[00:02:12] <Darker_Dreams> heya azaghal
[00:02:17] <Darker_Dreams> 'sup sueastside
[00:07:00] <sueastside> Darker_Dreams: rethinking that alien conspiracy, i'm looking at circeavalon with alu foil wrapper around her head
[00:07:51] <azaghal> Kinky...
[00:08:42] <Darker_Dreams> oddly, in this conversation, i don't worry about her being the crazy one.
[00:09:40] <sueastside> Darker_Dreams: what?! the army gave you inside information?
[00:12:19] <Darker_Dreams> the army's barely given me enough information to get paid.
[00:13:36] <azaghal> Night ;)
[00:14:01] <sueastside> night azaghal
[00:14:40] * sueastside hans azaghal a pepper, you two have fun
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[09:26:05] <sueastside> hey PK
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[10:37:27] <PK> Hey sueastside
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[10:51:00] <social_> hey sueastside do you have somewhere svn with project bias? I'd need some simple CS app to work with
[10:51:05] <social_> *I need
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[12:46:11] <recon69_lap> social_ : if you want a base app for cs use the createproject.sh script in CS.
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[13:44:34] <sueastside> social_: if you need a very very simple app, take a look at simple1, just adding a ->load('myworld') will load your custom map and you'll be able to move around, if you want a character with camera tracking take a look at celtst instead
[13:45:29] <social_> well I also need some bigger app to refer to, that's why I wanted to see project bias, it shouldn't have more than 4k lines of code should it?
[13:47:12] <sueastside> social_: project bias was a 24h code hack, i wouldnt use it to refer to...
[13:47:30] <social_> ah :)
[13:47:42] <social_> ok maybe I'll have look on that CS fps
[13:47:55] <social_> I want to make something small in fps style
[13:48:00] <sueastside> social_: crystalcore is python +celstart
[13:48:04] <social_> just to learn modeling
[13:48:13] <social_> hmm
[13:48:18] <Deepa> cs is python :o?
[13:48:33] <sueastside> Deepa: no, but it has python bindings
[13:48:43] <Deepa> Oh
[13:48:44] <Deepa> Still nice
[13:48:51] <Deepa> How's my interface going?
[13:50:05] <sueastside> social_: fps is really easy, i'd base it on celtst, use the first person camera, then each frame transform your weapon with the camera transform and you're done
[13:50:57] <sueastside> Deepa: well no pt engine yet to interface with, i'm working on other interfaces, like the worldeditor
[13:51:38] <Deepa> Oh
[13:51:45] <Deepa> Is it okay to make it event based?
[13:52:25] <sueastside> i dont see why not
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[15:22:54] <PK> sueastside: how are things going with pt?
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[15:25:54] <sueastside> PK: I'd say well, albeit slow, added the notion of 'worlds' to my assetserver, wrote an assetclient in C++, and now we have a world editor http://sueastside.be/screenshots/assetclient/assetclient4.JPG (shot is already outdated)
[15:27:07] <sueastside> so you can browse the assets with http://sueastside.be/screenshots/assetclient/assetclient3.JPG instance them, translate/rotate, multiple selection, undo, redo
[15:27:08] <PK> I just saw the asset server on the website. Really nice.
[15:27:29] <PK> Can you reference the assets in your game and stream them to the client when you need them?
[15:28:38] <sueastside> PK: yep, doing that, using curl, even shows nice progressbars when theyre being downloaded (ok well thats just handy for the editor)
[15:31:25] <sueastside> PK: you can even edit concurrently, as it can query for updates for example http://sueastside.shacknet.nu:8080/api/worlds/1/?format=xml&stamp=2010-04-15%2018:15:05 remove the stamp and you get all objects
[15:33:39] <PK> Is it possible to set the complete world up like this?
[15:33:43] <sueastside> (i still need to add grid support, (so you can just query the objects around you), but that isnt too hard)
[15:35:20] <sueastside> PK: multiple worlds even :) heck you could set up the world with a bashscript using curl commandline
[15:37:05] <PK> Do you habe base terrain in the assetserver too?
[15:39:55] <sueastside> well i do have a test tile in there now, but i havent really made up my mind about that yet(use meshes, use heightmaps, ....), but it is possible
[15:44:41] <sueastside> http://sueastside.be/screenshots/assetclient/assetclient5.JPG
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[15:48:21] <PK> Building new maps in the running game, players could even watch you build it. That's quite cool.
[15:48:33] <sueastside> yup :)
[15:50:32] <sueastside> PK: and you'll always have the latest version of the asset, and no more manual exports,...
[15:52:16] <PK> Do we have a client already? built and downloadable? running server?
