code logs -> 2007 -> Mon, 16 Apr 2007< code.20070415.log - code.20070417.log >
--- Log opened Mon Apr 16 00:00:53 2007
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09:02
< Reiver>
Okay, so biting the bullet, let's say.
09:03
< Reiver>
Any reccomendations for windows IDE and compilers for C++?
09:14 You're now known as TheWatcher
09:16
< Mahal>
This isn't horribly helpful, but I used one with the name "blood" in it's name and it was free.
09:18
< Mahal>
Ah-0hah
09:18
< Mahal>
www.bloodshed.net
09:18
< Mahal>
http://www.bloodshed.net/
09:18
<@Vornicus>
DevC++ has seen some stuff
09:19
<@Vornicus>
Also, Eclipse has a C++ module. I don't really know how good it is, but it probably steals liberally from the Java one, which has incredible analysis tools.
09:19
< Reiver>
hm
09:20
<@Vornicus>
(in addition, any toys one makes for Eclipse can be used on any OS)
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12:45
<@ToxicFrog>
Seconded on DevC++, never used Eclipse, but on the whole I'd say you're better off not using C++ ??
12:47
< Reiver>
TF: Actually, we were specifically using it so that we could incorporate Lua~
12:47
<@Vornicus>
Well, C or C++
12:47
<@ToxicFrog>
Heh.
12:47
< Reiver>
We were also wondering if you would be interested in helping in our Insidious Plans, if you so felt like advising or such.
12:48 * Reiver 's main concern is he'd really rather an OO programming language - perhaps not strictly, but being able to do such things cleanly is a big help in this sort of venture.
12:48
< Reiver>
Hence why I mentioned C++ (Which I know can) rather than C (Which I have no idea).
12:49
< Reiver>
I note I haven't used either in approximately six years, but half the point is I need to learn something... >.>
12:52
<@ToxicFrog>
Aah.
12:52
<@ToxicFrog>
Interestingly, I just finished writing another OO framework for Lua yesterday ??
12:53
< Reiver>
Well, granted.
12:53
<@ToxicFrog>
Anyways. In that case, you might want to look into tolua++
12:53
<@ToxicFrog>
(pity we can't gank the Silent Storm engine for this, but AFAIK there's no mod tools ;.;)
12:53
< Reiver>
In any case, we were arguing about... XDEF, I think we're calling it now Vorn? :p
12:53
<@Vornicus>
X Defense
12:54 * Serah dances with ToxicFrog.
12:54
< Reiver>
(Our homebrew XCOM:UFO v2.0, if you will.)
12:54 * ToxicFrog dances with Serah
12:54
<@ToxicFrog>
Or rather, there are, but they're of the "adding new items and maps" kind rather than the "replacing the world map and adding random map generation capability" kind.
12:55 * Reiver nods.
12:55
<@ToxicFrog>
Which makes me sad, because it's an incredibly kickass engine and would be ideal for an X-COM alike.
12:55
< Reiver>
We keep getting stuck on the basics -- like, we know what a ground tile is.
12:55
<@Vornicus>
But we're, uh, being, uh, ambitious
12:55
< Reiver>
But we keep getting stuck on, uh, little things like "Where the hell do walls fit into all this?"
12:56
<@ToxicFrog>
Vornicus: accurate bullet modeling, fully 3d, completely deformable terrain on a per-brick basis, hearable enemies ambitious?
12:56
<@ToxicFrog>
Because that's what the S^2 engine does.
12:56 * ToxicFrog flails at Nival
12:56
<@Vornicus>
Well, okay, no
12:56
<@Vornicus>
But we were thinking something like "Luna and Mars are navigable worlds"
12:57
<@ToxicFrog>
-anyways-. Can't really stay to talk because I have an exam in 35 minutes, but I should be back in three hours or so.
12:57
<@Vornicus>
ok
12:57
<@ToxicFrog>
And then we can plot.
12:57
<@Vornicus>
vwoot
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16:53
<@McMartin>
... xkcd wins
16:56
<@ToxicFrog>
Yes.
16:56
<@McMartin>
How'd the exam go?
16:58
<@ToxicFrog>
Ok, but not great. Totally blanked on the last question.
16:59
<@McMartin>
Mmm.
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18:32 * ToxicFrog implements ResourcePool
18:34 * ToxicFrog also determines that RapidSVN sucks.
18:37
<@McMartin>
"RapidSVN"?
