + modifier2/2 + modifier3/3...) 21:07 <@JonnyH`Work> When they see enemies 21:07 < SupSuper> giving them a more reasonable would also be nice 21:07 <@JonnyH`Work> but everyone loves everyone, until a ufo pops up at midnight 21:07 < SupSuper> *reasonable ui 21:07 < SupSuper> hah 21:07 < SupSuper> ufos are already looking pretty authentic :p 21:07 <@JonnyH`Work> Initial organisation relations? 21:08 <@JonnyH`Work> At least some of the income stuff is figured out too 21:08 <@JonnyH`Work> IE 'magic starting number' + random (unknown) fuzz 21:08 <@JonnyH`Work> income based on building tile ownership 21:08 <@JonnyH`Work> Same with tile repair at endOfDay(), ownder->funds -= tile->cost() 21:09 < SupSuper> what happens if they run out of funds 21:10 <@JonnyH`Work> It still rebuilds and they go negative 21:10 < SupSuper> lol 21:10 <@JonnyH`Work> code cleanup stuff? If you're feeling *really* vored 21:10 <@JonnyH`Work> replace LogWarning("%s, printf %d formats") 21:10 < SupSuper> we need to start adding this stuff to ufopaedia.org or something :p 21:10 <@JonnyH`Work> with boost::format stuff 21:10 <@JonnyH`Work> camelBack variable names? 21:10 < SupSuper> i saw that but i thought you liked macros? 21:11 <@JonnyH`Work> Naa, I used macros 'caus it's easy 21:11 -!- Pawlac [~Pawlac@p4FDCD865.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 21:11 <@JonnyH`Work> Too many times I've done "%s", something_not_const_char*()); 21:11 <@JonnyH`Work> or ("%d", something_not_int) 21:11 < SupSuper> yeah it's why i added a << overload :p 21:11 <@JonnyH`Work> gcc warns about most of them, but some are kinda nasty 21:12 <@JonnyH`Work> I prefer the look of "String {} with {} placeholders", val1, val2 21:12 < SupSuper> it's a plague in openxcom since va_args only works with primitives 21:12 <@JonnyH`Work> IMHO easier to read than "String " << val1 << " with " << val2 << " placeholders" 21:12 <@JonnyH`Work> then add a Vec3operator<<(ostream&) to output {1,2,3} or equivalent to make that easier too 21:13 <@JonnyH`Work> Vec2 and Rect too 21:13 <@JonnyH`Work> OR add the tests to msvc? 21:13 < SupSuper> i've considered adding our own msvc debugger visualizers :p 21:13 <@JonnyH`Work> Stuff like the serialization_test would be useful IMHO 21:13 <@JonnyH`Work> as it checks if you 'missed' some gamestate :) 21:13 < SupSuper> so it doesn't show as x=0 u=0 r=0 y=1 v=0 g=0 21:14 <@JonnyH`Work> IE it 'starts' a game, saves it, loads it again and asserts (started == loaded) 21:15 <@JonnyH`Work> Sure, I don't know if gdb does a 'better' job of visualising stuff automagically 21:15 < SupSuper> hope our game is deterministic? 21:15 <@JonnyH`Work> or if I'm just so used to it's weirdness 21:15 <@JonnyH`Work> It is 21:15 <@JonnyH`Work> That's another thing I could check: 21:15 <@JonnyH`Work> StateA.update(1); StateB.update(1); assert(StateA == StateB); 21:16 <@JonnyH`Work> THe only thing that's possible non-deterministic 21:16 <@JonnyH`Work> is the implementation of std::uniform_int_distribution and the like 21:16 < SupSuper> just decompose the whole game state into fixed transitions :p 21:16 <@JonnyH`Work> but that's only an issue 'across' platforms 21:16 -!- Shadow_ [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has quit [Ping timeout: 264 seconds] 21:16 <@JonnyH`Work> SupSuper: Good idea 21:16 < SupSuper> or if you use floats *shudders* 21:17 <@JonnyH`Work> Tempted to make the GameState only respond to well defined 'event' signals or something 21:17 <@JonnyH`Work> THen we can reconstruct the same GameState by recording a log of the events 21:17 <@JonnyH`Work> :P 21:17 <@JonnyH`Work> -ffloat-store :P 21:23 -!- Keise [~keise@69-196-129-7.dsl.teksavvy.com] has quit [Ping timeout: 265 seconds] 21:44 -!- Keise [~keise@69-196-129-7.dsl.teksavvy.com] has joined #OpenApoc 21:56 -!- pagurus [~user@pD950E344.dip0.t-ipconnect.de] has joined #OpenApoc 22:18 <@JonnyH`Work> I'm a little confused as to waht PCK::loadVersion1Format() is used for 22:18 <@JonnyH`Work> as it never seems to be hit... 22:20 < SupSuper> xcom1 format? presumably before the apoc formats were decoded 22:28 <@JonnyH`Work> *shrug* 22:28 <@JonnyH`Work> http://www.ufopaedia.org/index.php/Image_Formats_(Apocalypse) 22:28 <@JonnyH`Work> says 'compression mode 0: No image' 22:29 <@JonnyH`Work> while PCK.cpp does if (compressionMode == 0) loadversion1Format()? 22:29 <@JonnyH`Work> MAybe it was an attempt at PCKSTRAT? 22:29 <@JonnyH`Work> I think it'll happen to be the same in some strategy sprites... 22:29 <@JonnyH`Work> I'll just remove it :) 22:30 <@JonnyH`Work> Now, how do we say if the tab contains byte offsets, or 4-byte offsets? 22:30 <@JonnyH`Work> Read the last and check if 4*(last_value) > file.size()? 22:34 < SupSuper> that's how we do it in openxcom :p (to distinguish 8-bit tabs from 16-bit tabs) 22:35 <@JonnyH`Work> well, that's the golden stamp of approval then :) 22:35 < SupSuper> https://github.com/SupSuper/OpenXcom/blob/master/src/Engine/SurfaceSet.cpp#L86 22:35 < SupSuper> my mistake it's 16-bit (ufo) and 32-bit (tftd) 22:37 <@JonnyH`Work> You just read the first 22:37 <@JonnyH`Work> and say 'the first .tab index is always 0' 22:37 <@JonnyH`Work> I'd be doing it the other way 22:37 < SupSuper> ah right 22:38 <@JonnyH`Work> read the last, and say if (last_value *4 > pck_file_size) { *4 is wrong} 22:38 <@JonnyH`Work> Though it may be possible to generate sucha file where that's wrong 22:39 <@JonnyH`Work> e.g. a 2-image file where the first one is very simple, but the second complex 22:39 <@JonnyH`Work> so start(image 2) * 4 is still within the pck... 22:39 <@JonnyH`Work> but I hope that'd be pretty difficult to find :) 22:39 < SupSuper> technically you don't really need the TAB file as each PCK image is clearly delimited, but i suppose it's faster just having the index list done for you 22:40 <@JonnyH`Work> Assuming no padding, correct 22:40 -!- NoBrain [~NoBrain@213.235.73.73] has quit [Quit: Ragequit!] 22:41 < SupSuper> right, each sprite always ends in a 0xFF 22:41 <@JonnyH`Work> I don't know if there are any alignment restrictions 22:41 <@JonnyH`Work> e.g. where a tab contains the (offset /4) 22:42 <@JonnyH`Work> is it possible for the 0xff to be non-4byte aligned? 