[15:52:55] <sueastside> PK: no game yet, still waiting for azaghal to finish the network
[15:54:46] <PK> Is anything about the network checked in yet?
[15:54:55] * PK wants to look at it.
[15:55:42] <sueastside> PK: no, poke azaghal
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[18:07:07] <azaghal> Yo
[18:11:40] <sueastside> yo azaghal
[18:11:56] <sueastside> azaghal: could you zip up your code and mail it to pk?
[18:12:09] <azaghal> He wants to take over, or...?
[18:12:49] <sueastside> azaghal: doubt it, he has no time, he just wants to take a look see
[18:13:02] <azaghal> Ok
[18:13:12] <sueastside> 15:42 <@PK> Is anything about the network checked in yet?
[18:13:13] <sueastside> 15:42 * PK wants to look at it.
[18:13:18] <azaghal> I still want to work on this, but if anyone decides to take over for speed reasons, np.
[18:13:56] <azaghal> sueastside: The _problem_ I have atm is whether I should have messages use the polymorphic archives or not.
[18:14:54] <sueastside> azaghal: pros and cons? else flip a coin :P
[18:15:17] <azaghal> sueastside: Polymorphism looks prettier and you can use any archive during runtime.
[18:15:46] <azaghal> The templated one is faster, bug ugly as hell, and is still annoying the fuck out of me with the way it works when you have polymorphic messages (which we have).
[18:16:05] <azaghal> In this iteration of code I'm posting I used templated version with hard-coded single type of archive.
[18:16:47] <sueastside> i'd vote the prettier one, cause i'm shallow
[18:17:02] <sueastside> easier to maintain, less likely to have bugs
[18:17:23] <azaghal> sueastside: https://engels.home.majic.rs/pt.tar.bz2
[18:17:37] <azaghal> Erm, wait...
[18:17:42] <azaghal> sueastside: https://engels.home.majic.rs/public/pt.tar.bz2
[18:19:47] <azaghal> I don't know his mail.
[18:20:05] <azaghal> The test kind of accepts connections - not much there.
[18:20:11] <azaghal> Just a handler registration for new connections.
[18:20:35] <sueastside> ooo docs
[18:22:27] <azaghal> Not much use :)
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[18:22:43] <azaghal> I was fluctuating at the time.
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[18:25:13] <azaghal> sueastside: Compile, run test, and do something like telnet localhost 8000
[18:35:02] <sueastside> azaghal: for neat code, good work
[18:35:11] <azaghal> Neat?
[18:35:17] <sueastside> *very neat
[18:35:46] <azaghal> Well, I kind of kept loosing myself a bit with architecture - that's why I want this time to go somewhat more slowly.
[18:36:13] <azaghal> sueastside: Note the archive.h thing, though. That's because I couldn't get it to work well with polymorphism.
[18:38:52] <sueastside> azaghal: do you have a snapshot of that code? i could poke it
[18:42:29] <azaghal> As in new code?
[18:42:35] <azaghal> Oh, that.
[18:42:42] <azaghal> Not really.
[18:42:55] <azaghal> Wait, maybe...
[18:43:19] <azaghal> sueastside: I think it _can_ be done, but maybe only with _pointers_, and some ugly-shit macros.
[18:43:32] <azaghal> sueastside: sertest.cpp on /public
[18:44:52] <sueastside> thanks
[18:45:03] <azaghal> http://patentabsurdity.com/download.html
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[22:05:58] <sueastside> azaghal: damn that was hard, but it works!!!! http://filebin.ca/hnecd/test.tar.gz
[22:07:50] <azaghal> sueastside: Erm... That's using polymorphic archives :)
[22:07:58] <azaghal> With those I really have no problem.
[22:08:24] <azaghal> sueastside: And take a note you're using pointers.
[22:08:52] <azaghal> And I was more interested in references.
[22:10:07] <azaghal> sueastside: With polymorphic archives I'd just create virtual serialize/deserialize methods anyway.
[22:28:35] <azaghal> sueastside: The use for polymorphic archives is to avoid some stuff (recompilation, for start, and templates as well)
[22:29:17] <sueastside> azaghal: i dont get what the problem with the sertest.cpp was the...
[22:29:47] <azaghal> sueastside: #include <boost/archive/text_oarchive.hpp>
[22:29:47] <azaghal> #include <boost/archive/text_iarchive.hpp>
[22:29:58] <azaghal> I was trying to see how I can get it to work nicely with templated stuff :)
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[22:33:14] <azaghal> But I think if you use templated stuff, you have to use pointers.
[22:33:24] <azaghal> I just don't know how much overhead virtualization can impose.
[22:33:48] <azaghal> With templates you have static code. With polymorphism one you get resolution at runtime.
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