18:47
<@ToxicFrog>
Frontend to SVN.
18:47
<@ToxicFrog>
And it doesn't suck, I was using it wrong.
18:47 * ToxicFrog tries to figure out how to move stuff that svn thinks is associated with one repo into another one
18:48
<@jerith>
rsync -avC, svn add
18:48
<@jerith>
Unless history is important...
18:48
<@ToxicFrog>
Er, no.
18:48
<@ToxicFrog>
I mean, I have a bunch of files.
18:48
<@ToxicFrog>
I want to add them to repo A.
18:48
<@ToxicFrog>
However, svn thinks I want to add them to repo B, which doesn't exist.
18:48
<@jerith>
Oh.
18:49
<@ToxicFrog>
I can't seem to figure out how to either (a) tell it to cancel the attempted add or (b) tell it to add to repo A instead
18:49
<@jerith>
Check out the relevant bits of repo A in a different place and add it therE?
18:49
<@ToxicFrog>
There *is nothing in repo A*
18:49
<@jerith>
Ah.
18:49
<@ToxicFrog>
This is the first checkin to the repo.
18:49
<@ToxicFrog>
Or will be if I can figure out how.
18:49
<@jerith>
You should have an empty repo, though.
18:49
<@ToxicFrog>
'svn remove' will delete the files from my hard disk, which I don't want...
18:49
<@jerith>
svn revert?
18:50
<@jerith>
Still seems like the best thing to do is check out the (empty) repo A somewhere else and copy the files by hand.
18:50
<@ToxicFrog>
Is there a command to remove files from version control entirely?
18:51
<@ToxicFrog>
Other than [[ find . -name '.svn' | xargs rm -rf ]] ?
18:51
<@McMartin>
copy it elsewhere, svn remove, copy it back.
18:51
<@ToxicFrog>
...
18:51 * ToxicFrog flails
18:51
<@McMartin>
What do you mean here by "remove from version control"?
18:52
<@ToxicFrog>
I have a working copy. I want to remove all svn metadata in it so that it becomes just another collection of files.
18:52
<@ToxicFrog>
I think the reason it wanted to add stuff to B is that there's an obsolete .svn referring to it in the parent directory, so it went "oh, this is part of a working copy associated with B"
18:52
<@McMartin>
svn export what you want?
18:52
<@ToxicFrog>
However, B has been obsoleted.
18:53
<@ToxicFrog>
Hmm. That makes a copy...
18:53 * ToxicFrog does not want to reshuffle half his goddamn source tree just to get rid of some old .svn files ;.;
18:53
<@jerith>
rsync -avC working_dir new_dir
18:54
<@McMartin>
... so, kill the .svn directories.
18:54
<@jerith>
The -C in there tells it to ignore all CVS/SVN metadata.
18:54
<@ToxicFrog>
McMartin: that will actually work?
18:54
<@McMartin>
That's where all the metadata is.
18:54
<@jerith>
Or find -name '.svn' -delete (or whatever the syntax is.
18:54
<@jerith>
I prefer the former since it's non-destructive.
18:55 * ToxicFrog deploys xargs
18:55
<@ToxicFrog>
I'm used to P4, which keeps information about working copies on the server.
18:55
<@McMartin>
No, SVN is like CVS that way; it's all on the client.
18:55
<@ToxicFrog>
I have never used CVS.
18:56
<@McMartin>
o_O
18:56 * Vornicus has never used CVS either
18:56
<@McMartin>
I'm astonished you've made it this long without being forced to use a devtree version of some SF project.
18:56
<@jerith>
SVN has the advantage that you can do a lot of stuff offline.
18:56
<@McMartin>
Since SF didn't have SVN until a month or two ago.
18:56
<@McMartin>
And now, seminar
18:56
<@jerith>
But I'm told p4 is better at pretty much everything else.
18:58
<@ToxicFrog>
McMartin: well, occasionally yes, and by that I mean 'once every year or two'
18:58
<@ToxicFrog>
But in that case they give you the cvs command right there, I copypaste it into bash and bam, I have a source tree.
18:59
<@ToxicFrog>
This is not the same as using CVS.
18:59
<@ToxicFrog>
And, yeah, having fiddled with SVN some I vastly prefer P4.
18:59
<@ToxicFrog>
SVN's lack of automatic locking gives me the jibblies, too.