22:42 <@JonnyH`Work> so the last 4 bytes are actually {0xff, 0x0, 0x0, 0x0} 22:42 <@JonnyH`Work> where those 3 bytes are unused padding before the actual pck header of the next image? 22:42 <@JonnyH`Work> I guess I'll find out :P 22:42 < SupSuper> dunno, pck 1.0 doesn't have such fancy things as headers :p 22:42 <@JonnyH`Work> assert(byte_at(offset -1)) == 0xff) 22:54 -!- Keise [~keise@69-196-129-7.dsl.teksavvy.com] has quit [Ping timeout: 260 seconds] 23:22 <@JonnyH`Work> 97 insertions(+), 339 deletions(-) 23:22 <@JonnyH`Work> Told you pck.cpp could be quite a bit simpler :P --- Day changed Wed Sep 07 2016 00:40 <@JonnyH`Work> Whelp, that was fun 00:41 <@JonnyH`Work> xcom1a now loads correctly 00:41 <@JonnyH`Work> Implemented blk format 00:41 <@JonnyH`Work> Enabled different pck formats in the same file 00:41 <@JonnyH`Work> and 'compressionMode == 0' appears to mean a 'skipped' index 01:03 -!- openapoc-git [~openapoc-@192.30.252.34] has joined #OpenApoc 01:03 < openapoc-git> [OpenApoc] JonnyH pushed 5 new commits to master: https://git.io/vinMc 01:03 < openapoc-git> OpenApoc/master 295b383 Jonathan Hamilton: Disable palette section loading from .png files... 01:03 < openapoc-git> OpenApoc/master f3e1874 Jonathan Hamilton: Add test_images... 01:03 < openapoc-git> OpenApoc/master f8efc5a Jonathan Hamilton: Enable 'BLK' pck loading, handle different pck formats in same file... 01:03 -!- openapoc-git [~openapoc-@192.30.252.34] has left #OpenApoc [] 01:05 -!- You're now known as JonnyH`Away 02:54 -!- smoke_fumus [~smoke_fum@188.35.176.90] has quit [Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/] 03:26 -!- Keise [~keise@69-196-129-7.dsl.teksavvy.com] has joined #OpenApoc 04:10 -!- Pyrodactyl [uid134094@gateway/web/irccloud.com/x-jczpgckalgneacgr] has quit [Quit: Connection closed for inactivity] 04:37 -!- Pyrodactyl [uid134094@gateway/web/irccloud.com/x-vpkbffqdvbmhzhce] has joined #OpenApoc 04:51 -!- pagurus` [~user@pD950D0DE.dip0.t-ipconnect.de] has joined #OpenApoc 04:51 -!- pagurus [~user@pD950E344.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 05:36 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 05:53 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 06:09 -!- Keise [~keise@69-196-129-7.dsl.teksavvy.com] has quit [Ping timeout: 240 seconds] 07:27 -!- kkmic_ [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 07:28 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 265 seconds] 07:28 -!- kkmic_ is now known as kkmic 11:57 -!- kkmic [~kkmic@unaffiliated/kkmic] has quit [Ping timeout: 244 seconds] 11:58 -!- kkmic [~kkmic@unaffiliated/kkmic] has joined #OpenApoc 12:28 -!- Colombo [~colombo@119.224.94.65] has quit [Remote host closed the connection] 15:04 -!- Shadow_ [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has joined #OpenApoc 15:04 -!- You're now known as JonnyH 15:05 <@JonnyH> :D I believe we can now load every .pck in apoc 15:05 <@JonnyH> http://s2.jonnyh.net/pub/list/openapoc_dumped_images/dumped_data/xcom3/ 15:05 <@JonnyH> has a .png copy for reference 15:49 < Istrebitel> can I dl that whole dir? 15:49 < Istrebitel> without clicking individual items? 15:49 < Istrebitel> btw, very soon we will be able to generate every map :P 15:51 <@JonnyH> errm... I'll zip it up :) 15:54 < Istrebitel> and btw, we need to consider changing the way we handle gamestates 15:54 < Istrebitel> there are problems with loading everything at once, and storing 5 copies 15:55 < Istrebitel> 1) right now we have to load every tactical tileset on game start, even though we won't be needing almost every one of those. makes much more sense to load a tileset when going into tactical 15:55 < Istrebitel> 2) storing 5 copies of all the map part definitions will seriously bloat the game size 15:56 <@JonnyH> Yeah, I'm thinking about having the battle map having a different 'root' 15:56 <@JonnyH> that can be loaded into a GameState 'live' 15:56 <@JonnyH> and removed when the battle is completed 15:56 <@JonnyH> so you do gameState->currentBattle = Battle::load("/path/to/battle/files"); 15:56 <@JonnyH> or something 15:58 <@JonnyH> http://s2.jonnyh.net/pub/list/openapoc_dumped_images/ 15:58 <@JonnyH> a nice big dumped_data.zip 15:58 <@JonnyH> Only 100mb :) 15:58 <@JonnyH> And I've not checked the palettes are correct 15:58 < Istrebitel> thanks 15:59 < Istrebitel> yeah, battle we can store all right 15:59 < Istrebitel> battle is going to store tactical data 15:59 < Istrebitel> we need to store map parts, buildings and sectors in separate files 15:59 < Istrebitel> and load only the nessecary ones 15:59 <@JonnyH> But it should be enough to visually recognise the tiles at least 16:00 < Istrebitel> by tactical I mean current tactical situation. Current map, agents, items, projectiles 16:00 < Istrebitel> that won't be large 16:00 < Istrebitel> and will be empty when we're in cityscape 16:01 < Istrebitel> we should store map parts for every tileset separately, and buildings (new class, contain sectors, sectors in turn contain initial map part maps) 16:01 < Istrebitel> and when entering tactiacl we should load the building we need, and its map parts 16:01 <@JonnyH> So yeah, I'll add a Battle.load/Battle.save 16:01 <@JonnyH> like the GameState ones 16:01 < Istrebitel> just wait 16:01 < Istrebitel> until you pull my code 16:01 < Istrebitel> I've made changes 16:01 <@JonnyH> Then your extractor can do (for every battle, create a new Battle, Battle.save("battle_path")) 16:01 <@JonnyH> Sure, not working on it right now 16:01 < Istrebitel> well, yea, but for every building 16:02 < Istrebitel> or "battlemap" as I called it 16:02 < Istrebitel> btw 16:02 < Istrebitel> do we want to be able to make custom maps with tiles from differnt tilesets 16:02 < Istrebitel> or should I store map_parts in the battlemap? 16:02 < Istrebitel> so that its like vanilla, you can only use local tiles 16:02 <@JonnyH> I guess every battlemap has it's own copy of all parts it uses 16:02 <@JonnyH> Might not be very efficient storage wise 16:02 <@JonnyH> but I like each battle being self-contained 16:03 < Istrebitel> Or maybe we just load every tileset that is touched? 16:03 <@JonnyH> Would make future mods easier? 16:03 <@JonnyH> Probably every tileset that's touched 16:03 < Istrebitel> yes 16:03 < Istrebitel> and then we load building, see what tiles it touches, and load every tileset we need 16:03 < Istrebitel> battlemap, not building 16:04 < Istrebitel> so tilesets would be stored in a map battlemap -> (map Ustring->tile) 16:04 < Istrebitel> or something 16:04 < Istrebitel> and we just load those we need 16:04 <@JonnyH> Yeah, the StateRefMap for all battleparts would be in the battle itself 16:04 -!- You're now known as JonnyH`Work 16:05 < Istrebitel> okay so I will change that too, I will make it so map parts are stored in a map of maps 16:06 <@JonnyH`Work> or 4 maps, I don't know which is better 16:06 <@JonnyH`Work> as I doubt we'll be adding more tile types (beyond left/right/ground/feature) 16:11 < Istrebitel> yea we wont 16:11 < Istrebitel> so it's a map of maps 16:11 < Istrebitel> I will make another class, so that it's a map of a class 16:12 < Istrebitel> and that class can then be serialised to a separate file 16:12 < Istrebitel> dammit, loading every map part 5 times takes long 16:12 < Istrebitel> just to see next bug :PP 16:12 < Istrebitel> btw, am I correct that creating stateref does not check wether the object is present? 16:13 <@JonnyH`Work> creating doesn't 16:13 < Istrebitel> it bassicallly just assigns a pointer to gamestate and a string and that's it? 16:13 <@JonnyH`Work> first dererence does 16:14 < Istrebitel> also, is it safe to open files that aren't there? 16:14 < Istrebitel> just to check if file exists? 16:14 <@JonnyH`Work> sure 16:14 <@JonnyH`Work> auto file = fw().data->fs.open("Path"); 16:14 <@JonnyH`Work> if (!file) FileDoesn'tActuallyExist 16:14 < Istrebitel> yes I'm doing it 16:14 < Istrebitel> okay 16:18 < Istrebitel> also, should we temporarily stop including xmls in git? I suspect a large size after I finish with this 16:18 < Istrebitel> i mean, resultant xmls, patched onesa 16:18 <@JonnyH`Work> Or a second repository with all the data or something? 16:19 <@JonnyH`Work> But git is fine with a large chunk of text xml 16:19 <@JonnyH`Work> when we ship we can zip it all up too 16:22 < Istrebitel> yeah well 16:22 < Istrebitel> it can't save 16:22 < Istrebitel> too large file I guess ))) 16:22 < Istrebitel> for the map parts 16:22 < Istrebitel> I guess making them save into individual file will help though 16:22 < Istrebitel> gonna do it now 16:35 < Istrebitel> can we search within ustrings? 16:36 <@JonnyH`Work> errm... we probably should, but nobody has yet so not implemented 16:36 <@JonnyH`Work> Considering it should just decompse into std::string's find functions 16:45 < Istrebitel> okay, I will manually do it then for now 16:45 < Istrebitel> I need to search in a string for second "_" to find tileset name in mappart name 16:45 < Istrebitel> by name I mean id 16:45 < Istrebitel> anwyays, I hope it works now, I have made a separate class so that map parts are stored in separate files, I will make a pull request when I confirm everything is working 16:46 < Istrebitel> and now we can spawn a battle for any building ))) 16:46 < Istrebitel> soon they will also generate properly (proper size and use more than one sector, but I want to push it now so that you can start working on separate serialization when you have time 16:48 <@JonnyH`Work> Plus the whole *gameplay* :P 17:23 -!- pagurus` [~user@pD950D0DE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 17:30 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:e110:a132:8102:7f0b] has joined #OpenApoc 17:30 -!- pagurus [~user@pD950D0DE.dip0.t-ipconnect.de] has joined #OpenApoc 17:31 < pmprog_laptop> Hiya 17:41 -!- Pawlac [~Pawlac@p4FDCEAD4.dip0.t-ipconnect.de] has joined #OpenApoc 17:42 -!- pagurus [~user@pD950D0DE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 17:45 -!- pagurus [~user@pD950D0DE.dip0.t-ipconnect.de] has joined #OpenApoc 17:55 <@JonnyH`Work> hi pmprog_laptop 17:56 < pmprog_laptop> Hiya, how's it going? 17:56 <@JonnyH`Work> BTW I removed your PCK 'version 1' 17:56 <@JonnyH`Work> I'm not sure what it actually loaded? 17:56 <@JonnyH`Work> Maybe an attempt at the strategy maps that wasn't quite correct in all cases? 17:56 < pmprog_laptop> Who knows now... but okay :) 17:56 <@JonnyH`Work> But the current code seems to be able to extract all images 17:56 <@JonnyH`Work> http://s2.jonnyh.net/pub/list/openapoc_dumped_images/ 17:57 <@JonnyH`Work> if you're interested 17:57 <@JonnyH`Work> shadows, animation frames, the lot :) 17:58 <@JonnyH`Work> actually, with the single exception of tacdata/icon_m 17:58 < pmprog_laptop> Good work :) 17:58 <@JonnyH`Work> Not sure what's going on there 17:58 <@JonnyH`Work> maybe it's the only example of your 'format 1'? :P 17:58 <@JonnyH`Work> Or I'm too strict with 'error checking' 18:02 < pmprog_laptop> Hmmm, not sure now. Do you still have the format 1 code? You could try it 18:03 <@JonnyH`Work> probably best to checkut a recent version 18:03 <@JonnyH`Work> and try that 18:03 -!- pagurus [~user@pD950D0DE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 18:05 <@JonnyH`Work> well, it detects it as version2 18:07 <@JonnyH`Work> it doesnt seem to use the PCKImageHEader at all? 18:07 <@JonnyH`Work> I think it was an attempt at the stratmap onesd 18:07 <@JonnyH`Work> as it happens to have the same output if a stratmap tile starts at x==0 for every row 18:10 < pmprog_laptop> Bah, I can't remember how PCKs work 18:11 -!- Treonin [2e8bc8b1@gateway/web/freenode/ip.46.139.200.177] has joined #OpenApoc 18:13 -!- pagurus [~user@pD950D0DE.dip0.t-ipconnect.de] has joined #OpenApoc 18:16 -!- Treonin [2e8bc8b1@gateway/web/freenode/ip.46.139.200.177] has quit [Quit: Page closed] 18:23 < Istrebitel> okay, extractor is going bonkers on me 18:23 < Istrebitel> for no reason at all, it seems to arbitrarily cut files in length to 478297 18:24 < Istrebitel> one time it has cut all my mappart xmls to that size 18:24 < Istrebitel> now it has cut citymap xmls to that size 18:24 < Istrebitel> by cut i mean truncate 18:30 <@JonnyH`Work> so it outputs invalid xml? 18:34 < Istrebitel> yes 18:34 < Istrebitel> it just randomly dies without error 18:34 < Istrebitel> this time it barely outputted anything 18:34 <@JonnyH`Work> Is this the master branch of your github? 