19:00
<@ToxicFrog>
(and means I keep forgetting to commit, because there's no changelist for me to look at and say "oh, I have uncomitted changes")
19:00
<@jerith>
svn stat
19:00
<@ToxicFrog>
(although that's not really related to locking...)
19:00
<@jerith>
svn stat is very much your friend. :-)
19:00
<@ToxicFrog>
jerith: the point is, in P4 I can create a changelist, and associate with it a *description* and a set of files.
19:00
<@ToxicFrog>
(not all of which have to be currently changed)
19:01
<@jerith>
Ah.
19:01
<@ToxicFrog>
So I can go "ok, here is a task I am working, here are all the files I have changed/will need to change to accomplish it"
19:01
<@ToxicFrog>
And eventually it's done, and I go "commit" and it checks in just the files in the changelist.
19:02
<@jerith>
Hmm...
19:02
<@ToxicFrog>
Which means that after finishing a subgoal, I can easily check it in even if the files are intermixed with edited files for /other/ subgoals elsewhere in the source tree.
19:03
<@ToxicFrog>
AFAICT, neither SVN nor any of its frontends gives you a way to define a set of files that you can monitor and check in as a group without affecting the rest of the project.
19:03
<@ToxicFrog>
Oh, hey.
19:04
<@ToxicFrog>
They're working on changelist support for some future release of subversion.
19:04
<@ToxicFrog>
http://svn.collab.net/repos/svn/trunk/notes/changelist-design.txt
19:04
<@jerith>
Cool. :-)
19:04
<@jerith>
We tend to work in sub-branchs and then merge them afterwards.
19:06
<@ToxicFrog>
Branching I have very limited experience with, and understanding of.
19:07
<@ToxicFrog>
AIUI branching basically forks off a copy of the repo which can be manipulated independently, and offers an easy to way to merge changes made in the branch back into the original?
19:08
<@jerith>
Pretty much.
19:08
<@jerith>
SVN does it as more of a copy-on-write operation, though.
19:08
<@jerith>
So branches are cheap.
19:09
<@jerith>
Merging can suck, though.
19:09
<@jerith>
But that applies to anything, really.
19:09
<@ToxicFrog>
And so, instead of changelists, you create an entirely new *branch* for each subgoal and then merge it back in when finished? o.O
19:09
<@jerith>
Except systems that do global locks. And that sucks more.
19:09
<@jerith>
Yeah.
19:09
<@jerith>
And then kill the branch.
19:09
<@jerith>
It's still there in the history, though.
19:10
<@jerith>
And on that note, I'm off home.
19:10 * ToxicFrog ponders svn.tigris.org
19:10
<@ToxicFrog>
1.43 is out, no changelist support yet though ;.;
19:10
<@ToxicFrog>
I'm still running 1.32 o.O
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19:38
<@ToxicFrog>
Ok, I need terminology.
19:39
<@ToxicFrog>
SS1 objects are divided into a three-level tree: the first level is weapons/containers/critters/etc, the second level is fullauto/semiauto/beam/projects/etc, and the bottom is the item itself.
19:40
<@ToxicFrog>
TSSHP calls these class, subclass, and type respectively, so the sparqbeam is class Weapons, subclass Beam, type Sparq.
19:40
<@Vornicus>
But those are kinda loaded words in CS
19:40
<@ToxicFrog>
I think those are terrible names but am having trouble coming up with better ones.
19:40
<@ToxicFrog>
Yes, exactly.
19:40
<@ToxicFrog>
I think perhaps Category for the top level.
19:40
<@Vornicus>
Family Genus Species
19:42
<@gnolam>
Ooh, hacking Silent Storm?
19:43
<@ToxicFrog>
...no.
19:43
<@ToxicFrog>
System Shock.
19:43
<@Vornicus>
System Shock
19:43
<@ToxicFrog>
I was unaware that S^2 used the same object classification system.
19:47
<@ToxicFrog>
Or did you expand SS1 incorrectly?
19:48
<@Vornicus>
Considering that Silent Storm was mentioned earlier today, I'd say it was context-sensitive acronym expansion
19:48
<@gnolam>
I was reading the backscroll.
19:49
<@gnolam>
So... backscroll, mention of Silent Storm, jump to ~15 lines ago - BOOM!
19:49
<@ToxicFrog>
Aah.
19:50
<@ToxicFrog>
Typically, Silent Storm is S^2, Sentinels is S^3, and the latest one is S&H.