18:34 <@JonnyH`Work> I can have a look myself 18:35 < Istrebitel> I haven't uploaded yet 18:35 < Istrebitel> I will now 18:35 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has joined #OpenApoc 18:35 -!- Skin36 [~Skin36000@46.63.199.11] has joined #OpenApoc 18:36 <@JonnyH`Work> Hey SupSuper 18:36 < SupSuper> hey 18:37 <@JonnyH`Work> I updated my 'extracted images' on my webserver 18:37 < Istrebitel> okay, done 18:37 < Istrebitel> my guess is that it goes out of memory 18:37 < Istrebitel> and dies without error because it doesn't expect that 18:37 <@JonnyH`Work> http://s2.jonnyh.net/pub/list/openapoc_dumped_images/ 18:37 < Istrebitel> btw, in that version I am making only difficulty 5 to save time 18:37 <@JonnyH`Work> the only file that fails is tacdata/icon_m.pck I believe 18:37 < Istrebitel> still fials 18:37 < Istrebitel> yes that file is strange 18:37 < Istrebitel> btw 18:42 <@JonnyH`Work> if (c == UniChar("_")) 18:42 <@JonnyH`Work> won't do what you want 18:42 <@JonnyH`Work> "_ 18:43 <@JonnyH`Work> .."_" reuturns the pointer of where the "_" string was allocated in memory 18:43 <@JonnyH`Work> not the character '_' 18:43 <@JonnyH`Work> (game/state/battlemappart_type.cpp line 18) 18:43 < Istrebitel> well i never got the chance to use that 18:43 < Istrebitel> because that is used when I load the tactical map 18:43 <@JonnyH`Work> It doesn't build on linux 18:43 < Istrebitel> and I never got there 18:44 <@JonnyH`Work> I'll fix it locally and continue :) 18:44 < Istrebitel> hmm it built on windows 18:44 <@JonnyH`Work> MAybe as I'm doing 64bit? 18:44 < Istrebitel> how do I get the character ? 18:44 < SupSuper> vs doesn't give a shit about your rules, man :p 18:44 <@JonnyH`Work> UniChar('_ 18:44 <@JonnyH`Work> ') 18:44 <@JonnyH`Work> '_' single quotes not "double" 18:44 <@JonnyH`Work> UniChar is a 32-bit integer, so maybe msvc can cope with putting a 32-bit pointer in that 18:45 <@JonnyH`Work> but gcc barfs as packing a 64-bit pointer in a 32-bit integer is clearly wrong :P 18:47 < Istrebitel> where can I see constructors for char32_t? 18:47 < Istrebitel> I want to understand why UString takes "" but UniChar does not? 18:47 < Istrebitel> in a consturctor 18:47 <@JonnyH`Work> UniChar is a single character 18:47 <@JonnyH`Work> UString is a stream of characters terminated by a null 18:47 <@JonnyH`Work> typedef char32_t UniChar; 18:47 <@JonnyH`Work> so UniChar is a base type 18:48 <@JonnyH`Work> not a class 18:48 <@JonnyH`Work> TBH you could just do if (c == '_') 18:48 <@JonnyH`Work> and it'll convert internally 18:48 <@JonnyH`Work> It's a bit like doing int x = int(5); 18:48 <@JonnyH`Work> kinda unnecessary but still works 18:49 < Istrebitel> yeah, that I get 18:49 < Istrebitel> what I don't get is why if "_" gives address to the memory, won't it be the same as '_' for purpose of passing a char 18:50 < Istrebitel> I get it's not proper, but still, string[0] is supposed to give first item in the string 18:50 < Istrebitel> and first in " 18:50 < Istrebitel> "_" is '_' 18:50 <@JonnyH`Work> in c (and c++) "" strings are defined as const char* pointers 18:50 <@JonnyH`Work> Just the way strings are defined in the langage 18:50 < SupSuper> a char is an integer, a string is a pointer to a series of integers 18:50 <@JonnyH`Work> Similarly, 'more than one character' won't compile either 18:50 < Istrebitel> ah I see 18:50 < Istrebitel> so there's a constructor for char from int, but not from *int? 18:51 < Istrebitel> but "_" is auto-converted to int 18:51 <@JonnyH`Work> int x = (const char*)"string"; 18:51 <@JonnyH`Work> may work 18:51 < Istrebitel> i see 18:51 <@JonnyH`Work> but probably doesn't do what you want 18:51 < Istrebitel> okay, anyways, any luck with building it? 18:51 <@JonnyH`Work> as 'x' would contain the pointer value, not the string itself 18:51 <@JonnyH`Work> just a couple of cmake updates 18:52 < SupSuper> basically you can only compare strings to strings, and even then only if they're string objects and not c-strings 18:52 < SupSuper> because ~~lol c~~ 18:52 < Istrebitel> meanwhile I'll try 64bit version myself 18:52 < Istrebitel> maybe it works 18:52 <@JonnyH`Work> "string" == inputString 18:52 <@JonnyH`Work> probably won't do waht you want either 18:53 <@JonnyH`Work> as it'll compare the pointer value, not the string itself 18:53 < SupSuper> good thing only infidels put the literal on the left side 18:53 < Istrebitel> where's that? 18:53 <@JonnyH`Work> No, just generally :) 18:53 <@JonnyH`Work> Not seen that used 18:55 <@JonnyH`Work> A few more build issues: 18:55 <@JonnyH`Work> /home/jonny/code/projects/OpenApoc/tools/extractors/common/bulletsprite.h:31:100: warning: backslash-newline at end of file 18:55 <@JonnyH`Work> #define PROJECTILESPRITES_DATA_TACP_OFFSET_END \ 18:55 <@JonnyH`Work> /home/jonny/code/projects/OpenApoc/tools/extractors/common/aequipment.h:6:37: error: jump to case label [-fpermissive] 18:55 <@JonnyH`Work> #define AGENT_EQUIPMENT_TYPE_WEAPON 0x01 18:55 <@JonnyH`Work> ^ 18:55 <@JonnyH`Work> /home/jonny/code/projects/OpenApoc/tools/extractors/extract_agent_equipment.cpp:133:9: note: in expansion of macro ‘AGENT_EQUIPMENT_TYPE_WEAPON’ 18:55 <@JonnyH`Work> case AGENT_EQUIPMENT_TYPE_WEAPON: 18:55 <@JonnyH`Work> ^ 18:55 <@JonnyH`Work> /home/jonny/code/projects/OpenApoc/tools/extractors/extract_agent_equipment.cpp:103:10: note: crosses initialization of ‘AgentArmorData adata’ 18:55 <@JonnyH`Work> auto adata = data_t.agent_armor->get(edata.data_idx); 18:55 < Istrebitel> I copied your code here 18:55 < Istrebitel> the slash 18:55 < Istrebitel> it was there 18:56 <@JonnyH`Work> the first one is msvc creating invalid C++ source files 18:56 <@JonnyH`Work> the 'must end with a newline' :P 18:57 <@JonnyH`Work> The secod is you must use {} scope in switch statements if you have new variables declared within them 18:57 < Istrebitel> what is "in expansion of macro"? 18:57 <@JonnyH`Work> that's not important, it's jsut saying the value came from A_MACRO, that's expanded as whatever it's #defined as (0x01 or something here) 18:58 < Istrebitel> what does "expanded" mean exaactly? 18:59 <@JonnyH`Work> errm... the english term? 18:59 < Istrebitel> expanded, the word, means "extend,protrude", what does it mean when applied to a macro? 19:00 < Istrebitel> at least that's what I know :P I'm russian 19:00 <@JonnyH`Work> Variable expansion is a generic term when the contents of a variable are read out instead of the variable name itself? 19:00 < Istrebitel> ah 19:00 < Istrebitel> why does it notify that then? isn't that happening all the time? 19:00 < SupSuper> it's being "resolved". it's called an "expansion" because you're turning a small thing into a big thing (usually) 19:00 < Istrebitel> holy shit 19:00 <@JonnyH`Work> to "Expand" on something also can mean to 'get the full version of' 19:00 < Istrebitel> i see the problem now 19:00 < Istrebitel> battle_maps xml is 400 megs in size o_O 19:00 <@JonnyH`Work> :) 19:01 <@JonnyH`Work> Time to split that up? 19:01 < SupSuper> time for binary :p 19:01 <@JonnyH`Work> Probably ran out of memory allocating the xml nodes 19:01 < Istrebitel> yes 19:01 < Istrebitel> I meant to 19:01 < Istrebitel> I forgot :P 19:01 < SupSuper> also you can't initialize variables in a switch-case, because it's not a { } block (although you can add one) 19:02 <@JonnyH`Work> the macro expansion is unrelated, it just happens to be a 'case MACRO:' that's hitting the error 19:02 < Istrebitel> erm, why does it? what's the error? 19:02 < Istrebitel> ah 19:02 < Istrebitel> i see 19:02 <@JonnyH`Work> the thing is you can't have stack variables in a case: without {} 19:02 < Istrebitel> it just gives extra info for the rror 19:02 <@JonnyH`Work> case 1: int x; //BAD 19:02 <@JonnyH`Work> case 1: { int x; } //GOOD 19:02 < Istrebitel> by initialise you mean assign value for the first time? 19:02 <@JonnyH`Work> declare, the 'int x' 19:03 <@JonnyH`Work> not the assignment itself 19:03 < Istrebitel> but... it works? 19:03 < SupSuper> this is why c++ is a terrible intermediate language :p 19:03 < Istrebitel> why is it an error then? 19:05 <@JonnyH`Work> IT shouldn't work 19:05 <@JonnyH`Work> As the stack location for 'x' here has to be allocated at the beginning of the switch() (NOT the case, as it's in scope for every case after that) 19:05 <@JonnyH`Work> but the case 2: below it skips over the initialisation 19:06 <@JonnyH`Work> Just add {} around all the cases 19:06 <@JonnyH`Work> e.g. case 1: { code(); break; } 19:07 < Istrebitel> yeah I will ofc 19:07 < Istrebitel> I'm just interested why does it work when it should not 19:08 <@JonnyH`Work> maybe a msvc 'extension' to c++? 19:08 < Skin36> hi 19:08 <@JonnyH`Work> hi Skin36 19:08 < Skin36> what is with icon_m.pck ? 19:09 <@JonnyH`Work> not sure, not looked at it 19:09 <@JonnyH`Work> but my current pck loader rejects it 19:09 < Skin36> http://shot.qip.ru/00knEU-5tfn6TNto/ 19:09 < Skin36> why 19:09 < Skin36> im exctract it 19:10 <@JonnyH`Work> I might be 'too strict' 19:10 < Skin36> this is the usual format 19:10 <@JonnyH`Work> there's a few other pck files that try to write out of bounds I've told it to ignore 19:11 < Skin36> kk 19:12 < Istrebitel> on an unerlated note 19:13 < Istrebitel> is there a way to save a vector so that every value goes into different file? 19:13 <@JonnyH`Work> not right now 19:13 <@JonnyH`Work> You can with maps though 19:13 <@JonnyH`Work> if the key is a USTring 19:13 <@JonnyH`Work> as it uses that for the filename 19:13 <@JonnyH`Work> (see: cities) 19:14 < pmprog_laptop> Sorry, got caught up elsewhere, and better go... laters 19:14 -!- pmprog_laptop [~pmprog@2a02:c7f:6414:d400:e110:a132:8102:7f0b] has quit [Quit: Konversation terminated!] 19:15 <@JonnyH`Work> bye pmprog :) 19:21 -!- pagurus [~user@pD950D0DE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 19:25 < Istrebitel> back on topic of tactical icons 19:25 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 19:25 < Istrebitel> if they're not there... where are they? 19:25 < Istrebitel> the icons like numbers for layers 19:26 <@JonnyH`Work> embedded in the .exe? 19:26 <@JonnyH`Work> http://s2.jonnyh.net/pub/list/openapoc_dumped_images/dumped_data/xcom3/tacdata/icons/104.png 19:26 <@JonnyH`Work> is it not in that? 19:27 <@JonnyH`Work> also you ahve a number of values in BattleMapPartType with no default value 19:27 <@JonnyH`Work> the bools/ints need =0/=false I guess 19:28 < Istrebitel> ah, yes 19:28 < Istrebitel> buttons are there, thanks 19:29 < Istrebitel> we no longer use constructors right? we initialise in the .h file? 19:29 <@JonnyH`Work> yeah, IMHO it makes it easier 19:31 <@JonnyH`Work> also the USTring::Format(...bdata.destroyed_ground_idx) causes a misaligned pointer access :( 19:31 <@JonnyH`Work> Silly boost 19:32 < Istrebitel> yeah fixed that 19:32 < Istrebitel> found some other bugs 19:32 < Istrebitel> I'll fix it all and I hope this time it runs 19:32 <@JonnyH`Work> it seems to run here 19:32 < Istrebitel> thanks for help 19:32 <@JonnyH`Work> 58 BATTLEMAPPART tilesets 19:33 <@JonnyH`Work> 382mb battle_maps.xml 19:33 <@JonnyH`Work> Probably an idea to split them :) 19:34 <@JonnyH`Work> Make that a SectionMap too? 19:41 <@JonnyH`Work> one problem with that github pull request is it keeps reviving itself... 19:41 <@JonnyH`Work> Not sure how github maps that to branches 19:41 <@JonnyH`Work> maybe forever more your 'master' branch is attached to the same pull request 19:43 <@JonnyH`Work> BTW DamageType::ignore_shield should have an initialiser too 19:51 < Istrebitel> let me fix everything 19:51 < Istrebitel> and then accept it 19:51 <@JonnyH`Work> I might rebase it 19:51 <@JonnyH`Work> otherwise you'll have a commit that removes all data 19:51 <@JonnyH`Work> and re-adds it 19:52 <@JonnyH`Work> Let me know when you're ready 19:52 <@JonnyH`Work> and I'll talk you through resetting your tree to match it when I'm done 19:52 < Istrebitel> yeah 19:52 < Istrebitel> i'll be tomorrow 19:53 < Istrebitel> it finally launched and worked 19:53 <@JonnyH`Work> no problem :) 19:53 < Istrebitel> now we can spawn any map, any sector 19:53 < Istrebitel> next we will be able to make maps 19:53 <@JonnyH`Work> I might leap in and change how they're stored 19:53 <@JonnyH`Work> so we only load them one at atime 19:53 <@JonnyH`Work> And maybe split the maps out of the per-difficulty directories.... 