19:50
<@ToxicFrog>
Hmm. Family/genus/species might work, but I don't really like it...
20:29
<@McMartin>
Category, Subcategory, Model.
20:31
<@ToxicFrog>
Model is also a loaded word.
20:32
<@McMartin>
Oh, right, graphics.
20:32
<@McMartin>
"Mark"?
20:32
<@McMartin>
That's more for "v1 vs. v2"
20:33
<@McMartin>
Cat, Subcat, Kitten!
20:33
<@ToxicFrog>
Pfft
20:33
<@ToxicFrog>
Very tempting, but I want this code to be maintainable
20:34
<@ToxicFrog>
(besides, sorting is difficult if they all get 10s)
20:36
<@ToxicFrog>
Cat, subcat, and type would work.
20:36
<@McMartin>
Type is still loaded.
20:36
<@McMartin>
My labmate suggests "kind"
20:36
<@McMartin>
Which is only overloaded if you're a Young Earth Creationist!
20:36
<@ToxicFrog>
Well, yes, it's loaded, but in this case it's being used appropriately.
20:37
<@McMartin>
Aha.
20:37
<@ToxicFrog>
...or, actually, hmm.
20:38
<@ToxicFrog>
Is Sparq: (a) a type, and the ones you find in game are instances of this type, or (b) an instance of BeamWeapon which defines the stats used by the ones in game?
20:38
<@McMartin>
My style tends towards (b).
20:38
<@McMartin>
But we discussed my hatred of inheritance yesterday.
20:39
<@ToxicFrog>
Yes.
20:39
<@McMartin>
yarglef?d
20:39 * Vornicus returns from the store for the second time today, finishes making dinner.
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20:41
<@ToxicFrog>
The way the members are laid out...
20:41
<@ToxicFrog>
Each object has:
20:41
<@ToxicFrog>
- a set of stats common to all objects, such as mass
20:41
<@ToxicFrog>
- a set of stats common to that category, such as firing rate
20:42
<@ToxicFrog>
- a set of stats common that subcategory, such as power draw
20:42
<@ToxicFrog>
And then some additional subcategory-specific info that's stored in the map, like currently loaded ammo count.
20:51
<@ToxicFrog>
So what I'm inclined to say is that Object defines a bunch of members, CategoryObject defines a bunch more, SubcategoryObject defines even more, SpecificSubcategoryObject provides values for them all and declares most of them const, and the map then instantiates it a bunch of times and provides new values for the stuff that isn't const.
20:55
<@ToxicFrog>
(I should clarify: this is my take on Shock's existing behaviour, not a proposed reimplementation)
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21:12
<@ToxicFrog>
Thoughts?
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21:14
< MyDarkstarVerbs>
ToxicFrog: I think I'd like a drink.
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23:01
<@ToxicFrog>
2.2.3 Subcategory 0/2: Projectile Weapons
23:01
<@ToxicFrog>
-----------------------------------------
23:01
<@ToxicFrog>
This table contains 16 bytes per weapon, for a total of 32:
23:01
<@ToxicFrog>
0000 byte[8] common weapon information
23:01
<@ToxicFrog>
0008 uint8 ???
23:01
<@ToxicFrog>
0009 uint8 projectile type
23:01
<@ToxicFrog>
000A uint8 projectile subcategory
23:01
<@ToxicFrog>
000B uint8 projectile category
23:01
<@ToxicFrog>
000C byte[4] ???
23:01
<@ToxicFrog>
0010 -
23:01
<@ToxicFrog>
I didn't consider the implications of this before: could one write a weapon that fires non-projectiles?
23:02
<@McMartin>
Are beams projectiles?
23:33
<@ToxicFrog>
No.
23:34
<@ToxicFrog>
Weapons are either hitscan (no visible beam, hits instantly), beam (visible beam, hits instantly) or projectile (creates a seperate projectile object)
23:34
<@ToxicFrog>
Such as the magpulse.
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23:45
<@ToxicFrog>
What I'm thinking here is, could I write a weapon that fires, say, prox mines.
23:46
<@ToxicFrog>
Or maintenance bots.
23:46
<@ToxicFrog>
(beams aren't actually an object of any kind, they're a renderer effect)
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--- Log closed Tue Apr 17 00:00:53 2007
code logs -> 2007 -> Mon, 16 Apr 2007< code.20070415.log - code.20070417.log >