19:54 <@JonnyH`Work> rather than haveing 5 copies :) 19:54 <@JonnyH`Work> IIRC nothing in the map changes between difficulty 19:55 <@JonnyH`Work> but that hopefully won't affect your work... 20:20 -!- Skin36 [~Skin36000@46.63.199.11] has quit [Ping timeout: 250 seconds] 20:24 -!- Pyrodactyl is now known as nadir 20:28 -!- Colombo [~colombo@119.224.94.65] has quit [Remote host closed the connection] 20:35 -!- Skin36_ [~Skin36000@37.29.120.170] has quit [Ping timeout: 276 seconds] 20:54 < SupSuper> JonnyH`Work: btw here's how msvc bitness woorks: https://msdn.microsoft.com/en-us/library/ewwyfdbe.aspx 20:55 <@JonnyH`Work> yeah, different to gcc 20:55 -!- Pawlac [~Pawlac@p4FDCEAD4.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 20:55 <@JonnyH`Work> e.g. uint32_t value : 24; 20:56 <@JonnyH`Work> will only take 3bytes in a struct for gcc 20:56 <@JonnyH`Work> but msvc will pad that to 4, unless it happens to be followed by something 8bits (or smaller) 20:56 < SupSuper> that's what happens to ~~implementation-defined~~ 20:56 <@JonnyH`Work> ..what does '/LD' do? 20:57 < SupSuper> creates a DLL, i guess so the sample doesn't need a main 20:59 <@JonnyH`Work> so unrelated to the thing discussed :) 20:59 < SupSuper> gotta assume lowest common denominator :p 21:00 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/tree/WIP/istrebitel-master-fixes-linux 21:00 <@JonnyH`Work> look at that beauty 21:00 <@JonnyH`Work> 2.2gb of xml :D 21:00 <@JonnyH`Work> ...Probably best not trying to open the diff in the browser... 21:01 <@JonnyH`Work> That's just an example btw Istrebitel, don't merge that into your branch or anything 21:01 <@JonnyH`Work> I'll merge and rewrite some commits when you think you're ready :) 21:01 < SupSuper> also don't pollute git history with 2gb commits :p 21:01 <@JonnyH`Work> Exactly 21:01 <@JonnyH`Work> compresses well though :P 21:02 < SupSuper> also apparently msvc "allows" initializations in switches because it's a c holdover 21:02 < SupSuper> so rather "allows" you to have undefined behavior :p 21:03 <@JonnyH`Work> in C there are no 'constructors 21:03 <@JonnyH`Work> So it's 'less undefined'? 21:03 <@JonnyH`Work> as it just does less at stack variable creation time :) 21:03 < SupSuper> the fun of having a c/c++ compiler 21:03 <@JonnyH`Work> I'm kinda surprised, I thought c1 and c1xx were 2 different frontend dlls that were selected by cl.exe 21:04 <@JonnyH`Work> not a 'common' parser.. 21:04 -!- Keise [~keise@69-196-129-7.dsl.teksavvy.com] has joined #OpenApoc 21:05 < SupSuper> maybe it's some win32 special needs. there's no actual official explanation 21:06 < SupSuper> reminder that win32 will likely be pure c89 until the end of time :p 21:06 <@JonnyH`Work> Or maybe it's caus the c frontend for msvc is so old a bitrotted 21:06 < Istrebitel> okay then 21:06 <@JonnyH`Work> most people actually use 'c++ mode' for C 21:06 < Istrebitel> if you want to leap ain and change 21:06 < Istrebitel> i'll commit now 21:06 <@JonnyH`Work> then whine about why something else doesn't work 21:06 < SupSuper> extern c { } 21:06 <@JonnyH`Work> Istrebitel: Yeah, I'll keep it on a branch inmy repo for now 21:06 <@JonnyH`Work> IE not yet merge it to pmprog 21:07 <@JonnyH`Work> then change the battle_maps serializer so it can be called independly of the GameState 21:07 <@JonnyH`Work> so we only have one copy of the maps for all difficulties 21:07 <@JonnyH`Work> then when we're happy I'll merge to pmprog proper 21:07 -!- Shadow_ [~Shadow@apn-46-169-245-111.dynamic.gprs.plus.pl] has quit [Ping timeout: 250 seconds] 21:08 <@JonnyH`Work> Oh, sup, should I push my 'DUMP EVERYTHING!!!' tool? 21:08 <@JonnyH`Work> IT's a c++ conversion of some craptacular bash scripts 21:08 <@JonnyH`Work> as re-running OpenApoc_ImageDump for every single .pck index took forever, so I c++ified it 21:09 < SupSuper> sure why not 21:09 < SupSuper> did you make it cross-platform :p 21:09 <@JonnyH`Work> errm... it uses boost::filesystem to create directories? 21:09 <@JonnyH`Work> Its not got a vcxproj though 21:09 <@JonnyH`Work> https://github.com/JonnyH/OpenApoc/blob/master/tools/dump_everything/dump_everything.cpp 21:09 <@JonnyH`Work> goto tables in code :) 21:09 < SupSuper> funnily enough msvc includes boost::filesystem 21:10 < SupSuper> i guess because it's the one thing c++ sorely needs 21:10 <@JonnyH`Work> boost:filesystem is pretty much renamed and included as c++17 21:10 <@JonnyH`Work> I think it's in gcc 6 too 21:11 < SupSuper> seriously why are we still using os-specific c functions for half the file system functionality. turns out nobody reinvented them in 30 years 21:11 <@JonnyH`Work> It feels weird using '/' to append paths though 21:12 <@JonnyH`Work> I see what they're trying to do, but feels wrong... 21:12 < SupSuper> how so? 21:12 < SupSuper> it's literally the / operator? 21:12 <@JonnyH`Work> path("1") / path("2") 21:12 < SupSuper> goddammit boost 21:13 < SupSuper> as if your % formatters weren't weird enough 21:13 <@JonnyH`Work> becomes '1/2' (or 1\2 if you're a bit odd in the head and using CP/M) 21:14 < SupSuper> luckily windows supports both :p 21:14 * JonnyH`Work is off to create a file called '/' 21:15 < SupSuper> pretty sure that's one of the verbotten words 21:15 <@JonnyH`Work> Like you can access it through the directl NT api, but not win32 or something... 21:16 <@JonnyH`Work> huh, there's a new playstation? feels like only yesterday the ps4 was launched... 21:16 <@JonnyH`Work> Maybe I should replace my ps3 as a bluray player soon then if it's that old 21:17 < SupSuper> they're going for the smartphone model 21:17 <@JonnyH`Work> new one every year? 21:17 * JonnyH`Work looks at my iphone 6s 21:17 <@JonnyH`Work> Old crap 21:17 < SupSuper> probably 21:17 * JonnyH`Work throws it away 21:17 <@JonnyH`Work> oh it's not a ps5, it's a ps4 'pro' 21:18 <@JonnyH`Work> For those professional console gamers, I guess 21:18 < SupSuper> yeah i expected a name like that from microsoft :p 21:18 <@JonnyH`Work> 'pro' is ;ole 21:18 < SupSuper> ps4.1 professional edition for workgroups 21:19 <@JonnyH`Work> ...like 'turbo' in the 80s, the marketing 'useless word' de jour 21:19 <@JonnyH`Work> 4.11 you mean 21:19 < SupSuper> speaking of, windows filesystem has a hilarious list of legacy reservations: https://msdn.microsoft.com/en-us/library/aa365247#naming_conventions 21:20 <@JonnyH`Work> ..you can't use a colon? 21:20 <@JonnyH`Work> balls. I was hoping to use that for overrides 21:20 < SupSuper> yeah it's probably reserved by the shell 21:21 <@JonnyH`Work> Or it uses drive = split(':')[0] 21:21 <@JonnyH`Work> Is it one of there magic things where you prefix the path with //?/ and it's all good? 21:22 < SupSuper> i think that's long paths? 21:23 < SupSuper> you can also create files starting with . but not via explorer, it's a whole amazing mess 21:23 < SupSuper> let's count our lucky starts everybody just uses ntfs default settings too, because it can be configured to be a posix, or shortfiles, or etc. :p 21:23 <@JonnyH`Work> gogo case sensitive mode! 21:24 <@JonnyH`Work> AKA nothing works anymore 21:30 -!- Keise [~keise@69-196-129-7.dsl.teksavvy.com] has quit [Ping timeout: 265 seconds] 21:31 < Istrebitel> okay I've synced 21:32 < Istrebitel> everything works, all five difficulties are properly output and read 21:32 <@JonnyH`Work> Cool, I'll probably try to rebase after work this evening 21:35 < Istrebitel> yes, and it would be nice to get it to load separately asap (as well as have same maps for all difficulties) 21:37 <@JonnyH`Work> Maybe we'll need some map metadata per difficulty 21:37 <@JonnyH`Work> if only the names of the maps available 21:38 <@JonnyH`Work> but hopefully the bulk will be individually load-able 21:38 <@JonnyH`Work> Possibly the associated building, so we can 'choose' a map without having to load it first 21:43 < Istrebitel> well, building has stateref to map 21:43 < Istrebitel> we can change that 21:44 < Istrebitel> so that building just has map name, not a state ref. basically a UString 21:44 <@JonnyH`Work> Yeah, probably a name string would be better 21:44 < Istrebitel> they're hand filled anyway, since they're not stored in game 21:44 <@JonnyH`Work> so it does "file open (maps/${NAME}.map) 21:44 <@JonnyH`Work> or something 21:44 < Istrebitel> yes 21:44 < Istrebitel> and goes on from there 21:44 < Istrebitel> sees what tilesets it needs, loads them, creates battle object etc. 21:45 < Istrebitel> i guess we can have maps define tilesets they use 21:45 <@JonnyH`Work> Currently, each map only ever has one tileset right? 21:45 < Istrebitel> and if in future we make an editor, the editor will fill the list of tilesets used in the map, but for now every map will have only its tileset 21:45 < Istrebitel> yes 21:45 <@JonnyH`Work> Maybe mods in the future will mix and match though 21:46 < Istrebitel> so we will have building/vehicle have a UString pointing to a map 21:46 < Istrebitel> and map have UString pointing to a tileset 21:46 < Istrebitel> and we load those 21:50 < SupSuper> as long as you don't go the convoluted xcom1 route :p 21:50 <@JonnyH`Work> which is? 21:51 <@JonnyH`Work> I might also change the battlemap 'names' 21:51 <@JonnyH`Work> IMHOP BATTLEMAP_SENATE is better than BATTLEMAP_1 21:52 <@JonnyH`Work> IIRc they're indexed by the 'building type' name array in ufo2p.exe 21:52 <@JonnyH`Work> I *think* the ufos have names there too.. 21:53 < SupSuper> every tileset associated to a map (hardcoded) is combined into one in runtime so all the tile-ids reference this "combined tileset" so you can't even change the order of tilesets or everything breaks :p 21:53 <@JonnyH`Work> ugh... 21:53 <@JonnyH`Work> Give each tile a UUID 21:53 <@JonnyH`Work> tiles are then requested on the fly from OpenApoc's cloud 21:53 < SupSuper> it also means you can't have more than 255 distinct tiles per map... 21:53 <@JonnyH`Work> That's the modern way of doing things, right? 21:53 <@JonnyH`Work> maps-as-a-service 21:55 < SupSuper> well you're already using xml, it's just an extra step to turn it into a rest soap webservice api 2.0 21:55 <@JonnyH`Work> return 403: you must have a pro subscription to access large maps! 21:58 < SupSuper> xcom1 modders biggest gripe are all the battlescape 8-bit limits 21:59 <@JonnyH`Work> Istrebitel: stll some BattleMapPartType members are unset... 21:59 < SupSuper> and everyone knows 255 is reserved :p 21:59 <@JonnyH`Work> I'll fix them in the merge, don't worry :) 21:59 < Istrebitel> unset? 21:59 < SupSuper> in some cases they went as far as reserving 250-255! 21:59 <@JonnyH`Work> not set in the constructor 21:59 <@JonnyH`Work> so I get 'random' values each time I run the extractoir 21:59 <@JonnyH`Work> (for the reference at least) 22:00 < Istrebitel> oh, I haven't gotten to that 22:00 < Istrebitel> I wanted to upload what I have so you can work on serialisation 22:00 < Istrebitel> I will fix that tomorrow 22:00 <@JonnyH`Work> I want to fix that for serialization 22:01 <@JonnyH`Work> No point in having an intermediate step with xml data that'll change every run 22:08 < Istrebitel> erm, what do you mean, intermediate step? 22:09 <@JonnyH`Work> like a git commit that changes a load of xml 22:09 <@JonnyH`Work> only for the next commit to change it back 22:09 < Istrebitel> ah ok 22:12 < SupSuper> https://github.com/blog/2247-improving-collaboration-with-forks 22:13 <@JonnyH`Work> I don't know if rebasing the whole thing is a 'minor' change? 22:13 <@JonnyH`Work> but probably useful anyway :D 22:13 <@JonnyH`Work> Might have to see how that works... 23:49 -!- You're now known as JonnyH`Away --- Day changed Thu Sep 08 2016 00:29 -!- pagurus [~user@pD950D0DE.dip0.t-ipconnect.de] has joined #OpenApoc 00:43 -!- pagurus [~user@pD950D0DE.dip0.t-ipconnect.de] has quit [Remote host closed the connection] 00:44 -!- pagurus [~user@pD950D0DE.dip0.t-ipconnect.de] has joined #OpenApoc 01:05 -!- You're now known as JonnyH 01:06 -!- Thinky [4bac3ff1@gateway/web/freenode/ip.75.172.63.241] has joined #OpenApoc 01:14 -!- Keise [~keise@69-196-129-7.dsl.teksavvy.com] has joined #OpenApoc 01:59 -!- Keise [~keise@69-196-129-7.dsl.teksavvy.com] has quit [Ping timeout: 250 seconds] 02:25 -!- You're now known as JonnyH`Away 03:39 -!- pagurus [~user@pD950D0DE.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 03:42 -!- pagurus [~user@pD950D0DE.dip0.t-ipconnect.de] has joined #OpenApoc 04:49 -!- pagurus` [~user@p4FD6C936.dip0.t-ipconnect.de] has joined #OpenApoc 04:51 -!- pagurus [~user@pD950D0DE.dip0.t-ipconnect.de] has quit [Ping timeout: 276 seconds] 04:52 -!- Skin36_ [~Skin36000@37.29.120.170] has joined #OpenApoc 05:36 -!- Colombo [~colombo@119.224.94.65] has joined #OpenApoc 06:04 < TheSnide> JonnyH`Away: i tend to rebase only for fixes. 06:05 < TheSnide> and i always rebase to *earlier* 06:06 < TheSnide> SupSuper: nice feat btw (GH) 07:22 -!- SupSuper [~SupSuper@openxcom/dev/supsuper] has quit [Quit: Rip] 11:17 -!- frumple [~dylsexic@213.149.61.127] has quit [Quit: blame Canada] 11:18 -!- Colombo [~colombo@119.224.94.65] has quit [Remote host closed the connection] 12:07 -!- Pawlac [~Pawlac@p4FDCD8E6.dip0.t-ipconnect.de] has joined #OpenApoc 13:15 -!- scionga [~scionga@83.254.76.188.dynamic.jazztel.es] has joined #OpenApoc 13:17 -!- scionga2 [~scionga@12.51.222.87.dynamic.jazztel.es] has quit [Ping timeout: 276 seconds] 14:46 -!- You're now known as JonnyH 14:56 < kkmic> hey JonnyH 14:56 < kkmic> What's cooking? 14:56 <@JonnyH> good stuff 14:57 < kkmic> Nice 14:59 <@JonnyH> Istrebitel has been making great strides with the battlescape 15:15 < kkmic> The new guy on the team? 15:15 < kkmic> I've seen some commits from him, but I thought it was just some minor stuff 15:16 < kkmic> Good to see that I was mistaken :) 15:20 < Istrebitel> almost finished with battlescape map generator now 15:21 < Istrebitel> if there's no bugs, we can generate any map, sectors being combined together randomly just like the game does it 15:21 < kkmic> I'll lend a hand when its ready for testing 15:22 < kkmic> Until then I'll just drool at commits :) 15:23 < Istrebitel> JonnyH, could you help me with some questions again? 15:23 < Istrebitel> :p 15:39 < Istrebitel> anyways, I'm trying to do: std::vector>>> sec_map = { size.x, { size.y, { size.z, nullptr} } }; 15:39 < Istrebitel> and I get error: conversion from 'int' to 'unsigned __int64' requires a narrowing conversion 15:39 < Istrebitel> so I have to do: std::vector>>> sec_map = { (unsigned)size.x, { (unsigned)size.y, { (unsigned)size.z, nullptr} } }; 15:39 < Istrebitel> why won't it allow me to just pass an int? 15:39 < Istrebitel> i mean otherwise it seems fine auto-converting unsigned ints to ints 15:40 < Istrebitel> and vice versa 15:47 <@JonnyH> Errm... What are you trying todo? 15:47 < Istrebitel> initaalise a 3d vector 15:47 < Istrebitel> with a size of a map 15:47 <@JonnyH> create a vector of {size.x, size.y, size.z} full of nullptr? 15:47 < Istrebitel> yes 15:48 <@JonnyH> We should probably make a '3dvector' class :P 15:49 <@JonnyH> as a single chunk of x*y*z size would be a fair bit more efficent than x*y vectors of size z 15:49 <@JonnyH> but that's not helping right now :P 15:50 <@JonnyH> I'll have a look now 15:50 <@JonnyH> BTW I'm working on splitting the tilesets/battlemaps out ofthe GameState 15:50 <@JonnyH> so we don't load everything at once 15:50 <@JonnyH> Currently, I have all the tilesets being extracted to data/tileset/01SENATE/.. (or whatever the name is) 15:51 <@JonnyH> and each map section being extracted to data/maps/01SENATE_SEC01/... (or whatever the name / section number is) 15:51 <@JonnyH> And you can read them back individually 15:51 < Istrebitel> yeah but it's better to not use names 15:51 <@JonnyH> each BattleMap now has a list of "used tilesets" 15:51 < Istrebitel> so that we can create an id 15:51 <@JonnyH> The names are just arbitrary, I think names make sense more than IDs 15:52 <@JonnyH> but they're just an identifier to make it easier for the user 15:52 <@JonnyH> And I'm going to add the metadata of 'which map sections can be used' and chance of each into the Building class 15:52 <@JonnyH> Or maybe a BattleGenerator class or something as UFOs will need one too... 15:53 <@JonnyH> So far not much difference to your work, so hopefully it'll be easy to merge with your stuff too :) 15:53 < Istrebitel> erm 15:53 <@JonnyH> As for names, I think a human readable name is 'better' 15:53 <@JonnyH> as modders etc. give maps names 15:53 < Istrebitel> thing with names is, we will have to store them 15:53 <@JonnyH> and it's more likely to be unique called JONNYH_MAP_AWESOME_ONE 15:53 <@JonnyH> than "MAP_5" 15:54 < Istrebitel> right now I know how to get a battlemap id (string) from building purpose or ufo 15:54 <@JonnyH> yeah, we can store them fine 15:54 < Istrebitel> how do I know? 15:54 <@JonnyH> if each BattleGenerator has a list of strings 15:54 < Istrebitel> which map is it? 15:54 <@JonnyH> and those strings correspond to the map 'name' 15:54 < Istrebitel> okay then we need to do the following: 15:55 <@JonnyH> A modder's 'new' map would place the new map under data/maps/NEWMAPNAME 15:55 < Istrebitel> have building's purpose be a reference, not a string 15:55 < Istrebitel> have a clas for building purpose whjich has id, name and list of maps assigned to it 15:55 <@JonnyH> and an xml GameState fragment would be chainloaded adding the "NEWMAPNAME" string to the BattleGenerator 15:55 < Istrebitel> and have same list assigned to vehicle 15:55 <@JonnyH> The BattleGenerator would be the thing referenced y the building's purpose 15:57 <@JonnyH> 'BattleGenerator' is just a way of matching a building's function to the set of possible map sections 15:57 < Istrebitel> yeah something like that 15:57 < Istrebitel> each building and each vehicle will have one 15:58 <@JonnyH> so my 'new map' mod would be: 15:58 <@JonnyH> A new map under data/maps/NEWMAPNAME 15:58 <@JonnyH> and an xml fragment that adds "NEWMAPNAME" to gamestate->battleGenerators[ID_OF_BUILDING_FUNCTION_I_WANT_THE_MAP_ADDED_TO]->sectionList 15:58 <@JonnyH> or something? 15:59 < Istrebitel> yes 16:00 < Istrebitel> btw we must figure out how to differentiate 16:00 < Istrebitel> mods that add and mods that substitute 16:00 < Istrebitel> (orverwrite) 16:03 < Istrebitel> okay this is damn weird 16:03 < Istrebitel> I have a reproducable issue 16:04 < Istrebitel> void CityView::resume() crashes with read access violation 16:04 < Istrebitel> when doing this->uiTabs[0]->findControlTyped